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Warbots Online - BETA Download

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August 12, 2009



Game's website - http://www.warbotsonline.com

BETA Installer download link ( ~650MB ) -
http://www.radioactive-software.com/warbots/WarbotsOnline_BETA_Install_081209.exe

BETA Readme.pdf download link (~1MB ) -
http://www.radioactive-software.com/warbots/WarbotsOnlineReadme.pdf

F.A.Q. (Questions and Answers)
http://www.radioactive-software.com/forum/viewtopic.php?t=1350

See the previous entry for many screenshots, and links to 3 High Definition videos (720p) posted on YouTube. Please let me know your thoughts, at the very least I could use as many people to download the game and install it and see if it runs [grin]...

The game takes up about 2GB unzipped, and requires a sorta-modern-computer to run...see the F.A.Q in the above link for more information.

It's the first release of this particular game, and any game I've made to the public in ~5 years :-o So be gentle lol. This game has taken about 10 months, $1,000s of dollars, and many years off my life-expectency to produce up to this point lol. There is a full credits list in the ReadMe.pdf, there are a few people I contracted to do artwork for me, including an art studio. I'm still looking for a publisher for this particular project, we'll see how that goes.

I'll be including a multiplayer patch in the coming days, so we can frag eachother...I've already got game servers up and running in Raleigh, London, Dallas, and Atlanta. This release is mostly to test hardware compatablity, and to help me fix major compatablity issues.

I've tested the game on 32-bit XP, 32-bit Vista of all flavors, and 64-bit Vista Ultimate.

I'm going to work on the updates for the game's homepage, and the Radioactive-Software homepage, and then probably sleep. Thanks again if you can d/l the game and help me out with testing!

- Dan

P.S. These are the controls for those who can't be bothered to read the .pdf

Quote:


When controlling a vehicle.

ESCAPE - Display in-game menu
W - Accelerate
S - Brake / Reverse
A - Turn Left
D- Turn Right
SPACEBAR - Handbrake
LEFT MOUSE - Fire current weapon
RIGHT MOUSE - Aim current weapon
MIDDLE MOUSE WHEEL - Zoom camera in/out
MIDDLE MOUSE BUTTON - Detach camera from turret.
E - Toggle zoomed viewfinder
L - Toggle headlights
TAB - Display Scores
[ - Scroll through active vehicles
] - Scroll through active vehicles
~ - Open developer's console
PAGE UP - Adjust time of day
PAGE DOWN - Adjust time of day

When spectating.

ESCAPE - Display in-game menu
W, A, S, D - Move the freelook camera around
LEFT SHIFT - Camera speed 2X (hold down key)
Z - Camera speed slow (hold key down)
R-Center camera on world origin

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My system specs are 8800GTX, Q6600, 4GB RAM, VISTA x64 ULTIMATE.
The game runs fine, I've turned up most of the settings to the max and with 8 Players and 500 soldiers FPS averaged 40-50 or so. With 64 players and 6000 soldiers out-of-the-battlefield FPS averaged about 40ish or so. Near the soldiers formations, as expected, FPS dropped to ~20 frames. Crashing straight into the soldiers has led to ~9FPS.

Performance aside, I've encountered something, that seems to be a bug with gear shifting. It's really hard to begin to move 'cos the gears keep changing from 1st to 3rd and because of that vehicle basically stands still, however after 30 seconds or so it starts moving properly.

Also, some of NPC bots just stay in the spawn area and also fail to move (I suspect it's because of the gears-bug).

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Quote:
Original post by Gylis
My system specs are 8800GTX, Q6600, 4GB RAM, VISTA x64 ULTIMATE.
The game runs fine, I've turned up most of the settings to the max and with 8 Players and 500 soldiers FPS averaged 40-50 or so. With 64 players and 6000 soldiers out-of-the-battlefield FPS averaged about 40ish or so. Near the soldiers formations, as expected, FPS dropped to ~20 frames. Crashing straight into the soldiers has led to ~9FPS.

Performance aside, I've encountered something, that seems to be a bug with gear shifting. It's really hard to begin to move 'cos the gears keep changing from 1st to 3rd and because of that vehicle basically stands still, however after 30 seconds or so it starts moving properly.

Also, some of NPC bots just stay in the spawn area and also fail to move (I suspect it's because of the gears-bug).


Thanks for the feedback...I have a system thats almost identical to that, and it gets probably 2X the fps you describe hmmmmm. I even recorded a video on my

4GB
intel core2duo @2.4
nvidia 9800

and it gets 30+ fps while recording a video and playing at 1280x720

Can you send me the logfile, or can you post the logfile?

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the man delivers!
awesome

I'm already downloading it at home - will be able to test it on Windows 7 and XP SP3 after work.

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Im having loads of fun with your game! Keep it up, fo sho.

After installing, windows asked me if it was installed correctly or if it should reinstall using the correct preferences. What does this mean? While playing, how come it has to go through alllllll that loading again when you alt tab out?

