Time for an update from the Blender Game Engine team! and guess what.. we’ve got something you can play!
Being this the first Blender Game Engine demo we publish, it will only focus on the technical side, so don’t expect big gameplay experience, in this demo we provide a small level with a few platforms and some characters running around, so you can test if the blenderplayer runs on your computer and we can have nice feedback from that.
Please check the yo_readme!.txt file, it will guide you through the controller keys, and how to setup Blender for running without some gfx features for older computers. (even a spanish version! : )
You can get Yo Frankie! Demo #1 right below, basically there is a version with and without GLSL, while GLSL gives you nice shaders, real time shadows and other features.. it can be very expensive, so if the game runs any slow in your computer, you should check the version without GLSL).
Update #2
YoFrankie! Demo 1.2!!
Updated the Source files, Linux, Windows and OSX binaries!
Release logs 🙂
– Press F1 for help!
– Fixed major slowdowns in game.
– Plenty of fixes in the GLSL side and some warnings in game.
– Updated Bullet Physics System.
– [Linux] built-in (static) libraries!: OpenAL, FreeALUT, libGCC, and Python.
Remember you can always use the source files with a recent Blender build!
Update #1
Updated the Linux version to use static python (so it doesn’t depends on the one installed in the computer), also doesn’t use gettext, exr, and some others.
Tagged it as 1.1 so you can keep track of which version you’re playing.
Linux:
Windows:
OSX:
- Source Files: Yo Frankie! Demo 1.2 – Source Files [25MB]
At the right is an image you can see how the game should look with and without GLSL.
Note: If the binaries doesn’t run, you can always open the ‘.gamedata.blend’ in a very recent Blender build (trunk, not the apricot branch, built today or yesterday) and run it (the readme file is also embedded in the Text editor, so you can read it in Blender).
We want to make sure you all can play the game before we give more features away, once this demo is successful and we know it plays well in most computers, we plan to release a new demo with more gameplay and features.
We hope you enjoy it!, leave any technical problem right below, gameplay suggestions are also welcome but this time we are focusing mostly on having YoFrankie! running 🙂
64bit GLSL version is working fine here on Ubuntu 8.04 AMD64
Hardware: Core2Duo E6600/GeForce 7600GT
Like comment #1, it (GLSL version) works fine in fullscreen on Ubuntu Hardy 64 bits with GeForce 8800GT. Graphics are excellent !!
Why no GLSL on OSX ?
Trying to run the 32bit GLSL version on Kubuntu 8.04. Apparently it depends on a very specific version of gettext. It’s trying to load libgettextlib-0.16.1.so and I have libgettextlib-0.17.so.
@ eric: hey! we couldn’t find someone to make one for us yet, you can grab the sources and a very recent (today’s) version of Blender, and play it there, look the readme file please.
@ Pekuja: I’m fixing that in this moment, will be re-uploading in a few minutes. Thanks for pointing that out, and sorry for the inconveniences.
Using Ubuntu 8.04 operating system. Testing Linux 32-bit, both GLSL and non-GLSL.
When using the standalone binary (yo_frankie), the game does not run. I get this error:
“error while loading shared libraries: libgettextlib-0.16.1.so: cannot open shared object file: No such file or directory”
I do not get this error when using the .gamedata.blend file.
I have the gettext package already installed from the official Ubuntu repository, and if I create symbolic links in /usr/lib (sudo ln -s libgettextlib-0.17.so libgettextlib-0.16.1.so
) I can run the standalone binary. Obviously this is just a workaround and not an optimal solution.
As for playing the actual game, none of the keyboard commands work; I cannot control the squirrel character at all. This problem happens for both .gamedata.blend data file and for the yo_frankie standalone binary.
Whoops, as soon as I posted I saw that you’re already fixing the gettext problem. Nevermind.
Hope the next build fixes the keyboard controls.
@ deasil: are you sure you’re using a “very” recent version of Blender?, built today, or yesterday.
OSX note for testers:
– Intel version is without sound, we cannot get OpenAL for intel macs to work yet…
– Glsl version will be available tomorrow
On Ubuntu Hardy 64-bit, AMD 64×4, ATI 4870, everything worked great. Smooth framerate, no graphical glitches, all controls, no character clipping (a tiny bit of camera clipping, but you get that in all games). The only thing I noticed was that the screen flickered about once every second, but that’s probably a problem on my end or something.
It looks like the BGE version is a lot better from a compatibility point of view. None of the CS versions have worked for me yet.
Happy Apricotting!
After installing an old gettext package from Ubuntu 7.10, I got the non-GLSL version working. I also tried just copying the newer version of gettext to the old filename, and that also worked, so you probably shouldn’t be depending on such a specific version. Anyways, to a different technical problem, the GLSL version doesn’t work for me. Now, I’d say it’s highly likely that I just don’t have my drivers or whatever set up properly for GLSL. I’ll dig into it a little and let you know if it’s my fault, but here’s the output from running the GLSL demo anyways: http://pastebin.com/m2cb5ff9f
Surprise, surprise! Wow! 😀 Didn’t expect that! Both windows versions run fine! Smooth, most of the time! (AtiX300, Intel3.0GHz, 1024MbRAM) While the GLSL version doesn’t show up in the right way: Frankie plain white, the rocks are vertex shaded but without texture etc. – the common issues of my videocard – why do the shaders from CS show up correctly on the very same system? Is GLSL such a special thing, different to ‘other’ shaders? That’s a pity, because I like those simple effects like the ramps!
Windows version works perfectly as well (same rig, Vista 32-bit). No flickering this time, but some very minor framerate drops, which only lasted for a second and occurred only a couple of times (maybe because my Vista OS is 32-bit, but my Ubuntu OS is 64-bit).
Happy Apricotting!
awesome! I’m so glad you can all at least play the game, it’s 2AM here and I’m making new binaries with no gettext, static python (so it doesnt depends on the installed one) and took away some other libs we dont use, so those lib problems will be hopefully solved! 😀
Works fine here on a MacBook. No sound as you know, but nice graphics, smooth movements…good job!
Hi guys, great having somthing to play atlast!
would be even more great if the.., whatever that is called in english, to move.
nothing I try makes it move, ending with me getting killed by the rat behind me. weird things.
I’ve tried everything, with GSLS built, without, Standalone, .blend file.
nothing seemed to be working. the standalones gave up, and the . blends into the game (the loading screen) for 2 sec after pressing p, then it’s back. weird.
anyway, best of luck!
Tried to play the non GLSL version on my MacBook (but in Windows XP) and I can only play for 1 second, than it crashes.
Updated the linux version to not to use gettext and some others, please download and test! 🙂
@Pappenheimer, blenders shaders are less efficient then crystalspaces, since they are from blenders internal renderer ported to GLSL. Blenders shaders are big enough not to run on some older cards.
