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***Tech Demo First Release!*** Discuss the latest tech demo, report bugs etc

#46 User is offline Athelstone 

Posted 15 September 2008 - 10:22 PM

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I probably would've waited to release this, as it's in a very incomplete state. Then again, if the intent was to make the engine development more open, I guess that was unavoidable, hey.

There were two main intents really -

The first was to show what we had developed so far since the project began in March, so as to secure the community's faith.

The second - and main purpose - was to excite people, so as to encourage further artistic contributions. The success of the project depends upon high quality art from the community. Many hands make light work, as they say. The more high-quality artistic contributions we receive, the quicker the project will be developed.

By the way, here's Steve's music:
This post has been edited by Athelstone: 15 September 2008 - 10:25 PM

#47 User is offline Eshadow 

Posted 15 September 2008 - 10:22 PM

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This isn't too shabby, Nice things you got going here.

#48 User is offline Mad Echidna 

Posted 15 September 2008 - 10:24 PM

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#49 User is offline Canned Karma 

Posted 15 September 2008 - 10:25 PM

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Wow, consider me blown away by the quality of this. Echoing what's already been said about physics as well.

The system reqs for this are greatly over stated - with the exception of my CPU I'm running half of what was supposed to be necessary for it. Runs smooth as silk. Fantastic job.

Post-awe edit: Though I haven't run into the clipping issue described earlier in the 4x version, the physics for the S pipe in the 1x seem skewed. You need no velocity at all, to the point of standing right next to it, to get sucked in and propelled about halfway up through it. This also applies if you have maximum speed going into it. Aside from that, you can see that there isn't much in the way of exponential speed dropoff when running/spindashing up the right wall in the 1x. Looked to me like Sonic maintains a certain speed most of the way up the wall and then invisible brakes are applied suddenly.

Rest assured I'll be playing, er, 'testing' the crap out of this one extensively in the days to come, pre-alpha or not!
This post has been edited by Canned Karma: 15 September 2008 - 10:48 PM

#50 User is offline NioZero 

Posted 15 September 2008 - 10:27 PM

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QUOTE (SANiK @ Sep 15 2008, 11:11 PM) [post="225729"]Posted Image

in fullscreen its very fluid and in windows mode I have 0~1 frameskipping... the framerate its over 58fps...
I cannot check de physic bugs because of that, but I can see someone else already has notice that....

its very good the tech demo and its very stable, I wish to see it finished...

PD: its rarelly to have very low data resources and consuming that tons of resources... maybe are there some strange algorithm consuming the rest...[/quote]

It's due to Vista - and how it stores video ram in system ram. etc. etc.
In fullscreen, it doesn't do this - which is why fullscreen (if you can get to it) will be fluid

yeah... in vista will run surely better, but that screenshot its from XP (I have the vista skin... so its look very similar)

my PC is
AMD Athlon 64 X2 4000 (single core)
1.5 GB RAM Memory
Geforce 7800 512 MB
Windows XP SP3
Monitor 17'' at 1280x1024

I can suggest the people that cannot play in fullscreen mode can post their monitor specification and their desktop resolution...
maybe the problem its about it...

#51 User is offline sonicblur 

Posted 15 September 2008 - 10:29 PM

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Full-screen works fine for me in VMWare Fusion. Not sure if that helps any, but the fact that it's working there suggests that graphics cards aren't the source of the Full-screen problems people are having.
Running under Windows XP with up-to-date Direct X.

#52 User is offline Arthas 

Posted 15 September 2008 - 10:33 PM

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I got it running in wine. Great stuff so far guys! the physics were great, and it ran just fine on my computer. To those who couldn't run it in Wine yet, try extracting the required dlls to the game folder. (running wine 1.1.4 btw)
edit :
Winereg settings:
I only changed stuff under this key:
DirectDrawRenderer -> opengl
Multisampling -> enabled
OffscreenRenderingMode -> backbuffer
PixelShaderMode -> enabled
UseGLSL -> enabled
VertexShaderMode -> hardware
This post has been edited by Arthas: 15 September 2008 - 10:42 PM

#53 User is offline BuffaloWilder 

Posted 15 September 2008 - 10:37 PM

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Post settings, please.

#54 User is offline Hitaxas 

Posted 15 September 2008 - 10:37 PM

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The physics on this are pretty good, besides the rolling acceleration and declaration. Acceleration was too fast, and the declaration also seemed fast.

#55 User is offline Spexfox 

Posted 15 September 2008 - 10:38 PM

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Doing well though there are bugs and optimizations of course. It definitely needs some fine-tuning in the graphics rendering department but my biggest issue is that this is an HD project with no widescreen support. Now don't get me wrong. If you decide to slap black-bars on the side of the screen when running in fullscreen mode (which didn't work for me I'm afraid) then that's fine. The viewable area obvious affects the gameplay to a degree. But I would love to see the viewable play area expand with widescreen monitors and screens. =3

#56 User is offline Elratauru 

Posted 15 September 2008 - 10:42 PM

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The fullscreen mode is at 1280 x 960 I think... The resolution must be that to work If I remember.

Mmm Here I got a Celeron 2.4ghz, 1024 ram, geforce 6200 256mb, and the X4 is working 60/60... Awesome.

#57 User is offline muteKi 

Posted 15 September 2008 - 10:42 PM

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That would explain it -- I'm 160 pixels short.

#58 User is offline King 

Posted 15 September 2008 - 10:51 PM

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Wow, glad to see the progress so far! :) Keep up the good work guys. :)

#59 User is offline Wolf Rogers 

Posted 15 September 2008 - 10:54 PM

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Very Nice Job! First off, My Specs:

AMD Athlon 64 X2 4200+
nVidia 8600GT 256MB
1GB PC6400 Ram

Whilst running the x4 Demo, Framerate never dropped below 57 and at an average guess, used around 380MB Ram, Window Mode, controlling with a PS Controller, 1280x960 on a 1280x1024 Desktop. Runs very smooth and extremely well.

Full Screen worked, on x2, bumped the ram usage up to around 400MB, still ran extremely well.

Also, noticed you're using WAVs for the sound fx, if you want to reduce space, go for lossless, I've converted those sounds into both FLAC and APE, FLAC caused some problems but APE worked perfectly, both are open source.

#60 User is offline Neko Kit Su 

Posted 15 September 2008 - 10:54 PM

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Epic awesome, guys @[email protected] I played a bit with Sonic and Knuckles, and the engine is so good, I was giggling myself shitless like some little schoolgirl. XD Good job.
This post has been edited by Neko Kit Su: 15 September 2008 - 10:54 PM

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