I do have a few questions though. I dont know anything about tank engines/transmissions but do they really get up to 7500 rpm? I thought they would always stay at lower rpm even at high speeds, like 3500 tops. Also, when I go uphill, it drops me from the top speed of 60 obviously but I wasnt able to get it to go above the top speed even when going down hill suddenly.

How about controls for manually shifting? And how bout some sound effects for when your redlining? *BURRRR BURRRR BURRRR*

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Runs well and looks cool, well done.

One thing I noticed was that the FOV indicator on the minimap seemed to turn left when i turned right and vice versa. Looks like maybe something(s) being flipped somewhere (maybe the minimap textures). I'm running a Radeon 4870X2.

Looking forward to multiplayer :).

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Now downloading and will test on dual core 2.4ish Mhz, ATI Radeon HD 3600 and Vista Home Premium. Looking forward to playing it and seeing how it performs on what I guess is now a low to mid range system.

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Quote:
Original post by y2kiah
the man delivers!
awesome

I'm already downloading it at home - will be able to test it on Windows 7 and XP SP3 after work.


Cool...I'm curious if it runs on Windows 7, I have not heard from anybody who has tried it.

Quote:
Original post by Azh321
Im having loads of fun with your game! Keep it up, fo sho.

After installing, windows asked me if it was installed correctly or if it should reinstall using the correct preferences. What does this mean? While playing, how come it has to go through alllllll that loading again when you alt tab out?

I do have a few questions though. I dont know anything about tank engines/transmissions but do they really get up to 7500 rpm? I thought they would always stay at lower rpm even at high speeds, like 3500 tops. Also, when I go uphill, it drops me from the top speed of 60 obviously but I wasnt able to get it to go above the top speed even when going down hill suddenly.

How about controls for manually shifting? And how bout some sound effects for when your redlining? *BURRRR BURRRR BURRRR*


Yea, I get the "Did this program install correctly?" message box on Vista it seems...not sure how I can fix it.

Alt-tab loading - a lot of the VBs, and assets have to be released/reloaded on a lost device, I'll work on optimizing it.

The tank uses an incorrect gearbox, also it doesn't 'move' like a tank (aka ability to spin 360 in place), I'll work on that.

Great idea with a sound of a rev-limiter. Instead of clamping it @ the redline I can subtract 100 RPM to give the effect of the it bouncing of the rev-limiter.

Quote:
Original post by Matt Carr
Runs well and looks cool, well done.

One thing I noticed was that the FOV indicator on the minimap seemed to turn left when i turned right and vice versa. Looks like maybe something(s) being flipped somewhere (maybe the minimap textures). I'm running a Radeon 4870X2.

Looking forward to multiplayer :).


Thanks a lot. Yup, the mini-map is mirrored for some reason, I need to fix that.

Multiplayer is in the oven :-)

Quote:
Original post by Aardvajk
Now downloading and will test on dual core 2.4ish Mhz, ATI Radeon HD 3600 and Vista Home Premium. Looking forward to playing it and seeing how it performs on what I guess is now a low to mid range system.


Lemme know how it runs, I think I have a similar card/setup in one of my test rigs, you should get ~30 FPS w/8 vehicles and 500 soliders, I have not tried it w/ a bigger battle than that.




Thanks for taking the time to help test my game guys, I really appreciate it!

- Dan

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Quote:

Cool...I'm curious if it runs on Windows 7, I have not heard from anybody who has tried it.

It does! I was getting a pretty solid 40-50fps with pretty high settings, 1680x1050, 4xAA
specs:
Windows 7 64 RC1
Athlon 64 X2 5000+ OC to 3GHz
4 GB ram
8800 GT 512MB

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I only tried the first level (the other says "Locked")

My specs:
Intel Core 2 Quad Core Extreme X9650 (3Ghz)
4 GB RAM DDR2 (2x2GB)
GeForce 8600 GTS 512MB
WinXP SP2 (32-bit)

Performance:
At 1280x720 and 800x600 I get nearly the same performance.
Edit: When I say everything on "high", I mean everything high, but no AA and bilinear filtering

1280x720
Everything on high: 25-40fps
When looking at all the soldiers (6000 setting) it drops to 10-15fps

800x600
Everything on high: 25-40fps
When looking at all the soldiers (6000 setting) it drops to 15-20fps

Everything on low: 60fps (VSync)
When looking at all the soldiers (6000 setting) it drops to 18-22fps


Now the constructive criticism:
* I feel the overall image overbloomed. You should at least include a brightness/exposure slider to control it in the settings.

* 3D Audio is great, but when you put the headphones it DRIVES YOU CRAZY. On the menu setting sometimes the background music switches to just one speaker for a couple of seconds and then back to both ears. When driving the vehicle, the slightest camera change makes the motor sound to flip between the left and right ear. It's crazy, because when I'm aiming the camera changes frequently, and so does the sound fx (the sound flip stays consistent to where it comes from, but since it happens a lot, it makes you dizzy in 10 secs). You should workaround that, or include a "headphone" option in sound menu.

