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johannesprix
Fluffy Bunny of Doom


Joined: 03 Oct 2003
Posts: 19
Location: Graz

PostPosted: Fri Jan 16, 2004 9:48 am    Post subject: FreedroidRPG-0.9.12 released [quote]

Hi guys!

We've just completed the 0.9.10 release of FreedroidRPG, a single-player graphical rpg. For the first time in FreedroidRPG history, this release also comes with an 'official' Windows port.

Instead of posting the detailed changelog here, it seems more proper to issue a deep thanks to all the many people who helped in making this release. Some of them really went out of their way to create something, and that's simply outstanding.

As always, help and contributions and feedback are very welcome. The download size is now over 70 megs so sorry, you will need some broadband internet access somewhere. (It's a *graphical* rpg after all).

I hope we've also been able to fix most of the citicism about the previous 0.9.9 release (see the other forum thread), which was only available for the GNU/Linux operating system.

Thanks for your attention and see ya, jp.


Last edited by johannesprix on Thu Apr 15, 2004 4:09 pm; edited 1 time in total
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sun Jan 18, 2004 1:56 am    Post subject: [quote]

A link to the project page is always a good thing. :-)

I'm downloading the Linux version now, will try it out tomorrow after I get some rest.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sun Jan 18, 2004 7:51 pm    Post subject: [quote]

After playing it a while, talking with people in the town, until suddenly killed by the strongest man, the biggest improvement I'm aware of is the movement. The indicator of where I'm going is a real help and opening chests or picking up items went all pretty well.

A few things went wrong while talking to people that had audio, them saying different stuff than what was written to the screen, but I guess that's known already. I did think that the parts with added voice were quite nice.

Some rendering errors exist, for example I see lines between the tiles that vary in intensity. Also, Tux walking along a corner or wall end doesn't always render properly.

I get around 12 fps on my 2 Ghz Celeron. At startup, it reports to be using Mesa, so maybe that could be the reason. Now I'm not sure if hardware accelerated rendering is enabled, how can I check that?

Code:
-OpenGL-------------------------------------------------------
Vendor     : Tungsten Graphics, Inc
Renderer   : Mesa DRI Intel(R) 852GM/855GM 20021115
Version    : 1.2 Mesa 4.0.4


All in all, some nice improvements there! My main grudge on the previous version was the enormous amount of graphics and sounds, and when unzipped this still takes 182 MB total. The loading time on picking up items that equip Tux seems to have decreased substantially though, and was almost non-existant the second time I ran the game.

One final note about the scrolling texts used for credits/instructions/etc. While the text is scrolling the (graphical) mouse seems to move much smoother than the text, so I think the text could scroll along smoother as well, right? It's scrolling quite jerky now, in my opinion. I did notice you put some arrows on the side of the screen though. :-)
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johannesprix
Fluffy Bunny of Doom


Joined: 03 Oct 2003
Posts: 19
Location: Graz

PostPosted: Mon Jan 19, 2004 11:26 am    Post subject: [quote]

Thanks for the helpful comments and encouragement. The movement now at least should find it's way around some obstacles and that automatically :) Attacking enemies might be a lot easier still...

However, the OpenGL setting is always a pain under Linux and also under Windows. Windows XP e.g. comes with drivers, but those only do software rendering. Usually you must download some driver from your card vendor. In my case it was 9 megs of download from nvidia. But those guys at least offer some drivers for Linux, much like ATI. But other vendors are not always as nice. I don't know anything about Tungsten. But they should at least provide some OpenGL drivers (with hardware acceleartion) for Windows. However, even if there are no OpenGL drivers (other than software rendering) you can still try to start it will command line switch -n, which will use SDL instead of OpenGL, which isn't very much hardware-accelerated, but which should still be faster than OpenGL software-rendering.

Well, the voices need a lot of updates. It's in progress. If there are any voice actor volunteers listening with a micro and who know how to record a wav file, this is your chance to become an rpg character :)

Thanks and see ya, Johannes.
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Guest






PostPosted: Mon Jan 19, 2004 3:02 pm    Post subject: [quote]

Bjørn wrote:
I get around 12 fps on my 2 Ghz Celeron. At startup, it reports to be using Mesa, so maybe that could be the reason. Now I'm not sure if hardware accelerated rendering is enabled, how can I check that?

