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Viewing Thread: Meteor 2 hangs on a black screen, or I didn't wait long enough.

 

Zakiller2000

Joined: 13 July 2004
Posts: 15
09 August 2005 00:39 (UK time)

I decided to try the normal .exe, not the "nonfblend" this time, and when I started Single Player it just hung on a black screen. How long does it take usually for it to start running?

Note and Edit: A little screwed up grammar in my thread title. :|

Edited: 09 August 2005 00:40


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James Bunting
Joined: 17 September 2003
Posts: 1308
09 August 2005 00:55 (UK time)

I am assuming that this happens right after the initial breifing.

There should be no difference in time.

Some people's computers have trouble with Fblend which (for some unknown reason) can cause these kind of glitches.

Its strange because the beta versions had a definate problem with Fblend and XP Home but this was fixed for v1.0 (well so we thought).

Here is the best thing to do.

1. Run the debug exe
2. Wait for the problem (then forcably quit if you have to)
3. Goto you meteor2 folder and find a file called MessageLog_2005-08-??.txt (or something similar)
4. Post the last 20 or so lines from the file here (right in this thread).
5. Tell me what OS you are running.

Notes
- Message log files can get very big so you may want to delete them when you are done.
- The debug exe automatically logs messages and pumps out <b>far</b> more verbose information than the others.

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James Bunting
Joined: 17 September 2003
Posts: 1308
09 August 2005 01:01 (UK time)

Additionally, it is unfortunate that you are having to run the non-fblend executable as this does not show any dynamic lighting or use the the fast transparent blenders. Also the night and fog effects will simply not work.

If there is a problem here then I would like to nail it. Possible future plans may actually involve rewriting the rendering engine using 2D OpenGL. This may seem like a ton of work but its pretty much a matter of replacing one module with another and knocking up some interfacing code.

There could however be other technical considerations with OpenGL (there are some AllegroGL issues) o this could all be pure fantasy.

<b>Hey Fuz</b> if you read this thread, you mentioned an OpenGL lib a while back, can you recall its name (or post a link).

James.

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Zakiller2000

Joined: 13 July 2004
Posts: 15
09 August 2005 01:09 (UK time)

No big deal, JB. here are the last 20 lines. (I don't know if they'll help.)
09/08/2005 - 00:02:31: GameDrawGameScreen: Done drawing sprites
09/08/2005 - 00:02:31: GameDrawGameScreen: Drawing non-air objects
09/08/2005 - 00:02:31: *********************************************************************************
09/08/2005 - 00:02:31: OBJ_DrawObject: Drawing an object!
09/08/2005 - 00:02:31: *********************************************************************************
09/08/2005 - 00:02:31: OBJ_DrawObject: Drawing object base sprite
09/08/2005 - 00:02:31: SPR_DrawSprite: Started
09/08/2005 - 00:02:31: SPR_DrawSprite: Drawing sprite name "Red Beacon"
09/08/2005 - 00:02:31: SPR_DrawSprite: Drawing base image (image number: 185)
09/08/2005 - 00:02:31: SPR_DrawSprite: Done
09/08/2005 - 00:02:31: SPR_DrawSprite: Drawing subs
09/08/2005 - 00:02:31: SPR_DrawSprite: Done
09/08/2005 - 00:02:31: SPR_DrawSprite: Drawing lights (1 lights)
09/08/2005 - 00:02:31: LT_AddLightToScene: Adding light at 237, 258 - angle 0
09/08/2005 - 00:02:31: LT_AddLightToScene: This light is NOT a map light
09/08/2005 - 00:02:31: LT_AddLightToScene: Light draw angle = 0 - intensity = 128
09/08/2005 - 00:02:31: LT_AddLightToScene: Drawing light, using rotated frame number 0
09/08/2005 - 00:02:31: LightMap size = 640 by 480
09/08/2005 - 00:02:31: Light image size = 60 by 60

OS is XP (has no edition, no Home, no Office, just XP...)

It hung again so I had to reset my PC.

Edited: 09 August 2005 01:10


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Assain

Joined: 02 November 2003
Posts: 979
09 August 2005 01:58 (UK time)

Also, ive noticed that the game freezes on my Win98, 500MHz 320MB RAM CPU whenever i press F12 for a screenshot. I can still alt-tab, and the music still plays, however so only the program gets frozen.

It could easily be just me though.

EDIT: It could be because of the filesize (each pic is almost a meg). How about makeing it so the type of image is .gif or .JPG instead of a .TGA file?

Edited: 09 August 2005 02:07


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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
09 August 2005 06:39 (UK time)

OpenGL stuff: time used rewriting M2 to use openGL might be better spent on M3 or some other project.