* When I set texture quality to High, I actually expected high quality textures. Most buildings are unnattended. Look at this picture.
The texture resolution is very low (or the UV to small), you can notice the JPEG artifacts (or DXT artifacts?) and the filtering.

* Overall (and very noticeable in the picture from the link before) the bump maps have a very plastic feel (except for most car models). Consider rebuilding the normal maps with a different tool. GIMP has an excelent plug in with a lot of algorithm for this. Also I found that sometimes putting noise to the original image before using a bump map generator helps a lot.

* I was dissappointed when I couldn't see the godrays at all :-( Were they included in this version?? I tried the different config settings without success.

* It happened only once (which coincidentally? was the first time I run the game) where the weapon model didn't follow my aiming (i.e. didn't rotate at all) even though I could fire where I was actually aiming (it was just a graphic glitch). Keep an eye on that if someone gets the same problem.

* Missiles and all kind of guns go through most building. Hiding behind them seems useless, you still get hit.

* The red parallelogram ala Half Life showed when hit, which indicates where the enemy fire is coming from is too obscure. I didn't even realise I was looking at it. Therefore it's hard to understand the feedback from where the enemy fire comes from. Pherhaps that red needs to be more saturated or get narrower but larger, reaching more the center of the screen. Or may be it's just me who didn't get use to it..

* The map is mirrored, as already been told

* You can shoot at the space ships in the sky and the missiles will go through.

* I think the Score table should have it's entries ordered by score

* I personally don't like the effect played when hit (that signal interference in the camera). It's so easy to came up with cool postprocessing fx but you made one so simple. I suggest looking to this demo for inspiration. One of them is similar to Assassin's Creed effect when recording memory imprint (if you've played that game). Basically it consists in desaturating the colour and twisting the image a bit with pixel shaders.

* Once the hovercraft is upside down, it's very hard to roll it again. Respawning doesn't help. See the picture

Misc
I locked the game to 1, 2, 3 and 4 cores and didn't notice much difference when the game was at ~15fps (looking at all the soldiers...) I wanted to be sure it wasn't due to a weird synchronization issue.

The game is very impressive, even more being a one-man job.
It needs secondary weapons, items, scenario events (i.e. getting bombed by the enemy space ship) to spice the experience a bit more. I didn't really enjoy the game because it's too dark and overbloomed, there are yet enough bugs, I wasn't able to choose my car (or if that's possible, it's somewhat hidden), and most probably because this is a multiplayer game which I played with bots.
But I'm sure I'll start enjoying each new version more.
I enjoyed nevertheless playing a professional-looking game made by one man who's posting his beta in GD.Net.

Keep up the excelent work
Cheers
Dark Sylinc

PS: The best part ever is when you hit the human soldiers, even better when you fire at them. **Priceless**

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Quote:
Original post by Matias Goldberg
I only tried the first level (the other says "Locked")

My specs:
Intel Core 2 Quad Core Extreme X9650 (3Ghz)
4 GB RAM DDR2 (2x2GB)
GeForce 8600 GTS 512MB
WinXP SP2 (32-bit)

Performance:
At 1280x720 and 800x600 I get nearly the same performance.
Edit: When I say everything on "high", I mean everything high, but no AA and bilinear filtering

1280x720
Everything on high: 25-40fps
When looking at all the soldiers (6000 setting) it drops to 10-15fps

800x600
Everything on high: 25-40fps
When looking at all the soldiers (6000 setting) it drops to 15-20fps

Everything on low: 60fps (VSync)
When looking at all the soldiers (6000 setting) it drops to 18-22fps


Now the constructive criticism:
* I feel the overall image overbloomed. You should at least include a brightness/exposure slider to control it in the settings.

* 3D Audio is great, but when you put the headphones it DRIVES YOU CRAZY. On the menu setting sometimes the background music switches to just one speaker for a couple of seconds and then back to both ears. When driving the vehicle, the slightest camera change makes the motor sound to flip between the left and right ear. It's crazy, because when I'm aiming the camera changes frequently, and so does the sound fx (the sound flip stays consistent to where it comes from, but since it happens a lot, it makes you dizzy in 10 secs). You should workaround that, or include a "headphone" option in sound menu.

* When I set texture quality to High, I actually expected high quality textures. Most buildings are unnattended. Look at this picture.
The texture resolution is very low (or the UV to small), you can notice the JPEG artifacts (or DXT artifacts?) and the filtering.

* Overall (and very noticeable in the picture from the link before) the bump maps have a very plastic feel (except for most car models). Consider rebuilding the normal maps with a different tool. GIMP has an excelent plug in with a lot of algorithm for this. Also I found that sometimes putting noise to the original image before using a bump map generator helps a lot.

* I was dissappointed when I couldn't see the godrays at all :-( Were they included in this version?? I tried the different config settings without success.

