Game Development Community

Delete me - old thread

by Duncan Gray · in General Discussion · 02/16/2006 (7:36 am) · 13 replies

Hi Chris, yeah it must be getting close to a year since I first started it but I guess its because its done by a team of one person, just me.

There are screen shots on the above link,

#1
02/16/2006 (7:36 am)
How about a SS Duncan? how long have you been working on this now? I remember seeing a iotd a while back.
#2
02/20/2006 (5:15 am)
It runs fine ony my Dell Latitude 800 with Nvidia GeForce 4 4200 go and 1 GB Ram. I have to check more thoroughly, though.

Great game btw!! Real fun to play!

[EDIT] I looked up my RAM and it was indeed 1GB. What I meant was: under Windows it feels like it has 1MB! :-)
#3
02/20/2006 (5:38 am)
I highly doubt you can get any torque game running with 1 mb ram

:P
#4
02/20/2006 (6:10 am)
...
#5
02/20/2006 (12:52 pm)
Hi Joseph, thanks for the feedback and all the recent hard work on the Blender exporter. You guys will earn a free license just for that. The vehicle and other dts objects were all created and textured in Blender although the vehicle was not exported to dts from Blender due to LOD & animation problems with old Blender exporter. I have not tested it with the latest exporter because its too time consuming to rig etc

I will need the number on the bottom right of the main screen, just after the unregistered label, in order to generate a key for you.

GG will need to look into the problem you described as its beyond my monitor count ;)

Can you give some game specific feedback and mention how the tree shadows look on your system. The reason I ask is that the shadow code is a new development and its only been tested on my home setup. (AMD64 GF6600 SLI)
#6
02/20/2006 (4:21 pm)
Cool game... much improved over that last copy i tried plays well and i get good frames
The only thing that's odd is how the balls handle....lol did i say that sphere's hehe
AMD 2400
1gigram
GF FX5200
#7
02/20/2006 (6:23 pm)
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#8
02/20/2006 (6:45 pm)
@Joseph, key sent by email to your public email address.

Yeah the shadow flicker is related to depth buffer problems and exist in the original shadow code as well.
In the shadow resource, John McArthur gave a link to a description of glPolygonOffset() which I think will solve the problem but I have not gotten round to playing around with it yet.
#9
02/21/2006 (7:49 pm)
Hey Duncan.

First I just want to say that it installs and runs great, and the graphics look awesome.

I did have a couple of issues. First I just plain suck at driving that ball around ;)

Two things that took away from the experience for me was the mouse control and the balls interaction with the environment. The mouse control was almost too responsive for me, perhaps a way to adjust mouse sensitivity would have helped, or maybe I just need to practice more, I'll play more and check back later. ;) I would also like to see the option to steer with the keyboard, I did remap the left and right turns to the arrows but ironically they weren't responsive enough. Now I can totally accept it if it's just me being lame and picky ;) I just figured I would let you know about my experience.

By interaction I mean its collisions with flags, gates, and barriers. Many times upon hitting an obstacle the ball flew in seemingly random directions with random spins. Once i even died suddenly on impact once, I'm assuming that it cause enough damage to kill me but I most have messed the message to that effect.

Flags and wrong gates: While it adds challenge I wonder if perhaps that challenge would be better saved for later levels. As a beginner I started my first race by innocently hitting a red gate and being flung to who knows where, facing god knows what hehe. This was very disconcerting. Going through the wrong gate and getting flung back to the last right gate has driven me crazy a couple of times now. I think it is the suddenness of the teleports and the feeling that it was almost a bug and not a feature. I think some feedback in the form of sounds or on screen messages would help. (By this point I've now found the messages in the bottom right corner, I don't know if I just missed them or if my daughters head was in the way)

Music: Since I spent most the game on my own trying to find the course and the gates it would have been nice to have some music. Of course if i was any good at it I probably would have been too busy bouncing off the other players to notice the lack of music.

I know this all sounds very negative but you don't need to hear what you've done right...do you? ;) It looks fabulous and is one of the most unique idea's I've seen so please don't take this as anything other than some constructive criticism.

Oh one last thing: You said we could try all the levels for a trial period but it will only let me play the first three desert levels.

Overall a giant ++ in my book and really shows what can be done with some hard work and a cool concept. Thanks for sharing it with us.
#10
02/21/2006 (8:59 pm)
@Eric, thanks really great feedback. I had quite a laugh reading your wild experience, wish I was there to see it.

It's odd that the game defaulted to the 3 free missions right away. No one else reported that problem yet and I have not seen it on my system. I wish I had a QA department with 10 different PC's etc I will look into it.

My thoughts on your comments, or basically, why I made the design choices I did.

I have been driving that vehicle so long now that I rarely loose a race against the AI. In fact I have been trying to find ways to make the AI smarter and more of a challenge. With that in mind, the more missions I add, the more challenging I make them and the Mars missions are tough and really test your driving skills.

While focusing on that, I have overlooked the fact that new drivers don't find it easy and I should consider a solution to that. All I can say is, keep at it, your skill will improve and its no fun if its too easy.

You can actually turn off the flags and concrete blocks in the network setup area and perhaps I should make that more of a feature for learner drivers.

The vehicle is quite sensitive at lower speeds but turn angle decreases with speed due to centrifugal force. (simulated) So the faster you go, the harder it is to avoid those flags and concrete blocks. Add in road bumps and other vehicles and it gets quite hectic on some maps.

High end PC's (AMD 4gig etc) are likely to have 20 vehicles created while slower PC's will have less. I think a PIII 600 only gets 2 or 3. You game experience will thus vary somewhat with your hardware.

It is actually possible to set the mouse and keyboard sensitivity in prefs.cs but you do have a good point there, I should add it to the setup area as a slider etc.

I will need the number on the bottom right of the main screen, just after the unregistered label, in order to generate a key for you.

Can you also let me have your CPU and graphic card specs.
#11
02/22/2006 (6:19 am)
Hey,

I'm on a
Windows XP Pro SP 2
Petium 4 CPU 2ghz with 512mb of ram
NVIDIA GeForce MX 440 with AGP8X

4FE6-FB6E


Hmm I just noticed something. If I'm running the game, and then alt-tab out of it, I can't get back into it.

/me hangs his head in shame about his driving abilities. lol. I wonder if the default sensitivity might need to be different for different processors too? Perhaps my machine is too slow and thats why I have trouble, or I'm just a bad driver. ;)
#12
02/22/2006 (12:01 pm)
@Eric, key sent by email to your public email address.

I also get the alt Tab problem, it has been mentioned in the forums elsewhere and as far as I know theres no solution yet. There is plenty bugs in TGE1.4 which is rather anoying because time spent finding and fixing them is time not spent on making the game.

I did find the bug regarding the trial version not kicking in and I'll release a new version soon with that fix and some sliders to set the control sensitivity. I'm also upgrading the built in help (F1) data based on the feedback I got so far.

There is also an audio bug, when you go into observer mode, the engine sound is gone. I have spent about 20 hours looking for that one and all trails lead back to the openal code. I gave up on it, there is only so much one person can do.

@Joseph, you and James will find your name in the Blender credits of the next release.
#13
02/22/2006 (12:49 pm)
@Duncan: I believe there is a fix on the alt-tab issue, see this thread.