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Beta

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Ravuya

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Here you gents and lasses go:
Beta (~7MB)
It's Win32 only at the moment, but that's because I need to get that platform inspected most clearly.

I appreciate your testing capabilities; if it explodes on you, please upload the stderr/stdout files. There's a BetaReadme.html that should explain a lot of the game.

Edit: A log.html file should be either generated in the same directory with the application, or with your save files in My Documents\My Games\Novarunner. If the game blows up and your stderr/stdout files are empty, see if the log file got created. If so, put that in the comments here. Thanks!

Edit 2: It appears no log file is being created. I fixed the problem and now I'm uploadingI've uploaded a fresh build. Hopefully this will produce some log files for you guys.

Edit 3: I fixed a bug in the particle system that the more-anal VCRT was tripping up on. That should fix some of your crash issues.

Edit 4: I fixed the crashes in the star map and the bar screens. Now I'm going to work on implementing the roll and inverse pitch controls, and figure out why "Go To" takes such crazy routes on Windows.

Edit 5: Some fixes for people who are having issues with the UI. Also, you roll instead of yaw now and there's an option on the prefs menu to invert your pitch.
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OK. I ran it. Played for a little bit and then it decided to stop and crash.

Sys Info:
Windows Vista x64
ATi Radeon HD 3870
4 GB RAM
Intel Core 2 Duo E6750

Here are the logs:
stderr.txt
TODO: GameState reset

Sorry, sprite "data/skyboxes/2/6.png" is missing
Malformed firingSoundName attribute in (Weapon named BFG 9000)
Malformed firingSoundName attribute in (Weapon named Recoilless Cannon)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
generateCharacterFromLine critical error
This line is blank.
generateCharacterFromLine critical error
This line is blank.
Can't load key bindings from file "C:\Users\Mike\Documents\My Games\Novarunner\keymap.xml"
Sorry, sprite "data/sprites/61.png" is missing
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU




And the log.html:
Log begins at 2008-01-29 00:15: 

Default initialize
Default renderer init
All display modes supported.
OpenGL context initialized.
Propane Injector video hardware information dump
Adapter: ATI Radeon HD 3870
Version: 2.1.7169 Release
Vendor: ATI Technologies Inc.
Texture units: 8
Maximum VBO size: 2147483647
Maximum IBO size: 16777215
Maximum texture size: 8192
Maximum # fixed-function lights: 8
Vertex shader: Yes
Fragment shader: Yes
VBO: Yes
FBO: Yes
Occlusion query: Yes
Geometry shader: No
Extensions: GL_AMD_performance_monitor GL_ARB_depth_texture
GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow
GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader
GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture
GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle
GL_EXT_texture_sRGB GL_EXT_vertex_array GL_KTX_buffer_region
GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint
WGL_EXT_swap_control

New system: "Origin", econ level=14, skybox=2
New light (1): < 0 0 60 >
, diffuse = < 1 1 1 >
, ambient=< 0.1 0.1 0.1 >

Game Startup
Suitable joystick "Microsoft PC-joystick driver" detected. Using.
Using 1 joystick(s)



When it crashed I was just turning around to head in the opposite direction. I don't think I'd travelled very far. I'd also killed one droideka before moving.

Some small criticism(s):
The navigation star chart moves too slowly. However, it's obviously empty and thus not finished so it's hard to get a sense of scale with it and my comment may be pointless.

God, please, change the droidekas to ships... for the love of all that is good and lucasfilm related! [grin]

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It ran fine for me and everything seemed to work. I flipped through all the menus and drove around for a bit. No crashes. The hack menu background is pretty cool. I found the yaw/pitch controls hard to use initially. Is there a way to invert the pitch control? I'd also like to be able to control the roll.