* It happened only once (which coincidentally? was the first time I run the game) where the weapon model didn't follow my aiming (i.e. didn't rotate at all) even though I could fire where I was actually aiming (it was just a graphic glitch). Keep an eye on that if someone gets the same problem.

* Missiles and all kind of guns go through most building. Hiding behind them seems useless, you still get hit.

* The red parallelogram ala Half Life showed when hit, which indicates where the enemy fire is coming from is too obscure. I didn't even realise I was looking at it. Therefore it's hard to understand the feedback from where the enemy fire comes from. Pherhaps that red needs to be more saturated or get narrower but larger, reaching more the center of the screen. Or may be it's just me who didn't get use to it..

* The map is mirrored, as already been told

* You can shoot at the space ships in the sky and the missiles will go through.

* I think the Score table should have it's entries ordered by score

* I personally don't like the effect played when hit (that signal interference in the camera). It's so easy to came up with cool postprocessing fx but you made one so simple. I suggest looking to this demo for inspiration. One of them is similar to Assassin's Creed effect when recording memory imprint (if you've played that game). Basically it consists in desaturating the colour and twisting the image a bit with pixel shaders.

* Once the hovercraft is upside down, it's very hard to roll it again. Respawning doesn't help. See the picture

Misc
I locked the game to 1, 2, 3 and 4 cores and didn't notice much difference when the game was at ~15fps (looking at all the soldiers...) I wanted to be sure it wasn't due to a weird synchronization issue.

The game is very impressive, even more being a one-man job.
It needs secondary weapons, items, scenario events (i.e. getting bombed by the enemy space ship) to spice the experience a bit more. I didn't really enjoy the game because it's too dark and overbloomed, there are yet enough bugs, I wasn't able to choose my car (or if that's possible, it's somewhat hidden), and most probably because this is a multiplayer game which I played with bots.
But I'm sure I'll start enjoying each new version more.
I enjoyed nevertheless playing a professional-looking game made by one man who's posting his beta in GD.Net.

Keep up the excelent work
Cheers
Dark Sylinc

PS: The best part ever is when you hit the human soldiers, even better when you fire at them. **Priceless**


Really fantastic feedback!

I agree with all your suggestions, and intend to fix all those issues in the coming builds.

The fun-factor will increase with more weapons, gameplay modes [ assault, siege, etc. ], and of course replacing the AI with actual humans.

Also regarding the low-res respawn bunker textures, I actually have muuuuch higher resolution versions of the texture included with the game, ~8x larger than in the screenshot...but for some reason it causes a lock-up of the graphics card and will drive the FPS down to ~5.

Also you're right I did disable the god-rays for the demo...I can put them back in...the main reason I took them out is becauise it reaaaally skewed the brightness, if you thought the bloom was bad in this demo, you should see it with the god rays :-o

Thanks again for the feedback, and taking the time to test the game. I will fix these issues you mentioned in the coming days. Most of them are due to the game being in it's first release, and it not being tested by anybody but me during the entire development.

- Dan

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My turn. Approximately two hours of testing.

System specs/Performance

Tested on a Q6600 + 3GB RAM + Radeon HD 4890 + Windows Vista
Resolution: 1920x1200
Settings: maxed except for AAx2 and using trilinear filtering
Used max infantry (6000 I think?)
Framerate: in the middle of infantry or zoomed out with the mouse wheel, but vehicle motionless (no collisions with soldiers): 45-60 fps. When I drive in the infantry and ragdoll them to death, the framerate can go down a lot, down to 5-10 fps.
Overall performance looked good, no major complaint here.

Physics/collisions bugs

- hovercraft spawned inside base -> cannot pass the entrances -> blocked
- jeep that ended up upside down -> no key to 'reset' it -> blocked
- infantry collisions that throw vehicles in the air/make it suddenly turn
- instability of physics in vehicles, especially when driving on infantry bodies. The vehicle starts to shake violently. Also seems to happen after alt-tabbing or in empty areas with low framerate (like the vehicle physics enter in an instability loop during many seconds)
- sometimes the acceleration/braking keys don't seem to work. For example when you drive a jeep on a hill, going downhills, if you brake you don't slow down!
- no collisions with the rockets and the capturable-buildings
- when you aim at infantry with a jeep + rockets, it feels like the rockets hit the ground too far, like you need to aim the feet of the soldiers and not their actual bodies..
- no collisions with electric pylons or wind turbines
- must hit vehicles on the ground, cannot hit them on their body (like infantry)
- after a while all bots end up stuck upside down -> nothing happens -> game blocked
- no collisions on the dropships with rockets

