Yorg

Re: Yorg

Postby flavio » 12 Aug 2017, 18:17

Hi! We're working on the new release: I've applied your suggestions (thank you once more), I've programmed weapons and power-ups and the artists has modelled a new track! Moreover, I've added some options that should improve performances on older systems. There's still some work to do for completing this release, but we're approaching that. Other info on our last post. Here's a screenshot of the new track. Thanks!
Image
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby charlie » 14 Aug 2017, 01:02

Wow, looking really nice. Keep up the good work. The jump looks like a fun part of the track, love the speed warnings!
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 1974
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Yorg

Postby flavio » 16 Aug 2017, 09:22

Thank you very much, charlie! :D
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby Imerion » 21 Aug 2017, 19:57

Looks awesome! Great to see you keep doing nice things with this!
Try my games! : My Games - Read my FOSS Games Blog! : Free Game News
Imerion
 
Posts: 98
Joined: 09 Apr 2011, 19:37

Re: Yorg

Postby flavio » 22 Aug 2017, 06:52

Thank you so much! :oops: :)
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby nanoriver » 30 Aug 2017, 11:00

Looks really nice, keep it up :)
You need a mobile game or a Website? Check us out at http://nanoriver.com
User avatar
nanoriver
 
Posts: 2
Joined: 28 Aug 2017, 03:26

Re: Yorg

Postby flavio » 31 Aug 2017, 18:30

Thank you! :) Sure, we're working hard on the next release!
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby flavio » 04 Sep 2017, 18:09

(Hi, I hope that this post doesn't violate any community's rule, please remove it if this is the case, thanks!)

Hi! We're close to the release of the new version (we've added a track, a car and weapons), and we're testing it before releasing. We don't have a lot of computers to test on, so we would be very happy if there were someone who is curious and wants to test the release candidate, reporting any critical bug. This would imply a better testing coverage for the upcoming release. The release candidate is downloadable from here - NB the release candidate is the stable build for your operating system. Thank you very much! :)
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby farrer » 05 Sep 2017, 12:33

Tested the stable here, linux 64 bits version. Seems a lot more polished than the last time I checked it (after your first post here), congratulations on that!

The game look improved a lot, with the downside of being more heavier, obviously. My machine suffered a bit to run it, but its runnable and I've tested it on my notebook which is a bit old now, with its Geforce 630M GT, so don't worry about its performance, as it is expected to be medium/low anyway.

The physics, from what I remember, seems to be improved too, which is great. I'm no more stuck on some places.

Lastly, I've got a double free segfault on exit (I've exit with clicking on the window 'x', after exiting a race on the middle, if it helps):

{l Code}: {l Select All Code}
*** Error in `/home/farrer/yorg/lib/panda3d/cmu_1.9/linux_amd64/p3dpython': free(): invalid pointer: 0x00000000029fded4 ***
======= Backtrace: =========
/lib64/libc.so.6(+0x6fbcb)[0x7fc2203b3bcb]
/lib64/libc.so.6(+0x75456)[0x7fc2203b9456]
/lib64/libc.so.6(+0x75c4e)[0x7fc2203b9c4e]
/usr/lib64/libasound.so.2(snd_config_delete+0x6e)[0x7fc20e70d12e]
/usr/lib64/libasound.so.2(snd_config_delete+0x40)[0x7fc20e70d100]
/usr/lib64/libasound.so.2(snd_config_delete+0x40)[0x7fc20e70d100]
/usr/lib64/libasound.so.2(snd_config_update_free_global+0x34)[0x7fc20e70de94]
/usr/lib64/libportaudio.so.2(+0x66ac)[0x7fc20e4bd6ac]
/usr/lib64/libportaudio.so.2(Pa_Terminate+0x42)[0x7fc20e4be752]
/home/farrer/yorg/lib/openal/cmu_1.9/linux_amd64/libopenal.so.1(+0x3e494)[0x7fc20ea2c494]
/home/farrer/yorg/lib/openal/cmu_1.9/linux_amd64/libopenal.so.1(+0x6cf6)[0x7fc20e9f4cf6]
/lib64/ld-linux-x86-64.so.2(+0xfb37)[0x7fc2223f4b37]
/lib64/libc.so.6(+0x35af8)[0x7fc220379af8]
/lib64/libc.so.6(+0x35b45)[0x7fc220379b45]
/lib64/libc.so.6(__libc_start_main+0xf7)[0x7fc220364647]
/home/farrer/yorg/lib/panda3d/cmu_1.9/linux_amd64/p3dpython[0x406929]


But it is just a minor issue, and probably easily fixable.

