Game testing

Re: Game testing

Postby CryHam » 28 Nov 2013, 21:12

So about names 0W08-pipe8x8, A01-StuntPark, J06-80fun, big nope, 1 char more, and renaming track dirs in repo impossible.
And I already did this in code, is on master.
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Re: Game testing

Postby dimproject » 29 Nov 2013, 18:52

I have idea!
Delete track 0W8-pipe8x8, then add 0W08-pipe8x8.
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Re: Game testing

Postby CryHam » 29 Nov 2013, 22:35

Well, no. Like I said, sorting is done by code now. And I don't see the need for the new 0 char inside.
Also delete and add would put a lot of not needed data in repo. So let's forget this.
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Re: Game testing

Postby dimproject » 04 Feb 2014, 17:31

Bug with render system.
Rendering.zip
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Re: Game testing

Postby dimproject » 18 Feb 2014, 23:55

Direct3D9 Rendering Subsystem only for Windows.
With Direct3D9 Rendering Subsystem I can't loading some tracks.

With OpenGL Rendering Subsystem I can loading these tracks,
but bug with showing.

OpenGL Rendering Subsystem for Linux, Windows, ...
I wonder, OGRE good support OpenGL Rendering Subsystem.

How about folder with all dependencies.
Not conveniently searching dependencies separately.
Others versions of dependency are different.
I don't know which versions using.
Maybe I using not good versions.
dependencies.zip
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I have VS 2010 Express and VS 2013 Express.
Not exist OGRE for VS 2013 Express.
Enet only for VS 2008 Express (maybe include it in the source).

Also folder with all dependencies is good for CMake.
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Re: Game testing

Postby CryHam » 27 Feb 2014, 11:24

Hmm, I'm not sure what do you mean.
Did you change and build dependencies and now it doesn't start,
or did you just pull, and some commits broke it.
So it doesn't start on some tracks ? Does it crash ? Could you include logs after that happened.

As for building and versions, these wiki pages should have all info:
Compiling and VisualStudio.
And yeah this can be a nightmare on windows, that's why I do it once a year or twice, and it's still a whole day wasted, I build all from sources.
So generally Ogre 1.8, 1.9, 1.10 should work. MyGui code from svn, build after Ogre. For rest (ogg,vorbis,boost,enet) just newest versions, older should work too. SDL2 or newer. Rest is in our sources. but bullet 2.79 needs this ver, didn't check if newer are ok).
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Re: Game testing

Postby dimproject » 02 Mar 2014, 14:46

I have VS 2010 Express SP1.

Need OGRE 1.9 for build from source. (OGRE 1.8.1 - fail)

A1-StuntPark - now loading without game crash (but showing something... bad :( )
Some strings shows on English only.
Testing.zip
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Thanks a lot for continuing developing game! :D
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Re: Game testing

Postby CryHam » 02 Mar 2014, 22:03

Cool. Thanks for testing.
Well car and track description texts are so long that I don't believe anybody would translate them.
As for car stats (mass, time etc) will be possible.
Strange with this A1. Far black terrain, maybe composite map didnt render, and white impostors, no idea why.
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Re: Game testing

Postby Wuzzy » 03 Mar 2014, 00:54

CryHam {l Wrote}:Well car and track description texts are so long that I don't believe anybody would translate them.

Well, I probably would. That’s just about 100-200 strings, right? This is not much for me.
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Re: Game testing

Postby CryHam » 04 Mar 2014, 19:56

Ok.. that is surprising. I wouldn't though.
But, It would contaminate translations with 171 extra strings with a lot of text, and also could scare off translators.
And with current system, if anything chages in a string and we upload, it invalidates already made translations.
Even a small typo fix or description update would do it.
So, that's a nope for tracks, also editing description in editor would be gone.
I think for cars it's okay though, only 19.
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Re: Game testing

Postby dimproject » 17 Mar 2014, 21:57

D1-Dunes - looks better. But vegetation sometimes...
D1-Dunes.zip
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