Windows XP Home
Athlon XP 1700
512 MB RAM
Geforce 6600

stdout:
Pre-initialization

Buffer size = 2280
Spawning dockable actor "Amazing planet 1".
Loading from data/md2/1.md2
Version 8
This model has a bounding box B = {4.076923,4.076923,4.076923}
Scale factor S = {0.245283,0.245283,0.245283}
Loading from data/md2/0.md2
Version 8
This model has a bounding box B = {76.671638,88.235451,58.004032}
Scale factor S = {0.013043,0.011333,0.017240}
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
Post-initialization
Clearing assets
Clearing assets
FONT IS READY
FONT IS READY
SystemDataPath="C:\Documents and Settings\dcosborn\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\dcosborn\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\dcosborn\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\dcosborn\My Documents\My Games\Novarunner\keymap.xml"
SystemDataPath="C:\Documents and Settings\dcosborn\My Documents\My Games\Novarunner\configuration.xml"
Loaded 61 sprites
Loading from data/md2/0.md2
Version 8
This model has a bounding box B = {76.671638,88.235451,58.004032}
Scale factor S = {0.013043,0.011333,0.017240}
Items in inventory: 20
Spawning new actor (2)
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
Clearing assets
Clearing assets
Clearing assets
Clearing assets
Clearing assets
Clearing assets

stderr:
TODO: GameState reset

Sorry, sprite "data/skyboxes/2/6.png" is missing
Malformed firingSoundName attribute in (Weapon named BFG 9000)
Malformed firingSoundName attribute in (Weapon named Recoilless Cannon)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
generateCharacterFromLine critical error
This line is blank.
generateCharacterFromLine critical error
This line is blank.
Can't load key bindings from file "C:\Documents and Settings\dcosborn\My Documents\My Games\Novarunner\keymap.xml"
Sorry, sprite "data/sprites/61.png" is missing
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU
Sorry, sprite "data/menu/icons/3.png" is missing
TODO: GameState reset
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)

log:
Log begins at 2008

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Flew around. Shot something. Got shot. Flew around. Shot the grey stationary thing. It crashed.

stderr.txt:

TODO: GameState reset
Sorry, sprite "data/skyboxes/2/6.png" is missing
Malformed firingSoundName attribute in (Weapon named BFG 9000)
Malformed firingSoundName attribute in (Weapon named Recoilless Cannon)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firingSoundName attribute in (Weapon named Micro-Missile)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
generateCharacterFromLine critical error
This line is blank.
generateCharacterFromLine critical error
This line is blank.
Can't load key bindings from file "C:\Documents and Settings\Matthew\My Documents\My Games\Novarunner\keymap.xml"
Sorry, sprite "data/sprites/61.png" is missing
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU
Achievement Unlocked TODO: Reset Long Hauler to 1Million AU



stdout.txt:

Pre-initialization
Buffer size = 2280
Spawning dockable actor "Amazing planet 1".
Loading from data/md2/1.md2
Version 8
This model has a bounding box B = {4.076923,4.076923,4.076923}
Scale factor S = {0.245283,0.245283,0.245283}
Loading from data/md2/0.md2
Version 8
This model has a bounding box B = {76.671638,88.235451,58.004032}
Scale factor S = {0.013043,0.011333,0.017240}
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
Post-initialization
Clearing assets
Clearing assets
FONT IS READY
FONT IS READY
SystemDataPath="C:\Documents and Settings\Matthew\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\Matthew\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\Matthew\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\Matthew\My Documents\My Games\Novarunner\keymap.xml"
SystemDataPath="C:\Documents and Settings\Matthew\My Documents\My Games\Novarunner\configuration.xml"
Loaded 61 sprites
Loading from data/md2/0.md2
Version 8
This model has a bounding box B = {76.671638,88.235451,58.004032}
Scale factor S = {0.013043,0.011333,0.017240}
Items in inventory: 20
Spawning new actor (2)
Spawning new actor (3)
Spawning new actor (4)
Spawning new actor (5)
Spawning new actor (6)
Tourist is leaving.
Spawning new actor (7)
Tourist has left.
Junior Pirate is leaving.
Junior Pirate is leaving.
Spawning new actor (7)
Junior Pirate has left.
Spawning new actor (7)
test two is leaving.
Spawning new actor (8)
test two has left.
Junior Pirate is leaving.
Astronaut Bob is leaving.
Spawning new actor (8)
Junior Pirate has left.
Tourist 1 is leaving.
Astronaut Bob has left.
Tourist 1 has left.
Spawning new actor (6)
Merchant 1 is leaving.
Spawning new actor (7)
Merchant 1 has left.
Tourist 3 is leaving.
Tourist 3 has left.
Spawning new actor (6)
Tourist 2 is leaving.
Tourist 2 has left.
Spawning new actor (6)
Junior Pirate is leaving.
Spawning new actor (7)
Junior Pirate has left.
T

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flew around, shot up some poor fool with my space-shotgun, hit "E" and crashed.

my thoughts:
The tab menu was really really nice. It was super easy to use with one hand.

the firing sounds from glow still work pretty well for this game.

the space background is.. weird. It looks really nice, but it seems flat. I got the impression that I was going to hit it. The coloring was spot on though. very cool look.

