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Re: Finally - The first Dragonrise Demo
[Re: ShoreVietam]
#43373
03/30/05 19:25
03/30/05 19:25
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Hi Shore. I like your demo very much. The water effects are great. The models are all great. I like the effect if one gets hurt by a wasp.
Your scripting is very good!
I had no problems with fighting the enemies (running around them and beat them from side or from behind) but I did that with the fist because I did not know how to find the weapons in the inventory.
Besides that I could not find a map to find my way through the level. So I could not find any person to get a quest or something like that. Yes I know you have created a map in your manual but it would be nice to see that in the game.
I think that the night is too dark. I could not play it then.
I would really play that superb game when it is finished and improved. You have much more experience with 3dgs than me. I admire that.
Frank
Last edited by Frank_G; 03/30/05 19:29.
Models, Textures and Games from Dexsoft
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Re: Finally - The first Dragonrise Demo
[Re: PHeMoX]
#43374
03/30/05 20:18
03/30/05 20:18
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Quote:
Somehow it doesn't look like a memory problem
Lol it says 0 mb required , typically Windows ... Have you ever considered switching to XP ? It's quite a lot better for playing games and stuff.... But then again on your hardware XP's disadvantages will be more visible, I guess...
Cheers
You'd also leave a system which runs fine since four years as it is, wouldn't you?
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Re: Finally - The first Dragonrise Demo
[Re: Machinery_Frank]
#43377
03/31/05 00:30
03/31/05 00:30
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Joined: Jul 2002
Posts: 2,002 Europe
ShoreVietam
OP
Expert
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OP
Expert
Joined: Jul 2002
Posts: 2,002
Europe
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Hi Frank_G! First of all: You have to pick up a weapon, otherwise there will be no weapon ring! The first one lies beside you and the others are on the table at the wooden stairs. But as I see, you figured out how to fight them well! The NPC thing: I'm short of models. You have to look for moedls having the shape "NPC" read from the top to the bottom. The first one is outside the fisher's house northeast from the starting point. (he'll tell you where to go next) Night already was menitoned, I'll fix... This morning I found out some little bugs: Empty pointer when wealding a shield and switching to the bow. (silly me, was a stupit mistake) Empty pointer when wering bow or claw and entering the status menu. (didn't watched closely after the last changes) And the background in satus and skill menus is totally black but should only be darkened, I hadn't set back the alpha to 50% after the splashscreen.
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Re: Finally - The first Dragonrise Demo
[Re: MathewAllen]
#43379
04/01/05 06:36
04/01/05 06:36
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Not sure if it is of interest, if not, pleaseignore this post:
I perhaps have found the reason for the message above.
The terrain demo posted somewhere here in showcase also shows this error message. I took a look into the files (it is not resourced) and saw it's using a terrain with shader applied. Not sure if the shader is a problem, as everything ello released is running, but it might have to do with the terran.
The campground demo presented a while ago, features terrain without shader and ran without any problem.
Too bad that I can't see the nexus/video memory values of the demos, it might help to get an idea what is wrong with my (and some other) system(s). Maybe it indeed is a driver issue, I don't know, but I doubt that the demos mentioned are using more than 64MB video memory..
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Re: Finally - The first Dragonrise Demo
[Re: FBL]
#43382
04/02/05 19:30
04/02/05 19:30
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Joined: Jul 2002
Posts: 2,002 Europe
ShoreVietam
OP
Expert
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OP
Expert
Joined: Jul 2002
Posts: 2,002
Europe
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The problem is, that there are many entites in the map (espacially trees and gras).
With max_enities = 2000 there is no problem in runtime, but as said before, publish doesn't look at the script and just sees, that there are much more entitys in the map as the nexus would allow and crashes WED.
Maybe 400 was a bit to much, I just doubled it as I recognized it was the problem (don't ask me, why I came to the stupid idea this was the problem) and then it worked.
But newertheless I have the similar RAM sizes as you got... really strange.
I'll try with a bit lower nexus in the next version, so I hope that'll fix it...
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