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1000th post: River Bend Project FINISHED! #197254
09/07/06 06:12
09/07/06 06:12
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
Serious User
1000th post: River Bend Project FINISHED!

Saved my 1000th for this....

Check! Check! Is this thing on?

Your attention please!

Nordic Epitaph Games after 2 3/4 years, Has completed and released the River Bend Project. We sold our first 10 copies at the resort last weekend.

The first level is a re-creation of the River Bend Resort in Watertown Wisconsin. the other 9 or so levels are, well not real places







We promised to let the forums have the game for free for a few days, also to give CC's, though I dont know how much time there will be to make changes now that we've moved on to contract work for Novint.

I babble a lot, so lets just let it be. Download, play, and hopefully enjoy!

Please be brutal and honest with commentary, but try and state bad AND good things if any.

Theres no DirectX included with this version, and it's approx 75 MB download.

Our Gift to you all... (then you'll have to pay if you miss the free download)

- Ride the waterlides!
- Shoot UFOs!
- Fly in a Spacecraft!
- Destroy the Mothership!
- Try to Survive!


Jason

River Bend Project Free Download

I'll hand the mic over to Dennis.....
71 Comments
Re: 1000th post: River Bend Project FINISHED! [Re: BlueBeast] #197294
09/11/06 03:40
09/11/06 03:40
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Towelie  Offline
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Joined: Feb 2005
Posts: 1,785
Jesusland
Hmm, levels made of models... They dont go well with some video cards. Mines one

Thats why I didnt post...


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: 1000th post: River Bend Project FINISHED! [Re: Towelie] #197295
09/11/06 05:09
09/11/06 05:09
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
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BlueBeast  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
The levels are mostly blocks actually... except the outdoor level.

Last edited by BlueBeast; 09/11/06 05:10.

Gamestudio Pro 6.4
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AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
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www.nordicepitaph.com
Re: 1000th post: River Bend Project FINISHED! [Re: BlueBeast] #197296
09/11/06 05:18
09/11/06 05:18
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
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FeiHongJr  Offline
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Joined: Oct 2003
Posts: 2,628
IL,US
Well I still had the problem of the crash in the asteroid feild even with the rar file. so ive yet to get past that part... Havent trid the work around yet tho.

One thing I did notice with the rar is that I can acctually unload my weapon... not sure what it was with the first copy but I could shoot non stop and never had to wait for my weapon to reload at all.... Almost as if I had an infinite clip... So thats why i mentioned a slower reloading time... As it is in the last version I played it was just fine.

Very fun game never the less... Just wish I could get past the asteroid field and see what comes next... Will have to give the work around a shot.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: 1000th post: River Bend Project FINISHED! [Re: BlueBeast] #197297
09/11/06 14:08
09/11/06 14:08
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
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Trooper119  Offline
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Joined: Apr 2004
Posts: 516
USA
Quote:

The reactor should have given every indication that there was a problem shutting it down. Did it turn red and with a bunch of flickering lights and an alarm?



I'm pretty sure there was an alarm, the lights definately changed but I don't remember exactly when they did, it was late. I'll do a once through to make sure all the errors are the same and nothing really changed.

I'll make a new post after this one with anything I find that is amis.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: 1000th post: River Bend Project FINISHED! [Re: Trooper119] #197298
09/11/06 14:23
09/11/06 14:23
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
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Trooper119  Offline
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Joined: Apr 2004
Posts: 516
USA
Level 1:
-Same issues with the waterslide, if you simply jump towards the end of the slide, you can go right through it, or if you use the jet or jump diferently, you can walk on top.
-I saw a enemy spawn below the ground (the black sphere was half sticking out of the ground), and then the enemy came after me, emerging from the ground
-I think my problems with the cart happened because I was to impatient, there is a slight pause (the engine revs first) and then you can move forward so for a good 2 seconds the controls are unresponsive, so I don't think there is a problem here.
-The issues with lag, (at least for the rar files) where due to my computer yesterday acting up, it runs fine now, no lag at all.
-On a hunch, i tried and confirmed my suspicions, if you do anything in the main level (outside) like get the cart, or get the jetpack, or destroy the gates (and if you have 100 guys after you, but this can be skipped) once you enter the converted barn and come back out, it is as if you restarted the level, no jetpack, no cart, no destroyed gates, and you have to do it over agian.
-I wasn't origionally going to mention this because I think it is trivial, but I will since I'm doing everything else, the 3 messeges for the cart once you get closer and closer, if you move fast enough commonly get mushed together so you can't understand her.

