Aleph One Preview Build

Have a question, suggestion, or comment about Aleph One's features and functionality (Lua, MML, the engine itself, etc)? Post such topics here.
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treellama
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Pfhork wrote:well. its pretty good. was just taking it for a test spin on the beginning of Infinity. being the halo gamer that i am, i decided to try out the new xbox 360 controller function. the sensitivity for the right stick was a lil much. and i found that the slightest nudge would send me spinning out of control. but i can fine tune that using something else. but my biggest problem was that when i died, the application quit [MFrown] . this happened several times. i can post the error report it gave me if anyone cares for it. thats my only problem. im having major fun finally being able to use my xbox controller. but then if you think about it....i shouldnt die anyways : S
Cool! Do the triggers work? Someone else in this thread was having problems configuring them.

If you open up your prefs file in a text editor, you can change the sensitivity for each axis. Search the file for joystick_axis_mapping and change the sensitivity attribute.

Have you always had this problem with the game quitting when you die, or is it new to this preview build?
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treellama
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Zott wrote:Well, seems to happen with the last stable version too. So, it must be on my end. Though I'm not quite sure why... Had to reload my whole OS, so it could possibly be a SP2 thing, since that is definitely new, and I know my key setup worked properly at one time.
OK, good, it's not the joystick buttons then.

You are running Vista, so I assume you have DirectInput/DirectDraw turned off in the graphics prefs, right?
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effigy
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Treellama wrote:For crashes after net games, is this joining or gathering? The RPT file is pretty useless, no symbols.

As for your log message, that was from starting up the old Aleph One after having configured a joystick button in the new one. That might be responsible for your mouse problem, too, I don't know. Films don't include raw input, so they're not helpful in this case.
I'm sure it crashed after gathering some, I don't recall after joining.

I see you had mouse trouble, too...FYI, IIRC I ran the stable build after the mouse trouble, but I'm sure I didn't configure controls, nor do I use a joystick. I've lost the mouse in VML a few times with 0.22.0pre1, also. It seems to go back to normal for me if I jiggle the mouse sensitivity slider.

The film was mostly for kicks.
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Pfhor
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Treellama wrote:Cool! Do the triggers work? Someone else in this thread was having problems configuring them.

If you open up your prefs file in a text editor, you can change the sensitivity for each axis. Search the file for joystick_axis_mapping and change the sensitivity attribute.

Have you always had this problem with the game quitting when you die, or is it new to this preview build?


no. the triggers dont work. which sucks. but i cant truly complain about something thats free. that would be ungrateful [MTongue] but the application quitting when i died is new. but i guess its makes me a better player cuz of the punishment of dying : S
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Zott
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You are running Vista, so I assume you have DirectInput/DirectDraw turned off in the graphics prefs, right?
Well, I had it on actually.

Turning it off seems to have fixed the issue with the buttons not being settable. Still kind of wished that it worked with it on, but if it works, I can't complain.

In other news, if you start a new game after quitting one there seems to be the last frame of your previous game displayed on the loading screen. Not sure if this was "intended" or not"
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treellama
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Zott wrote:Well, I had it on actually.
I'm surprised that worked. Usually doesn't with OpenGL and vista.
Turning it off seems to have fixed the issue with the buttons not being settable. Still kind of wished that it worked with it on, but if it works, I can't complain.
The SDL guys are moving towards eliminating it, that's why it's so buggy.
In other news, if you start a new game after quitting one there seems to be the last frame of your previous game displayed on the loading screen. Not sure if this was "intended" or not"
Not intended!
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The HUD and terminal scaling are excellent.

Would it be too much for me to ask if you could implement the same sort of scaling on the main menu and options screens when using a higher resolution? With "fill the screen" ticked, it changes the screen resolution to 640x480 for the menus, with "fill the screen" unticked, it makes the menus appear as small boxes within the great black void of the rest of the screen's resolution. Neither seem as elegant as simply scaling the menu to the resolution chosen, much like the ddfix does for Thief and Thief 2.
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treellama
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"Fill the screen" is the option you want--it won't look any different if we scale it ourselves.
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Rickenbacker
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That's true, but it would be nice for consistency's sake I think. Changing resolution between game and menu seems messy to me.
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tehWastedJamacan
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i cant test my game cus a friend of mine is borrowing my xbox controller.
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Pfhorrest
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Finally got a chance to test this build this morning.

Looks awesome except for some weird bug that's drawing blue stripes in the transparent space behind any and all sprites.

Will test more thoroughly and post screenshots tomorrow.
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treellama
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Pfhorrest wrote:Looks awesome except for some weird bug that's drawing blue stripes in the transparent space behind any and all sprites.
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Last edited by treellama on Jun 11th '09, 13:28, edited 1 time in total.
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tehWastedJamacan
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turning that thing off dint work for me.
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Um, what's with all the blue lines? All the weapons and enemies have it is there something wrong?
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Shadowfury333
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I've noticed a few small problems, though I'm not sure if perhaps there may be configuration issues.

