New game: Top down city!

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Updated build: - may 2020:

What is new:
Fifth alpha may 2020:

Fixed Nvidia cards not rendering shadows properly.
Network optimization: no syncing of passenger and vehicle actors when they are not needed
Network fixes: packet length varies based on data that needs to be synced.
Big AI improvements, more behaviors, less glitches
conveyor belts: implemeted for all sorts of objects properly, this still needs to be added to map
camera now properly moves up and down with your character's height / altitude
further improvements to AI behaviors:
- Police AI greately updated and improved
- Pedestrian fight & threat reaction logic is also improved
- Enchanched shake effect (adds some roll to camera)
fixed map area zones
fixed particle damage not being correctly attributed to shooter
pickup sound effect
Improved tank drive-over logic, sparks and excessive damage are fixed, drive-over tracked vehicled only apply damage when moving fast enough
greatly improved stuck & obstacle checking, which improves traffic a lot
improved logic: back off if obstacle not moving, this fixes a lot of traffic deadlocks.
improvements to enter/exit logic - improved code, ability to cancel car exitting
Added mobile phone pickup
Moved traffic functions to javascript
fixed CRC calculation for newton map collision files, now cache properly works - detects version, game loads faster.

EDITORS:
- A lot of bugs in map editor fixed, map editor also got a great UI makeover
- road network: node manipulation API for editor greatly improved
- improved map editor rendering, picking logic
- map zones: improved rendering of grabber handles, editors makes use of inbetween handles to just extend / add areas

https://gtamp.com/tdc/tdc_demo.7z (lile always, first clear browser cache)

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Sixth alpha - more progress!
Speeded up speed of rendering
Fixed a lot of memory leaks
Usual bunch of crash fixes
Fixed issues with pickup crates
Improvements to how traffic generation works
Optimized texture usage for cars
Corrected and improved GUI design
Networking: Segmented area syncing, improved / automatic idling, improved / reduced networking traffic
New debug menu (F3) with all the existing F-key options
Ability to reload mission script on the fly (F3), this works also in networking mode
Fixed network sync glitches (animations and vehicle actors suddendly appearing in the car shape, causing issues)
Display packet sizes in network players menu
Fixed offscreen arrows for players
Improvement to performance chart (F4) visualization / rendering
Shaders: Toggleable bicubic option, Changeable shadow quality, support for sunk effect on underwater cars
Fixed audio volume control for ambient audio
improved AI behaviors, added ARMY
Improved memory management
Improved car enter / exit actor positioning and animation logic
Cars: they now burn for 5 seconds before they explode
Fixed debug newton map option not rendering unless other options were on aswell

https://gtamp.com/tdc/tdc_demo.7z (lile always, first clear browser cache)

Logofero
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Re: New game: Top down city!

Post by Logofero »

Hi to all.

I am fine. I didn't write because I was not in the mood (I was in search of myself).

There will be time and opportunity to try Demo.

JernejL, if someone will be added to your channel (as then in Discord), I note after leaving, I no longer returned to your channel, so be careful about you, fakes with my nickname may be stuck, do not believe them - these are spies. Cyber ​​espionage has gained traction especially in the country I live in. Now I am and write only on my official channels (they are indicated in my main channel - yes, there is most of the information in Russian, but the links can be understood where they lead). My main channel is still t.me/logofero

And of course JernejL, congratulations on your release! I hope the fact that I started writing less often does not prevent you from continuing to make the game. As I wrote earlier, don't stop. I would like to see TDC online with players :)

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jericho
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Re: New game: Top down city!

Post by jericho »


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JernejL
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Re: New game: Top down city!

Post by JernejL »

Logofero wrote:
21 Aug 2020, 10:37
Hi to all.

I am fine. I didn't write because I was not in the mood (I was in search of myself).

There will be time and opportunity to try Demo.

JernejL, if someone will be added to your channel (as then in Discord), I note after leaving, I no longer returned to your channel, so be careful about you, fakes with my nickname may be stuck, do not believe them - these are spies. Cyber ​​espionage has gained traction especially in the country I live in. Now I am and write only on my official channels (they are indicated in my main channel - yes, there is most of the information in Russian, but the links can be understood where they lead). My main channel is still t.me/logofero

And of course JernejL, congratulations on your release! I hope the fact that I started writing less often does not prevent you from continuing to make the game. As I wrote earlier, don't stop. I would like to see TDC online with players :)
Good to hear that you are ok, i'm not sure about discord status but if you will join again you can let me know if the fake nick or something is still there?
jericho wrote:
05 Sep 2020, 11:50
I've got this message recently https://i.gyazo.com/a0dcd0c7b5f7d3e6d99 ... 9ae1ba.jpg
I think i got this fixed in newer builds, more releases will come soon - i finally got everything to do with shadows fixed, and now i'm working on utility vehicle pathfinding (think cars finding path to you or firetrucks finding paths to fires)

Logofero
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Re: New game: Top down city!