The options menu we have in the final game lets you remove ramps and shadows, while still compiling nice looking shaders.
I downloaded the win32 unzipped and ran it.
It crashed, what follows is the text in the file that windows collect to be sent.
yep, it worked fine (no glsl cause laptop’s gpu=intel) under linux (had to use alsa oss emulation though, dunno why) the only thing i noticed is frankie’s face with garbage randome colored pixels
also tested (glsl version) under win32 (xp) but it crashed (probably cause pc is quite old, ram = 256, graphics = nvidia 6200fx) it shows startup screen and stays there for a while, then the visual studio debugger tells about some fatal error and program dies…
@venomgfx
I checked the output from command line. Turns out I had a joystick plugged in. It seems that if you have a joystick plugged in, the keyboard controls won’t work (the joystick doesn’t work either…).
@ erick: doesn’t really help if you just say it crashes, can you give us more info? gfx card, OS, if you tried GLSL or non GLSL version…
@ BCU, can you give us an screenshot about frankies colored pixels? that sounds weird, for the win32 i would suggest to use the non-glsl version.
@ deasil: in the final game there is support for joystick (I’ve been playing and is very fun, really feels like a game! : ), this is only a demo.
@venomgfx
Joystick support is good, but in the final game can we still use keyboard even if we have a joystick plugged in? Right now having a joystick means no keyboard control at all. I have Thrustmaster foot pedals plugged in for non-gaming accessibility reasons, and it would be inconvenient to need to unplug them every time I play the game.
Something different: knocking a creature into the lava causes a never-ending loop of lava splashes, which quickly bogs down the framerate.
here is the random pixels image on frankie’s face
http://img182.imageshack.us/my.php?image=93402308ul6.png
I tested with MacOX leopard with the source package and with GLSL activated and all was working, in fullscreen mode. Same hardware as comment #2. But, as Ton said, no sound in the game.
Sorry for that I paste a xml file but it didnt show.
I tried both version the GLSL and Non GlSL
After I ran it the music starts but it comes out the microsoft window saying it crash and if I want to send a report, I was able to found the files generated by windows but I cant cut and paste.
Is there a way that I can send those files to you?
Regards
Sorry my machine details
Lap Top D620
Intel CPU T2300 @ 1.66 GHz
.99 GB RAM
Microsoft Windows XP
Professional
Version 2002
Service Pack 2
I’m trying the 32bit GLSL version on kubuntu 8.04 and a Nvidia 8600. The splash screen loads but then it quits with a segmentation fault.
http://pastebin.ca/1203074
Using Ubuntu Hardy, P4, NVidia GeForce 7300, running Compiz.
With GLS is not working but NO-GLS is working fine.
Here’s the error on the “With GLS”
http://www.filedropper.com/yofrankiedemo1glsllinux32
Here’s the system-info that may help
http://www.filedropper.com/system-info
Runs smoothly and I noticed that for my system at least the game engine runs at different speeds depending on what i have going on in the background. I can lose about 20% or more performance if I have my internet browser open in particular. I haven’t tested it with this demo so far, partially because if I were to close my browser right now it would make sending you this message a bit trickier to accomplish atm. Also, because I’m not sure of how to get the fps to display. I tried opening the game data blend and pressing P with my cursor over the loading image, but it will not run from there, but it runs fine from the executable.
If I don’t comment about it again, assume that the runtime performance is NOT affected so much by other programs such as internet browser.
thanks guys!!!
Q6600 2.4
4GB RAM
32-bit XP
8800GT
GLSL isn’t work for me and I’m sure my card supports it. It’s a Radeon 9600 Pro 256MB RAM. Running Windows XP SP3 here.
The game looks like this. http://i37.tinypic.com/9sufbk.jpg
Beautiful work on this game,it work fine on my 64 win pc with no errors.now
wait on blender 2.48 releases – great job !!!
pretty–freakin–sweet, gentlemen!!
non-glsl runs really well, glsl seems to slow down after 1 min. or so (?)
Using Fedora Core 8 on AMD Athlon XP2400 — 2 GHz, 1.25 GB RAM,
Nvidia GeForce 7600 GS 512 MB
time to go back and stomp a few more rats 😀 Ciao!!
Great work!
“GLSL, 1.1” works (Ubuntu 8.04, Intel GMA X3100, Core2Duo 2GHz, 2G RAM) but unfortunately very slow, “NO GSGL, 1.1” is running faster, but after a while the frame rate gets very slow. Altogether it’s still too slow to play :-/
@frank_me, the slowdown seems to be specific to that level which has not been tested as well as the larger more interesting levels, which I have played for over an hour without any slowdown.
@deasil, probably wont make joystick option for release, if its plugged in, its used.
If you wanted to disable permanently on your system, its very easy to change, longer term this should be an option.
32 bit
/home//Bureaublad/yofrankie_demo1_non-glsl_linux32/yo_frankie: error while loading shared libraries: libopenal.so.0: cannot open shared object file: No such file or directory
Muis, you’ll have to install OpenAL on your system. most distributions would have packages.
@ crazybus
You can solve that problem by installing a newer graphic cards driver. The package is called nvidia-glx-177 and is available in the Ubuntu 8.10 package sources. I use that package with Ubuntu 8.04 and had no problems so far.
the game runs greait, exept it constantly slows down the longer you play it.
arch 32.
win xp 32 bits
celeron 900Mhz
Nvidia Geforce 2Mx
hi
the game runs ok here (a bit slow anyway.. its an old machine)
i’ve noticed a rat is stupid, it goes into the first right lava puddle and dies
when frankie has clung to a rock edge with his hands after jumping, you have to press the up key a bit to strong/long to make him stand up on the rock. A simple up keypress with no duration or not wait for the key to be released would be fine.
when frankie dies, everything slows down (what’s happening is more cpu intensive maybe) and it’s annoying, like in all games anyway. maybe there should be some indication on the screen right away, such as a “Back to menu” to menu showing up while frankie is dying and the camera turns around.
BGE version with GLSL support (on MSWindows XP, AMD64 X2 3,8 GHz with an MSI 7950GT Envidia GPU) runs much smoother than CS version. Awesome lava effects and evil rats are doing their best to keep me entertained.
Squirrel doesn’t jump on space key, though.
Keep up the good work !
😀 Wolfram, look into the readme – there’s much more than just jumping! 😉
@Campbell
I have Ubuntu with openAL version 1.3.253-4ubuntu-1 installed.
I tried the Linux 64bit version on my Kubuntu 6.06, but my glibcxx and glibc are to old for this compilation of the player, it seems: http://pastebin.ca/1203221
It runs fine though when I open it in my self compiled Blender from trunk, revision 16492, on a GeForge 7600 GT, nice framerate, GLSL on, great work!! 🙂
I can see the splash screen and then there is a segmentation fault.