Again, the game is very polished and improved a lot from the first time I've tried it. Good job!
User avatar
farrer
 
Posts: 70
Joined: 24 Feb 2014, 21:00

Re: Yorg

Postby flavio » 06 Sep 2017, 21:24

farrer {l Wrote}:Tested the stable here, linux 64 bits version. Seems a lot more polished than the last time I checked it (after your first post here), congratulations on that!
...
Again, the game is very polished and improved a lot from the first time I've tried it. Good job!


Thank you very much! This encourages us a lot! :)

farrer {l Wrote}:The game look improved a lot, with the downside of being more heavier, obviously. My machine suffered a bit to run it, but its runnable and I've tested it on my notebook which is a bit old now, with its Geforce 630M GT, so don't worry about its performance, as it is expected to be medium/low anyway.


Actually, I've added two options for addressing this issue (they are in the Options menu): (i) you may disable shaders (this should help if you are GPU-bound); (ii) you can reduce the number of the cars (this should help if you are CPU-bound).

Anyway, I've planned to do some experiments on the AI in the future, I hope to improve performances in that area (which is pretty heavy now). I may do a less precise AI (it may not be noticeable) and save some CPU time.

farrer {l Wrote}:Lastly, I've got a double free segfault on exit (I've exit with clicking on the window 'x', after exiting a race on the middle, if it helps):

{l Code}: {l Select All Code}
*** Error in `/home/farrer/yorg/lib/panda3d/cmu_1.9/linux_amd64/p3dpython': free(): invalid pointer: 0x00000000029fded4 ***
======= Backtrace: =========
/lib64/libc.so.6(+0x6fbcb)[0x7fc2203b3bcb]
/lib64/libc.so.6(+0x75456)[0x7fc2203b9456]
/lib64/libc.so.6(+0x75c4e)[0x7fc2203b9c4e]
/usr/lib64/libasound.so.2(snd_config_delete+0x6e)[0x7fc20e70d12e]
/usr/lib64/libasound.so.2(snd_config_delete+0x40)[0x7fc20e70d100]
/usr/lib64/libasound.so.2(snd_config_delete+0x40)[0x7fc20e70d100]
/usr/lib64/libasound.so.2(snd_config_update_free_global+0x34)[0x7fc20e70de94]
/usr/lib64/libportaudio.so.2(+0x66ac)[0x7fc20e4bd6ac]
/usr/lib64/libportaudio.so.2(Pa_Terminate+0x42)[0x7fc20e4be752]
/home/farrer/yorg/lib/openal/cmu_1.9/linux_amd64/libopenal.so.1(+0x3e494)[0x7fc20ea2c494]
/home/farrer/yorg/lib/openal/cmu_1.9/linux_amd64/libopenal.so.1(+0x6cf6)[0x7fc20e9f4cf6]
/lib64/ld-linux-x86-64.so.2(+0xfb37)[0x7fc2223f4b37]
/lib64/libc.so.6(+0x35af8)[0x7fc220379af8]
/lib64/libc.so.6(+0x35b45)[0x7fc220379b45]
/lib64/libc.so.6(__libc_start_main+0xf7)[0x7fc220364647]
/home/farrer/yorg/lib/panda3d/cmu_1.9/linux_amd64/p3dpython[0x406929]


But it is just a minor issue, and probably easily fixable.


Unfortunately, I can't replicate the issue (I've tried your interaction but it works correctly). I've reported that to Panda3D's developers, thanks. :) Anyway, they are developing a brand new deployment subsystem that should be released with Panda3D 1.10 (and I am going to use it), so it should be solved (hopefully) when they will release it.