Post by Logofero »

JernejL wrote:
07 Sep 2020, 11:22
Logofero wrote:
21 Aug 2020, 10:37
Hi to all.

I am fine. I didn't write because I was not in the mood (I was in search of myself).

There will be time and opportunity to try Demo.

JernejL, if someone will be added to your channel (as then in Discord), I note after leaving, I no longer returned to your channel, so be careful about you, fakes with my nickname may be stuck, do not believe them - these are spies. Cyber ​​espionage has gained traction especially in the country I live in. Now I am and write only on my official channels (they are indicated in my main channel - yes, there is most of the information in Russian, but the links can be understood where they lead). My main channel is still t.me/logofero

And of course JernejL, congratulations on your release! I hope the fact that I started writing less often does not prevent you from continuing to make the game. As I wrote earlier, don't stop. I would like to see TDC online with players :)
Good to hear that you are ok, i'm not sure about discord status but if you will join again you can let me know if the fake nick or something is still there?
Nothing bad happened between us ;)

By the way, I was disconnected from discord not for this reason. In addition, we got rid of one cheeky spy at the end of 2018, and I think they no longer joined your channel, at least not so noticeably. When they saw that people were no longer interested in my projects as they were when MISI was released, they calmed down for a while. But they still follow my channels to make a hard when they get the chance. For example, on my YouTube channel, comments under the video are deleted, likes are removed. It involves only politics, competition and the meanness of the regime that was established in my country. But I think you shouldn't worry. You are out of this field and you are protected by jurisdiction :)

Now I can’t join your discord, because I’m sitting on my phone, I disabled the Google Play service for security reasons, to prevent access to the phone through the Google Play backdoor, which I discovered in 2019. Since Google Play in my country is also hacked pro-government hackers now keep it turned off so that this service does not install its Trojans for me along with applications. Therefore, I can only install some applications through the APK, which I trust.

As soon as I check your Demo I will write my comment. Now I am developing my own game mode for SAMP, so time remains a little :)

Logofero
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Re: New game: Top down city!

Post by Logofero »

I tested your new Demo and congratulate you JernejL once again on an excellent release and a lot of work done to improve the game! There is something to note.

So what I noticed when testing the new TDC 2020. Positive changes in all aspects of the game - from performance to functionality:

1. The game has become much more stable to work. Departures were reduced to 0 (I have never crashed the game during all the tests, what was constantly with the client in 2018, of course the logs with errors came out, but now the client does not close).
2. The picture of the game has become smoother (I see the FPS has increased, even for my low-power video card - this is a great progress). Now the cars do not jerk when moving on blocks (back and forth), I can develop high speed. And it's nice.
3. The functionality of the game menu has grown. Convenient and everything is clearly laid out in tabs. The menu became nicer (I especially liked the green switches).

I have not tested the Editors, so I can write only after checking.

Now let's move on to the comments. What I managed to notice from shortcomings or bugs:

1. When you enable 1 level of shadows (0-3) on the Intel video card, the shadows do not work correctly, flicker.
2. Only level 1 shadows work on the Nvideo video card, they work correctly (no flickering was noticed).
3. During a long game, memory overflow occurs: Artifacts on sprites begin to appear, tiles disappear at the location ("black holes" remain), it is impossible to start the server - writes: "Not enough memory". Possibly a memory leak in the client.
4. When landing in car, the doors of the car freeze in the open position (this happens sometimes).
5. The policemen are stuck in the vehicle and run forward (instead of bypassing the car). A flaw in finding ways.
6. When hitting an object with a fist, instead of hitting the main charater jumps over the object. This makes it difficult to break weapons boxes.
7. If the slots for weapons are full, while picking up weapons, then there is not enough space on the screen. It is necessary to autoscroll the icons with weapons. The same problem was in the first alpha.