Using Linux 32 bit kubuntu hardy (nvidia-glx-new; Version: 169.12+2.6.24.13-19.45), Q6600, Nvidia 7950GT.
output: http://pastebin.com/m5108a38d
similar errors with blender apricot builds. Seems to be a bug in nvidia driver (said Brecht). Is there no workaround?
By the way, I used the GLSL version and the binary that was shipped with the tar.gz
Didn’t find a new build at graphicall.org. Where can I get one (there was only one for 64bit linux). Do I have to use an apricot build or are the new features in trunk by now?
Ubuntu 8.04, Nvidia 8400 GS
GLSL version works fine for me.
I tried to jump on one of those rocks and then frankie was hanging in the air.
[IMG]http://i33.tinypic.com/1yjtp1.png[/IMG]
It’s a great game!
@ hessiess, we found the reason of the slowdown, will fix and make a new version soon.
@ myselfhimself, woow working in a celeron 900mhz with a geforce 2 MX? that’s nice to hear! 😀 I’m glad you could test it in that computer, and thanks for the gameplay suggestions, we will take them in count.
@ wolfram, very glad you like it! 😀 please check the yo_readme!.txt file there since it tells you the controller keys and some hints.
@ Sanne, no binary? well playing from inside blender doesn’t slow down actually, so the game experience is the same. Nice to hear you can actually play it in smooth framerate 😀
@ jonny, we don’t use apricot branch anymore, since all the changes we need for running the game are in trunk now, and even more changes!, the apribranch got a bit deprecated already.
@ erik, upss forgot to add the “slip” and “ground” property to some rocks, you can do that too if you want! 🙂 , the rocks are in /props/rocks.blend , enjoy modding! 😀
Just wanted to thank you all people! you’re giving us very important and valuable feedback, we already released a 1.1 version of the linux binary (with some libraries fixed)!, and we will be preparing new ones to fix slowdowns, and to include all the fixes from Blender itself.
Thanks again! keep playing! and start modding! 😛
The non GLSL windows version crashes 3-4 seconds after initialisation. During the 3 second gameplay i notice smooth gameplay 🙂
HP compaq nx7400 1gb ram, centrino duo
worst integrated intel graphics chip ever
good luck!
Yeah!
Played the MacIntel build all day yesterday (non-GLSL) – lotsa fun 🙂
Woke up this morning and dl’d the new shiny GLSL build. So awesome! Love the lighting from the lava.
Run smoooooth on my MacPro (8800GT)
Can’t wait for the full game!
@venomgfx: that answered only the question with lowest priority for me 🙁 . What about my other questions? 😉
Okayy, I tried nvidia-glx-new-envy in hardy and now it works! Smoooth! Great! Thanks to: Flo 05!
My output (some warnings): http://pastebin.com/m3d28d13e
Fails on Ubuntu 8.04 (1.1 build) http://pastebin.com/m1c9c46f9
More infoi: just GLSL 32 build, nonGLSL runs. but I’m sure my card can handle GLSL.
@jonny, not any shader error is a bug in NVidia’s driver, I never said this one was
No idea what is causing this “”GPUShader: linking error:” problem yet. I’m trying to fix it but no luck yet redoing the error on linux 64bit or windows.
For anyone compiling their own Blender and having this error: can you try doing an svn update and running the game (the .gamedata.blend file in the package) in blender/blenderplayer with the -d option for debugging, and putting the output in pastebin. This could give me some more information on why this happens, thanks!
Venomgfx, the same error here with the GLSL version for gnu/linux, results using gdb:
http://pasteall.org/2429
Pentium 4 with HT 3.0 Ghz
1 Gb RAM
nVidia 7950 GT 512 MB VRAM
GNU/Linux Kubuntu 8.04, last propietary drivers (I don’t see any update)
I only say in Windows XP (same PC) the demo run perfectly, I think the crash is for linux driver… But I can use GLSL Mode in blender (on linux), using spot with shadows, ramps, etc.
I hope you guys find the error.
The version non-glsl run just fine, smooth with good framerate:
http://pasteall.org/2430
See you soon.
An automated benchmark / frame-rate monitor mode would be ideal for Yo Frankie!
Cheers,
Michael
@Brecht: There was a forum entry in some forum, where someone pointed out that you have said, that this is a driver problem. So it might be a fairy tail that has grown and ported from one problem to another ;). Anyway it seem to be a driver bug, since the problem vanished with another driver. nvidia-glx-new is driver 169… and nvidia-glx-new-envy is 173…
So for me problem is SOLVED! 😀 I’m lucky.
@Brecht: Unfortunately, I don’t know where I found that entry, but it was an answer to a question with similar output than mine (GPU Shader: linking error) (not from the yofrankie executable, but with an apricot build and the sources of the svn repo a while ago…). So there was a direct link…
@Brecht: I put the results using gdb on the post # 57 (awating moderation).
Here is the result with -d option:
http://pasteall.org/2431
Linux version worked perfectly… but for Windows I tried it and was unable to move using keyboard. Probably this is related to the Catweasel MK4 I have installed (it registers game ports which are active). Something about the Catweasel for people who don’t know what it is: http://amiga.think42.com/news/news99_e.htm
Thank-You, Thank-You, Thank-you and… Oh Thank-You !
The BGE Yo frankie version is much better than CS version. A real big difference. What happened with CS version?
Frankie moves like he is drunk. I have a gamepad with analogstick, but he seems to can only move in 8 ways. And I could not figure out how to run. Sometimes he did suddenly run. I didn’t press any button I haven’t pressed before. Strange. The death animation when falling into the lava is *much* to long (gets annoying) and you should be able to climb up an edge pressing jump (because that’s how it works in all the other games). And I got stuck in a hollow tree trunk and behind some small roots (you should be able to just walk over them but not even jumping worked).
However, keep up the good work! 🙂
PS: I used Linux 32bit with GLSL.
@Fabio Luiz: The CS version it’s a secret, the team only released a old versión and telling us is new…
Oh guys, I believe was a joke… right?
this is awesome. i can’t wait for the tutorials. this project was exactly what the BGE needed!
hi! Woooow runs great!!! Geforce7600GT
thanks for your impressive work!
compiling the new builds, is this the right place?
https://svn.blender.org/svnroot/bf-blender/trunk/blender/
thanks, moerdn
Thank you very much for these demos.
They run quite smooth in Debian/GNU/Linux-64(lenny), gfx7500LE
Hey great work guys.
Tested both the GLSL and non-GLSL.
non-GLSL:
Very smooth, very playable, worked great. Threw a couple of acorns at some rats, and it worked fine.
GLSL:
Slow frame rate. Not exactly playable. I wouldn’t expect so with my hardware though.
My hardware:
Intel 965GM x3100. Intel Core 2 Duo – 1.8Ghz.
