jcrpg - java classic rpg

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chaney
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Post by chaney »

apparently there is too many characters. That was not even close to the whole file. Send me a pm with an email, and I will send the whole log to you. I tried updating the driver on my video card-still no luck.
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illespal
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Post by illespal »

chaney wrote:apparently there is too many characters. That was not even close to the whole file. Send me a pm with an email, and I will send the whole log to you. I tried updating the driver on my video card-still no luck.
okay, I've sent you my email. Thanks for helping the bug hunting! :)
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chaney
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Post by chaney »

I sent the log to your email.
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illespal
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Post by illespal »

chaney wrote:I sent the log to your email.
"Tue Jun 03 06:11:36 CDT 2008 class org.jcrpg.threed.J3DCore - Exception in game loop
java.lang.NoClassDefFoundError: org/jcrpg/world/place/economic/AbstractInfrastructure$InfrastructureElementParameters
org.jcrpg.world.place.economic.infrastructure.GrownInfrastructure.buildProgramLevel(GrownInfrastructure.java:73)
org.jcrpg.world.place.economic.AbstractInfrastructure.buildProgram(AbstractInfrastructure.java:157)
org.jcrpg.world.place.economic.infrastructure.GrownInfrastructure.<init>(GrownInfrastructure.java:15)
org.jcrpg.world.place.economic.SimpleDistrict.<init>(SimpleDistrict.java:19)
org.jcrpg.world.place.economic.SimpleDistrict.getInstance(SimpleDistrict.java:25)
org.jcrpg.world.ai.humanoid.HumanoidEntityDescription.setupNewInstance(HumanoidEntityDescription.java:66)
org.jcrpg.world.ai.EcologyGenerator.generateHerbivores(EcologyGenerator.java:222)
org.jcrpg.world.ai.EcologyGenerator.generateEcology(EcologyGenerator.java:137)
org.jcrpg.util.saveload.SaveLoadNewGame.newGame(SaveLoadNewGame.java:98)
org.jcrpg.ui.window.PartySetup.inputUsed(PartySetup.java:736)
org.jcrpg.ui.window.element.input.TextButton.handleKey(TextButton.java:111)
org.jcrpg.ui.window.InputWindow.handleKey(InputWindow.java:202)
org.jcrpg.ui.window.PartySetup.handleKey(PartySetup.java:438)
org.jcrpg.ui.UIBase.handleEvent(UIBase.java:93)
org.jcrpg.threed.input.menu.CKeyMenu.performAction(CKeyMenu.java:42)
com.jme.input.ActionTrigger.performAction(Unknown Source)
"

I've spot it, this is your problem! ^

You can solve this problem by UNZIPping the tar.gz with the archiver program you've used at your workplace! This is a trivial problem. Seems that your unarchiver doesnt handle correctly filenames with $ in them!
Try using WinRAR or WinZIP installed.

What zip program do you use on your machine where the error happens?
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chaney
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Post by chaney »

Thanks, I will try that. There is an issue with the San Jose download when you click on the download link from page 3 of this topic. It will try to download a file that ends in .tar.tar, instead of .tar.gz Switch to the New York mirror and it does it correctly.
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chaney
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Post by chaney »

Well, it appears that it was the unzip program that I was using. My initial feedback is that you need to make it so that esc doesn't close out the program. Esc is pretty much universal in games to just back out of the menu or command you just used. The art and graphics are incredible. It is not intuitive on movement, though. It will take some getting used to.
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Post by illespal »

chaney wrote:Well, it appears that it was the unzip program that I was using. My initial feedback is that you need to make it so that esc doesn't close out the program. Esc is pretty much universal in games to just back out of the menu or command you just used. The art and graphics are incredible. It is not intuitive on movement, though. It will take some getting used to.
I'm glad that finally you can run the game! :D
and also that you find the graphics good!

What do you mean by "not intuitive on movement"? Is it too restrictive, 4 direction movement, or something else? Like the keys W S A D? This is intended to be kept for the classic resemblance.

Esc for exiting is left for the test purpose only, to make it easy for the dev to exit the game. But right, next release should have it restricted!
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chaney
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Post by chaney »

I am used to the arrow keys directing left, right, forward and backward. That is why I said that it will take some adjustment. Glad to hear about the esc key not being permanent like that. I am too programmed in that mode. lol
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Post by illespal »

chaney wrote:I am used to the arrow keys directing left, right, forward and backward. That is why I said that it will take some adjustment. Glad to hear about the esc key not being permanent like that. I am too programmed in that mode. lol
and did you know that using Q E moves you strafe left right. :)
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Post by illespal »

jcrpg svn_20080813 prealpha snapshot release is out!