Level 2:
-I realized the issue for the UFO's not being seen until you go back towards the hanger, this isn't because they arn't spawning, but actually, I kept turning around this time to look for them, they were all spawning behind me while I walked/ran to get the key, when I came back, they were all waiting for me.
-You can still get stuck on the lights in the cave.
-This is an overall problem, don't you pause the game when the person does the menu key? I can still hear the UFO's moving and shooting while I'm in the menu, and I think I ending up dying while in the menu.
-When I was dead (I'm in a menu and there is no save present) I can still hear myself moving, UFO's shooting, and I can shoot, and I'm sure if I was near a level change point, I could probably change levels as well. It would be nice if I had a start from begining of this level button, the only save I had was at the end of the last level, I have to restart now lol.
-Same performance besides that, I am noticing a tiny bit of lag though, are you making entities visible (like the rocks) as I get closer and disapearing when I'm farther? if your not there is a posibility to remove a little lag (its barely noticable though

Level 3:
-Same thing

Level 4:
-I'm pretty sure that bullets are going through the asteriod sometimes, you might wanna check how many frames there is between each check of collision and change that ammount
-The reason I'm rather sure the bullets go through the asteriod is because when I fired at one, and apprantly missed, the asteriod went through cockpit, towards me, through the glasss about 5 feet and then vanished, and made the standard damage and sound of collision
-The game still crashes here at the minigame but not seemingly as frequently, it took me 2 times before I got through this time without crashing
-The loading code might want to be checked on, it crashed once when loading a save file.
-I spammed the flushing toliets and after like 10 tries they stopped flushing (all of them), was this supposed to happen?
-One last error I didn't mention earlier but I'll illistrate it in the picture below cause it does deserve to be brought to your attention at least.


Level 5:
-Same, didn't crash either time like it did in the first installer though, but I did do this one rather quickly to be fair

Level 6:
-I took the trolly for the first time all the way through, it was kinda fun shooting rather than running, but I went THROUGH two of the UFO's on my little ride
-I noticed when transitioning levels you regain all health, if you want to make the game a little harder, you could keep the same health from level to level. Otherwise you might be able to run back and forth between levels whenever you get in trouble.

Level 7:
-Same, I could same something about it telling you about you have to find a key even if you have one, but that is kinda irrelevant

Level 8:
-I stuck around in this level for a while to make sure if it crashes like the previous installer would, and it did crash every now and again (after like a minute or so)
-Besides that, same, oh one more thing, I'm not sure if I mentioned this before but you might want to let the player know he should check for a door for the key in a previous area, I was a little caught up in this level the first time I did this before I realized I had to go back. (Just say something like "Hey! A key, I bet this goes to a door we've already seen.", the garden is a little specific so don't mention it, you want to guide...not force a player to be someplace, I personally had no idea I was looking for a key, but since that's what I have been collecting this whole time, I felt satisified that I got everything once I found it)

Level 9:
-Found another glitch, I hopped on the elevator rail just to be goofy when it was moving down to level 9, hopped a couple times and then got lodged in the wall and I traveled (unwillingly) up the wall and into the ceiling of the garden level, I repeated this again (on purpose this time) all you need to do is jump near the wall, you get stuck after a couple tries and if you press a certain movement key you work your way up the wall, but you can become unstuck by wiggeling a bit.
-Back to the reactor, I'll clock how long it takes before each crash I'll start when the level loads and stop when and if the screen goes black.
The first one is 12 seconds long (Didn't even get in the matenance door), second was 37 seconds (just unlocked the control panel to the reactor), 41 seconds I was jumping for the panel, 43 seconds (same as last), 11 seconds didn't make the door, 36 seconds almost to jump point, 38 seconds about to jump, 22 seconds just at the stairs going up

P.S. I have a really large hunch that the crashing revolves around your enemies code because whenever there isn't a bunch of them (aka the garden and the first level, and to some extent the 2nd and 3rd levels as well), but the really compact levels with all the enemies seems to crash the game all the time (aka the last level after a couple of tries and definately the 9th level). This is just a hunch though, they could be completely unrelated for all I know

Sorry guys I can't test anymore I have school work to do now, maybe a bit later I can help,

Last edited by Trooper119; 09/11/06 18:00.
Re: 1000th post: River Bend Project FINISHED! [Re: Trooper119] #197299
09/11/06 22:34
09/11/06 22:34
Joined: May 2006
Posts: 398
Bot190 Offline
Senior Member
Bot190  Offline
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Joined: May 2006
Posts: 398
i could figure out how to beat the first level. i would get the jetpack and then i got lost, i could not figure out how to do any thing else


Wait, there isn't a "Make My Game Now" button?
Re: 1000th post: River Bend Project FINISHED! [Re: Bot190] #197300
09/12/06 00:33
09/12/06 00:33
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
Serious User
BlueBeast  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
Hey Bot, i've posted a couple times what to do until i get more clues in the game... take the jetpack to the far end of the level in that fenced in area, and get in the cart. then drive it to the river where theres another gate to shoot through and that goes to the next level.