An Intel soundcard, not sure the model, but sound was perfect.
Both on linux32 BTW
works fine on OSX but without sound yet…. now i going to test the GLSL version! on the otherside i have a problem with libgettext.. on ubuntu 8.04 but i doenst try the updated version yet!, downloading now! thanks for all your efforts!, it’s going to be a great game! 😉
Awesome job runs perfect on Win32 xp home edition version 2002 sp2, GeForce 7900 GS with the exe and blend using a very recent compiled Blender.
Ok got the source..
Tested also on Ubuntu 8.04 Geforce 8600M GT and intel core2 duo 2.4GHz, with both modes, works well!
Hi Brecht,
It’s still time to report bug : http://pastebin.com/m21c20711
I have a segfault error with an ATI X1600 in Ubuntu Hardy with a self compile build (15 september). This error don’t occur when i disable Extra Texture.
Good work for all the team, i have play with it and it’s fun.
Regards
_Po_
win32 no glsl crashes here also after 5 seconds – Intel Pentium 4, Intel 865G onboard, 512MB.
Tested on OSX Intel (MacBook Pro, couple years old). Mostly, this demo runs beautifully.
Graphical glitches/oddities:
– Saw some half-transparent rectangles instead of proper shadows for some sheep.
– Mice appear to have no shadows at all, but Frankie and his shadow look excellent!
– Odd cliff texture stretching (a la PS1, rotate the camera and the texture slides out of place) above the nearest plateau to the starting point (has a sheep on it, go up there and turn near the wall)
Crashes:
– Lava splashes choke up the framerate, several simultaneous splashes crashed the game. (easy to dupe)
– I threw a sheep and it managed to get most of the way through a solid rock wall, after which the game crashed. (can’t dupe reliably)
The look of the game is really great, and even with the placeholder BGE controls it’s quite fun to mess around. Well done everyone! These last bits of polish are gonna be hell I’m sure, but the game’s really shaping up. Excellent, excellent work.
Run like a cat on opensuse 11/64 with Nvidia GeForce 8600 GT
Thanks a lot for this demo until i waiting the dvd is in my postbox. 🙂
Mib
does not work on Ubuntu intrepid ibex 🙁
sorry for the double post, but here’s my lava-splash crash report:
http://pasteall.org/2432
By the way…
How do you do to make a executable without show the console on windows version?
Tested on Windows XP SP2 with a Nvidia 7900GX2 , recent drivers
The game runs good, but i also have the white textured Frankie effect.
When I open the files in Blender (latest build van graphicall.org), i see the correct shading.
But when i press P, the textures turn wrong…
Same on Windows 2003 with Nvidia Quadro 570 ,recent drivers.
The previous demo blend files from SVN worked fine in a Apricot branch Blender
Bit of logging:
This is repeated while loading the level:
GPUShader: linking error
fatal error C9999
there’s also a sound that didn’t load, but forgot to write it down, sorry
@brecht: I made some time ago a bug report at the nvidia forums:
http://www.nvnews.net/vbulletin/showthread.php?t=116531
Tested on Pentium 4 HT 3.0 Ghz (in my office)
Crappy Integrated Video Card… Intel 82915G/GV/910 GL
512 MB Ram
Windows XP SP2
Non-GLSL Version
The game crash, after the splashscreen.
http://pasteall.org/2434
Only run once, but after 20 secs the game crash.
Test in Ubutu 8.04 32bits
Error, GameLogic failed to import GameLogic.globalDict will be lost
unable to initialize image(0) in MAsky, image will not be available
GPUShader: linking error:
Fragment info
————-
(337) : warning C7011: implicit cast from “vec4” to “vec3”
(337) : error C1113: actual parameter #2 must be same type as formal out parameter (“param1”)
(338) : warning C7011: implicit cast from “vec4” to “vec3”
(338) : error C1113: actual parameter #2 must be same type as formal out parameter (“param1”)
(340) : error C1105: cannot call a non-function
(341) : error C1105: cannot call a non-function
(344) : error C1113: actual parameter #1 must be same type as formal out parameter (“param0”)
(345) : warning C7011: implicit cast from “vec4” to “vec3”
(345) : warning C7011: implicit cast from “vec3” to “float”
(345) : warning C7011: implicit cast from “vec3” to “float”
(345) : error C1113: actual parameter #5 must be same type as formal out parameter (“param4”)
(347) : error C1105: cannot call a non-function
(348) : error C1105: cannot call a non-function
(350) : warning C7011: implicit cast from “vec4” to “vec3”
(350) : warning C7011: implicit cast from “vec4” to “vec3”
(350) : warning C7011: implicit cast from “vec4” to “vec3”
(350) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(351) : error C1113: actual parameter #1 must be same type as formal out parameter (“param0”)
(352) : error C1113: actual parameter #1 must be same type as formal out parameter (“param0”)
(353) : warning C7011: implicit cast from “vec4” to “vec3”
(353) : warning C7011: implicit cast from “vec4” to “vec3”
(353) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(353) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(353) : error C1113: actual parameter #5 must be same type as formal out parameter (“param4”)
(354) : warning C7011: implicit cast from “vec3” to “float”
(354) : warning C7011: implicit cast from “vec3” to “float”
(354) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(355) : warning C7011: implicit cast from “vec3” to “float”
(355) : error C1113: actual parameter #2 must be same type as formal out parameter (“param1”)
(356) : warning C7011: implicit cast from “vec4” to “vec3”
(356) : warning C7011: implicit cast from “vec4” to “vec3”
(356) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(357) : warning C7011: implicit cast from “vec3” to “float”
(357) : warning C7011: implicit cast from “vec3” to “float”
(357) : warning C7011: implicit cast from “vec3” to “float”
(357) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(358) : warning C7011: implicit cast from “vec3” to “float”
(358) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(359) : warning C7011: implicit cast from “vec4” to “vec3”
(359) : warning C7011: implicit cast from “vec4” to “vec3”
(359) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(359) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(360) : warning C7011: implicit cast from “vec3” to “float”
(360) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(360) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(361) : error C1113: actual parameter #2 must be same type as formal out parameter (“param1”)
(362) : warning C7011: implicit cast from “vec3” to “float”
(362) : warning C7011: implicit cast from “vec3” to “float”
(362) : error C1113: actual parameter #3 must be same type as formal out parameter (“param2”)
(363) : error C1066: invalid type in type constructor
(363) : warning C7011: implicit cast from “vec3” to “float”
(363) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(364) : error C1066: invalid type in type constructor
(364) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(365) : warning C7011: implicit cast from “vec4” to “vec3”
(365) : warning C7011: implicit cast from “vec4” to “vec3”
(365) : warning C7011: implicit cast from “vec4” to “vec3”
(365) : warning C7011: implicit cast from “vec3” to “float”
(365) : error C1113: actual parameter #5 must be same type as formal out parameter (“param4”)
(366) : warning C7011: implicit cast from “vec3” to “float”
(366) : warning C7011: implicit cast from “vec3” to “float”
(366) : warning C7011: implicit cast from “vec3” to “float”
(366) : warning C7011: implicit cast from “vec3” to “float”
(366) : error C1113: actual parameter #5 must be same type as formal out parameter (“param4”)
(367) : warning C7011: implicit cast from “vec3” to “float”
(367) : warning C7011: implicit cast from “vec4” to “vec3”
(367) : warning C7011: implicit cast from “vec4” to “vec3”
(367) : error C1113: actual parameter #4 must be same type as formal out parameter (“param3”)
(368) : error C1066: invalid type in type constructor
(368) : error C1066: invalid t
Falha de segmentação
@Brecht: I’m having the GPU linking error, or rather it seems some shaders don’t compile.