General bugs

- when many infantries die at the same time in the same zone -> generates many "death" sounds -> annoying
- explosions of vehicle you kill (large smoke cloud) is far too large
- smoke billboards "erase" vegetation (like vegetation was drawn before smoke, and without zwriting)
- when alt-tabbed the game isn't automatically paused, and it continues to play sounds
- on the capturable flags there's a text with a number of points (-100 to +100). The color of this text seems to change, sometimes it is so dark that on the gray background (at night) it becomes unreadable
- immediate fade out of infantry firing sounds (you hear them at 100%, then if you go more than 20 meters away, you suddenly stop to hear them)
- frustum culling with some barracks of the capturable points -> they pop out of screen even though they're still half in view !
- the legs of ragdolled-bodies of infantry is far stretched -> looks strange
- some isolated infantry don't move and just stay here doing nothing
- walking soldiers have synchronized animations -> use an offset to make walking more natural
- sometimes a group of soldiers in a radius of a few meters around a center point die with no appearent reason. No explosion or particle fx or anything
- can fall off the heightmap
- the bases shields never seem to go down ? even after an hour playing, it was still up and nothing seemed to happen
- joysticks don't work ? (I saw you mentionned DirectInput and XInput as libs you used, so it was a bit surprising..)

Gameplay

Okay, here's the important one, the "feeling" I've had with the game while I played. In summary, the concept looks interesting and certainly has potential but it still needs major work to be fun.

I think the main problem I had with the game is the lack of challenge, and that I couldn't see any effect to my actions. Infantry are dropped by the dropships regularly, and I can kill as many as I want (carmageddon style, yeah!), the battle doesn't seem to progress one way or another.

I captured many points, but even ignoring the weak A.I. at this stage, it didn't seem to make any difference. Even after an hour and a half, the shields on both bases were still up (despite me owning most capturable points), and all A.I. bots had ended up upside-down, unable to do anything.

It feeled like the game played alone whatever I did.

The vehicle physics and controls need work and stability. They feel like toys and behave unstably at the moment, and would be a great source of frustration to the players if the game was released like that.

The collisions need to be more accurate. I shouldn't have to aim at the ground zone under a vehicle or a soldier to damage it. I also realize you disabled collisions on vegetation and small props so that you aren't blocked everywhere, but you should keep collisions on buildings and large props all the time, else you cannot use those to play hide & seek.

Hope the feedback helps :)

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Quote:
Original post by dgreen02
Also regarding the low-res respawn bunker textures, I actually have muuuuch higher resolution versions of the texture included with the game, ~8x larger than in the screenshot...but for some reason it causes a lock-up of the graphics card and will drive the FPS down to ~5.


Well, my definition of high res texture is around 2048x2048 (4096x4096 looks great for human models but consumes lot of memory and bandwidth)

That shouldn't kill the FPS. Make sure your shader only samples the texture once (if you tex2D() the same texture twice....), the normal map doesn't necessarily to be the same resolution. Furthermore you should compressed normal maps (i.e. the z = sqrt(1 - (x^2 + y^2)) trick) to reduce the bandwidth.
Also look use CLAMP for the UVs to find out if you wrap the uvs in the model. Because if you do, it will kill your framerate (i.e. from 0 to 8 instead of 0 to 1).
I use 2048x2048 textures RGBA8888 with normals using CxV8U8 all the time and I don't have performance issues. I'm stranged you do.

Cheers
Dark Sylinc

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Quote:
Original post by Matias Goldberg
Quote:
Original post by dgreen02
Also regarding the low-res respawn bunker textures, I actually have muuuuch higher resolution versions of the texture included with the game, ~8x larger than in the screenshot...but for some reason it causes a lock-up of the graphics card and will drive the FPS down to ~5.


Well, my definition of high res texture is around 2048x2048 (4096x4096 looks great for human models but consumes lot of memory and bandwidth)

That shouldn't kill the FPS. Make sure your shader only samples the texture once (if you tex2D() the same texture twice....), the normal map doesn't necessarily to be the same resolution. Furthermore you should compressed normal maps (i.e. the z = sqrt(1 - (x^2 + y^2)) trick) to reduce the bandwidth.
Also look use CLAMP for the UVs to find out if you wrap the uvs in the model. Because if you do, it will kill your framerate (i.e. from 0 to 8 instead of 0 to 1).
I use 2048x2048 textures RGBA8888 with normals using CxV8U8 all the time and I don't have performance issues. I'm stranged you do.

Cheers
Dark Sylinc


Yup, the bunker uses 4096^2 color/norm/spec textures, most assets in the game use 1024^2

I'll work on a fix, and maybe include an 'ultra' setting that loads the 'highest' res possbible source textures, regardless of the performance hit. I'll also check my shaders for possible multiple sampling of a texture, and I can work on some kind of texture compression [ right now I use no kind of texture compression ].

Quote:
Original post by Ysaneya
My turn. Approximately two hours of testing.

System specs/Performance

Tested on a Q6600 + 3GB RAM + Radeon HD 4890 + Windows Vista
Resolution: 1920x1200
Settings: maxed except for AAx2 and using trilinear filtering
Used max infantry (6000 I think?)
Framerate: in the middle of infantry or zoomed out with the mouse wheel, but vehicle motionless (no collisions with soldiers): 45-60 fps. When I drive in the infantry and ragdoll them to death, the framerate can go down a lot, down to 5-10 fps.
Overall performance looked good, no major complaint here.

