thejosh / chaotic-rage Goto Github PK
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License: GNU General Public License v2.0
An unusual zombie shooter game for Windows and Linux
License: GNU General Public License v2.0
Then chase the dead characters instead of the alive characters
It would be really good to have power ups.
Specifically, the "Chaotic" power up and the "Rage" power up.
The bullet collision shapes should be stored per entity-type, not per entity (for ram reasons).
Probably just needs normals.
Although is it even necessary? It might be better to have full-height options available instead.
Error report from Abe Hoffman.
I downloaded the game and the installation process worked fine. However, when I try to execute, the Window opens but then the process stops working.
Specs:
Intel Core 2 Quad
4GB RAM DDR3
OnBoard Video
Windows 7 Pro
Problem Details:
Problem signature:
Problem Event Name: BEX
Application Name: chaoticrage.exe
Application Version: 0.0.0.0
Application Timestamp: 50944a57
Fault Module Name: StackHash_0a9e
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Offset: 00000000
Exception Code: c0000005
Exception Data: 00000008
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
For more variety and so you don't go mad playing for too long.
Maybe even just have periods of silence (or softer tones) between songs.
I had a report that sound wasn't working from one user. It was working on my box but is someone can test on a system with multiple sound cards because it might be that
It's really bad.
If you run a game with a map with dynamic maps, then run a game on a map without dynamic lights, the dynamic lights from the first map remain.
It's just a matter of creating a new video driver and using GLSL instead of fixed function.
It takes about 40 bullets in a machinegun to kill a zombie.
The damage/weapons need adjustment. This can be done in config files (you can even use the datatool if you can get it working).
There should be some sort of GUI for choosing the mods to load, so we can have hundreds of them
When there is a large gamestate, joining the game causes the server to crash.
I'm fairly sure it's going over the packet length limit, so I'll need a way to split up large states into multiple packets.
Just needs some info.
Perhaps a tutorial too.
Zombies always face the same way, even when walking. This affects their effectiveness at killing, and looks weird too
Classes such as:
And associated .conf files, etc.
It's a bit crappy that everything hangs off rage.h
. This should be cleaned up.
I don't understand the code at all. Take a look in RenderOpenGL::mainRot()
to see what I mean.
Here is a sample (trimmed a little):
this->render_player->drive->body->getMotionState()->getWorldTransform(trans);
btVector3 euler;
PhysicsBullet::QuaternionToEulerXYZ(trans.getRotation(), euler);
glLoadIdentity();
glTranslatef(this->virt_width / 2, this->virt_height / 2, 0);
// Behind (3rd person)
glRotatef(180, 0, 0, 1);
glTranslatef(0,483,1095);
glRotatef(74, 1, 0, 0);
glRotatef(RAD_TO_DEG(-euler.z()), 0.f, 0.f, 1.f);
glRotatef(180, 0.f, 0.f, 1.f);
glTranslatef(0.f - trans.getOrigin().getX(), 0.f - trans.getOrigin().getY(), 500.f - trans.getOrigin().getZ());
If anyone can make sense of that, be my guest!
It's mostly just the zombies and the robot, all of which are about 3 metres tall.
This is just a physics issue. Fairly easy to fix.
They should be.
Almost everything just slides around weirdly.
This may also involve adding bone-based animation.
This may be related to issue #27 but I'm not sure.
docs/dependencies.txt doesn't mention the Guichan library requirement at all.
If someone wants to make maps that would be great!
As well, some of the older ones don't work or even crash the game.
Some of the zombie mechanics are off. For example, the zombie will float over the hole in the ground or walk in place infinitely. Also I have seen several zombies walk into the blackness at the edges of the map... never to return.
Even when you change weapon, it's still on machinegun.
Also, ammo doesn't go down.
I'm thinking some of it needs rejigging into some sort of DOM-like system or something.
It's not a massive priority, because the system works, but it would be good to think about before heaps of new content is added.
Sometimes joining existing games doesn't work, it even crashes the server on occasion.
The version of bullet shipped with the game just needs bumping. It's been done on Linux, but not yet on windows.
It just shows some stars and that's it.
I think the Assimp stuff broke vehicles.
It's all the ray tests against the heightmap.
We could change the res of the heightmaps (don't like that idea because it would kill some maps), but apparently slower speeds help too.
More research is needed.
Okay, so it's kinda cool, but it's still a bug.
There is a similar issue with proxi mines.
You seem to fall through the map sometimes.
Or at least they don't seem to.
This is a multi-part issue. The Lua AI scripts need logic to know when to do the melee attack, the melee attack needs to be coded (C++) and they probably need an animation (and sound) too.
This causes the network dialog to take a long time on a slow/broken connection.
The method gamestate->start() should be renamed to preGame, and everything should be run from in there, instead of the current mix of from within menu.cpp and game.cpp
Renaming:
We need to have hooks in the data config for some things, as well as actually recording the sounds.
It should be massive rockets; the bigger the better.
The key is there, but it does nothing.
Is this a feature I still want in the game? Probably.
It used to be, and got lost with the bullet physics stuff.
Which is sad.
The logic just needs porting to Bullet Physics.
Player 2 changes player 1's weapon, but player 1 cannot change his own, and player two cannot change his own either
It can't handle the newer map file formats.
The map format might need some work too.
It is difficult to tell when you are hitting a zombie or if they are just bleeding profusely. There is a small static blip when you shoot and hit them, other than that you can't tell how many times you've hit them.
This hasn't really come up much previously, but it has been in the back of my mind for a while yet.
Yeah it's a bit of an issue...
The collision ranges are all wrong for almost everything.
This needs some thought probably. We might be able to do it automatically for some simple objects (like walls, etc), but more complex stuff will need some data config stuff too.
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