I have NVIDIA QUADRO FX1500, I was told equivalent to the GF7900. I was previously able to run the first demo as well as the OpenGL benchmark file that you published.
The complete output when running blenderplayer -d with the yofrankie .gamedata.blend is uploaded here:
http://www.elubie.de/blender/yofrankie_output.txt
hope that helps!
Hey I was able to play with the non-GLSL but I want to go to the game setting to activate normal mapping at the very least but can’t find it. Where is the game menu?
I have windows XP SP3
3.06 GHZ
1 GB Ram
ATI Radeon 9700
it played nicely and like most people I experienced the slow performance for a certain time and then it came back to normal again.
The thing i noticed that happened to me sometimes is when I wanted Frankie to jump to the left platform to reach the bridge in the corner just next to the stone pillar , while jumping he quickly shifted direction. Bloody hell reaching the other side of the bridge was freakin tough I died sooo many times but it was interesting nonetheless I was surprised by how small the texture files are.
The game is working fine with GLSL in Windows XP. May I suggest a new move? pressing down arrow twice to face backwards fast! I find it tiring to manually rotate 180 degrees 🙂
Also, the gliding mechanism isn’t good. You need to review it. How can I glide forwards without facing the ground?
win32 with and without glsl start gameplay, yet the controls don’t work, can’t move, jump or kick so frankie is slaughtered by mouse.
using build16527
core2duo 6320
gf7800gs
2g ram
cheers
plays great
YO! Work OK & smooth here, both 64bit Linux versions! YO!
My system:
CPU: Pentium D 3.40GHz; cores: 2
RAM: 2GB
GPU: nVidia GeForce 7600 GS
OS: Ubuntu 8.04 64bit
YO!
Take note…
I play the game in wire mode, throw a sheep and I see the mesh don’t dissappear.
All the black area is from the splash mesh:
Examples:
http://hosting.deimagenes.com/imagenes/6e3d05e1f1cfbfc342063e2cfc17fb2f.JPG
http://hosting.deimagenes.com/imagenes/a0fc151bf915af60d9b113c0d54eb289.JPG
http://hosting.deimagenes.com/imagenes/3388c24f56fefe861d1c68cedc7ccdbf.JPG
C ya!
…parallel port joystick driver was still running, works now.
Linux 32 bit no glsl works good on Ubuntu 8.04 HP6710b laptop with integrated intel 965 X3100 graphics.
I only noticed minor periodical slowdowns, but it is playable. I haven’t tried GLSL version as 965 glsl support is coming in the next version of Mesa driver.
Actually the demo is pretty good, I messed with it for an half an hour till I inspected every corner… I don’t understand why does the lightning strike Frankie when he kills a sheep?
I know this is a tech demo but I will report this anyway – once I saw lava splash in the middle of the grass platform, it was kinda weird.
Good job everyone! 😀
To save the runtime dosend work for me.
opensuse 11/64 bit
Greetz mib
It works!
My System:
Intel T1500 1,8GHz
3GB RAM
VIA Chrome9 On Bord Graphic
Flying is so cool, once you master it you can fly through the whole level.
Tip: Do not hold UP, balance UP and DOWN until you get parallel to the ground… there you go.. slowly gliding.. 🙂
GLSL and non both Work great on my 32 bit Vista computer. Nvidia quadro 110 VNS M
I’ve committed a fix to svn that appears to fix the “GPUShader: linking error:”, working around an NVidia driver bug (169.x has the bug, in 173.x it is fixed).
http://lists.blender.org/pipermail/bf-blender-cvs/2008-September/015748.html
@mib2berlin: saving a runtime requires the blenderplayer to be built and the same directory as blender. At least in scons this is not enabled by default, setting WITH_BF_PLAYER=’true’ in user-config.py builds it. Make should have it enabled by default, cmake doesn’t have it by default, needs to have WITH_PLAYER set to ON in the configuration (e.g. running ccmake).
Some people reported crashes but did not mention their graphics card and 32/64 bit, please mention those as well since they usually make a difference. Also, ATI Radeon 9×00 are unlikely run the GLSL version well – they don’t support enough instructions for the shaders so it will either fall back to software or fail.
It’s not quite comfortable to have m, n and spacebar as the action keys. It doesn’t feel like a natural position for the left hand. How about s, d and f or something on the other side of the keyboard ?
Non-glsl version works fine on Xubuntu 8.10 with a Geforce FX 5200. GLSL version is unplayable slow, but since the non-glsl version also looks really nice and plays pretty good (I use a gamepad) that is nothing I really care about.
Will you guys compile a version for the Pandora? (Linux handheld with an ARM-processor etc…)
Playing Apri…YoFrankie on the go would be really awesome.
(I’m French sorry for my bad english) I have a Macbook pro and an internal sensor is considered as a joystick… How can I use the keyboard instead ?
Thanks Brecht, with WITH_BF_PLAYER=’true’ it works.
🙂 🙂 🙂
Darn it!! Why does this always happen to me??
I’m running a up-to-date Vista on a HP machine (Intel Quad core, 2GB, Nvidia 8600GT)
When I launch the program, I get the following output:
http://users.telenet.be/UglyMike/Frankie/fankie.png
Input works OK, frame-rate is great, the rat creature is correctly textured, but that’s abut it….
I’m also playing Bioshock on this machine without any issues…
Any iidea?
i get an error with the recent debian testing version:
./yo_frankie: error while loading shared libraries: libopenal.so.0: cannot open shared object file: No such file or directory
after creating a symlink from libopenal.so.0 to libopenal.so.1, yofrankie runs
maybe the solution would be to script a fallback solution with the symlink in an extra directory using LD_LIBRARY_PATH.
the problem occurs on x86 and amd64 debian testing systems
ps: i think that such libs should be delivered with the yofrankie package! you cannot expect, that everyone has this library installed.
pps: you did a great job!
works real nice on gentoo/~amd64 (A64 4200+, 2GB RAM, GF 8600GT)… I had to install freealut btw.