<b>OpenLayer</b> is the name of the 2d lib you're looking for, written by Fladimir Da Gorf (I love that alias). He turns off his server at night. You can find a link at Allegro.cc

It comes with 4? precompiled libraries. If you're not using the latest version of DevC++, you'll have to compile ALL 4? libraries yourself! So, try out DevC++, you might like the ide.

Current version is 1.93 and comes with nice docs and examples.
Version 2.x will (hopefully) add hardware rendering to bitmaps other than the backbuffer.

Edited: 09 August 2005 06:42


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Zakiller2000

Joined: 13 July 2004
Posts: 15
09 August 2005 06:42 (UK time)

*SPOILER* *DOWN THERE*



























I'm stuck on Level 3: Local Jail, the guy blew himself up, and there are way too many guards! What do i do? :(

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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
09 August 2005 06:44 (UK time)

place 2 lines of guards inside either side of the doorway.
fire rockets down the hall.
(doesn't this belong in another thread?)

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
09 August 2005 07:09 (UK time)

agreed, the best way to get past those guys is to organize your team as if you knew there were enemies coming, then make a run for the warden's office.
*Papercut
Pro-Murder.
Legalize Crime.


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James Bunting
Joined: 17 September 2003
Posts: 1308
09 August 2005 12:57 (UK time)

I just hide in the bog (hence the shotgun) and wait for them to run by, then I dash for it (you need to shoot a couple of baddies in reception).

Mind you when I made the level (well Mantis made it, I scripted) the object follow thing was not even thought of.



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Zakiller2000

Joined: 13 July 2004
Posts: 15
09 August 2005 14:00 (UK time)

Thanks. I was up really late playing the game, and I was just trying to find some quick advice. Also, it's a bit annoying because my health is down to 2. (I wasted all the Tech Blokes in the Blue Cell Box Area. Good Health. :D)

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arezey

Joined: 16 June 2005
Posts: 1599
09 August 2005 14:16 (UK time)

heh, be careful, who knows do YOU end up in a jail cell, lol

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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
09 August 2005 16:25 (UK time)

James:
I think someone made a pre-compiled version of <b>openlayer</B> for msvc. People have mentioned it in the "depot" section of the forums in allegro.cc under some of the more recent openlayer threads. When 2.0 comes out, you might have to compile them yourself, if you're still using msvc.

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Assain

Joined: 02 November 2003
Posts: 979
09 August 2005 21:18 (UK time)

Its forum code.

Type area will become bold.

Instead of "[]" though, use "<" and ">"


<b>This is bold</b>

Dont forget to close your [b] tags with
!

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
10 August 2005 04:21 (UK time)

<b> this is bold </b>
<i> this is italicized </i>
<u> this is underlined </u>

<b> woot! </b> got it to work <i> right </i>, im gonna end up doing this <u> all </u> the time.
*Papercut
Pro-Murder.
Legalize Crime.


Edited: 10 August 2005 04:24


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arezey

Joined: 16 June 2005
Posts: 1599
10 August 2005 06:01 (UK time)

Eh, <b>like this?</b>
Eh, <i>like this?</i>
Eh, <u>like this?</u>

YES! Thanks, Assain!

Edited: 10 August 2005 06:04


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James Bunting
Joined: 17 September 2003
Posts: 1308
10 August 2005 10:47 (UK time)

Thanks for the OpenLayer info, I took a look but its not really suitable for the following reasons.

1. Its C++
2. Its a wrapper for AllegroGL
3. The amount of other libs it needs
4. Its easier just to use AllegroGL with the GLU extensions

I am grateful for the info soon. I may email you soon with some technical progress with AllegroGL.

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James Bunting
Joined: 17 September 2003
Posts: 1308
10 August 2005 10:51 (UK time)

Oh and thanks for the info Zak, this really does help.

The log says its crashing while drawing a light suggesting an FBlend problem.

There is not a lot I can do for the FBlend problem right now, M2 relies on running in 16 bit graphics mode (the 32 memory requirements are insaine).

FBlend has not been updated for a while but this bug was reported ages ago, see http://sourceforge.net/tracker/index.php?func=detail&aid=746350&group_id=36726&atid=417692 .

I am trying to find an alternative but its proving tricky. This bug does not effect many users but its still a pain. There are some thoughts about using OpenGL rendering but there are issues (plus loads of work) here too.

James.

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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
10 August 2005 14:50 (UK time)

That's weird, I see many of the same openlayer functions in GLU. Where's a good GLU resource?

Why do you prefer pure "C"? I write procedural-only programs with C++, which allows me to use stl & whatnot.

Cool, I always like to hear about progress.
I <i>might</i> make the next shrouder system with AllegroGL because it'll be more compatible with other things.
Either way, it'll be 2d-ortho +x right +y down.

You might want to consider scaling the view area from 800x600 to whatever, to preserve the same gameplay across resolutions.

Edited: 10 August 2005 15:03


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