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# It's here!

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I missed working on Glow.

Here is the pre-release version of Glow 1.3. Before I go live with it, I'd like people to check stuff.

I've tested it on ATI on OS X and NVidia on Windows XP, so having people check that for me would be tops. I'd also like to see people playing their way through the game again (should be much easier) and then seeing if the HUD tag really does show up properly. It does for me, but I haven't had the chance to play completely through several times.

Ch-ch-changes
• Better framebuffer. It's an FBO, so it supports arbitrary resolutions.
• Moving the mouse scrolls, like in Soldat
• Bug with the input binder fixed
• If you reload from a saved game, you can actually continue to the next level now [rolleyes]
• Glow Bomb has a visible HUD tag now
Here is a juicy screenshot:

Mac OS X Universal DMG
Windows Installer

Oh, and as an aside... my meeting to propose changing the huge commercial product... it went pretty well. [grin]

wtf it took like 5 minutes to load the comment page, gamedev is getting slow day by day D:

anyways, the game crashed on me. It happens when I click after assets were loaded

screenie

Son of a bitch. Can you give me the contents of stderr/stdout.txt? I suspect it might be a GL error.

If that's the case, lemme know what hardware you're running on.

Also, when you click? It should just go right to the logo screen, play the music and shake the logo without any intervention from fleshy humans. Do previous versions work on the same hardware? It might be a sound driver issue.

I let the game sit there for quite some time after the assets already loaded. I tested it a few times and the crash happens exacly after 2 clicks on the window.

files u requested \/
debug files

my system specs:
ati x1950 pro video card
amd 64 x2 5600+

Interesting. Your card seems to have an issue with creating and binding FBOs. Are you sure you have the latest driver?

I was having some trouble with the FBOs because one of my displays is set to disable OpenGL acceleration, so the game wouldn't update the screen on that monitor until I moved it to the other one.

I am use a 1 month old driver I believe :P

Just about any game I can think of runs fine, I doubt its my machine

Alright, figured I'd check. I'll have to go back and take a look at it, but I suspect my FBO creation method is a bit funky. This is why it's a pre-release. [grin]

Thanks for the logs.

Oh, lord. ATI shit the bed again.

Judging from the log, it looks like your video card doesn't support non-power-of-2 textures, so it's resorting to the GL_ARB_texture_rectangle renderpath, which I honestly haven't tested that much. So this'll be fun [grin]

Inexplicably, my X1600 does support GL_ARB_texture_non_power_of_two under OS X.

I'll have to go test this renderpath. I seem to remember it was quirky and nasty and I was happy to leave it behind when 10.4.5 came out, but it looks like I'll have to dust it off.

So I tried it out on my fancy schmancy ATI card as you requested. It runs fine and fast.

I notice in your screenshot there that the main guy has red eyes. But everything in the 'game' proper is in complete and total grayscale for me. I can't recall it being like that in the previous version, but maybe it was, I'm old and my memory fails me.

Well, now that is interesting. There still should be visible red bits, since the shader hasn't changed since the previous version.

I'm working on fixing the texture_rectangle bug, but it's not perfect. At the very least, you can use the menu now [wink].

Arr. It would seem that Bad Things(tm) happen when I try and play with your Grayscale shader turned off, on my ATI card. This definitely worked on the previous version of Glow. [sad]

WARN) Detected blank line.
WARN) Detected blank line.
Sorry, sprite data/textures/33.png is missing
Sorry, sprite data/sprites/61.png is missing
data/sound/glow/21.wav is missing
This file does not contain ID3v1 information
This file does not contain ID3v1 information
This file does not contain ID3v1 information
Err.) Music file data/sound/glow/ogg/4.ogg is missing
ERROR) Actor definition line 32: Not enough tokens (need 3, got 0)
You cannot have spaces in your actor definition line.
ERROR) Item definition line 41: Not enough tokens (need 3, got 0)
You cannot have spaces in your actor definition line.
ERROR) Actor definition line 32: Not enough tokens (need 3, got 0)
You cannot have spaces in your actor definition line.
ERROR) Item definition line 41: Not enough tokens (need 3, got 0)
You cannot have spaces in your actor definition line.
===Propane Injector OpenGL assertion===
OpenGL error 1282 (invalid operation)
You were trying to: Pass texture to shader
Died at src/GameBackbuffer.cpp, 22
Shutting down application.



I had the same problem as NegativeGeForce

my card is a Radeon x1300, so I'm guessing thats where the problem is.

I still have a lot of interference with the music too, but I guess thats just my system being dumb :(

I'm uploading a new version now -- it turns out ATI are fucking ignorant and don't support GL_ARB_texture_non_power_of_two, so the code was falling back on my broken texture rectangle implementation. I've removed this implementation -- it was only designed to support ATI machines running OS X 10.3, and doesn't appear to work on Leopard or Windows, even after extensive modification.

ATI owners with cards that don't support npow2 will get it dropped back to the way the previous versions of Glow worked, whereas NVidia owners and those of you with ATI cards that do support npow2 will get the "proper" version.

Sorry, X1300-X1950 series guys. I don't know why ATI hasn't shipped a proper GL driver, but I have my suspicions. For Afterglow, I will fix up my FBO support so that it will work properly again (at the cost of VRAM).

It should also fix Hopedagger's crash issue. I'll make a new journal post when it's time to sample the new versions.