I'm on a 2nd Gen 2.4GHz Santa Rosa MacBook Pro running OS X 10.5.7.

Firstly, my audio has a weird issue where it seems to echo weirdly, particularly on M1A1. It works fine in 0.19.1, but not in any builds afterwards. (Note: I have tried trashing the prefs file, didn't help). I've attached a recording from M1A1 "The Rose", which has me shooting an Assault Rifle and Magnum with Bob's screaming in the background. This seems to be a function of the number of sounds. For example, on "One Thousand Thousand Slimy Things" It is messy at the start, then after the first big Pfhor/Bob battle, it sounds fine again. Changing the number of channels doesn't seem to make a difference.

Secondly, when I hit escape to leave, the game screen greys out, but I don't see the "Do you wish to leave (Yes) (No)" box until I click on something. Same for save boxes.

Thirdly, when I hit Tab after dying, the game often crashes.

Lastly, It takes a good 3-5 seconds to load a level.

On the bright side, the Terminal size changer is awesome.
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[The extension mov has been deactivated and can no longer be displayed.]

Last edited by Shadowfury333 on Jun 13th '09, 19:24, edited 1 time in total.
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logue
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How to configure Joypad?
The key configure window does not detect Joypad Axix and Hat switch inputs.
Xilef wrote:The XBCD 360 Drivers have no button input at all, I've set it to mimick the M$ 360 driver absolutely and it's fine for games like the orange box and other 360 supporting games that have only been configured for the M$ driver.
XBCD is much, much better than the default driver, but at the moment I have to use Xpadder for it to work in A1 [MErr]
I using Xbox360 controller too.
But redcl0id's XBCD driver seems not support Vista.
Then, I using Not digitally signed driver (known as Xbox360C Driver) and Ready Driver Plus.
This driver is more better.
Last edited by logue on Jun 16th '09, 13:05, edited 1 time in total.
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Thanks for the preview build, I'm loving the netstats key. Much better than stopping to enter .ping.
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treellama
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logue wrote:How to configure Joypad?
The key configure window does not detect Joypad Axix and Hat switch inputs.
Aleph One doesn't support hat axes, so if that's how the joypad shows up, you're out of luck.
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logue
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Treellama wrote:Aleph One doesn't support hat axes, so if that's how the joypad shows up, you're out of luck.
OK,

Xbox360C Driver is able to change hat-switch to button assign.

My configure is here:

Side step: Axis3 (Z axis)
Move Toward and Forward?Axis2?X axis?
Look left and right?Axis1(Y axis)
Look up and bottom?Axis5 (Slider1)

Left Stick for Move.
Right Stick for Viewpoint.

*Notice
Right stick control set to "Z axis/ Slider 1"
Remove checkbox to "based on center point" in Z axis

Look left :
5 : L(L1) button
Look right:
6 : R(R1) button
[/tr]
Prev. Wepon:
11 : LT(L2) button
Next Wepon:
12 : RT(R2) button
Primary Trigger:
3 : X(Square) button
SecoundryTrigger:
1 : A(Cross) button[/td]
Run / Swim:
0 : B(Circle) button[/td]
HUD Map:
4 : Y(Triangle) button
Action:
7 : Start button[/td]

...
Last edited by logue on Jun 20th '09, 16:21, edited 1 time in total.
31stCenturyMatt
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I have an Xbox 360 controller, and just wanted to report my findings. Hope it helps.

When I play, I can't stop moving forward. Pulling the left joystick back does move me backward, but I can't seem to hold still.

By default, the left and right triggers turn me left and right, though setting "Turn Left/Right" to axis 5 fixes that.

I also can't otherwise assign the triggers to any sort of buttons.

Feel free to ask me to try other things out, to see what happens.

Thanks
31stCenturyMatt
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31stCenturyMatt wrote:I have an Xbox 360 controller, and just wanted to report my findings. Hope it helps.

When I play, I can't stop moving forward. Pulling the left joystick back does move me backward, but I can't seem to hold still.

By default, the left and right triggers turn me left and right, though setting "Turn Left/Right" to axis 5 fixes that.

I also can't otherwise assign the triggers to any sort of buttons.

Feel free to ask me to try other things out, to see what happens.

Thanks
Actually, I don't think holding still is actually a problem with the game, but rather my controller. Maybe if I could slightly increase how far forward I need to move my left thumbstick before it detects it ... I don't know. It'd also be cool if there was a way (and maybe it's there and I'm missing it) to invert my looking axis, and also decrease the thumbsticks' sensitivity.

Hope I made sense...
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treellama
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You can configure all that stuff by editing the prefs file with Wordpad.
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