So I described what I noticed from the pros. Now I'll turn to the suggestions:

1. It is necessary to set the value of the turret rotation speed for the turrets so that it can be changed for each vehicle. For example, I want a heavy tank that will slowly turn its turret towards the cursor.
2. I would like to see the animation of the shell reloading in the tank, which I suggested to add earlier.
3. It is necessary to name the HP display for vehicle, leave only one strip for the player and vehicle. Earlier you yourself wrote that you are going to do this.
4. Fix the flight of the shell from the tank. Now the direction of the bullet depends on the direction of movement of the tank (therefore the projectile behaves strangely). The same problem was in the first alpha.
5. When shooting from a weapon, the main charater carries it back. In my opinion, inertia from shots is not needed in the game, since the twitching from the bazooka and the sliding of the skin from the machine gun looks strange. Maybe it should be implemented as something more beautiful.
6. I still insist to abandon the minimap. Instead, make a large map in the center of the screen by pressing the "M" key. The minimap is very small, so objects are poorly visible on it, which means that there is little benefit from it.
7. Make the logic of the army more tactical without pursuing the player. Now they spawn from all sides, firing from the bazooka in different directions. Assault rifles are poorly used.
8. Reduce the number of Army units. Now there are a lot of them.

I attach the logs of errors that occurred during testing.

Report Network Error:

Code: Select all

[GPU] Total memory used: 293.65 Mb
An Exception had occurred in function   $00439EEF line 2535 of ./FastMM4_AVX/FastMM4Messages.pas (Address $00439EEF) :
EThread : Thread creation error: Недостаточно памяти для обработки команды.

Function call trace: 
  $00439EEF line 2535 of ./FastMM4_AVX/FastMM4Messages.pas
  $0043A139 line 2535 of ./FastMM4_AVX/FastMM4Messages.pas
  $004CAE7A  TNETWORKINGTHREAD__CREATE,  line 1720 of Game_NetSync.pas
  $004CE537  TNETSYNC__CREATE,  line 3317 of Game_NetSync.pas
  $00417B88  STARTGAMESERVER,  line 484 of tdc_game.pas
  $00418447  TDCGUIBUTTONCLICK,  line 608 of tdc_game.pas
  $004795DC  TWINDOW__CALLPROCEDURE,  line 1201 of game_Gui.pas
  $0048032D  TDESKTOP__INTERACTGUI,  line 2933 of game_Gui.pas
  $00427130  INPUTPOINTER,  line 3459 of tdc_game.pas
  $0044BF64  GAMEPROC,  line 3693 of Platform.pas
  $769462FA
  $76946D3A
  $76950D27
  $76950D4D
  $71D960FB
  $769462FA
  $76946D3A
Report Single Play Error (Nvideo video card):

Code: Select all

[GPU] Total memory used: 293.65 Mb
An Runtime error 216 ( General Protection fault ) had occurred in function   $6ED067B3 (Address $6ED067B3) :

Function call trace: 
  $6ED067B3
  $6ED96792
  $6ED98C56
  $6ED99082
  $6E5964CC
  $004DA70F  TDEFORMABLEGRIDMESH__DRAW,  line 2385 of gl_drawutils.pas
  $004721A2  TCAR__DISPLAY,  line 5222 of game_Cars.pas
  $0046A0BE  TCAR__RENDERCARSSORTED,  line 2419 of game_Cars.pas
  $0042263E  RENDERSPRITESCALLBACK,  line 2063 of tdc_game.pas
  $0048CCCE  TTOPDOWNCITYCUBEMAP__RENDERMAPSLICE,  line 4161 of Game_Map.pas
  $0048BBB5  TTOPDOWNCITYCUBEMAP__RENDERMAPSTACK,  line 3878 of Game_Map.pas
  $00426435  GLDRAW,  line 3174 of tdc_game.pas
  $0044A394  TBASE3DENGINE__RENDERFRAME,  line 3044 of Platform.pas
  $00448E07  TBASE3DENGINE__ADVANCEGAMESIMULATION,  line 2296 of Platform.pas
  $0044A1C1  TWIN32ENGINE__RUNENGINELOOP,  line 2938 of Platform.pas
  $0044A696  TBASE3DENGINE__CREATERENDERER,  line 3195 of Platform.pas
  $0042934D  TDC_GAME_$$_init$,  line 4822 of tdc_game.pas

I'm sorry, please report this.
Report Single Play Error (Intel video card):

Code: Select all

[GPU] Total memory used: 293.65 Mb
An Runtime error 201 ( Range check error ) had occurred in function   $004FAA9C  TSOURCEHANDLE__SOURCEDESTROYINTERNAL,  line 1108 of VirtualOpenAL.pas (Address $004FAA9C) :