Thank you very much for testing! :)
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby flavio » 09 Sep 2017, 11:33

Hi! We've just released version 0.7!

As reported in our post, there are several updates:
  • one new car: Iperion;
  • a new track: Countryside track;
  • weapons and power-ups;
  • small bugfixes and general improvements.

Image

Here is release's trailer:
Image

A lot of thanks to people in this forum who are helping us with suggestions, tests, support and encouragments! Thank you!
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby Julius » 09 Sep 2017, 16:03

Works quite nicely under Linux.

Quick feedback:

The roads really need textures that follow the tracks, i.e. that show this racing track has been used by cars for racing previously and that kind of show the player a good pathway to drive.

The game needs particles, especially for crashes. Can be a bit over the top ;) Use also for some mild dust effect behind the cars. AND especially for the new weapons ;)

The engine sound is too monotone. When starting your should be able to roar the engine a bit for fun and then it needs to have some modulation for different gears/speeds.

The steering feels a bit stiff (when using a keyboard). I guess this is to make it a bit easier, but it could be a bit more reactive and allow for tighter curves. Maybe a handbrake for drifting would be cool (but that needs to "feel tight" otherwise it is useless ;) ).

When a car goes out of control it feels very sudden and like all steering is turned off completely. This is fine for total "rolling" crashes, but there should be probably some gradient in which the player still feels like he/she can safe the car from crashing or at least have some kind of steering feedback / air control. This would probably make the game much more fun as you can have funny almost safes or real "wtf how did I rescued that" moments.

Last but not least: stylisticly this would probably work better with tiny monster trucks. I guess you are tying to not copy existing commercial games too much, but I would still go for it regardless as it will make the game look much better.
“You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete” - Buckminster Fuller
User avatar
Julius
Community Moderator
 
Posts: 1868
Joined: 06 Dec 2009, 14:02

Re: Yorg

Postby charlie » 10 Sep 2017, 00:17

I think the issue with the steering is the way it is implemented; holding left/right causes the steering wheel to turn - so it takes a second or so for the wheels to fully turn hence you end up losing control because you were only wanting a partial turn. It's a bit unintuitive because #1 it is hard to discren how 'turned' the wheels are (they are small and we're not looking at e.g. a steering wheel).
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 1974
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Yorg

Postby flavio » 11 Sep 2017, 07:48

Hi! Thank you very much for your accurate feedbacks!

Julius {l Wrote}:The roads really need textures that follow the tracks, i.e. that show this racing track has been used by cars for racing previously and that kind of show the player a good pathway to drive.


You are right, but we need to understand how we could do that: we use a giant texture for the (single) road mesh, and if we draw skidmarks on it then it would be rendered very blurry. We're looking for a solution. If someone has suggestions, they are welcome! :)

Julius {l Wrote}:The game needs particles, especially for crashes. Can be a bit over the top ;) Use also for some mild dust effect behind the cars. AND especially for the new weapons ;)


Actually, I inserted them into the previous version, but, during our tests, there were hiccups when I instanced them. I tried to preload them, pre-render them, but I couldn't remove those hiccups. So, I've planned to program another implementation of particle effects, I wish I can create some decent ones. :)

Julius {l Wrote}:The engine sound is too monotone. When starting your should be able to roar the engine a bit for fun and then it needs to have some modulation for different gears/speeds.


Thanks, I've added it to the roadmap!

Julius {l Wrote}:The steering feels a bit stiff (when using a keyboard). I guess this is to make it a bit easier, but it could be a bit more reactive and allow for tighter curves. Maybe a handbrake for drifting would be cool (but that needs to "feel tight" otherwise it is useless ;) ).

When a car goes out of control it feels very sudden and like all steering is turned off completely. This is fine for total "rolling" crashes, but there should be probably some gradient in which the player still feels like he/she can safe the car from crashing or at least have some kind of steering feedback / air control. This would probably make the game much more fun as you can have funny almost safes or real "wtf how did I rescued that" moments.


charlie {l Wrote}:I think the issue with the steering is the way it is implemented; holding left/right causes the steering wheel to turn - so it takes a second or so for the wheels to fully turn hence you end up losing control because you were only wanting a partial turn. It's a bit unintuitive because #1 it is hard to discren how 'turned' the wheels are (they are small and we're not looking at e.g. a steering wheel).


