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PostPosted: Wed Dec 17, 2003 7:55 pm 
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Engineer
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hi forum,

for those who are interestet, you can find the zugspiel prepreAlpha for windows here: http://www.ph2.net/zugspiel
If your frame rate seems quite ok please tell me since the windoes build is awfully slow on my pc. (the linux build is pretty fast)
(the demo starts in paused mode, you have to press x to see somthing running)

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Last edited by chochmah on Sun Dec 28, 2003 6:58 pm, edited 2 times in total.

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PostPosted: Wed Dec 17, 2003 10:26 pm 
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Route Supervisor
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I get 1 fps with windows XP professional. Nice thing you're making, except the german naming of everything ;). Do you have a linux build somewhere so that I can test that one out of didn't I look good enough?

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PostPosted: Wed Dec 17, 2003 10:51 pm 
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it said 1fps but runs smoothly here (XP, 1.8Ghz CPU 384 DDR)

run trains by X key

game crashing when I push V or Esc jey

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PostPosted: Fri Dec 19, 2003 3:51 am 
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I don't think that code precomiled on my linux would run on yours, and compiling it yourself would be a rather nasty experience due to some rare librarys used.

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PostPosted: Fri Dec 19, 2003 9:19 am 
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Hmm, your memory system is somehow totally broken?

What do I need to compile? If there are some debian packages around it shouldn't be to hard?


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PostPosted: Sat Dec 20, 2003 9:56 am 
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"your memory system is somehow totally broken" what do you mean?
the joy of "watching" zugspiel at the moment is no real aequivalent to an hour of messing with packages and rpms. (Besides it took me 4h to make that windows build so if you want to take a look, please use the windowsversion)

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PostPosted: Sat Dec 20, 2003 11:53 am 
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The windows version hangs totaly all now,
maybe It doesn't like my second gfx card...

Before that I had memory problems,
it consumes and consumes more and more memory...


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PostPosted: Sun Dec 21, 2003 1:55 pm 
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I think its looks pretty promising. I dunno if the trains are supposed to drive in this version, but apart from that i can scroll around and zoom, and it works just smoothly.

The map is huge, i love that. Looks like a solid engine a good game could be based on.

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PostPosted: Sun Dec 28, 2003 4:35 pm 
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new zugspiel prealpha build at http://www.ph2.net/zugspiel with:
-factories deliver to TS in range
-TS accept goods
-trains can load and unload at TS
-textbubbels over trains on load/unload new path/no path to destination
-models for loadet/unloadet trains

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PostPosted: Sun Dec 28, 2003 6:23 pm 
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chochmah wrote:
"your memory system is somehow totally broken" what do you mean?
the joy of "watching" zugspiel at the moment is no real aequivalent to an hour of messing with packages and rpms. (Besides it took me 4h to make that windows build so if you want to take a look, please use the windowsversion)

If it took you 4 our. Can you plese tell me how to cross-compile, witch minGW pakage did you use and how.

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PostPosted: Sun Dec 28, 2003 6:58 pm 
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It took me 4h to get the code (about 30 files written under linux) to compile with DevC++, not 4h for the process of compiling. I had to replace some libraries and write wrapperfunctions. And 2h alone where wastet on a chdir("objects/") (in a win enviroment that does not work, it took me a lot of time to realize that)
(The prealpha-2 build took only 20 seconds :))

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PostPosted: Tue Dec 30, 2003 10:39 am 
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Hmmm looks good

may i sugest you compress your images on the site a wee bit.

from about 500K to about 100K would be nice :D

and you say you are adding 3DS suport, not that it really bothers me which 3d file format you use. but if this is an Open source game, (i don't know if it is) then Blender (.Blend) file suport could be nice, its a free open source modeler and the documentation on the file format is out there.

but yeah looking good from the site.


Alltaken

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PostPosted: Tue Dec 30, 2003 12:39 pm 
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And for Blender I almost have a model complete.


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PostPosted: Tue Dec 30, 2003 1:55 pm 
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The point is: I don't have enough time to code import filters from scratch and for the .3ds format there are quite a few tutorials/demos out there.
What I need is a chunk of code that loads a modell and displays it. If you can refer me to a tutorial/library/whatever that does that I will gladly add .blend support.
The Zugspiel-Webpage is beyond critic. I'm pretty sure that anyone could do better, if anyone want's to, he is more then welcome.[/i]

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PostPosted: Wed Dec 31, 2003 11:20 am 
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I couldn't find a tutorial so far but best thing is to ask here: http://www.elysiun.com/forum/index.php
If it is known how to do it, it is known there.
I would like to ask myself but I can't program so I won't understand what they are referring to all the time.


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PostPosted: Wed Jan 07, 2004 12:28 am 
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(moved by a request)

anyway I wish you chochmah luck with creating the game

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PostPosted: Wed Jan 07, 2004 11:55 am 
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Location: niedersachsen deutschland
sieht wohl nett aus , mach weiter... :)

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PostPosted: Wed Jan 07, 2004 11:57 am 
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Yes, it's nice, but use english...

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PostPosted: Thu May 27, 2004 10:45 am 
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The is a good game!

Could do with some texturing a bit.

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 Post subject: texturing
PostPosted: Thu May 27, 2004 10:57 am 
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hi,
the alphas on the webpage are old releases. Zugspiel is as you can see from the recent screenshots now textured. (At least the terrain and the engines, there are still a lot of models missing)
We'll release a new Alpha as soon as the fltk (gui) and 3ds (model-loading) problems on some machines (all but mine) are solved.

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