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Thread: Top Down City - Topic Reboot

  1. #31
    I got a update for this! i released a new demo - it is now much more refined, and is much more closer to a proper release:

    Here is a offical 2020 demo:

    https://gtamp.com/tdc/tdc_demo.7z


    Give this a try, and report how the game works and if you find any issues.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #32
    PGDCE Developer de_jean_7777's Avatar
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    Tried to run it, but I get a runtime error. RunClient.cmd, RunServer.cmd and TDC.exe give the same error. The editors work.


    Code:
    An Runtime error 201 ( Range check error ) had occurred in function    $00469364  TWINDOW__RECALCSCROLLPPOS,  line 816 of game_Gui.pas (Address  $00469364) :
    
    Function call trace: 
      $00469364  TWINDOW__RECALCSCROLLPPOS,  line 816 of game_Gui.pas
      $00469F25  TWINDOW__ADDGUITEXT,  line 1067 of game_Gui.pas
      $00469F81  TWINDOW__SETGUITEXT,  line 1084 of game_Gui.pas
      $0046913B  TGUIHANDLE__SETGUITEXT,  line 754 of game_Gui.pas
      $00467B5C  SCREENBUTTONCLICK,  line 440 of game_Frontend.pas
      $0041B5E5  BUILDSETTINGSMENUTAB,  line 914 of tdc_game.pas
      $00417609  MAKEGUI,  line 2519 of tdc_game.pas
      $00421FA6  LOADGAME,  line 3672 of tdc_game.pas
      $00468C93  FRONTENDEXIT,  line 664 of game_Frontend.pas
      $00468C1F  FRONTENDENTER,  line 650 of game_Frontend.pas
      $0042229B  LOADED,  line 3764 of tdc_game.pas
      $004416E4  TBASE3DENGINE__ENGINE_CONTEXT_CREATED,  line 2966 of Platform.pas
      $00440A88  TWIN32ENGINE__CREATEWINDOWWITHGLCONTEXT,  line 2518 of Platform.pas
      $0044104D  TBASE3DENGINE__CREATERENDERER,  line 2800 of Platform.pas
      $00422923  TDC_GAME_$$_init$,  line 4165 of tdc_game.pas
      $0040DE34
    Here's the log file (and I do know this graphics card does support NPOT textures, so the log entry seems weird):
    Code:
    Debug Log:
    >> initializing: Trigger objects
    >> initializing: particle struct
    >> initializing: Car objects
    >> initializing: Actor struct
    Tactor instance size 568, TNetwork_packet_actor 10 bytes basic - 6 bytes extended - 48 bits
    Tcar instance size 464, TNetwork_packet_vehicle 16 bytes basic - 5 bytes extended 40 bits
    TParticle instance size 240, TParticleInstance 25 bytes basic - 0 bytes extended 0 bits
    TDC process loaded! Compiled with FreePascal 3.0.4 on: 2020/01/27:09:01:55
    Build options: compiler_optimizations off, compiler_io_checks off, compiler_range_checks on, compiler_overflow_checks on, compiler_stack_checks on, compiler_vmc_checks on, compiler_assert_checks on With Debug Symbols 
    Running by dejan on ALPACAS
    [Engine: Support threads changed from 0 to 4]
    >> loading settings
    >> settings applied!
    >> TDC: graphical engine starting up..
    Loaded GL Library: opengl32.dll
    >> WinMain - SYSinit..
    Creating Window
    Window_Handle: 657490
    Pixel Format: 11
    Color Bits: 32
    Depth Bits: 24
    Stencil Bits: 8
    Pixel Type: 0
    SetPixelFormat: 0 GetLastError: 
    GL_Rendering_Context: 65536
    wglMakeCurrent: 0
    WGL Extensions:
    WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle 
    >> Setting up openGL..
    >> setting up GL extensions
    Loading Extensions
    EXT: SGI Auto Mipmapping is availible!
    GL_MAX_TEXTURE_SIZE = 4096
    EXT: card supports DXT/S3TC
    EXT: NO support for NPOT images!
    EXT: Fragment shaders are availible!
    EXT: Enumerating texture compression: ($83F0, $83F2, $83F3, $8B90, $8B91, $8B92, $8B93, $8B94, $8B95, $8B96, $8B97, $8B98, $8B99, $9274, $9275, $9276, $9277, $9278, $9279, $9270, $9271, $9272, $9273, $93B0, $93B1, $93B2, $93B3, $93B4, $93B5, $93B6, $93B7, $93B8, $93B9, $93BA, $93BB, $93BC, $93BD, $93D0, $93D1, $93D2, $93D3, $93D4, $93D5, $93D6, $93D7, $93D8, $93D9, $93DA, $93DB, $93DC, $93DD)
    >> Renderer: 
    OpenGL 4.6.0 NVIDIA 441.87 by NVIDIA Corporation
    Device: GeForce GTX 1050/PCIe/SSE2
    >> Loading GUI
    >> Loading Background Mesh...
    >> Creating FRONTEND...
    [ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
    >> Frontend Created.
    >> LOADING GAME
    >> Creating GUI...
    new screen 0
    Enumerating display: \\.\Display1
    Existence is pain

  3. #33
    Can you try it again - re-download with cleaned browser cache: https://gtamp.com/tdc/tdc_demo.7z

    I've added some extra log and checks, the crash seems to be related to getting screen resolutions.

    Let me know if it works and please post new crash log if it doesn't.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #34
    PGDCE Developer de_jean_7777's Avatar
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    Here is the new log:

    https://pastebin.com/at7c1RvM
    Existence is pain

  5. #35
    That was one in a million bug - it just so happened that list of screen resolutions that your display supports matched perfectly amout of lines to display in a list box, and the math went haywire.

    I've re-uploaded the file and it should be OK now.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #36
    PGDCE Developer de_jean_7777's Avatar
    Join Date
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    Location
    Bosnia and Herzegovina (Herzegovina)
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    Quote Originally Posted by JernejL View Post
    That was one in a million bug - it just so happened that list of screen resolutions that your display supports matched perfectly amout of lines to display in a list box, and the math went haywire.

    I've re-uploaded the file and it should be OK now.
    Works now. There are always edge case bugs It's an impressive project. I'll play around with it more when I get time, but really gives me that original GTA feeling.
    Existence is pain

  7. #37
    PGDCE Developer de_jean_7777's Avatar
    Join Date
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    Another issue I encountered: https://pastebin.com/Q6VSvu1P

    Occured when I went into the water with a truck with police chasing and a one star pursuit level Pushed another car into the water as well. Good times
    Existence is pain

  8. #38
    Fixed that bug - thanks!
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  9. #39
    Your game looks really cool, I will play it when I have a little time, good job.
    Last edited by davido; 28-08-2024 at 04:20 PM.

  10. #40
    I made some progress now includes a lot of improvements in rendering and generally became a more polished game, and less of an prototype game engine.

    https://gtamp.com/tdc/tdc_demo.7z
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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