Trooper, You'll still get stuck in the lights in the cave because there's been no changes yet to the game at all. The only change thus far is how its distributed, in this case, a RAR file.

Thanks for the Input!

Thewhole going into the Inn and coming out thing will be adjusted using an IF or When or something...

Game pause during menu is now on the list for sure...

Toilets flushing, I dont know why they stopped? Strange but OK

Asteroids: some tke more hits than others... I know as some models get larger, the collision isnt as good, like you have to hit a certain part of them to get an impact... will see about adjustments tho.

Death sequence could use something for sure...

-Possibly too many enemies is creating too many sounds at 1 time for some sound cards, again, I have 0 problems running the game from any state, whether its installers or the rar file, everything works with no crashes, but the stuff that needs adjustments are there of course.

- In the core, I'm kinda liking how you feel like jumping down to that other spot. But I think it's fruitless, since you really only need to go back down those stairs

We'll have to work on some of those fixes and see if they help at all.

Sure appreciate the extensive testing!

Thanks!

Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: 1000th post: River Bend Project FINISHED! [Re: BlueBeast] #197301
09/12/06 09:12
09/12/06 09:12
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline OP
Serious User
BlueBeast  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
*** OK ***

After much discussion and review, we have an idea that may help... but we need opinions about it...

It involves the Nexus. Every level has a nexus of 30. I've heard that may be way too low.

I picked this setting by looking at the debug panels of all the levels. The highest nexus from any of the levels was 28. So I added 2MB more, and set them all to 30.

Does this nexus level sound like it's too low? Could this be the problem with so many crashes ? Again, some system specs are about equal to mine, but i'm having no problems at all.

Any thoughts??

Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: 1000th post: River Bend Project FINISHED! [Re: BlueBeast] #197302
09/12/06 15:35
09/12/06 15:35
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
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Joined: Apr 2004
Posts: 516
USA
Unforchanately the only problems I've had was the model limit being to low, I don't have any experience with the nexus, but that sound correct to me, they are both tied to one another, and one suggestion I'll bring up now is how many max models can be in your levels at once? That can easily be a problem too if your enemies just keep spawning all over.

I looked this up in the old A5 manuel (I have a5 so excuse me for referencing it, I don't believe it has changed much since A6 though so bare with me)

Quote:

The bigger the nexus, the more complex scenes may be shown, and the more entities can be used - but the more virtual memory is used - if real memory is not available, it's taken from the harddisk. The default value for the nexus is 40 megabytes. A nexus too small for a scene can cause a sudden frame rate drop, or even give an engine error message. If you ever encounter a "Nexus too small" message, the engine must be run with a nexus size higher than that you've used before (e.g. -NX 80 for 80 MB nexus size).




If you nexus is really 28, and the defualt is 40 I'd say that was a bit low, and that would explain why some of the low decal levels don't have issues but ones with special effects (like the reactor level, and the asteriod level). Also it mentions frame rate drops, this is also what I experienced at times. But what is the standard for memory now a days, (they are talking about RAM as the "real" memory right?) In which case, yes hike the nexus up to like 80 or something, it can't hurt. (Course once again I've never really messed with the nexus, so I'm not sure what the pro's/con's are)


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: 1000th post: River Bend Project FINISHED! [Re: Trooper119] #197303
09/12/06 15:44
09/12/06 15:44
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
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Joined: Apr 2004
Posts: 516
USA
I did a little searching and found little posts saying things like...
Quote:

It's weird though, since my model (vertex animation, 2497 vertices) doesn't seem to follow that formula. It occupies about 34Mb in the nexus (




Most people recommended usually 100MB in nexus, lowest I found recommended was 64MB, and I hear that 1024MB was the max that you could do, but this leaves out some old video cards that can't keep up with this.

This all goes to my origional suggestion, HIKE THE NUMBERS w00t, make it a power hungry monster, lol just kidding, but seriously I'd say double the amount at least.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
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