It looks great but I have few sugestions for the controls.
It would be great to use WASD + Mouse instead of the current setup. Just the way the new Prince of Persia games for the PC are.
Tested version 1.1
Runs Nice!
Tried the glsl-Version on an iMac Core2Duo 2.6GHz, 10.5.3. Doesn’t work. When I run the app it maxes out one core at 100% and it shows the level at about 1 frame every 3 seconds. After a minute it crashes.
GSGL WFM on Ubuntu 8.10 amd64 on r500 hardware using the open ati driver (from xorg-edgers). I’m sure you already know this, but its pretty easy to squeeze outside the level.
Well, the demo worked out of the box on Win XP Pro 64 bit, and the framerate, while not great, is playable (Geforce GS 7600, Athlon X2 2 GHz)… when facing the level, it’s around 10 fps. Doom 3 gives 30 fps at “everything and their grandmother” settings though 🙂
The controls are VERY odd. Did any of you ever play an actual commercial FPS? I would at least recommend Shift for running, and the jump key for climbing up an edge.
Concerning sounds: The “fall to the ground” sound is way too loud and especially bassy (the squirrel doesn’t weigh a Ton!). The “picked up a nut” sound is also far too loud. The ‘screaming squirrel in lava’ sound sounds like recorded with a $5 microphone at 11 kHz. The background music is not overly fitting for my taste, but well. It’s a demo after all 🙂
Bye
Very nice! i’m surprised but delighted you guys still keep working on it, instead of just slamming it on a dvd and call it done! Take your time, tweaking it like this you can still meet your initial target of releasing a pro quality game.
How do you get to the menu? this is usually the escape key.
Will the game be fullscreen? some simple dialog to set this would be nice, or otherwise in the game menu for the next startup.
a ‘mouselook’ option would be great indeed… being able to look around on the spot, so you can see where you have to go.
i suppose the sounds are not final yet? that pickup sound… i thought something went wrong with my pc…
building blender so i can investigate it further…
GLSL Version is dieing with a Segmentation Fault on my Hardy.
Graphiccard is a NVidia 8400GS with the NVidia drivers from the Repo (Compiz etc. working and turned on).
http://pastebin.com/m1b6e474
No GLSL is working fine.
Looks greate by the way.
Keep it up!
Bobby
I HAVE BUG… 32-bit version with GLSL
LINK TO THE BUG: http://wklej.org/id/4477/
On acer aspire 3610, Ubuntu 8.04 the without Glsl version work fine (humm one sheep disapear…) and the glsl version freeze a little.
it deffinetly seemed to be the steering wheel I had plugged in.
I’m starting to get the hang of the controls, but the gliding it so difficult xD
cheers guys, good work!
WinXP P4 3Ghz 1 Gig ram ATI X700
Looks great. Both versions.
Frame rate is good until you throw some sheep in the small lava pool next to the ledge with the tree. Lava keeps erupting (the bones from the sheep keep it going) and the frame rate drops to 3 or 4 FPS.
i cant help myself, evertime when frank fells into the lava and sreems something inside me die´s becouse of that sound ^^
something that might be itneresting: i played it on my macbook pro (with nvidia 8600m) under windows XP, but the windows GLSL demo was runnung without the shader effects
It looks and runs great, the only bug that I can see is that sometimes when you throw something into the lava it just keeps erupting hundreds of times and sometimes the animals will just run into the lava
I have tested on a laptop pentium4 2,4 GhZ running Ubuntu Hardy with an ATI radeon 340m (with free drivers).
NO GLSL 32 bits: The game is playable but become very slow if you throw an object in the lava. The game alway uses 100 % CPU.
I tried the Demo on my Macbook Pro 2,2 GHz, 2gb ram and Geforce 8600 GT, but it seems to me that the whole game is getting slower by the time I´m playing. Generally it is also quite grainy, without all this stuff like anisotropic Filters and Anti-Aliasing.
But the main problem is still the fact, that it is getting slower the time I´m playing and getting further in the whole level.
I´m using Leopard with the newest update. Maybe you guys can tweak a little bit on the performance, it is really a funny game and deserves my full respect.
Great job!!
One of my messages is waiting for moderation… in this post I explain how the mesh that appear when you throw a sheep, bone, nut, rat, etc. don’t dissappear at all. The mesh still exist in memory… you can see it, if you play the game in wire mode.
Yo Frankie! Demo 1 – No GLSL – OSX 10.4 Intel [~32MB] Link not found?
(GLSL) looks great…. when I play the demo it starts out with 30-40FPS and drops down to 10FPS after about 5 minutes of playing. If I fall into the lava again the frame rates jump back up when the game restarts.
-Windows XP
-AMD Athlon 64 Processor 3200+
-2.01Ghz. CPU
-1.5GB RAM
by the way…. Frankie’s eye lids look wet with the specularity…
Looks awesome and the gliding is pretty hard to control
Yo Frankie! Demo 1 – No GLSL (Texture Face Mode) – Windows Work in Intel Mac 10.4 under Parallel!
yofrankie_demo1.1_non-glsl_linux32.tar.gz works fine
yofrankie_demo1.1_glsl_linux32.tar.gz segfaults: http://pastebin.com/md852554
Specs:
Ubuntu hardy x86_32
Geforce 6600gt
Hi Brecht,
add-on to my bug report, i’m on 32 bit.
It’s still time to report bug : http://pastebin.com/m21c20711
I have a segfault error with an ATI X1600 in Ubuntu Hardy with a self compile build (15 september). This error don’t occur when i disable Extra Texture.
Regards
_Po_
text in spanish, sorry
hola, pues decirte que no puedo jugarlo en absoluto…
aparte que me bajaba a 5 kbps (teniendo 3 mbps), me andaba a 1 fps cada 4/5 segundos (si, los conte) en la version 32 bits de windows sin glsl, pero andando en pentium IV 2.66 ghz en ati radeon 9200
Porfa, con este feedback hagan unos requerimentos minimos para este juego, ok?
PD: saben como desactivar el corrector ortografico del chrome? gracias por todo
Update from 126:
glsl version works now, installed nvidia-glx-new-envy and that fixed it.
Have to mention the lava-splash-loop though, on some occasions it slows the game down significantly.
Keep up the good work, this looks awesome =D
Just tried Windows GLSL version. It runs in windowed mode, renders fine IMO, but doesn’t respond to keyboard, except to key.
Hi,found & fixed the slowdown – lava splashes were not being removed, dynamic objects rolled too much and didn’t get removed when hitting lava.