Physics/collisions bugs

- hovercraft spawned inside base -> cannot pass the entrances -> blocked
- jeep that ended up upside down -> no key to 'reset' it -> blocked
- infantry collisions that throw vehicles in the air/make it suddenly turn
- instability of physics in vehicles, especially when driving on infantry bodies. The vehicle starts to shake violently. Also seems to happen after alt-tabbing or in empty areas with low framerate (like the vehicle physics enter in an instability loop during many seconds)
- sometimes the acceleration/braking keys don't seem to work. For example when you drive a jeep on a hill, going downhills, if you brake you don't slow down!
- no collisions with the rockets and the capturable-buildings
- when you aim at infantry with a jeep + rockets, it feels like the rockets hit the ground too far, like you need to aim the feet of the soldiers and not their actual bodies..
- no collisions with electric pylons or wind turbines
- must hit vehicles on the ground, cannot hit them on their body (like infantry)
- after a while all bots end up stuck upside down -> nothing happens -> game blocked
- no collisions on the dropships with rockets

General bugs

- when many infantries die at the same time in the same zone -> generates many "death" sounds -> annoying
- explosions of vehicle you kill (large smoke cloud) is far too large
- smoke billboards "erase" vegetation (like vegetation was drawn before smoke, and without zwriting)
- when alt-tabbed the game isn't automatically paused, and it continues to play sounds
- on the capturable flags there's a text with a number of points (-100 to +100). The color of this text seems to change, sometimes it is so dark that on the gray background (at night) it becomes unreadable
- immediate fade out of infantry firing sounds (you hear them at 100%, then if you go more than 20 meters away, you suddenly stop to hear them)
- frustum culling with some barracks of the capturable points -> they pop out of screen even though they're still half in view !
- the legs of ragdolled-bodies of infantry is far stretched -> looks strange
- some isolated infantry don't move and just stay here doing nothing
- walking soldiers have synchronized animations -> use an offset to make walking more natural
- sometimes a group of soldiers in a radius of a few meters around a center point die with no appearent reason. No explosion or particle fx or anything
- can fall off the heightmap
- the bases shields never seem to go down ? even after an hour playing, it was still up and nothing seemed to happen
- joysticks don't work ? (I saw you mentionned DirectInput and XInput as libs you used, so it was a bit surprising..)

Gameplay

Okay, here's the important one, the "feeling" I've had with the game while I played. In summary, the concept looks interesting and certainly has potential but it still needs major work to be fun.

I think the main problem I had with the game is the lack of challenge, and that I couldn't see any effect to my actions. Infantry are dropped by the dropships regularly, and I can kill as many as I want (carmageddon style, yeah!), the battle doesn't seem to progress one way or another.

I captured many points, but even ignoring the weak A.I. at this stage, it didn't seem to make any difference. Even after an hour and a half, the shields on both bases were still up (despite me owning most capturable points), and all A.I. bots had ended up upside-down, unable to do anything.

It feeled like the game played alone whatever I did.

The vehicle physics and controls need work and stability. They feel like toys and behave unstably at the moment, and would be a great source of frustration to the players if the game was released like that.

The collisions need to be more accurate. I shouldn't have to aim at the ground zone under a vehicle or a soldier to damage it. I also realize you disabled collisions on vegetation and small props so that you aren't blocked everywhere, but you should keep collisions on buildings and large props all the time, else you cannot use those to play hide & seek.

Hope the feedback helps :)


Thanks Y.!

Wow, I don't know what to say, except thank you so much for this invaluable feedback...you guys are the best testers I could ever ask for! [grin]

I really do appreciate you taking the time to type this kind of detailed feedback up for me.

I'll be releasing a new version in ~ a week or so with a lot of these things fixed. Looks like I'll have no shortage of things to work on lol! The good news is that there's a lot of 'low hanging fruit' on this list for me to do first.

If I can get 50%+ of the issues you guys mentioned fixed by

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when can we play online against each other , its asking for a cdkey when you register account, where can i get that from?

Page not found
The requested page could not be found.
http://www.warbotsonline.com/node/cdkey_help.php

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Quote:
Original post by Anddos
when can we play online against each other , its asking for a cdkey when you register account, where can i get that from?

Page not found
The requested page could not be found.
http://www.warbotsonline.com/node/cdkey_help.php


I already answered you on my forums...also the question is answered in the F.A.Q. page I created for the game (frequently asked questions, so I don't have to paste the same replies everywhere).

http://www.radioactive-software.com/forum/viewtopic.php?t=1350

I guess I'll upload that php file so more people dont get confused about the cd key link.

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well I didnt play that much but here are the things I think you should take into count, plus I agree with what is mentioned by the other testers.