Code: Select all

- Turn based playable Combat phase added
- New animated models &#40;boarmen thug and mage by Zphr&#41;
- New house and town models &#40;by Zphr&#41;
- New static monster model &#40;kobold by Surt&#41;
- Total redesign of jungle plants, new plants for continental,
- New Encounter Ground system that separates the encounter scene
- Inventory enhanced &#40;equip,attach,give,drop&#41;
- New Loot Window after combat
- Character leveling
- New ground tile generation system with smoothed ground
- New 2D elements, some refactored UI images
- Optional support for secondary ground textures
- Optional texture splatted ground tile blends
- New spells, skills, items, artifacts, objects
- Bard instrument concept available with one implemented item
- Particle system with lights for spells added
- Support for continuously playing sound sources like waters, forest ambient
- New environment & humanoid sounds added
- New Body Part system that enables critical impacts
- Optimizations&#58; tree trunk batching, cutting of non-visible interior parts, more locking
- Bug fixes
- Far view mode is disabled till fixing it for the new ground system
Testers and new contributors needed! All the monsters are now waiting for summoning to the virtual 3d world so they can haunt for the playerz!! Get yourself together classic fans, and get some opensource 3d models for jcrpg - doing it yourself or ask a friend of you.. :D

http://jcrpg.blogspot.com/2008/08/vigilante-eye-release.html

http://javacrpg.sourceforge.net/wiki/index.php/Download

Image
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Post by Growler »

Any recent developments, Illespal?
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Post by illespal »

Growler wrote:Any recent developments, Illespal?
Yep, check blog if you want all the info. ATM release cycle is a bit slowed down. I've been creating soundtracks for the game for two months. new maze area is being designed slowly, new monsters added, optimizations, and lots of little details. Sooner or later this all will be released as a new test release.
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New release!

Post by illespal »

Here we go again, rollin' out the Spring Greeter release

Highlights:
- New monsters and animals (by tidbit)
- New area type Maze (models by tidbit), maze generation
- Audio system enhanced, zone dependent music playback
- Main theme music added (by Jasper Brownrigg)
- Battle and background music for climate zones (by Pal Illes)
- Cave background music (by Marcus Rasseli)
- Storage unlocking/looting interface added, chests with traps and fix loot added to maze area
- Enhanced world map (F1)
- A heap of new portraits (by Grumbel, and public domain organized by qubodup)
- Voice profile selection for character creation with one new male sound-set (voice act by Magnulus)
- Support for normal/spec mapping for static models
- Options menu settings (by goq66)
- Optimized loading/rendering algorithm, moving to jME 2.0
- Texture atlas technique, shadow mapping, DDS textures added, memory optimizations
- Many bugfixes (e.g. game fixed for use on Intel gfx under Linux)
- Quicker loading of game, addition of 'Please Wait' panel
- Tested video drivers under Linux now include nVidia, AMD/ATi, intel

Image

http://jcrpg.blogspot.com/2009/03/sprin ... -life.html

Download button (and reborn html design):
http://javacrpg.sourceforge.net/

PS.: Voice acting for the different player character voice profiles are highly welcome. As usual 3D art is just as welcome. Ask here, or visit the wiki/forum for details.
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Post by illespal »

Tuesday, 3 November 2009
The 'Head Chop' Release

Yes, we're ascending to the next level of our destiny through the obstacles of the great dev-eater beast of Tiredness and Desperation. We have entered the sanctuary of the miraculous Release again. Here we stand astounded and in silence, holding back breath. We are aware that something great surprising and of elemental effect may happen anytime. As we are there awaiting for some never-ending minutes, a booming sound starts to cite something strange, slowly - pressing each word. Listening carefully we try to memorize what's being told:

"
- New monsters/humanoids (by tidbit, TheAncientGoat)
- New animations for some beings (by tidbit)
- New town types (anatipion and yeti by tidbit)
- New buildings (by tidbit)
- New character voicepacks (by getter77 and qubodup)
- Generated Road System added
- Mouse support added (based on patches by mkienenb)
- Camera set to smooth turning in combat mode
- Options menu completed
- Very basic scenario support with seed choosing at New Game
- Intro text for scenario added
- Behavior skills are now used in perception
- Easier to use character creation
- World map window enhancements, graphics, town icons
- Enhanced shaders and more normal map textures
- Displaying percept beings in 3D in walk mode with fade shader
- Top button row for accessing windows
- Tooltip system added
- Optimized font rendering for UI elements
- Lamp light added (key L)
- Buffer pool debug OSD (key T)
- Many-many bugfixes, optimization, reference leak fixes
"

Right after finishing these words, a glowing globe elevates from out of the darkness of the Sanctuary. Yeah, now you know what awaits you, jcrpg's next sneak-peek enchantment is in your hands like a crystal ball. It may be that it helps you to look into a distant Future... so let the Trial begin!

Candidates for Testing - don't hesitate! And don't forget to report back at the forums or IRC chat channel.

If you wish to make the dev happy, don't forget to donate some bucks to the project through paypal (at the left side of the blog, the links positions your browser there). It will help to keep the enthusiasm high and also let the remaining audio tracks to become free (CC-BY-SA without the non-commercial attribute). It still needs ~340$ (see Project Budget on the left side of the blog).

Please note, that the project greatly lacks female voice packs, so if you happen to be a kind lady, please stop by and create a voice pack for the game. :)

http://jcrpg.blogspot.com/2009/11/head- ... lease.html

Also the project now has its own forum maintained by the lead-dev's server, feel free to register and drop a message or two:

http://jcrpg.ath.cx/phpbb/
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Post by shaneandriu »

Probably because the fans and followers. An account that has already traveled the world through ClustrMaps. I am sure that most people in the DW forums are interested in the type of game or a frame that creates a demand that have.Just not really an RPG without the half-orc. Character classes also Wizardry 7 ..
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