I have tested the Windows version of the Yo Frankie Demo (Geforce 8800 GT, AMD 64 3600+, 3 GB ram) and it runs at 60 fps… until i throw something into the lava, then it will lag to about 22 then stay at about 30 fps for the rest of the time.. I don’t know if that is a glitch but it seems to be caused by when they die and their bodies explode the bones will go into the lava causing 3 or 4 “lava splashes at once”.. but what I do not under stand is when it is all over it should go back to 60 fps not 30. Well thats my feedback.
The GLSL version works beautifully for me.
Running windows Vista
4GB ram
Intel Core 2 Duo T9300 (2.5GHZ)
My only suggestion is a few different lava death actions, there’s only one atm and it gets a little repetitive. (i guess i jump into the lava to often :p)
The GLSL version works fine on Slackware 12 linux (Slax 6.0.7).
Nvidia geforce with nvidia drivers
Just checked game loaded and runs, sound works (however not when other apps are using the device, this is a common issue)
more info available upon request
GX
Hello!
Awesome work, guys!
However, I found a bug: Whenever a sheep by its own accord falls into lava, it makes several splashes which severely lower the frame rate.
Other than that, it works with a billion times more frame rate on my NVidia 8400MGS 32-bit 2GBRAM Dell. Thanks SO MUCH! You all rock.
@brecht: I confirm,,, the version with glsl work now on my PC using kubuntu with the propietary drivers 169….
Only crash once, but I still testing 😉
Both 64b versions work fine, but it’s sharply slowing down with time.
OpenSuSE 11.0, Core2 Duo 1.8 GHz, 2GB RAM, Intel GMA X3100
@Campbell: The sources are updated? with the splash lava fixed? O maybe you can release only the library (.blend), I try to fixed by myself… but I’m lost with all the logics bricks and all the imported files in the game.
If you also like automatic downloads: http://crystalspace3d.org/downloads/YoFrankie/YoFrankieBGE-Demo.xml
Works fine on ubuntu 8.04 64bit 🙂 the only problem is that i had to unplug my steering wheel, because the game wanted to use it instead of keyboard (what’s interesting, i didnt have to unplug my pad as well, so i guess the game only checks first joystick device?)
pretty constant 60fps (Intel Q6600, GF8800GT, 4GB RAM), some bugs:
– when you jump inside the fallen tree, the jump doesnt end (before: http://img82.imageshack.us/img82/1737/zrzutekranu28sy2.png -> after: http://img82.imageshack.us/img82/4923/zrzutekranu29ft2.png screens)
– animals jump into lava from time to time
– once, a sheep that gone into lava didnt die and was constantly causing splashes, which dropped my fps to 20 (screen: http://img82.imageshack.us/img82/9499/zrzutekranu26ff6.png)
anyways, great job, waiting for a demo 😉
@res: Sorry but… http://pasteall.org/2446
I think that build not updated with the glsl fix, by brecht.
Wow…I don’t know other’s opinion but now (slowly) i start to really understand how difficult is to make a game like
this one…
I have an old 2005’s sistem (ATI MOBILITY RADEON X600, Hp pavilion zd 8000) and the game runs smooth without GLSL effects on windows XP.
(Later on, I will test it inside Blender so i can see what graphic features my computer handles).
I don’t even dare to touch this logic bricks before the DVD hit my mailbox. O God! Help me trough the way of logic…
:))
Some locations of the scene are weak points for collision, but hey! This is me, tring to get out the arena for purpose…
And it’s hard to acopplish guys! 😉
The whole level is a game masterclass to me, thank you, i already learned a lot with this files…
Nice to see how do you handle tilling creating this rocks for example, it is just… Fantastic!
Tested on XP on a core 2 duo e6600
GC geforce 7850gt 2 gig of ram
It’s going good but I’ve noticed some slowdown from time to time. Especially when sheeps die.
p.s.: The music is really boring… 😛
THIS. IS. SOFTWARE!!!
The world will know that free men stood against a tyrant, that few stood against many, and before this battle was over, even a god-king can bleed.
Okay, it’s working fine on my system:
Nvidia 8800 GTX (pixel pipelines are handled differently, that may be why)
Nforce 680i sli mobo
Core2 Quad (q6600)
2Gb’s of 5-5-5-16
Windows XP 32bit, Ubuntu 64bit, OpenSuSE 64bit.
OS: Ubuntu Intrepid (Current) x86_64
Hardware: Core 2 Duo 1.6 GHz, X1600, 3.5 GB Ram
Driver: xserver-xorg-video-ati
Version: Yo Frankie! Demo 1.1 – with GLSL support – Linux 64bit
To run the game I had to do the following:
:~$ sudo apt-get install libalut0
:~$ sudo apt-get install libopenal1
:~$ sudo ln -s /usr/lib/libopenal.so.1 /usr/lib/libopenal.so.0
Otherwise the game would complain about missing libopenal.so.0 and libalut.0
The game runs quite smooth, though there are a few graphical glitches (window flashing, background windows “peeking through”). The game considerably slows down after a few minutes to the point of becoming unplayable.
OS: WinXP_Prof
Hardware: Dell Precision Quad Grafik: Quadro FX570
Game Version: with GLSL
Game speed perfect in FullScreen
Shader does not work – plane white Franky
driver vers: 13.12.07
will try it again after driver update!
Hello, it’s me again!, the version in osx with GLSG enabled run too slow on my imac 2.0ghz and 1.5mb Ram i check it out in the GLSL configs and the problem is the shadows, when i disable it the game run in a good velocity. Is there a way to disable it before i play the game in the blenderplayer.app? … the sound still dont work on osx. In ubuntu the game plays great with sound and everything else (without GLSL because my graphic card)
Regards!
Hahahaha… the posibility for change things in the game, are really awesom 😉
A mega-rat!!
http://img77.imageshack.us/my.php?image=instantnea91ac4.jpg
Frankie FTW
hmmm i downloaded both the none glsl and the glsl for windows and the none glsl build runs grate and the glsl runs well but when i look at a sheep it slows way down. i don’t get why it only dose it with the sheep not the rats or environment maybe the sheep AI make it bog? anyway i thought i wold give my input.
CPU:amd64 3700+
GPU:ati x800 pro
RAM:2Gb
Well the glsl version does not show textures. I use win vista sp1 and geforce 8600..
However the gameplay is much more smooth than the cs edition!!
Well my situation has got better by using the no-glsl version of the game.
In the non glsl version most of the texures appear bu frankie and the sheep have no textures!!!
I use win vista sp1 and geforce 8600
Well the texture problem was finally a bug in my unziping utility as it could not unzip all of the files succesfully…
Sorry for messing the thread…
Well problems here again…
Now I have managed to fix the texture problem in the non glsl version but the problem remains in the glsl version..