Thank you very much, these hints are *very* precious. Actually, balancing these parameters is the hardest part to me. I've planned to (try to) improve this area in the near future. ;)

Julius {l Wrote}:Last but not least: stylisticly this would probably work better with tiny monster trucks. I guess you are tying to not copy existing commercial games too much, but I would still go for it regardless as it will make the game look much better.


I've forwarded your feedback to the modeler, we like your idea very much, we're discussing about it!
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby Julius » 11 Sep 2017, 14:23

flavio {l Wrote}:Hi! Thank you very much for your accurate feedbacks!

Julius {l Wrote}:The roads really need textures that follow the tracks, i.e. that show this racing track has been used by cars for racing previously and that kind of show the player a good pathway to drive.


You are right, but we need to understand how we could do that: we use a giant texture for the (single) road mesh, and if we draw skidmarks on it then it would be rendered very blurry. We're looking for a solution. If someone has suggestions, they are welcome! :)


True, not so easy to do. Although I wasn't talking about skidmarks but textures that follow the road, see something like this: http://ftp.cqfd-corp.org/raycap2006-09-17-145421-00.jpg
I think the common way is to have a seperate road mesh with a tiling textures on it... something like this:
https://youtu.be/0HkOCMGbzr4
(although it could blend some different tiling textures for different parts of the track and add some decals to avoid it looking too repetitive)
“You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete” - Buckminster Fuller
User avatar
Julius
Community Moderator
 
Posts: 1868
Joined: 06 Dec 2009, 14:02

Re: Yorg

Postby flavio » 12 Sep 2017, 17:53

Oh, thank you very much, now I see what you meant. Unfortunately, it would imply to remake the entire road's mesh (we don't know an alternative way to do it otherwise :( ), so we don't know when we can do this exactly. But we've collected the feedback, so we'll do this sooner or later, thanks!
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby flavio » 11 Oct 2017, 22:14

Hi! As we wrote in our last post, we're working on next release. We've a couple of images of the new track.

Image

Image

Moreover, on the programming side, I am implementing several suggestions you gave me: thank you once more! :)
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby Princessbig » 12 Oct 2017, 13:03

Looks very nice. Keep good work
Princessbig
 
Posts: 3
Joined: 15 Jun 2017, 14:05

Re: Yorg

Postby flavio » 21 Oct 2017, 16:31

Princessbig {l Wrote}:Looks very nice. Keep good work


Thank you very much! :)

--

Our artist has published a video of his last track... If you want to see what we are developing... :)

Image
flavio
 
Posts: 25
Joined: 21 Mar 2014, 11:06
Location: Rome

Re: Yorg

Postby Wuzzy » Today, 00:45

I can't build this on my Arch Linux box.
I recursively cloned the repo, typed in “scons images=1 lang=1 tracks=1” as instructed in the README file, and this is what I get:
{l Code}: {l Select All Code}
scons: Reading SConscript files ...
TypeError: sequence item 0: expected str instance, bytes found:
  File "/home/wuzzy/src/yorg/SConstruct", line 2:
    from yyagl.build.build import extensions, files, img_tgt_names, \
  File "/home/wuzzy/src/yorg/yyagl/build/build.py", line 97:
    branch = branch2ver[__branch()] if __branch() in branch2ver else __branch()
  File "/home/wuzzy/src/yorg/yyagl/build/build.py", line 21:
    return exec_cmd('git symbolic-ref HEAD').split('/')[-1].strip()
  File "/home/wuzzy/src/yorg/yyagl/build/build.py", line 17:
    return '\n'.join(ret)


I got both Python 2 and Python 3.
User avatar
Wuzzy
 
Posts: 457
Joined: 28 May 2012, 23:13

Who is online

Users browsing this forum: No registered users and 1 guest

cron