May 20, 2019, 10:39:23 AM

Username
Password

Pages: [1] 2 3 ... 10
 1 
 on: May 11, 2019, 12:42:56 PM 
Started by Rockytop - Last post by TarCat
Nope, without the registry, it had the startup crash AND totally glitched out video.

With the registry, it at least had correct video and started, but the map was glitched out still (and character portraits)

With VodooDG, the map was fine, the portraits are still slightly glitched out, but meh, i'll deal with it.

 2 
 on: May 08, 2019, 09:26:29 PM 
Started by Rockytop - Last post by olly
Cool, glad you got it working via dgVodoo (did importing the registry not enable 3d mode?). See you on GameRanger for some multiplayer fun, sometime.

Smiley

 3 
 on: May 07, 2019, 07:21:28 PM 
Started by Rockytop - Last post by TarCat
Hi Olly,

as i wrote in the previous post, 3d mode is grayed out and not choosable for me.
Dont know why, everything else is working 100%.

Also did a full playthrough since then  Grin

 4 
 on: May 06, 2019, 07:42:32 PM 
Started by Rockytop - Last post by olly
Hi and welcome.

Did you try just testing in Full 3d mode instead of CPU mode with the in game Options?

 5 
 on: May 05, 2019, 01:42:01 PM 
Started by Rockytop - Last post by TarCat
Have the exact same issue.

Win10, done all the install and fiddeling with engrel.exe (it doesnt start properly at all if you dont put everything correct)

It starts wonderfully now, even mods and campaign and all.
Working flawless.

However, my map textures are also glitched, some form of triangles (some actual greend and proper, some form of brownish) - and i cant select 3d Mode in the options.

Any fix found for that one yet?

Edit: soldiered through with massive losses just to look what else doesnt work quite right - the portraits both during fight and in camp are also glitched out graphically.


Edit2: EVERYONE HAVING THIS - After all of the Ultimate Guide, USE dgVodoo with the settings provided in the guide. That fixed it for me, finally. Yes, the portraits are still a little bit glitched, but the map is fixed!
Now, on to kicking some greenskin arses...

 6 
 on: May 01, 2019, 01:35:30 AM 
Started by devast3d - Last post by olly
Awesome!

Smiley

 7 
 on: April 30, 2019, 07:26:56 PM 
Started by devast3d - Last post by EvgenS
Greetings to all Dark omen fans!

News (along with demonstration video) about latest DO Reborn development is finally here:
https://blackdogs.atlassian.net/wiki/spaces/DOR/blog/2019/04/29/1458044958/Latest+features+and+nearest+plans

Thanks for your time and stay tuned!

 8 
 on: April 06, 2019, 09:57:04 PM 
Started by JB87 - Last post by EvgenS
Greetings and welcome back!

I've provided some links below for you to catch up where we are with the DOR project now.

Do you have a link to that blog post so I can keep track of things? Also a link to the current code for the project would be very useful to help me understand where the project is and any important concepts I could learn ahead of time.
The project public wiki with design notes which we learned from hours of DO playtest (mostly)
https://blackdogs.atlassian.net/wiki/spaces/DOR/overview

The project blog (haven't updated it for a while):
https://blackdogs.atlassian.net/wiki/spaces/DOR/blog/2018/09/30/982220801/DOR+2nd+Anniversary


NEW BEGINNINGS
Our primary goals are to write a multiplayer server/client (I have experience in this) and then a basic level editor. With these two things (and the support of another programmer) the community can create the levels and content while we focus on the mechanics. Once these two systems are stable only then do we start to reuse any of the AI or peculiarities that may exist in the current demo version.

Focusing on features which will help to build community is a pretty wise move to me. Could you elaborate more what kind of past experience you have in the network coding?
I heard that UE has a ready-to-use features for both multiplayer and level editor. I wonder why they can not be used "as is"?   

