***Tech Demo Second Release!*** (postbugfix) Discuss the second release of the tech demo, report bugs etc
#31
Posted 04 October 2008 - 10:02 AM
#32
Posted 04 October 2008 - 11:20 AM
#33
Posted 04 October 2008 - 11:23 AM
Quote
http://www.zshare.ne...935918c319a9eb/
Fixed
#34
Posted 04 October 2008 - 11:36 AM
Mad Echidna, on Oct 4 2008, 12:23 PM, said:
Quote
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
#35
Posted 04 October 2008 - 11:42 AM
LOst, on Oct 4 2008, 06:07 AM, said:
GerbilSoft, on Oct 4 2008, 04:46 AM, said:
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?
#36
Posted 04 October 2008 - 05:17 PM
I do hope you're going to change the trumpet to something better on the ears before the final release. >.<
#37
Posted 04 October 2008 - 06:08 PM
Can't believe no one's said anything about those yet.
#38
Posted 04 October 2008 - 06:15 PM
#39
Posted 04 October 2008 - 06:55 PM
Vincent, on Oct 4 2008, 07:15 PM, said:
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.
Input_Record_4X_Sat_Oct_04_19__37__47_2008.rar (1.21K)
Number of downloads: 3
#40
Posted 05 October 2008 - 12:43 AM
Tweaker, on Oct 4 2008, 09:22 AM, said:
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
Posted 05 October 2008 - 03:01 AM
Sorry to all of the people without enough of a rig to try this out
#42
Posted 05 October 2008 - 03:43 AM
GARY M 9, on Oct 5 2008, 10:08 AM, said:
Can't believe no one's said anything about those yet.
Vincent, on Oct 5 2008, 10:15 AM, said:
>.<........... It just sounds so awesome!
#43
Posted 05 October 2008 - 04:45 AM

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
#44
Posted 05 October 2008 - 03:00 PM
#45
Posted 05 October 2008 - 03:38 PM

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