Issues with Black and White

Posted 20 July 2001, 11:50 | by | | Perma-link

As you may have noticed on the creature cave page, I've recently been affected by the "hanging save game" bug in Black & White. This meant that whenever I tried to save the game, or join an online game (which initiates a save), the system would hang. This was a day or so before the patch came out.

After the patch was out, and installed on my machine, I was still suffering from this problem… I was unable to start the process to join an online game, and when ever I just tried to exit, the system would still hang. Regardless, for what ever reason I decided to have a play with it the other day, (12th July), played for about an hour or so, whipping about Land 3, finishing off a few buildings here and there, and basically preparing myself and my creature for Land 4. Exited, and hung during the save. :( Never mind, I was only playing for an hour.

However, I ordered some more memory at the begining of the week, which arrived yesterday: 512Mb for the ridiculous price of £70! To think that four months ago I nearly spent 70 quid on 128Mb… sickening huh? And this is from Gateway's prefered partner for memory upgrades, so I'm fairly happy with it as far as reliablility goes… So in that went last night, taking me to the rather odd number of 640Mb RAM, but never mind. Pottered about in other apps and thought, "What the hell, I'll try B&W". Fired it up, and it was where I'd left off after playing on the 12th, not where it was before I started… so although B&W was hanging, I guess the save game bit had worked.

So I played for about an hour or so, finished up, exited, and went to make a cup of tea while it saved the game… came back, and the desktop was sitting there, no error messages, all happy. :D. Looks like it's fixed.

I guess the system just couldn't cope with only 128Mb, and swapping to and from disk all the time. :(

One other thing I did notice though was that one of the villages (The Japanese one at the foot of the temple mountain) had a glitch with it's desire flags - it was trying to display two flags on one pole, at different heights - Need for Offspring and Need for benevolence (Heart and Praying hands). Bit odd, if I can get a screen grab (assuming that it still does it) I will do.

Filed under: Games, Hardware

Confused ramblings

Posted 17 July 2001, 10:08 | by | | Perma-link

Dunno what happened to the last post I put up - I'd just got back from Canada, and was a bit jet-lagged so I think I'll use that as my excuse…

Updated the creature caves again:
Zhaph - 12/07/2001
Laters

Filed under: Excuses, Games

Creature caves

Posted 09 May 2001, 21:04 | by | | Perma-link

Well, I've finally uploaded the most recent creature cave to the site, you can view it here:
Zhaph - 05/05/2001
"my creatures favorite photo's, and some info about him", straight from the game. I'll try and keep this updated.

Filed under: Games

Settlers IV

Posted 10 April 2001, 10:07 | by | | Perma-link

Well, I messed up a bit - Bought The Settlers IV at the beginning of last week, and was playing that all week, then, as promised, Black & White came out on Friday - so I've put Unreal on hold atm whilst I play Black & White :(

Hopefully, one of these days I'll upload my creatures to here ;).

Also, I've set up the Zhaph homepage ;)

Later

Filed under: Games

Ch-ch-ch-ch-changes

Posted 21 March 2001, 19:18 | by | | Perma-link

Just so you know, I'm going to change a few bits around before I move out of the two offices I've done, but I'm nearly there. I'm thinking about converting the windows from damageOpenTimed to bumpOpenTimed, that way we can crash through them rather then having to shoot them - bit more fun (Gah, was about to type realistic - how many (closed) windows do you jump through? - Could I make them cause superficial damage? Not sure, might be worth a go though), I'm also going to make the tiles a bit more realistic, as the ceilings aren't randomly covered in tiles, but are mostly white with areas of tiles, so I want to fix that, bit of an arse though as I spent a fair bit of time lining up all those tile textures on each brush %). Ho hum.

Popped in a few path nodes over the weekend so the bots behave a bit better - ie leave their spawn points before they spot another bot/player, go and get some of the guns, and then spot another player and kill them… makes testing it a bit better - I occasionally get hit now, rather than rarely…

Another excuse: I've been a tad busy at work to finish off the windows tutorial, but I'll get it finished soon I'm sure.

Ok, later.

Filed under: Excuses, Games, Unreal

Window tutorial coming

Posted 16 March 2001, 08:38 | by | | Perma-link

Just to keep you up to speed, the window tutorial is coming on - need to rework the code a bit for NN again though %), but should be ready soon, then I can carry on with the level - which I'll do over the w/end too :D

Filed under: Games, Unreal

Links to older versions

Posted 13 March 2001, 12:27 | by | | Perma-link

Ok, I've added links to all the older versions of the map for now. I may hive them off to a separate page soon though...

Also added links to the updated wellsStreetObjs.u package, which contains the updated lower polygon model of the cabinet, as well as renamed textures etc.

Filed under: Games, Unreal

Been a bit slack recently

Posted 13 March 2001, 10:03 | by | | Perma-link

Fine, yes, I've been really slack recently, sorry :(. Anyway, I've gone through a number of incarnations, but only one more level release - version 9.

As I said last week, I've decided to use semi-solid brushes for the desks, with the tops built in the 2D Shape editor and extruded out. I've cut the detail of the curve down from 8 to 4, and this, combined with the low-poly actors for the cabinets, has made it playable again.

I'll finish off the air conditioning units this week hopefully, and at the same time finish the tutorial on windows - I think it will be a bit of a hack, playing around with them again last night to get the screen grabs, I had to leave them as movers - not such a bad thing as you'll see… ;)

Basically I have been having problems with UnrealEd at work - it won't allow me to zoom in (actually, it won't recognise the dual mouse-clicks in any view port >:(), so I've had to take all the screen shots from home, not a real problem, just meant finding some time.

Anyway, that should be available by the end of this week.

Filed under: Games, Unreal