 9 
 on: April 06, 2019, 03:31:45 AM 
Started by JB87 - Last post by JB87
Cheers devast, I gave you a pretty good reply in the main thread so wont repeat myself here. Just dont burn yourself out and wrap this thing up is my advice. As far as multiplayer is concerned we can work on that Wink Im really excited about the demo btw and hope you release the code for it too. Seeing how you implemented the WHFB combat rules into code form would be very enjoyable.


So, Ive been doing some experimenting with wine and I have made some decent progress but have become suck. I have rolled back the wine virtual box to run Windows 98 and get the following error from the terminal:

"002f:fixme:x11drv:X11DRV_desktop_SetCurrentMode Cannot change screen BPP from 32 to 16".
 This problem seems very similar to ollys guide step 4 "16bit colour Screen Resolution". Im 80% sure its the exact same problem actually but Im not sure how to fix it from the wine gui.

The wine virtualbox also throws up the error message "An error has occurred with the current Dark Omen installation, please re-install.", but the linux error is the root cause of the windows error message.

If I can fix this error I know its clear sailing from there so any advice would be appreciated.

As a side note, if I run the game under windows XP or higher I get the infamous black menu screen with sound/music.


 10 
 on: April 06, 2019, 03:00:01 AM 
Started by JB87 - Last post by JB87
Do you have a link to that blog post so I can keep track of things? Also a link to the current code for the project would be very useful to help me understand where the project is and any important concepts I could learn ahead of time.

THE DEMO
Based on what I know about the project so far then my recommendation would be to release the demo version, do some tweaks based on feedback and take a break for a couple of months to recharge. I would consider that project complete tbh. Three years is about right to developer a game, especially on your own.

NEW BEGINNINGS
Mid-Jan 2020 come back and we will start fresh on a completely new project. A multiplayer version of the game taking the lessons learnt from the demo moving forward. Our primary goals are to write a multiplayer server/client (I have experience in this) and then a basic level editor. With these two things (and the support of another programmer) the community can create the levels and content while we focus on the mechanics. Once these two systems are stable only then do we start to reuse any of the AI or peculiarities that may exist in the current demo version.

A final optional goal would be to enhance the level editor with the ability to create custom units (just punching in stat values, selecting traits, sprite maps etc) and then basic collision rules to "trigger" units spawning onto the map when a player moves to far up the Y axis (like the mummies in the final campaign mission), definitely a stretch goal, but that that hard either though, if the units can be exported/imported in XML format then other people could write or enhance the editor usability as a standalone project. With the level editor and unit creator, the community could just run with creating their own single player campaigns and we wouldnt have to worry about this at all.

With your knowledge of unreal e4.16 and the "feeling" of DO units, combined with the community, two programmers and only really two clear goals (multiplayer + level editor), I think this new project would be a lot cleaner and I see no reason why it couldnt be completely done in less than a year with the experience you already have. I have a friend who is also a talented programmer who loves chewing on complex problems, so once this is underway Im sure he would love to join in on any of the "ard bits" that are slowing us down on the finish line.

I should also mention that I could be available as early as August of this year, Im just putting early 2020 out there because I want to be sure I am fully able to commit to this project. I wish I was available right now to help you, but RL is rarely so accommodating. The fact it took me so long to get back to you (a week??) pretty much sums up how busy I am at this moment.

IN SHORT
So thats my offer and advice based on where your coming from. Finish the demo and we will start a new and improved project in the new year. Slap on a fairly standard "hey its OS and free for commercial use" licence and I see a lot of potential for the project to grow and attract more support, spinoffs and developers in the future.

I get the impression you have been working on this pretty hard and alone for awhile devast, and maybe on things that you didnt have to focus on. I have no doubt the project code is a total mess of interlinking dependencies and libs and you just want to finish and not let anyone down. Chalk it up to experience as Im sure you are far more capable a programmer now than you were at the start of the project. Kudos to you really to see it through to the end. That alone makes me confident we could make something pretty damn cool. My focus here is to try to divide up the work (and complexity) as much as possible because I can completely relate to taking on a big project alone and thinking I could do it all by myself etc.

Pages: [1] 2 3 ... 10