System:
AMD 6 GHZ Dual Core
4 GB RAM
Nvidia 9600GT

Between 40 and 50 FPS
Plying with the TANK


1) Explosions effect & sound should be improved.
2) The sound of the tank feels odd, sounds sometimes like a old washer machine + gets to repetitive.
3) Turret no following the mouse. Also is very easy to cheat by using left and right mouse buttons to aim and fire quickly.
4) to much bloom :p
5) Not much action in the field until you actually get into the landing zone, you wouldnt know there is a war going if you go by the sides, feels lonely. I suppose this will be improved once the other players are in.
6) When you are conquering, there is no real visual aid of whats is happening, yes we have the small numbers increasing, but I dont think thats enough. Its confusing in the begining. Maybe raising a flag with your team colors or increasingly painting the white one with your team color could work.
7) I played with the hover for a few minutes... didnt like it. I felt like there was not much coordination between I was trying to do and the response I got from the craft.
8) There is no bouncing from the fences, or anything big.
9) You need a better way to reset if your craft gets flipped.

Thats all for now, I will test some more and let you know.


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For anybody expreiencing side-by-side errors, here is my post from the other thread in the Announcements forum... ( If the game is not STARTING UP this is probably the fix )
Quote:

It's fixed...these side-by-side errors have been plaguing me for a while.

In addition to compiling Lua directly into the application, the problem was that I couldn't compile using the static runtime libs [ I'm using VC2005 Express ], I would get a bunch of errors talking about multiple defined symbols found in different versions of the CRT than the one I was compiling against. [I'm linking in ~25-30 different .libs ]

Solution was to make sure that I 'ignore all default libraries' [ the check box under the 'Additional Dependencies' field in the Config->Linker->Input tab ], and then I added LIBCMT.lib and LIBCPMT.lib into the additional dependencies box so that I could be assured the compiler would only use the static multithreaded runtime...that fixed the linker errors but gave me a bunch of compiler errors.

After I fixed the compiler errors it worked on the test machine in question.

If anybody is experiencing the side-by-side errors and wants to check the game out, I've uploaded a 'quick-fix' .exe here (~1.6MB)-
http://www.radioactive-software.com/warbots/WarbotsOnline_sideBySide_Fix_8_16_09.rar

There's is a new .exe in there that you can overwrite the old one with.



Quote:
Original post by juanmanuelsanchez
well I didnt play that much but here are the things I think you should take into count, plus I agree with what is mentioned by the other testers.

System:
AMD 6 GHZ Dual Core
4 GB RAM
Nvidia 9600GT

Between 40 and 50 FPS
Plying with the TANK


1) Explosions effect & sound should be improved.
2) The sound of the tank feels odd, sounds sometimes like a old washer machine + gets to repetitive.
3) Turret no following the mouse. Also is very easy to cheat by using left and right mouse buttons to aim and fire quickly.
4) to much bloom :p
5) Not much action in the field until you actually get into the landing zone, you wouldnt know there is a war going if you go by the sides, feels lonely. I suppose this will be improved once the other players are in.
6) When you are conquering, there is no real visual aid of whats is happening, yes we have the small numbers increasing, but I dont think thats enough. Its confusing in the begining. Maybe raising a flag with your team colors or increasingly painting the white one with your team color could work.
7) I played with the hover for a few minutes... didnt like it. I felt like there was not much coordination between I was trying to do and the response I got from the craft.
8) There is no bouncing from the fences, or anything big.
9) You need a better way to reset if your craft gets flipped.

Thats all for now, I will test some more and let you know.


How many soldiers/robots were in the battle? There is a lot going on w/ 64 robots and 6000 soldiers :-o ... the default of 8 robots and 500 soldiers is kinda slow.

There's no problem 'aiming and firing quickly' it doesn't effect the rate of fire...so there's really no advantage. Infact, I would say that's probably the best way to play ;-) You can also quickly bring up the zoomed viewfinder by pressing 'E'.

Also you should try it with some other vehicles than the tank. You can cycle between all vehiches in the field by pressing the '[' and ']' keys.

I agree with your other feedback, thanks a lot! I will post a new version in the coming days/week with many-many fixes, and additions to the game.

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I was playing with everything maxed, so I think the number was 6000. The thing is that the fight is all ocurring in one place, you cant see any explotions from the distance, or anything, plus you have to drive a while to get into fight (first spawn)

The quick aim + fire thing.... for a shooter everything should be based on momentum, it means you are in the right place and the right time, so if someone is aiming at other place and you get to fire it wouldnt be fair for you if the other person to be able to kill you in just 2 clicks. This is where realism should kick in :)

I will do some more testing today. And will let you know any other issues/opnions I might have.



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Sorry for the delay in responding. Runs pretty okay on my system - I get about 30 fps at 800x600 on my ATI 3600 HD and a dual core 2.4mhz processor.

The buggy was very unstable though - seemed to bounce and jitter about. The tank was fine.

