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This looks like it is differences in the way different graphics cards perform environment mapping. It seems to look fine on my PC. Although I know no one ever believes me when I say that 🙂
There is a reason this square of water looks different to the rest. This square is mapped differently as it is the only part of the water than can move/ripple and so is made of many more triangles. The rest of the water is static to save on CPU and GPU cycles.
It looks like your card is mapping the two different areas differently, causing a very visible line.
If you are interested you can see the different ways these two areas are drawn by bringing down the console and typing:-
P.S. Shame on you all for not voting.
1500+ people a day visit this forum and no-one voted, bah.
Here we have it after 40+ days and no response, I finaly respond to this message :D.
And what is more, just to prove that I do read every post I have now implemented weapon icons just for you, have fun KillJoy.
Just in case people still want to donate I have set up a paypall donation account (no pressure 🙂 ).
People can donate by clicking on the paypal picture at the bottom of the page.
Thanks for th info,
I have expanded the colision areaof the tanks to use 4 points not 1.
This should fix the probelm.
This is one of those bugs that is much harder to fix than you would think!
SDL creates a new OpenGL context each time it creates/re-sizes a window.
Currently a lot of the graphics and textures etc are cached and stored in the
opengl rendering context. When the window closes/resizes this rendering context is lost.
All the caching code would need to “notice” this happening and re-load.
This is also the reason that the window cannot be resized.
Just so you know :)……
I guess when/if we update the caching code (of which there is lots) this may get fixed.
Hmm, I can’t see any reason why it should be accessing the disk.
You should have enough memory and it should cache all the sounds and textures after it loads them. I will try to check to see if it loads files during the gameplay…
Only some of the wx windows RPMS seem to put the auto make files in the required location.
I can’t remeber which one is the correct RPM, but I installed a couple then it worked 🙂
Well su/sudo to root and sort out the permissions then 🙂
I will also fix them in the unix install script.
It would be pretty easy to allow config for different players. For the moment on windows you could just install into two seperate locations, and on linux build and install into two seperate locations.
Yes bit of a hack I know, but how many people have this issue?
I don’t know if you are dissing this game or just getting free advertising, either way I am not bitter 🙂
And just to get into the spirit, people may also want to check out :-
Atomic Tanks – http://atanks.sourceforge.net/ (2D very like original)
Pocket Tanks – http://www.blitwise.com/ (2D like original)
Scorched 2000 – http://scorched.fraxion.com/ (2D Java and online version)
XScorch – http://chaos2.org/xscorch/ (2D X Windows Port of original)
You may notice a common theme in all of these games…..2D 😀
Ok, I implemented this last night and it seems to work well.
Makes the aiming much easier.
I need a bit more play testing to see if it will stay but initial impressions are good.
Are the xml config files read only.
Thanks, hopefully it will help you too 🙂
The dump files are on their way to you. If you want me to get more for you, just let me know.
PS I do realize that it might be some component in my machine and not a problem with the game. I’m NOT crapping on the game. I just wanna play it! 😥 😉
No worries, I understand. It is nice to get some feedback and I am taking advantage (if that is ok) :). I have had a look at the crash dump you sent, it does not tell me much other than it was a stack overflow.
I have put a new binary (with debug symbols in it) on the downloads page.
If I could be a nucense and ask you to download this file and run this instead. You will need to unzip into the scorched3d directory. It will create dumps with far more information in them. It would be cool if you could.
Sorry to say, but S3D is crashing on a very frequent basis, ie 99.whatever% of the time. No joke. Sometimes it’s early in the game, other times it’s not. It frequently seems to be related to using large weapons, eg Death’s Head, other times not. Once in a great while I can play an entire game.
Here’s my system information:
-P3 800 (not Celeron)
-1.5GB PC133 RAM
-System managed swap, 3.96GB free on swap partition
-20GB WD HD (x2)
-Matrox G400 (running latest drivers)
-Windows XP (all updates)
I run the game as follows:
-1024×768 (lower res doesn’t seem to change frame rate or crash frequency)
-Small texture size
-All Detail Settings checked
-No GL extensions
I have a set of crash dump files if anyone is interested in taking a look.
I would love to see the files. Could you mail them to me at firstname.lastname@example.org.