I think it could really use roll controls, but I'm not sure how hard they would be to implement.

overall though it was pretty cool. space games are always worth playing

stdout

Pre-initialization
Buffer size = 2280
Spawning dockable actor "Amazing planet 1".
Loading from data/md2/1.md2
Version 8
This model has a bounding box B = {4.076923,4.076923,4.076923}
Scale factor S = {0.245283,0.245283,0.245283}
Loading from data/md2/0.md2
Version 8
This model has a bounding box B = {76.671638,88.235451,58.004032}
Scale factor S = {0.013043,0.011333,0.017240}
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
added actor "Tourist" to oddments table
added actor "Merchant" to oddments table
added actor "Junior Pirate" to oddments table
added actor "Pirate Dreadnought" to oddments table
added actor "Dr. Questy" to oddments table
added actor "Astronaut Bob" to oddments table
Post-initialization
Clearing assets
Clearing assets
FONT IS READY
FONT IS READY
SystemDataPath="C:\Documents and Settings\andrew christ\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\andrew christ\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\andrew christ\My Documents\My Games"
SystemDataPath="C:\Documents and Settings\andrew christ\My Documents\My Games\Novarunner\keymap.xml"
SystemDataPath="C:\Documents and Settings\andrew christ\My Documents\My Games\Novarunner\configuration.xml"
Loaded 61 sprites
Loading from data/md2/0.md2
Version 8
This model has a bounding box B = {76.671638,88.235451,58.004032}
Scale factor S = {0.013043,0.011333,0.017240}
Items in inventory: 20
Spawning new actor (2)
Spawning new actor (3)
Spawning new actor (4)
Spawning new actor (5)
Spawning new actor (6)
Merchant is leaving.
Merchant has left.
Spawning new actor (6)
Tourist 1 is leaving.
Spawning new actor (7)
Tourist 1 has left.
Spawning new actor (7)
Junior Pirate is leaving.
Spawning new actor (8)
Junior Pirate has left.
Dr. Questy is leaving.
onActorDeath TODO
Spawning new actor (7)
Dr. Questy has left.
Merchant 3 is leaving.
Spawning new actor (7)
Merchant 2 is leaving.
Spawning new actor (8)
Merchant 2 has left.
Spawning new actor (8)
Merchant 4 is leaving.
Spawning new actor (9)
Merchant 4 has left.
Merchant is leaving.
Spawning new actor (9)
Actor deleted
Loading from data/md2/gib.md2
Version 8
This model has a bounding box B = {6.805661,4.958334,3.881944}
Scale factor S = {0.146936,0.201681,0.257603}
Loading from data/md2/gib2.md2
Version 8
This model has a bounding box B = {6.650400,7.620859,11.013889}
Scale factor S = {0.150367,0.131219,0.090794}
Spawning new actor (10)
Merchant has left

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I might try roll instead of yaw. The problem is that without gravity, it's hard to get the ship to align itself to a proper up-vector again.

I think I've taken care of that crash bug, so if you guys have time, please redownload it.

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After discovering that you failed to include an invert-pitch option, I made several profane and offensive remarks about you (and possibly also your chihuahua, depending on how you interpret that one with the butter), and deleted the filthy dreck from my sacred hard drive.

Also, roll control. Please add it. (Don't worry - losing an up-vector is actually a perfectly common thing in 3-space. If you check it, pretty much every free-flight game out there lets you lose your up-reference, which isn't a big deal at all. In fact, some games like Descent actually made very good use of that exact thing as a gameplay mechanic. I say this not so much for your own enlightenment as something you can quote when your players bitch about forgetting what direction their head is pointing.)

