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***Tech Demo Second Release!*** (postbugfix) Discuss the second release of the tech demo, report bugs etc

#31 User is offline LordOfSquad 

Posted 04 October 2008 - 10:02 AM

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Ah, awesome. This is much better than the last tech demo. I love Chemical Plant's music, that bassline is great. Kudos to all of you! :(

#32 User is offline muteKi 

Posted 04 October 2008 - 11:20 AM

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Well, in any case that explains why my integrated graphics chip screamed in horror as I began to open the program.

#33 User is offline Mad Echidna 

Posted 04 October 2008 - 11:23 AM

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Quote

Video of all the action (in case you don't have a Cray Supercomputer to test it on):
http://www.zshare.ne...935918c319a9eb/


Fixed :(

#34 User is offline NioZero 

Posted 04 October 2008 - 11:36 AM

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View PostMad Echidna, on Oct 4 2008, 12:23 PM, said:

Quote

Video of all the action (in case you don't have a Cray Supercomputer to test it on):
http://www.zshare.ne...935918c319a9eb/


Fixed :(


you can use Vuze to upload HD videos...

the video is really fun...
about the game.. its run fine for now... I have the same specs than before..
Geforce 6800 512MB
1 GB Ram
Athlon 64 3000+
Windows XP SP3
This post has been edited by NioZero: 04 October 2008 - 11:53 AM

#35 User is offline GerbilSoft 

Posted 04 October 2008 - 11:42 AM

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View PostLOst, on Oct 4 2008, 06:07 AM, said:

View PostGerbilSoft, on Oct 4 2008, 04:46 AM, said:

Seems to be broken in WINE:

fixme:ole:CoCreateInstance no instance created for interface {bf798031-483a-4da2-aa99-5d64ed369700} of class {25e609e4-b259-11cf-bfc7-444553540000}, hres is 0x80070057
err:dinput:DirectInput8Create CoCreateInstance failed with hr = -2147024809; Try running wineprefixcreate to fix it.


About it not working in Wine, I am truly sorry about that. It was expected from my side since the new tech demo uses pixel shaders now. Even if it is supported by your computer, it may not be emulated by OpenGL. Direct3D9c is needed, sorry.

That's great. Except if you actually bothered to read the error in question, you'd see that the problem was in DirectInput8Create(), which has nothing to do with shaders.

HRESULT is 0x80070057, which indicates that an invalid argument was passed to CoCreateInstance(). Can you make sure that the correct value is specified?
This post has been edited by GerbilSoft: 04 October 2008 - 12:21 PM

#36 User is offline The Growler 

Posted 04 October 2008 - 05:17 PM

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I'm loving these tech demos, but I'm sorry to say that the EHZ's 'trumpet' is starting to grait on my nerves after a while.

I do hope you're going to change the trumpet to something better on the ears before the final release. >.<

#37 User is offline GARY M 9 

Posted 04 October 2008 - 06:08 PM

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I just used WinAmp to play Super Sonic's music and Emerald Hill Zone 2P's music and I like them both, especially EHZ_2P's.

Can't believe no one's said anything about those yet.

#38 User is offline Vincent 

Posted 04 October 2008 - 06:15 PM

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You can't spoil secrets features like this, you know.. ;P
This post has been edited by Vincent: 04 October 2008 - 06:15 PM

#39 User is offline GARY M 9 

Posted 04 October 2008 - 06:55 PM

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View PostVincent, on Oct 4 2008, 07:15 PM, said:

You can't spoil secrets features like this, you know.. ;P


Sorry.

Also, I have no idea what I did in the open 4x stage, but the chain on the bridge broke on me. (The last two chains didn't align properly with the bridge.)

Attached is the S2R file in .rar format that was recorded with this bug.

Attached File  Input_Record_4X_Sat_Oct_04_19__37__47_2008.rar (1.21K)
Number of downloads: 3

#40 User is offline Sciz 

Posted 05 October 2008 - 12:43 AM

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View PostTweaker, on Oct 4 2008, 09:22 AM, said:

Would it be possible to edit the launch program (where you can change controls and stuff) to have a list of graphical effects that the user can turn off to try and improve speed? I think that would be the best way to handle making the game work for as many people as possible.

That was my line of thinking. It's worked for PC games for well over twenty years now, so it ought to suffice here. The downside being that any art that was explicitly meant to be handled by shaders (such as the liquid in the Chemical Plant tubing, IIRC) would need to be redrawn properly for low detail mode.

#41 User is offline Toekutr 

Posted 05 October 2008 - 03:01 AM

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My beastly PC (Q6600, 8800GTX, 2GB ram) once again has no trouble playing the demo, and I haven't noticed any bugs yet. However, the new art is looking amazing.


Sorry to all of the people without enough of a rig to try this out :argh: , it's really starting to look beautiful. Posted Image
This post has been edited by Toekutr: 05 October 2008 - 03:05 AM

#42 User is offline Lizam 

Posted 05 October 2008 - 03:43 AM

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View PostGARY M 9, on Oct 5 2008, 10:08 AM, said:

I just used WinAmp to play Super Sonic's music and Emerald Hill Zone 2P's music and I like them both, especially EHZ_2P's.

Can't believe no one's said anything about those yet.


View PostVincent, on Oct 5 2008, 10:15 AM, said:

You can't spoil secrets features like this, you know.. ;P


>.<........... It just sounds so awesome!

#43 User is offline LOst 

Posted 05 October 2008 - 04:45 AM

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QUOTE (GARY M 9 @ Oct 5 2008, 03:55 AM) [post="232029"]Posted Image
Is this saying something? Yes, I haven't cleared the player list. Simply after the multiplayer demo has ended, any object that is spawned in those slots are acting as players and "ride" the platform. So those flowers having a great time. I'll make an update in a cupple of hours. Have to look into two other issues first. :P
This post has been edited by LOst: 05 October 2008 - 05:10 AM

#44 User is offline Baby Ghost 

Posted 05 October 2008 - 03:00 PM

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I hope whoever made that Tails Title Frame bothers to finish/make the rest of them... It's look really cool.

#45 User is offline Overlord 

Posted 05 October 2008 - 03:38 PM

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.....how did I miss this topic? Downloading now, though it'll run at a crawl again =P

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