Yeah, it can get confusing at times since on this forum we have: - Simon (the webmaster) - Simone (me) - Szymon (the developer of the SDL version of MDDClone) - and some years ago we also got a message from another Simon (Simon Berry, a former Novagen employee)
Anyway, I decided that, starting from the next version, TADPSID will no longer be based on Irrlicht 1.5, but on Irrlicht 1.7.3. An immediate effect of this is that the skybox glitch in OpenGL does not occur anymore. The occasional blue glitches in space in Direct3D are still there, they depend from the rendering part of Irrlicht and have not been fixed yet.
Regarding the error "Direct3D9 end scene failed": based on what you say, I'm assuming that it does *not* interfere with the graphics when the program is running in full screen, but it's only there when you alt-tab out of it. That is completely normal and only means that the program cannot display any Direct3D graphics at the moment. If you could see the text window while the program is running in full screen, you would see that it does not display the error. I know this because I used the text window to display debug information, and the Direct3D errors only pushed up the debug information while the program was running in the background.
Hi, I'm also looking forward to Tapsid v9. When is it likely to be released? I love how you have recreated the damocles universe. Will missions be ever made? It would be great to eventually play it... more
1) I can't say an exact release date yet, but I hope I will be able to release it before the end of June. 2) Missions will eventually be made, but first I need to create all buildings in all cities... more
Hi, This is fantastic news. I didn't read fully what you'd already written previously so got a bit carried away when I posted my comment. It is absolutely brilliant you will be doing all this to the... more
Now don't get me wrong, I didn't say that I'd make ALL the game before the end of June. TADPSID v9 will NOT include the entire plot I planned for Mercenary 4, only bugfixes and a couple of new things ... more
I realised you'd not complete the whole game. It is huge undertaking and realise you'd have so much to include. If there is anything you want help with on it though i'd be only too happy to help as I ... more
Thanks for the offer. Don't feel bad for this, but I think I know the Mercenary games quite well. After all, I translated all three of them into Italian for the MDDClone (yes, even Mercenary 3,... more
That's ok. Not sure about the inventory thing you mention as not done that in the game before. I do recall the briefcase allowing you to carry more items. Bit like the antigrav unit allowing you to... more
Yes, the transporters in TADPSID are functional. The closest transporter is on Birmingham Island, you can see the exact location in this screenshot: To use a transporter in TADPSID: 1) walk into the... more
This is great! I always used the transporters by walking into the numbers but didn't know about the numbers working whilst inside it. It's so long since I actually played it I possibly did use the... more
Crashes with DirectX video modes: have you installed DirectX 9.0c? It is possible that your installation of Windows 7 includes DirectX 10 or 11, but not DirectX 9.0c. In that case, you need to go to... more
I'll check my direct x installation but I'm sure I've got all three versions istalled already. I wouldn't actually use software mode as it doesn't look as good anyway, it was just something I tried... more
Another thing: you say that you haven't seen the museum on Cronus yet. It's easy to reach it: just fly to Cronus (near Gaea) and land near the white cone of light. That is a black beacon which... more
I have sucessfully found the museum and the guide. I have also been experimenting with the transporters which is quite good. However I would like to point out that when travelling at speed in your... more
Odd. I cannot reproduce any of the problems. I will try running it on a different computer, and compiling it with a different compiler and a newer version of Irrlicht.
I could leave the ship every time when I selected quit then F12. When you then are in the Dart in space select 9 or 0 and hit the mouse button to exit the ship and you would be able to exit and walk... more
Don't worry, it's okay if you're reporting unintended in-game behaviors, it happens sometimes that I don't notice them because I'm used to interact with the program in a certain way, while other... more
I'm glad you don't mind me reporting errors. I just want to help you make the best game possible. I'm using Windows 7 Ultimate 32 Bit edition with an AMD Phenom 9950 Quad Core CPU, 4 GIG ram and i'm... more
1) I posted your configuration in the Irrlicht forum, let's wait and see what the suggested solution will be. 2) I cannot say for certain about the new check for leaving vehicles as I cannot... more
That's good about posting my configuration. Hopefully they'll come back with something. I'm sure the vehicle check will work. When you release V9 I will be able to figure it out. I know the planets... more
1) Now I understand what you meant about planets moving around. I already have an idea on how to do that for the sun, but not yet for the other planets. 2) You're right about Damocles. I'll see... more
That will be good if you can get the planets to move around like a real solar system. It would also be good if you can get Damocles to move away like a real comet would do. The new planet would be... more
Sorry for confusing you: yes, I'm the same person in both branches of the thread. But now I am confused: here you wrote "I've managed to get the game to work in all modes now using compatibility... more
That's good to know you are the same person. It's confusing with the subject line and also when i'm looking on my mobile phone screen at times. As for the compatibility issue i'm sorry for confusing... more
Sounds good about the update. It looks like OpenGL is probably the best option then with the new version as you get no glitches in space at all at the moment using it. Will you be able to make it so... more
If you want to play with no glitches at all, then yes, OpenGL will be the best option. However, if you want to play in stereoscopic 3D, you'll have to use Direct3D since none of the current... more
Ok well I look forward to v9. I'm sure as time goes on you will be able to build and add more and more to it so eventually everything will run as it should. I just like that fact you are working in... more
What happens if you set the compatibility of Tadpsid.exe to "Windows XP (Service Pack 2)?" I mean right-click, Properties, Compatibility, then select the correct option from this window (it's an... more
I asked a question in the Irrlicht forum in order to solve your compatibility problems. I was asked: "Is the Win 7 failed box a 64 bit box ?" So, I need to know if the computers where it fails to run ... more
I'm using windows 7 ultimate 32 bit edition. I've tried compatibility mode and it makes no difference. I've answered this question already in a different thread but not sure if you are the same... more
When I get to implement collisions, there is one thing I will do, and that is to get rid of the new design of Birmingham Island. Please don't be mad at this, but I will do it for one simple reason:... more
Yes, TADPSID v9 is not ready yet - in fact, I did not intend to update the page yet, because there are still two things I want to add before the release, one of which is an event that will happen in... more