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Posted: Mon Aug 29, 2005 3:15 pm
by MrMat
Jedive wrote:Those of you having problems with the demo, try redownloading. I have recompiled in multi-threading mode, so if the problem was with hyperthreading, maybe it would be fixed now (cannot check it myself as I don't have an Intel cpu).
Unfortunately it still doesn't work on this machine. Turning off hyperthreading in the BIOS is the only way i can get it to work.
Posted: Mon Aug 29, 2005 5:29 pm
by Jedive
Is it supposed to look like this ?
I'm guessing i am missing something here, or maybe i need sunglasses Cool
Some people has reported this error. May be related to the OpenGL drivers. Would you mind to update your gfx card drivers and tell me if it works correctly then?
40euro seems much for a bundle of Irrlicht and openAL which are free, no ?
Is like saying that the Unreal Engine is a bundle of DX9 and OpenAL

.
ColdSteel is more than a graphics rendering engine, or than an audio library. It is a complete game engine with integrated scripting, 3d engine, client / server architecture networking, and a 3D audio system integrated with the engine scene nodes.
The nice thing about that is that IrrLicht and OpenAL are still free, so if you don't want to pay the 40€, you can take them yourself and make a game engine, wrapper, or whatever you need. OR you can spend 40€ and get everythign done and ready to do the coding of your game

Anyway, compiling ColdSteel on my computer takes 2 minutes 47 seconds, so I guess it must be more than just a bundle of IrrLicht and OpenAL.
Unfortunately it still doesn't work on this machine. Turning off hyperthreading in the BIOS is the only way i can get it to work.
I've been doing an internet search to see if I can solve the problem, and I have found that it seems to be a common issue with hyperthreading cpus. Large executables compiled with Delphi 7 also suffer from this, and also does The Sims 2. The solution given in the FAQ of The Sims 2 is: disable hyperthreading. I'll continue trying to find a fix anyway.
Posted: Mon Aug 29, 2005 6:02 pm
by Polo
If you say so

But for me there's a difference in wrapping DX9 and an already made game engine

Posted: Mon Aug 29, 2005 6:10 pm
by Jedive
Of course, but IrrLicht is NOT a game engine. It has been discussed and stated hundreds of times in the forums. There's a difference between a rendering and a game engine. With IrrLicht, you have to build the engine for your game, providing audio, networking, scripting, and the rest of the stuff yourself. Torque, for example, is a game engine. It provides an specific way to do everything you need in a game.
So, what I am selling is not a rendering engine which is a wrapper for IrrLicht. It is a complete engine. Please wait and you'll see the difference when it is released.
Posted: Mon Aug 29, 2005 6:33 pm
by HeX0R
Jedive wrote:Some people has reported this error. May be related to the OpenGL drivers. Would you mind to update your gfx card drivers and tell me if it works correctly then?
Being a 3D-Shooter-Freak my Drivers are always up-to date!
In this case :
CATALYST 5.8 on a 9800 Pro / 128MB
Posted: Mon Aug 29, 2005 6:47 pm
by dracflamloc
Polo wrote:I get the same as Hexor...
40euro seems much for a bundle of Irrlicht and openAL which are free, no ?
Exactly what I was thinking. And I'd make sure that none of the libraries or bits of code you use are GPL'ed in any way since then you'd need to release the source for your ENTIRE project.
I suggest you take note of the following, specifically sections 5 and 6:
http://www.gnu.org/copyleft/lgpl.html
Not trying to flame or anything, just making sure you know what legal grounds you are entering.
Posted: Mon Aug 29, 2005 8:11 pm
by Jedive
Of course I took a look at the license of the libraries I am using.
AngelScript and IrrLicht are covered with the zlib license. No problems at all, it's the most liberal license I have seen.
OpenAL and HawkNL are covered by the LGPL license. As I am dynamic linking with the library, th elibrary itself is kept in a separate binary, so my executable does not contain the library itself, and falls under the category "work that uses the Library", which is not covered by the LGPL itself.
I still don't see what the problem with this is. None of the libraries will be less free because I have made a game engine using them, and there is many people who prefer to pay 40€ than to do all the work themselves.
Posted: Mon Aug 29, 2005 8:16 pm
by Jedive
A6 game studio Base : 49.0 $
You cannot take the standard version of A6 seriously. The free version of ColdSteel has very similar features to it.
Posted: Mon Aug 29, 2005 8:20 pm
by Num3
Doesn't work here ....
Executable doesn't even start...

Posted: Mon Aug 29, 2005 8:25 pm
by Jedive
Disable hyperthreading in your BIOS.
Posted: Mon Aug 29, 2005 8:28 pm
by Num3
No hiper threading here:
AMD XP2000+
512 Ram
Asus 9250GE/TD Graphic Board with 256mb
AsRock A7V8X Motherboard....
The window does pop, but nothing happens!
Posted: Mon Aug 29, 2005 8:34 pm
by Jedive
No error message? Then just wait with the black screen for a while. It takes some time for the engine to calculate the octrees.
Posted: Mon Aug 29, 2005 8:35 pm
by Jedive
Are you sure???
Well, I'm talking about the free version, so you'll be able to see it by yourself when it's released.
Posted: Mon Aug 29, 2005 8:45 pm
by dracflamloc
Jedive wrote:Of course I took a look at the license of the libraries I am using.
AngelScript and IrrLicht are covered with the zlib license. No problems at all, it's the most liberal license I have seen.
OpenAL and HawkNL are covered by the LGPL license. As I am dynamic linking with the library, th elibrary itself is kept in a separate binary, so my executable does not contain the library itself, and falls under the category "work that uses the Library", which is not covered by the LGPL itself.
I still don't see what the problem with this is. None of the libraries will be less free because I have made a game engine using them, and there is many people who prefer to pay 40€ than to do all the work themselves.
Thats fine. Just making sure. Theres no way for me to know without the source.
Also, make sure any modifications you've done to the libraries are published publicly, and that the license for the product states the use of zlib and lgpl libraries, and where to get said sources, as well as instructions for recompiling the library to work with your engine if anythign special needs to be done.
Still I think it's kind of sad to pay money for a combination of open source libraries. If you're a skilled enough programmer to make a game you should be skilled enough to put an #include and use the functions.
Good luck.
Posted: Mon Aug 29, 2005 8:54 pm
by Jedive
Level editor ?
Model editor ?
Particle generator ?
I was talking about A6, which is the game engine, not the set of tools that form 3D GameStudio. Sorry for the misunderstanding.