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Bruno

could you check my demo???

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Hi guys Could you see my demo, and give me some feedback? I would like to know it the speed is ok in your machines... the link is www.geocities.com\brunomtc\malafaia.zip thanks Bruno

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Cool demo, especially if you just made it from the NeHe tutorials. maybe you can get him to post it on his sight for you. The speed is just fine on my machine (AMD K6-2 366 MHz, Intel i740 graphics card). I''d like to see what happens next with your project............

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rad demo!

you got all of THAT from the NEHE demos? i'd better go over them again. do they go over character animation and character mapping like on that guy in your demo? i think that was really good. keep it up. i wanna play it once it's done.

cool music, too.

a2k

oh yeah, 30 fps on my bro's computer. P2, i dunno the clock speed, but it's over 400, and under 800. some weird graphics card, starfighter or something.

Edited by - a2k on June 19, 2000 11:32:13 PM

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Boy am I impressed. I couldn''t get it to run too fast though. It was like 3 fps on my dads comp. He''s got no OGL support that''s why. My computer hates OpenGL and I don''t like GLSetup drivers....but it looks good.

------------------------
Captured Reality

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WOW!! That''s very cool. I really like the music too!
Well I''m running a PIII 533b w/ 128Mb of ram and a Voodoo3 3000 graphics card. Runs at about 61fps w AGP OFF. I''m sure it would run at 120fps if I turned it on, but I can''t seem to get agp working with multimonitor support? Odd huh? Well anyhow, it''s quite nice, I''m sure your aware but you asked for feedback so:
There''s a small physics problem, when you start in that demo level and turn around 180º there''s some sort of sloped stuff, you can walk right into it and get stuck, so not sure how your handling collision there.
Very nice, keep up the good work!!
See ya,
Ben

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To be blunt... HOLY FREAKIN' POPSICLE STICKS!

I am very impressed. Sure, there aren't a lot of polys but still. Very nice indeed!

And I get 150fps consistantly on my PIII-450 128MB w/Viper770
(Just rebuilt it too, so that might have something to do with it)

Edited by - BigBlueMonkey on June 20, 2000 1:58:22 AM

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Very good. Good mipmapping filter. Nice graphic. Good speed. Not perfect control. How do you load that monster in OpenGL?

Gandalf the White

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Thanks guys...
Nice to hear positive opinions )
The NeHe tutorials made me start, they are excellent, and they are where i made my first steps in Opengl..., with them and with help from this forum , i made about 60% of the demo
The quake2 model source i found it at : http://www.swissquake.ch/chumbalum-soft/
There is also a Half-Life model loader, and it''s freeware..
I had to make some changes to the original code ofcourse, expecially in the textures loading, but it''s not that hard.
The music, i found it at the power render package, it has lots of sm3 musics, so i really don''t know who made it.
The next step i will try to do, is a better map editor, in my map editor now, i''m only using X/Z coordinates as everyone probably noticed, so i''m going to try to implement the y coordinate too...
Nice to hear from you guys
thanks
Bruno

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thanx for the links to the character loading. i bet everyone here much appreciates it. good shit. keep it up. yeah, the collision detection just makes the player stick to the wall when hitting, but i''m sure you know this already, and are on it as i type.

a2k

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Guest Anonymous Poster
Did you use any clipping for this demo? I''m asking that because the fps drops dangerously down when we aren''t looking at a wall. By opposition, the fps reaches 100 and + when in one of the closed corridor... That open space thing can really be a pain in the ass...

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awesome in windowed mode. However, my graphics card doesn''t support 800*600,so you should be able to pick a different defaul resolution in a config file or something.
How did you do your alpha channel? I followed NeHe''s tutorial on it and it wouldn''t work.

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Looks great.

I get up to 220fps.
120fps when up close to the monster.
On average I get about 170fps.

I was initially getting 1fps until I completely disabled my dualhead monitor support for the G400. So if anyone else is getting low fps and has the g400, try disabling the second monitor completely under the Display Properties -> advanced button -> DualHead Tab. You''ll have to reboot.

I noticed a problem with the lighting. When I was facing the monsters back it was lit just fine. When I tried to go around front of him and look at his face he was very dark, so was the rest of the hallway, but only when I was facing the beast.

ao

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Yeah, I noticed the lighting thing too.

One other thing I noticed is that vertical movement of the mouse resulted in pretty choppy ''look up & look down'' animation. (Razer Boomslang 2000)

Horizontal movement was lighting fast though. almost to the point of uncontrollable. I had to turn my mouses resolution down to minimum before I could reliably control my movement

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I''ve noticed that i got a lot higher fps when i for example faced a wall.
How do you "discard" polygons that aren''t visible?

//Ankan

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Is it just me because when I try to download this demo file it says "404 Forbidden access" or something like that. What''s going on here then?????

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It ok I''ve managed to download it now. I must say it''s quite impressive. On my Voodoo 3 2000 and Athlon 600 with 128MB I get on average 50-60 FPS. It just seems to run really slugishly despite the frame rates, maybe it just needs optimizing.

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Hi
Very nice to see so many people looking at my demo
Well,regarding blendig, is exactly the wy nehe does it...
After i draw the entire world, i make the plane of the water,

glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glEnable(GL_BLEND);
glColor4f(1.0,0.0,1.0,0.6);

here i draw the plane

glDisable(GL_BLEND);
as for clipping, all i do is what julio said , glCullFace(GL_BACK) , all the clipping is managed by opengl.., maybe someone can enlight me to on this,if glCullFace is not doing the clipping how is opengl doing it? It seems that he doesn''t render what is not on the screen ,so that''s why we get a so high fps when we look to a wall, i''m not using any bsp or anything...
any expert comment??
the mouse, yeah, my brother also complained about the mouse, i have to change the sensitivity on that..


thanks to all

Bruno



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Is there supposed to be a way to get outside of the level? I found my way out, but couldn''t find a way back in.

On the upside though, I got something like 400+fps outside the level.

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Very cool! go on!
on my "old" machine K6-2/333, 64Mo, ATI rage fury 32Mo (AGP off) (f...ing motherboard ASUS P5A-B!) i''ve got 30fps!

impressed lunasol

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Pretty cool demo. I have a Pentium 166MMX, with a Voodoo3 2000 PCI card. It runs about 33fps when I can see the monster, and about 70fps when I don''t.

I did notice one thing though, that might be a bug. When I face the wall thats to the monsters back, their seems to be break up of the wall, it looks kind of weird. Tobe more clear goto about the coords X=-8, and Z=-29, and face the wall thats to the monsters back. You''ll see what I mean.

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where did you get the code to load that md2 file? i looked at chumbasoft's site and all they had was their stuff about the viewers and MilkShape (which is pretty kewl if you ask me ;-)

david

Edited by - neonstar on June 23, 2000 11:49:14 AM

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quote:
Original post by steve_bruce

maybe it just needs optimizing.



*laughs* Oh, you mean like we *just* need to solve the problem of crime, or *just* need to cure cancer?

There is no *just* about optimisation. It''s not like you can just flick a switch and suddenly everything runs twice as fast.

Comments like this really amuse me, and annoy me at the same time.


TheTwistedOne
http://www.angrycake.com

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