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10.4 Testing
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Paul



Joined: 17 Apr 2004
Posts: 447
Location: Chicago

 Post Posted: Thu Jul 21, 2005 4:00 pm    Post subject: 10.4 Testing
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I've uploaded a version that I've added logging to: EH 0.6.1.

My understanding being that it freezes after you click the "Enter" button at the player selection screen, I have added lines that print what it is doing there, so hopefully you can report these and I can see what is going on. It will print the lines to the system log, accessible via the Console program. I have provided some more details as to what it should look like in the "crash dump" file included in the .tar.gz.

Of course, it may take several iterations to successfully find the point of error, but it should be possible!
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aplasticspork



Joined: 18 Apr 2004
Posts: 136
Location: Seattle, Wa

 Post Posted: Wed Aug 03, 2005 6:42 pm    Post subject:
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ok, read the document and ran the game, it turns out, the stuff you asked for was in the console.log, not system.log. anyway, ran the game and got this out (10.4.2 now by the way)

2005-08-03 11:32:26.504 Event Horizon[4449] playerEnter()
2005-08-03 11:32:26.504 Event Horizon[4449] new player
2005-08-03 11:32:26.504 Event Horizon[4449] endPlayer()
2005-08-03 11:32:26.504 Event Horizon[4449] scenes set
2005-08-03 11:32:26.504 Event Horizon[4449] no sys
2005-08-03 11:34:04.888 Event Horizon[4453] playerEnter()
2005-08-03 11:34:04.889 Event Horizon[4453] selected player
2005-08-03 11:34:04.889 Event Horizon[4453] endPlayer()
2005-08-03 11:34:04.889 Event Horizon[4453] scenes set
2005-08-03 11:34:04.889 Event Horizon[4453] no sys

i assume that's all you need since the stuff above it has nothing to do with event horizon. anyway, this is all i can do for now, and if there isn't anyone else here with 10.4 you'll have to wait a month...i'm leaving for zimbabwe in 3.5 hours Shocked and i doubt i'll have internet access there, and if i do it'll be on a pc Sad . so yeah, that's about it, if you can get something else up here in the next three hours i'll probably be able to try it, if not, i'll be back in a month. Very Happy

--andrzej
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Paul



Joined: 17 Apr 2004
Posts: 447
Location: Chicago

 Post Posted: Thu Aug 04, 2005 8:12 pm    Post subject:
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Ah, must be another change from 10.3 to 10.4 Very Happy for the console.log thing.

Thanks, I'll try to see how that matches up and what it means.
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Game Mogul



Joined: 30 Jan 2005
Posts: 241
Location: Neenerneener Land

 Post Posted: Sat Aug 06, 2005 10:30 pm    Post subject:
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I'll e-mail Goon to let him know that he needs to get testing. I was at his house the other day and was FINALLY able to play EH. Yes, many things that need working, but still doable.

Goon was totally right, space debrise - whether small tris or 2D pixels - are needed because I couldn't tell I was moving without the throtle telling me. I wasn't able to play more than a few minutes so I'm still working off the basics. There definately needs to be modifiable controls, the default ones were kind of funky.

Do you have any idea why auto-lock spins all over the place? Goon told me you knew about it, but I just wanted to know why. Is the AI messing up?

Oh, some the problems were actually really fun - bouncing off planets was hilarious; that was great Very Happy. Maybe for the final release you should make that an unlockable feature... HAHA LOL Laughing.

Goon was right about the mouse control, too. You should make it so that when the user centers the mouse, the ship centers; not where the ship centers after you move it - it's more expected to be the earlier option and it's easier. I, personally am all for having multiple fly options, especially physics based ones that allow you to flip your ship while going in the same direction to blast away enemies.

If I think of more things I'll let you know,
-Mogul
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Mike73x



Joined: 12 Jul 2004
Posts: 71
Location: Perth, Australia

 Post Posted: Sun Aug 07, 2005 7:25 am    Post subject:
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I'm all for space debris, as long as it doesn't annihilate my framerates (45, sometimes dipping to 30 on my 600mhz G3 iMac). There's a good example of it in a uDevGames entrant called Rescue. Nice flight controls and the source is available to look at, too.

