Posted January 21, 2015
FekLeyrTarg: I've updated Firefox and the Unity Web Player. And I've attempted to use the demo on Internet Explorer as well. No success in seeing the models.
But I wonder why it isn't an issue in other Unity Web Applications, like Howard Day's "TCS Concordia Hangar"
http://www.hedfiles.net/ConcordiaHangar/ConcordiaHangar.html
Maybe he can help out.
Hmmmm.... what do you think of making the demo a non-web application (an application, which is launched from the hard drive) instead?
So far I haven't ecountered glitchy sounds (exception below). Even the transitions are smooth.
Firefox uses between 2 and 11% of the CPU as well as around 300.000K RAM when playing the demo.
I think "Destroy Enemy Capital" fits well and should be restored where it should have been all along.
I'm not sure about the Death Star theme though. The transitions from and to the DS theme in the game (as well as in the demo) aren't very smooth. And I'm not sure if it wouldn't feel out of place in non-DS missions.
(It's also used in B-Wing Historical Mission 5 as well btw)
I've encountered only one minor issue so far: Slowdowns happen when opening a new tab and when loading another website (I think that's normal. Just don't do it I'd say)
Hi. Thanks for testing. But I wonder why it isn't an issue in other Unity Web Applications, like Howard Day's "TCS Concordia Hangar"
http://www.hedfiles.net/ConcordiaHangar/ConcordiaHangar.html
Maybe he can help out.
Hmmmm.... what do you think of making the demo a non-web application (an application, which is launched from the hard drive) instead?
So far I haven't ecountered glitchy sounds (exception below). Even the transitions are smooth.
Firefox uses between 2 and 11% of the CPU as well as around 300.000K RAM when playing the demo.
I think "Destroy Enemy Capital" fits well and should be restored where it should have been all along.
I'm not sure about the Death Star theme though. The transitions from and to the DS theme in the game (as well as in the demo) aren't very smooth. And I'm not sure if it wouldn't feel out of place in non-DS missions.
(It's also used in B-Wing Historical Mission 5 as well btw)
I've encountered only one minor issue so far: Slowdowns happen when opening a new tab and when loading another website (I think that's normal. Just don't do it I'd say)
I feel quite puzzled because I am encountering some glitchy sound with the music in both of my computers (a 64-bit Windows 7 Ultimate, with quad i7, 8GB RAM; and a little 32-bit Windows 8.1, dual Atom with 4GB RAM).
I don't really know what it is. But I am not really a sound engineer or audio specialized programmer so even when I have tried with some doublebuffering, single buffering, load everything ahead of time into RAM (that is why it is taking 300MB of RAM, as all the samples are loaded uncompressed), it seems not to make any difference.
I am just buffering chunks of data to the soundcard at the rate it needs (1024 stereo samples every 25 ms (44kHz)) and most of the time it sounds flawless, but some times I can hear a chirp or a crack here and there.
Well. The proof of concept is there, it seems it works, so Tarvis' and your work has at least seen some use already. :)
I think I will focus on the AI again and leave the music part for later of for someone else that is more knowledgeable than me about that subject. I will soon upload the whole source to Github once the AI actually does something that can be shown.
Next time, I will have the music tracks compressed (MP3 or ogg) so that the game is a smaller download, as currently basically 90% of the game size is the iMuse WAVs. It will be a Windows 32bit Exe download, not a web player.
For some reason, the models don't want to show on the webplayer. I wonder if it is because of their format (they are .3DS models) or what.
It doesn't bother me much, as they are temporary anyway. They are exported from the .OPTs from the XWAU project and I don't think they will ever allow us to do that.
I have been experimenting with having a 3D cockpit. I have no cockpit model done at all, but I have been testing with the 3D UI and it looks quite promising. We can lay interactable buttons, labels, sliders and panels in a total 3D environment around the camera, quite easily.
Better even, it will allow for fast prototyping of the cockpits, by reading the position, orientation and type of "instruments" from some text file, so we will not have to hardcode them. The 3D UI elements will be place on top of the cockpit 3D model like if they would be decals.
Those with a touch screen will be able to interact with the instruments directly without keyboard shortcuts, thanks to this 3D UI. So for example, you could slide the Laser power manager up with your finger, or slide the shield frontwards, backwards, or center them, etc.
Maybe this allows for better immersion with an Oculus? I don't know.
Also, it will allow for localization of the labels, like "Throttle", "SPD" (speed), "ELS", "Eject", "F/R" (front, rear), etc.
I have a couple of questions:
- Do you know a fast way to compress the wavs you provided to ogg or mp3 in an automated way, instead of me having to do each one at a time? Any free tool for it?
- Do you know the purpose of the TRAN.WAV track? It's pretty long, and it contains a weird long sound that reminds me to the sound that used to be played in the cinema when the THX logo appeared. But this is way longer than that and I cannot remember being used in the game.