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  • Hellbeast again


    Ludum Dare Success



    Shpuld's "Treasure of the Hellbeast" placed 38th (of about 1400) in the "Fun" category
    and 101st overall in Ludum Dare #32. (link) "Hellbeast" got a 69% coolness rating as well.

    This delivers ample proof that an updated Quake engine is able to
    support small indie games.

    According to Shpuld, the game (which uses the FTE engine) was completed
    within a 48 hour limit "minus 10-11 hours of eating, sleeping etc."
    Shpuld started getting into QuakeC around 2010 and has previously released several
    mods or standalone games, including Ludum Dare #31 entry "Mobster Massacre"
    (youtube link) and PSP game "No Bugs Allowed".

    Inside3D release thread

    Shpuld's Youtube channel

    Congratulations!

    Last edited by golden_boy; 05-12-2015, 07:38 PM.
    Scout's Journey
    Rune of Earth Magic

  • #2
    Pretty cool little game.
    I got down to level three, the bench (K) was my favourite weapon.
    Mana recharges but I don't think there is a way to get health back.
    Also I didn't have any sound (on linux), I haven't tried it on windows yet so I don't know if it supposed to.
    I liked the meaty chunks, that reminded me of 'Splosion man on the 360.

    Amazing effort for 48hrs, I have trouble not spending that time on pointless details like crafting the perfect lowpoly lightbulb
    or bench or plant or door handle or window frame or bit of rock or tree stump or or or.....
    Username : Atomic Robokid on Steam

    Please check out my Quake made things:

    https://www.indiedb.com/games/run-over
    https://adam-freeman.itch.io/hazard
    https://adam-freeman.itch.io/diver
    https://adam-freeman.itch.io/beyond

    Comment


    • #3
      There is supposed to be sound, it even has music.

      No sound in linux: Possible solutions:

      1. Run the windows executable via wine.

      2. Download the SDL build of FTE here (32bit) and put that alongside the other binaries. This requires libSDL and probably SDL-mixer to be installed (via e.g. Ubuntu software center.) SDL supports all kinds of sound systems by way of an environment variable, SDL_AUDIODRIVER.

      You can simply start the SDL client from a terminal like this:

      Code:
      SDL_AUDIODRIVER=xyz ./fteqw_glsdl32
      For possible SDL_AUDIODRIVER values, see here under "Audio":

      SDL envvars

      If this seems uncomfortable, just run the Windows version under Wine.
      Scout's Journey
      Rune of Earth Magic

      Comment


      • #4
        Yep, I'm a Ubuntu noob.
        I'm impressed with it, If it supported all-the-games I would dump windows in a shot.
        Rather than Wine, I have been using Steam streaming which works really well (on cat6, wifi notsomuch).
        I would like to get into running more native linux stuff though (repositories ftw).

        Thanks for the info, I will give it another shot.
        Username : Atomic Robokid on Steam

        Please check out my Quake made things:

        https://www.indiedb.com/games/run-over
        https://adam-freeman.itch.io/hazard
        https://adam-freeman.itch.io/diver
        https://adam-freeman.itch.io/beyond

        Comment


        • #5
          Trying to guess the correct alsa device to use for every distro is a nightmare.
          So I'm just going to fix up FTE to enable the SDL2 audio device driver by default even in non-sdl builds.
          As well as openal, because why not.
          I've also implemented audio device enumeration for SDL+Alsa+OSS4(openal already supported it), so if it still doesn't work by default, you can try just picking a different audio device via the menus (just keep picking until you find a device that doesn't have alsa's 1-sec latency I guess).
          Some Game Thing

          Comment


          • #6
            Don't forget Pulseaudio. A lot of distros use it like Manjaro and I've never had sound in fte as it keeps trying to initing ALSA sound device "hw"(?). Last time I built it though was Dec 14th.

            Comment


            • #7
              for pulseaudio/ubuntu, if you're using the build that Shpuld provided, try:
              set snd_alsadevice1 pulse; snd_restart

              [offtopic]
              [rant]
              fte was meant to try both 'alsa:hw' and then 'alsa:default' if hw failed.
              now it'll use SDL in the hopes that it has sane (distro-defined) defaults, then 'alsa:default' as a last resort.
              pulseaudio is part of the problem, not the solution. why do you think that device 'hw' doesn't work?.. because pulseaudio is using it and alsa STILL doesn't support mixing.
              the 'default' device on certain systems has like 1sec latency, which is basically unacceptable, which is why its only used as a last resort.
              if you want to use pulseaudio explicitly, you can set snd_device ALSA:pulse
              which is of course not 'default'.

              alternatively, you can wipe alsa from your system, install oss4, reconfigure pulseaudio to use oss4, your games can then get lower latency audio via oss4, and you still utilise pulseaudio for your desktop stuff.
              unless of course they only support alsa apis.

              ubuntu is not the only distribution, and I don't use it myself, so I'm just going to follow all the recommendations out there for games and use an extra wrapper - SDL - that hopefully distros will actually be able to configure properly to avoid unacceptable lag. If nothing else, it'll at least be consistant with other games.
              This is already implemented in revision 4871 (14th may).
              [/rant]
              [/offtopic]
              Some Game Thing

              Comment


              • #8
                Yeah I remember alsa being popular before a lot of distros jumped on the pulseaudio bandwagon. I've purposely installed SDL because it was a required dependency for the doom source ports I use. At least in my experience SDL sounds works fine without any need to manually configure anything to make it work.


                Thanks for this:
                set snd_alsadevice1 pulse; snd_restart

                Comment


                • #9
                  Quakespasm is SDL for a reason. I think idtech4 games use SDL on linux too.
                  Scout's Journey
                  Rune of Earth Magic

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