I don't have 10.4 yet so I can't be of much help for the testing.. perhaps I should hold off upgrading until EH is ready, I wouldn't want to go without Very Happy
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Killer Monster Snow Goon



Joined: 30 Sep 2004
Posts: 14

 Post Posted: Sun Aug 07, 2005 3:23 pm    Post subject:
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Mogul, I don't have 10.4 on the computer I can put EH on. We haven't installed it on the iMac yet. Were waiting for the first bugfix patch from apple because 10.4 still has a few bugs.

the Goon
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Game Mogul



Joined: 30 Jan 2005
Posts: 241
Location: Neenerneener Land

 Post Posted: Sun Aug 07, 2005 11:53 pm    Post subject:
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Gotcha.
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Paul



Joined: 17 Apr 2004
Posts: 447
Location: Chicago

 Post Posted: Mon Aug 08, 2005 2:04 pm    Post subject:
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Certainly don't send your computer to oblivion on account of EH Very Happy

As for the debris, I've added lines to show speed. I'll post a picture soon (or else a newer version of EH, whichever I get around to soonest).

Oh yeah, and I'm glad you were finally able to play, Mogul!
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Game Mogul



Joined: 30 Jan 2005
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 Post Posted: Mon Aug 08, 2005 7:11 pm    Post subject:
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That sounds good. Can't wait to see what the movement looks like.

Yaaaay!! I got to play! I won't be able to play again any time soon, though. Evil or Very Mad

-Mogul
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Paul



Joined: 17 Apr 2004
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 Post Posted: Mon Aug 08, 2005 8:49 pm    Post subject:
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Well, I found a non-forum user to help with 10.4 testing, so all is good. Smile
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Game Mogul



Joined: 30 Jan 2005
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 Post Posted: Tue Aug 09, 2005 12:50 am    Post subject:
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Woo hoo!
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Paul



Joined: 17 Apr 2004
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Location: Chicago

 Post Posted: Tue Aug 09, 2005 1:34 pm    Post subject:
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Here's a picture of the star dust showing speed:

As you can see by the greatly extended purple bar, you won't normally be going this fast... it was a temporary bug from the afterburner mod I added Very Happy
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aplasticspork



Joined: 18 Apr 2004
Posts: 136
Location: Seattle, Wa

 Post Posted: Tue Aug 09, 2005 4:25 pm    Post subject:
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that screenshot looks cool, although perhaps a bit more space junk, also, that speedyness would be cool later if there's an internet version for an april fools day joke Cool . herm, yeah, so i expect a working 10.4 version when i get back to seattle on the 30th. also, for anyone not upgrading to 10.4 until it's fixed, 10.4.2 seemed to be working quite well on my computer from the limited useage it got before i left.

--andrzej
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Game Mogul



Joined: 30 Jan 2005
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 Post Posted: Fri Aug 12, 2005 12:32 am    Post subject:
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Maybe instead of changing the RGB value from black to white, you should change the Alpha. That allows it to be transparent over planets as well. If you look at the line segments over the planets, you can see the start and end of it. It's not processor intensive as well, so you don't have to worry about that. In fact, fog in games helps the renderer because there's less detail to make so you can put in nebulae and use it to ease rendering Very Happy. That also means that you can put a fresnel layer on planets for realism and render helping.

Just some thoughts,
-Mogul
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Paul



Joined: 17 Apr 2004
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 Post Posted: Fri Aug 12, 2005 1:52 pm    Post subject:
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I'll look into blending the dust trail... transparency in general is not supported as I would have to do depth testing myself, but doing a blending might work.

As for fog, I don't know how the processor handles it, but it seems it would render everything detailed to start with, and then post-process it with fog, in which case, unless I instituted low-poly models for distant use, it would actually slightly hurt things.
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