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Quote:
Original post by ApochPiQ
After discovering that you failed to include an invert-pitch option, I made several profane and offensive remarks about you (and possibly also your chihuahua, depending on how you interpret that one with the butter), and deleted the filthy dreck from my sacred hard drive.
Yeah, this one is an easy addition. I'll get to it ASAP.
Quote:
Also, roll control. Please add it. (Don't worry - losing an up-vector is actually a perfectly common thing in 3-space. If you check it, pretty much every free-flight game out there lets you lose your up-reference, which isn't a big deal at all. In fact, some games like Descent actually made very good use of that exact thing as a gameplay mechanic. I say this not so much for your own enlightenment as something you can quote when your players bitch about forgetting what direction their head is pointing.)
Hrm, well, okay.

One thing I just found out; the bar and starmap are both massively broken because the system discovery code doesn't work on Windows. I'm preparing a binary with this problem fixed as we speak, and I'll do another edit.

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Roll control feels really weird, and I'm not sure why. I don't know if it should be more sensitive or less sensitive.

It does seem way more intuitive to fight with it, once I get over the whole "I'm upside down" part, though.

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It ran fine, I like the tab menu. I think the controls need a bit of work though, at the moment they're far too sluggish and unresponsive. I think you need to cut down on the inertia and increase the turn speed because at the moment its nearly impossible to fight, especially with the enemies hitting nearly every shot.

Also, the bullets seem to go below the crosshair? And please get rid of the shot scatter, at least on the single shot guns (some scatter on the shotgun is acceptable). No other space sim that I've played has the shots fly out at random vectors, and its pretty annoying

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i downloaded the new one and tooled around for a bit. It doesn't crash anymore.

I think the key will rolling is to make it a hold down button, like your menu. When you hold down the button, the arror keys will roll, but otherwise they will turn like they used to.

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I tried the new build and it doesn't crash on launch anymore. The game ran as smooth as silk and I got smoked...

(edit: oh yeah, it didn't crash just figured I'd post the logs so you could see my hardware and see if you squashed that killer prob)

log:
Log begins at 2008-01-29 18:18:

Default initialize
Default renderer init
All display modes supported.
OpenGL context initialized.
Propane Injector video hardware information dump
Adapter: GeForce 8400M GS/PCI/SSE2
Version: 2.1.1
Vendor: NVIDIA Corporation
Texture units: 4
Maximum VBO size: 4096
Maximum IBO size: 4096
Maximum texture size: 8192
Maximum # fixed-function lights: 8
Vertex shader: Yes
Fragment shader: Yes
VBO: Yes
FBO: Yes
Occlusion query: Yes
Geometry shader: Yes
Extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
New system: "Origin", econ level=14, skybox=2
New light (1): < 0 0 60 >
, diffuse = < 1 1 1 >
, ambient=< 0.1 0.1 0.1 >

Game Startup
Using 0 joystick(s)
Loading star system "ae87.xml"
New system: "AE-87", econ level=0, skybox=1
Loading star system "ae88.xml"
New system: "AE-88", econ level=0, skybox=1
Loading star system "origin.xml"
New system: "Origin", econ level=14, skybox=2
Loading star system "tenebre.xml"
New system: "Tenebre", econ level=0, skybox=1
Loading star system "tenebre2.xml"
New system: "Test System 2", econ level=0, skybox=0
Loading star system "toofar.xml"
New system: "Too Far", econ level=0, skybox=0
Game Teardown
New system: "Origin", econ level=14, skybox=2
Tearing down
Default renderer teardown




stderr
TODO: GameState reset

Sorry, sprite "data/skyboxes/2/6.png" is missing
Malformed firingSoundName attribute in (Weapon named BFG 9000)
Malformed firingSoundName attribute in (Weapon named Recoilless Cannon)
Malformed firingSoundName attribute in (Weapon named P-Shooter)
Malformed firingSoundName attribute in (Weapon named Spray and Pray)
Malformed firin

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I'm not quite sure what I fixed, but I'm glad it's working again.

So you know, I've added some minor improvements and fixed a few code-rot bugs that popped up. I'll probably cut another release in a few hours, but there are still some outstanding issues to take care of.

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It runs fine now, not a crash to be found thus far. I'm also able to jump between systems just fine. Everything seems a lot more responsive as well. Another small suggestion: Invert the pitch by default, I know there's an option to do this, but to me it seems odd to press down and actually pitch in a down direction. I know that sounds odd, but most other flight sims I've pissed around with using a keyboard usually will have the axis inverted by default.

It also seems like your opponents are rediculously fast. Perhaps a difficulty setting for old bastards with poor reflexes like me?

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