You’ll need to pick a weapon first. When the match first starts and you see all the circles with Xs, use WASD to buy weapons and units. From left to right, you pick your primary wep, secondary wep, special ability, and the weapon and special ability for each of your units. If the tutorial were working, it would have told you this.
But yeah, I do need to add a check to make sure the player actually buys a weapon. Otherwise that would be a boring first match.
rdb, glad you enjoyed the game! And I would love to have some Stainless screenshots in the gallery! Feel free to use any of the screenshots on the media page if you want. Note that the individual model close-ups are Blender renders though.
Caching didn’t work for me either, in any of the browsers. It’s probably some setting I need to add on the SourceForge server or something.
Did it crash when trying to run a replay? I’ve narrowed the bug down a bit, and it seems that my use of pickle.load() is the problem. Turns out it opens the file just fine, but the call to pickle actually causes p3dpythonw.exe to hard-crash.
Note that these kind of ODE errors only pop up in a debug build of ODE. Et1337 is probably the release build of ODE (that might be the case for the Windows build of Panda) so he won’t notice these errors.
Mmm, I’ve noticed those bugs before, but I haven’t seen one in a few weeks. Usually it’s related to a trimesh having a non-coplanar quad, or an ODE body having a huge amount of force/torque/speed due to a bug. But again, I haven’t seen one of them in awhile; if it’s popping up regularly for you, maybe I should look into it more.
And I already tried doing “-r morepy”; unfortunately it didn’t help anything. But, I updated the P3D anyway, in case it does help on Macs.
Hey, how should I call the game in the screenshots section? I noticed you recently switched to the name A3P, are you no longer using stainless as name?
I’ve tried out the browser plugin, it worked all fine except for two things. First, firefox doesn’t seem to cache my download, since it’s also getting game.p3d the second time. I’m on windows 32-bit. Last thing, the screen resolution is too big for me, this means I have to scroll to see the whole game. It might be an idea to add some kind of fullscreen-option. Other then that, it’s amazing!
I updated the browser plugin. Now multiplayer support is fully functional! (at least on Windows). And it even uses a separate package for all the assets!
Reloading and clips. Units that are reloading are highlighted to show their vulnerability.
Shadow mapping
New map: “Orbital”
Improved unit controls: you can only buy two helper units now, but you can control them more easily with the Q and E keys.
New weapon: Pistol. Shoots darts capable of pinning enemies to the wall in certain circumstances.
Shattering glass; AI bots can’t see or pathfind through the glass. You can shoot the glass to let them through, or leave it and use it to your advantage.
Drastically improved network performance and reliability. In addition to a slew of bug fixes and optimizations, the new network code uses data compression and client-side interpolation to keep things running smooth. Bandwidth usage was cut down by about 60% in some cases.
Beta 2 is out now! Check it out! This’ll be the last beta release before 1.0.
The one major issue I’ve been having is that mouse control is broken on OSX. Apparently the cursor is failing to re-center. Does anyone have mouse code that works on OSX?
That being said, a ton of new features have been added, here’s an overview:
New camera angle and aiming methods. Should be familiar to fans of Gears of War and loads of other third person shooters.
New money system (the return of drop pods!) with a whole new UI for purchasing items to boot.
Massive AI overhaul using navigation meshes rather than waypoints.
A whole new game type called Survival. Think Nazi Zombies or Dawn of War 2′s Last Stand, although maybe not quite as awesome.
Three new fabulous maps created by the excellent Bobpoblo. Seriously, check out his CS:S maps, he’s a genius with Hammer.
The molotov cocktail is the latest addition to our assortment of weapons available. Use it wisely.
Revamped online lobby complete with a nifty global chat box.
At least 3.7 million other tiny little updates and bug fixes. Like the spawn points and home bases, which have been modified to be much less annoying.
Hm, are you using MRelative mode for mouse movement? I think that is the only way to get mouse movement working correctly on OSX, thanks to OSX’ restrictions on how the application can control the mouse.
Unfortunately, MRelative doesn’t work when the window is embedded in a browser on Mac. The browser won’t yield control of the mouse. So the short answer is, it’s not possible to do classic mouselook-style movement on a Mac in a browser.
Your two options are (1) pull the game window out of the browser frame, or (2) use some different mouse control system (or make another system available).
Bummer. Thanks, Jobs. Now when you say a “different mouse control system”, do you mean controlling the mouse via some method other than Panda3D? Or do you mean ditching mouselook completely in favor of something else?
It’s possible that we will still find a way around this problem in a future release. Admittedly, I haven’t yet tried very hard, having been distracted by more pressing issues. We do have an in, since the plugin code itself runs within the memory space of the browser, so it might have sufficient permissions to take over the mouse control from the browser and proxy for the Panda application. This will be fairly complicated, though; it will mean sending mouse information back and forth through a pipe stream.
Which I’m perfectly willing to do, if it works. But it might take a few weeks more for me to get to it.
I’m willing to wait, but that sounds like a lot of work for a relatively small feature. In the interest of letting you work on more interesting things for Panda3D, I’ll probably just provide an option to pop out a new window. Mac users can deal wid it.