Function call trace: 
  $004FAA9C  TSOURCEHANDLE__SOURCEDESTROYINTERNAL,  line 1108 of VirtualOpenAL.pas
  $004FAD0D  TSOURCEHANDLE__SOURCEDESTROY,  line 1136 of VirtualOpenAL.pas
  $00461248  TACTOR__UPDATEMOVEMENTAUDIO,  line 10487 of game_Actors.pas
  $0045AF5A  TACTOR__LOCATIONCHANGED,  line 7621 of game_Actors.pas
  $0045E4E9  TACTOR__PROCESSCYCLE,  line 9324 of game_Actors.pas
  $0044E60C  TACTOR__POSTPROCESSALLACTORS,  line 1787 of game_Actors.pas
  $0042463A  PROCESS_LOOP,  line 2572 of tdc_game.pas
  $00448E00  TBASE3DENGINE__ADVANCEGAMESIMULATION,  line 2294 of Platform.pas
  $0044A1C1  TWIN32ENGINE__RUNENGINELOOP,  line 2938 of Platform.pas
  $0044A696  TBASE3DENGINE__CREATERENDERER,  line 3195 of Platform.pas
  $0042934D  TDC_GAME_$$_init$,  line 4822 of tdc_game.pas
  $0040E6C4

I'm sorry, please report this.
Attachments
gc_nvideo_shadow3.png
gc_nvideo_shadow1.png
gc_intel_shadow3.png
gc_nvideo_shadow.png
gc_intel_tiles_bug.png
door_bug.png
bullet_wrong_patch.png

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Thanks for the new review, and i'm happy that you saw not just the big but also small changes that were made, a lot of fine details were completed and i can see it was all important.

To focus on some comments:

The version you tested probably does not have a fix for some memory leaks and nvidia shadows gpu shader, the issue was corrected and tested by me, it also covers a few crashes that you pasted.

Car door logic was decoupled partially from actor enter / exit activities, this also covers pedestrians being interrupted or dying when doors are being handled, so random car drivers can now cancel exitting door, but they can also get out of car fast and leave the door open as nobody in panic would take time to close car door when running away :)

Policemen get stuck - this is the part i am trying to fix now, driving pathfinding has no logic for handling obstacles.
Without this mission scripting drivers, firemen, etc.. cannot find things properly, and function, this is being corrected.

Sometimes game will automaticly jump over objects (including weapon crates) if you happen to go into it too fast, a slower approach to box should not cause this. Objects can be also set to be not "jumpable", in that case this doesn't happen.

Weapons hud is not complete, it is useful partially, but definetly not refined. I also think that there should be weapon slots and a upper limit on how many weapons one should have, as having too many weapons is not a good idea either, then it takes ages to find what you need.

Tank turret rotation has 3 values (turn speed, acceleration factor and max acceleration) and they been moved to configuration sqlite, so in next versions you can adjust it if you wish.

Sprite animations are not currently planned (for reloading turret), but in future i will try to combine animated / skinned models and render sprites on the fly, with that, animations on vehicles could be possible, otherwise sprite frame animations would just be specific simple hacks.

Tank shell flight is actually NOT a bug, the tank shell will take movement momentum from vehicle, and apply its own acceleration. While i understand this looks retarded if firing while driving backwards, the solution is to set the "bomb" particle to have proper max_velocity_ever value and setting braking_multiplier that is > 1.0 - this would give the rocket additional fast acceleration like a proper projectile shold behave.
It would however look stupid on the handheld rocket launcher weapon, so the weapon would need to be split in 2 weapons.. one for tank and one for rocketlauncher. the game supports this for a while now, but i never got around to making this change in config - i will do this eventually.

The weapon recoil / "inertia" is implemented by design and can be set to anything for each weapon.
It is intended to be used with specific weapons - such as minigun, uber shotgun, water cannon, etc.. the weapons in game are mostly result of experimentation and not final.

I agree that a bigger map display is also needed, but minimap does serve its purpose too - it will be important for avoiding things in stealth mission and does display police vehicles, this is just initial work, it will be improved further.

Army needs a lot more changes, it needs proper vehicle and some other vehicle class handling (like only producing certain vehicles when a specific wanted level was reached) - a lot of this stuff is still missing.

Still i have a long way to go, AI fixes first, then more down the line.

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