[EDIT - Just read the bit in your FAQ about problems like the above when the framerate is too low for the physics - was almost certainly caused by that.]

I really like the control system with the right-click aim and the E to zoom controls.

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Quote:
Original post by juanmanuelsanchez
I was playing with everything maxed, so I think the number was 6000. The thing is that the fight is all ocurring in one place, you cant see any explotions from the distance, or anything, plus you have to drive a while to get into fight (first spawn)

The quick aim + fire thing.... for a shooter everything should be based on momentum, it means you are in the right place and the right time, so if someone is aiming at other place and you get to fire it wouldnt be fair for you if the other person to be able to kill you in just 2 clicks. This is where realism should kick in :)

I will do some more testing today. And will let you know any other issues/opnions I might have.


Yea, this is a really early version of the game [ first to be really tested by anybody but me ]...heh, but you still have to 'lead' the enemy in order to hit them because all the projectiles have flight time, so its not just like point click ya know? I'm still trying to visualize the issue you had with the aiming and how you think I could fix it :-/ Sorry if Im being dense.

Also I'll be adding a new gameplay mode and refining the 'Shield Defense' mode that's in the BETA for the next release.

Quote:
Original post by Aardvajk
Sorry for the delay in responding. Runs pretty okay on my system - I get about 30 fps at 800x600 on my ATI 3600 HD and a dual core 2.4mhz processor.

The buggy was very unstable though - seemed to bounce and jitter about. The tank was fine.

[EDIT - Just read the bit in your FAQ about problems like the above when the framerate is too low for the physics - was almost certainly caused by that.]

I really like the control system with the right-click aim and the E to zoom controls.


Yea, I'm going to be posting on the Havok forums for solutions to getting a stable physics solution @ ~15-25 FPS...I think maybe I could adjust some dampening factors in realtime ? hmmm.

Also I think you can increase the resolution without much hit to the framerate, the game doesn't seem to slow down as resolution is increased.

If you run the game with a small battle [ 8 vehicles, 500 soldiers ] and lower the visual options the game should roll pretty nicely at a smooth framerate.

- Dan

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Quote:
Original post by juanmanuelsanchez
I was playing with everything maxed, so I think the number was 6000. The thing is that the fight is all ocurring in one place, you cant see any explotions from the distance, or anything, plus you have to drive a while to get into fight (first spawn)

The quick aim + fire thing.... for a shooter everything should be based on momentum, it means you are in the right place and the right time, so if someone is aiming at other place and you get to fire it wouldnt be fair for you if the other person to be able to kill you in just 2 clicks. This is where realism should kick in :)

I will do some more testing today. And will let you know any other issues/opnions I might have.


Yea, this is a really early version of the game [ first to be really tested by anybody but me ]...heh, but you still have to 'lead' the enemy in order to hit them because all the projectiles have flight time, so its not just like point click ya know? I'm still trying to visualize the issue you had with the aiming and how you think I could fix it :-/ Sorry if Im being dense.

Also I'll be adding a new gameplay mode and refining the 'Shield Defense' mode that's in the BETA for the next release.

Quote:
Original post by Aardvajk
Sorry for the delay in responding. Runs pretty okay on my system - I get about 30 fps at 800x600 on my ATI 3600 HD and a dual core 2.4mhz processor.

The buggy was very unstable though - seemed to bounce and jitter about. The tank was fine.

[EDIT - Just read the bit in your FAQ about problems like the above when the framerate is too low for the physics - was almost certainly caused by that.]

I really like the control system with the right-click aim and the E to zoom controls.


Yea, I'm going to be posting on the Havok forums for solutions to getting a stable physics solution @ ~15-25 FPS...I think maybe I could adjust some dampening factors in realtime ? hmmm.

Also I think you can increase the resolution without much hit to the framerate, the game doesn't seem to slow down as resolution is increased.

If you run the game with a small battle [ 8 vehicles, 500 soldiers ] and lower the visual options the game should roll pretty nicely at a smooth framerate.

- Dan

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Quote:
Original post by dgreen02
If you run the game with a small battle [ 8 vehicles, 500 soldiers ] and lower the visual options the game should roll pretty nicely at a smooth framerate.


Yep, I turned down all the graphics options and got a very smooth and stable game on the above-mentioned specs.

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Its a little rough around the edges... but i love the concept.

In general i felt lost when i first started... i didn't first understand what team i was on. I didn't get a feel for what i was supposed to do. Some more screen prompts and maybe some tutorial like messages on first play would help.

The AI vehicles didn't seem to move around, but they would shoot me when i got close.

The AI biped robots seem to ignore me in the vehicle. I sort of expected them to shoot at me or at least try to avoid me to some extent.

It wasn't clear that i cannot damage the overhead drop ships. Maybe a sheild effect that lights up when you shoot at it to make it look like my shooting was ineffective.

Performace seemed great at all the highest setting, but i have a monster GPU.

Can't wait to see the first multiplayer beta.

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