GooRoo
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Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
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Post by GooRoo on Jun 24, 2013 22:40:09 GMT -8
I have a JPEG of the DOS window showing everything from the start-up of dizgruntled to the end (the attachment) which may give you enough information to see the cause of the sound and Red Warp problem I experienced. Perhaps these are simply remaining "to do" list items ... or could it be a problem with the ZIP file?
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Post by hugheth2 on Jun 24, 2013 23:35:34 GMT -8
Hi GooRoo,
Thanks a lot for the sound error messages, it seems to be just a simple case of forgetting to include the 64-bit natives for sound playing in the release!
Scrolling with mouse and Teleporterz are still on the todo list, this is probably why they weren't working!
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Post by hugheth2 on Jun 24, 2013 23:38:45 GMT -8
Regarding folders etc. there shouldn't be any restrictions on where you place files / folders.
You can play custom levels in any folder. When you click play then home baked in the main menu, or open level in the editor, an open level dialog appears from which you can select any WWD or map file on your computer.
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Post by hugheth2 on Jun 25, 2013 6:33:18 GMT -8
If you move the OpenAL32.dll and OpenAL64.dll into the main folder (out of lib/natives) sound should work again
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GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
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Post by GooRoo on Jun 25, 2013 10:00:17 GMT -8
If you move the OpenAL32.dll and OpenAL64.dll into the main folder (out of lib/natives) sound should work again I will do that ... and make use of your other suggestions in order to play-test with one of my own CLz.
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Post by hugheth2 on Jun 26, 2013 8:49:22 GMT -8
In reply to PerfectGrunt from a few days ago... If you unpack the exe (using a resource extractor such as legroom.net/software/uniextract) then the texts are in .rsrc/string.txt I challenge you to find 8 people who want to play Gruntz or Dizgruntled Good luck with finding a time your 8 people will want to play!
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Post by Perfect Grunt on Jun 29, 2013 4:53:48 GMT -8
Ah, haven't thought of that. Thanks! Not now, but someday! Yes, somehow. You can use different models to estimate "what they're already doing", e.g. Constant direction, Constant acceleration, and so on. Some approaches can involve needing more information to be sent at the sync updates, but then you can also use pathways, "typical behaviour", joystick data, ... Not exactly, but I see your point. I think we almost have tha same thing in mind. The only difference to my path-based DR would be the case when a moving Grunt A blocks a field an you click somewhere to move another Grunt B -- when not sending the path, it can happen that on different machines Grunt B takes another route, one including the field temporarily blocked by A, the other not.
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Post by hugheth2 on Jul 5, 2013 4:53:53 GMT -8
I think I get you. Yes we have the same idea in mind regarding DR. Not quite seeing your point regarding path problems, surely lag in any systems will cause temporary inconsistencies between players? The notable difference is that it if you want to attack the grunt at Tile X but he was actually at tile Y you'll still go attack him when that message gets through
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Post by Perfect Grunt on Jul 5, 2013 5:52:06 GMT -8
It's just the question where the path finding is done. You transmit go(x,y), and I thought of transmitting go((x1,y1),(x2,y2),...,(xn,yn)) (with straight paths between (xi,yi) and (xi+1,yi+1).
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Post by hugheth2 on Jul 5, 2013 8:18:31 GMT -8
Ah I see Yeh what you suggest is a nice idea as it saves on pathfinding computation. I think this would be appropriate unless lag occurred in the region that the path had been calculated, at which point it would be recalculated based on target location as per my original suggestion
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Post by Perfect Grunt on Jul 6, 2013 12:08:33 GMT -8
Ah I see Yeh what you suggest is a nice idea as it saves on pathfinding computation. I think this would be appropriate unless lag occurred in the region that the path had been calculated, at which point it would be recalculated based on target location as per my original suggestion I have to be honest -- I am ill at the moment, and when I am ill my English skills decrease (and it's 10 o clock in the evening here) . So I don't really understand your second sentence -- but I agree nonetheless.
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Post by hugheth2 on Jul 6, 2013 13:56:48 GMT -8
Sorry! That's sad, I hope you get well soon To summarise, sending the entire path rather than just the starting point and ending point is a good idea, because it means only one computer needs to do the pathfinding algorithm to discover the path. However, if lag occurs, a player might mistakenly believe that an enemy grunt is at a particular tile and so click there to attack it. When it turns out that the enemy wasn't there, each computer individually works out a new correct path from the player's intent (e.g. attacking the enemy)
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Post by Perfect Grunt on Jul 7, 2013 4:54:27 GMT -8
Thank you! Okay, now I understand. And still agree.
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Zu
Retired Staff
Posts: 752
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Post by Zu on Sept 26, 2013 20:03:28 GMT -8
Any news on the project?
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Post by hugheth2 on Jan 23, 2014 6:17:55 GMT -8
Hey guys, Sorry for the delay in replying. I started my own full time business teaching children how to program by making the game Code Kingdoms Check it out! codekingdoms.comIf you look carefully you may well see some inspiration from Gruntz I will pick Dizgruntled when I have some more time again, but as always if anyone drops by with programming skills they should definitely drop by and have a go playing with it, I'm more than happy to explain how it works and its current development.
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Zu
Retired Staff
Posts: 752
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Post by Zu on May 10, 2014 0:43:43 GMT -8
Any news on the project?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 28, 2015 12:30:28 GMT -8
I wanna ask one thing.WHAT ARE WHITE SWITCHES DO?
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powerfulmind
Designer
That Puddle... It tastes...like...ME!
Posts: 173
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Post by powerfulmind on Apr 21, 2015 5:11:45 GMT -8
Maybe VERY dumb suggestion, but I think they'll control White Pyramidz, working like the Green onez (any Switch won't move all the Pyramidz in current level). One more group of Pyramidz like thiz could be so helpful in game, so... But remember, it'z only a suggestion. I don't know the true, so I wait to reveal it.
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Zu
Retired Staff
Posts: 752
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Post by Zu on Apr 21, 2015 5:33:13 GMT -8
As far as I vaguely remember from playing the early version, white switches are for revealing stuff hidden behind a "fog of war" (a.k.a. just black area on the map). I quite frankly have mixed feelings on this concept...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 21, 2015 11:51:44 GMT -8
I don't understand what is "black area of map"
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