Code:
-OpenGL-------------------------------------------------------
Vendor     : Tungsten Graphics, Inc
Renderer   : Mesa DRI Intel(R) 852GM/855GM 20021115
Version    : 1.2 Mesa 4.0.4



Do you have video drivers installed on your linux system?
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Jan 19, 2004 3:12 pm    Post subject: [quote]

I thought I had, and the above seems to show at least DRI is working. It would be nice to get it faster, but I don't have NV/ATI, I have this low-power shared memory Intel card. I tried installing the Intel Linux drivers, but my X wouldn't start with them.
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Georg
Monkey-Butler


Joined: 02 Jun 2002
Posts: 56
Location: The Netherlands

PostPosted: Tue Jan 20, 2004 12:13 am    Post subject: [quote]

I played your game, and I'm impressed! You did a hell of a job there!
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johannesprix
Fluffy Bunny of Doom


Joined: 03 Oct 2003
Posts: 19
Location: Graz

PostPosted: Tue Jan 20, 2004 9:09 am    Post subject: [quote]

Georg wrote:
I played your game, and I'm impressed! You did a hell of a job there!

Thanks for the flowers, but heh, I didn't. The others did. Or rather we did. Working alone is not much fun. And fortunately some people even can do art, I mean, stuff much better than anything I could come up with even if I tried very hard :) and some give cool profiler output to find performance leaks, some very cool map and world creation. And of course the many bug reports, hints, feature requests, all that sort of thing, and then someone for the makefile/portability/cross-compiling issues, really hairy, wounldn't like to have to touch those :), and a few new voice samples, quite cool. Given that, it's much more fun working on it and results are better too...
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Guest






PostPosted: Sun Feb 15, 2004 4:08 pm    Post subject: [quote]

Try 3Ddiag to tell you if you have hardware acceleration on Linux.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Sun Feb 15, 2004 7:52 pm    Post subject: [quote]

I tried searching for it but it seems only available as RPM from SuSe? I'm not sure if I can install that on my Slackware system.
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johannesprix
Fluffy Bunny of Doom


Joined: 03 Oct 2003
Posts: 19
Location: Graz

PostPosted: Tue Feb 17, 2004 11:36 am    Post subject: Update... [quote]

B/w, I've just uploaded release 0.9.11 for win32 and Linux. Well, hope this thing works. Download size for win32 went down by 18 megs due to better compression used. Next time, we'll also use this better compression for the Linux package, for sure. Any comments/reviews/feedback welcome.

See ya, jp.
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johannesprix
Fluffy Bunny of Doom


Joined: 03 Oct 2003
Posts: 19
Location: Graz

PostPosted: Mon Apr 05, 2004 7:00 pm    Post subject: Version 0.9.12 released [quote]

Hi guys!

Now version 0.9.12 of the game has been released. The download size is down to 60 MB or less. Our call for help with the content (i.e. plots, sub-plots, quests, characters, items, world, map,...) is still valid!!! The download link is

https://sourceforge.net/project/showfiles.php?group_id=54521&package_id=58238

The .exe is self-extracting and has ready-to-run executables (for windows users). The .bz2 is for Linux users and has all the source code and must be compiled the usual way (./configure, make, [make install]).

Well, that's about all there is to say.

Thanks for your attention and see ya, jp.
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white_door
Icemonkey


Joined: 30 May 2002
Posts: 243
Location: New Zealand

PostPosted: Mon Apr 05, 2004 7:18 pm    Post subject: [quote]

pretty cool, any timeline as to when multiplayer support will be back it?
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johannesprix
Fluffy Bunny of Doom


Joined: 03 Oct 2003
Posts: 19
Location: Graz

PostPosted: Mon Apr 05, 2004 7:26 pm    Post subject: [quote]

white_door wrote:
pretty cool, any timeline as to when multiplayer support will be back it?

Well, currently we're not working on that. Well, somehow I feel the single-player content should be somewhat finished first. But of course it would be nice to have multi-player. The question that's bugging me a bit is how to best organize that: Have a central server, where all players can meet or make some local servers, but then how to keep track of characters? Well, we would need a master server and that... well, we don't have any, and that's also part of the reason why I like to postpone the question for later :) But once single-player is somewhat finished, we'll surely start attacking the problem a bit more dedicated.
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white_door
Icemonkey


Joined: 30 May 2002
Posts: 243
Location: New Zealand

PostPosted: Mon Apr 05, 2004 9:22 pm    Post subject: [quote]

hehe personally I just want to be able to play it on a LAN, and couldn't care less about internet play. I can see how having the single player more complete is important though.

Having the broken multiplayer mode is just so cruel, maybe you could hide the menu option? since we all really wanted to play it that way. Even so, I showed it to people at the last annual LAN party we had, and I think most people ended up leeching it off my machine...
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