It appears that it doesn’t work with Windows Vista, does it? =\
I’d like to test it and give some feedback. 😉
great! Unlike the CSE package, this one actually works on my old laptop (Pentium 4, 2.0ghz, 256mb ram, Radeon 7000 mobile with like 32/64mb shared video memory, I know, old thing). Not the GLSL version ofcourse, but the low-fi game actually runs smooth 🙂 Great work 🙂
It is running perfectly on AMD phenom quad with Nvidia 8600GT and 2GB RAM.
Great job so far!
Does not works for me.Using x64 Linux (Kubuntu 8.04.1).It starts, displays load screen and soon crashes.The following appears in terminal:
~/yofrankie$ ./yo_frankie
guessing ‘./yo_frankie’ == ‘/home/sk/yofrankie/./yo_frankie’
argv[0] = ‘./yo_frankie’
Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Detected GL_ARB_multitexture
Detected GL_ARB_shader_objects
Detected GL_ARB_vertex_shader
Detected GL_ARB_fragment_shader
Detected GL_ARB_vertex_program
Detected GL_ARB_depth_texture
Detected GL_EXT_separate_specular_color
Error, GameLogic failed to import GameLogic.globalDict will be lost
read library: lib //../props/bridges.blend
read library: lib //../props/flowers.blend
read library: lib //../props/mountains.blend
read library: lib //../props/mushrooms.blend
read library: lib //../props/pickups.blend
read library: lib //../props/plants.blend
read library: lib //../props/platforms.blend
read library: lib //../props/rocks.blend
read library: lib //../props/signpost.blend
read library: lib //../props/trees.blend
read library: lib //../chars/frankie.blend
read library: lib //../props/arena_ground.blend
read library: lib //../chars/sheep.blend
read library: lib //../effects/fx_blast.blend
read library: lib //frankie_actions.blend
read library: lib //../hud/hud.blend
read library: lib //../effects/fx_lavaEffects.blend
read library: lib //../effects/ashes.blend
read library: lib //rat_actions.blend
read library: lib //sheep_actions.blend
read library: lib //../props/pickups.blend
unable to initialize image(0) in MAsky, image will not be available
unable to initialize image(0) in MAenemyshadow1, image will not be available
unable to initialize image(0) in NoMaterial, image will not be available
Segmentation fault
MSI GX700 Notebook
Geforce 8600M Go
Running Windwos Vista SP1.
Giving no input the GLSL version is running smooth. Jumping,Tailwhip and throwing nuts ist workin properly. But when i try to move with arrowkeys the game is getting unplayable choppie. Using Gamepad (Logithec Rumbepad 2) to move is working expect a constant input to turn to the left. Coudn’t find out what is causing the game to run bad while using arrowkeys. Anyway to change imput to other keys ?
Works very well on my system.
Core2Duo e4300 @ 3GHz
XpertVision 9600 GT
Windows XP Home (SP3)
YoFrankie GLSL enabled: 60FPS (which is only the limit imposed by VSync, I think, so it’s running as fast as it is being allowed to)
Nice work all!
Works fine on debian lenny 32bit.
There are two things: 1) when i am running and new characters are close enough to me to be visible, i can see them appearing on a higher point, and falling down to the ground. It would be nice if they would appear only after hitting the ground, or at least if they would fall from a less pronounced height.
2) I don’t know if the download contains Campbell’s fix on the slowdown, but i am experiencing a slowdown that happens sometimes when stuff is thrown in the lava. The slowdown does not go away , and remains until the game is killed. (No matter in which direction i look). Sometimes it seems like characters that fall or are thrown into lava keep liveing, and later they die (thunder), and them blowing up seems to cause the slowdown. Sometimes when stuff is moveing in the lava (like objects or characters), a splash is moving on top of them.
All in all i am impressed with how well the game works! Good job!
a number of fixes to the game will be in 1.2 (coming soon) 1.1 still has slowdown bug
@Wildfire, next release has static linked openal for 64 and 32bit linux so you wont need the lib on your system.
Works fine for me.. Great work guys..!!
Geforce7400 Go
Centrino Duo 1.8GHZ
1GB RAM
WinXP 32bit
btw.. i tried the GLSL version .. forgot to mention.
P4 3.2
2gb DDR2 Ram
Geforce 7600GT 256mb DRR3
Windows XP pro
game play started to go a little jolty after not playing for a while but leaving it running
other then that all was working fine
Works well for the GLSL and the Non GLSL on my Windows XP 64bit 3 gigs of ram, AMD Dual Core and 8600 Geforce card. I have to try it on Linux next. The GLSL one slows down with the Lava as you guys know about. I am having the problem with the Logitec Rumble Game Pad with a constant walk and turn to the right or left. I forget which. The keys work fine when I unplug the controller. Hopefully the game pad support can be better in future releases. 🙂 😉 Oh having a hard time throwing objects with any kind of accuracy at the rats. I think this is because they are so small. Also with the integrated kick, tail whip, and pickup I am having a hard time picking up sheep and instead I end up kicking them or tail whipping them. Great job guys its totally awesome.
Cheers,
Nate Nesler
It have bug:
When played two sheeps magma in the game slowed down
Hi everyone. I just wanted to let those of us with ATI cards and Windows XP some good news! I just Downloaded and installed SP3 and updated to the latest drivers (ATI Catalyst™ 8.8 Display Driver) for my card (Radeon 9800 Pro) and tested blender’s game engine and found it to be 5 times faster then before; Old 25,000 max vertexes @ 60 FPS, New 125,000 max vertexes @ 60 FPS!
I tried the demos, the “No GLSL (Texture Face Mode) – Windows” works fine, but the GLSL version looks funny. most of the textures are missing. If I disable Lights under the “GLSL Material Settings” everything looks fine, just Franky doesn’t cast a shadow.
hey everybody!
Source Files updated to 1.2 !! fixes for slowdown, HUD, F1 for help, and so on!
for now only linux binaries are available, but we will make versions for window and osx later today.
stay tunned! 🙂
I just tested 1.2 (non-GLSL). The framerate was smooth (>30 fps). (system: PM 1.6, 2GB, ATI Mobility Radeon 9700 (64MB))
I noticed that it’s possible to drop out from the level if you jump to where the broken bridge is. If you guide Frankie there, he will just keep on falling.
Sometimes when you hang from a ledge and control Frankie to go left or right, he just stops at some point even though it should be possible to still move on.
If you jump on certain rocks, animation of Frankie seems to freak out a bit.
I always get an error message when trying to download the OSX Intel version (no GLSL) since yesterday. I read somebody else having this problem…maybe a broken link on this site.
Thanks for help (if any 😉
mr cream: I fixed a typo in the filename of the build. I’ll now recompile the OSX versions and put up new builds too. Check on this website in an hour or so.
thanks a lot
Someone, please answer my question. =\
*Does it work with vista?*
Thanks
@ Samuel (EV): yes, we have reports of people running Yo Frankie under Vista.
you can read the comment #135
“Alex (ADEdge) says:
The GLSL version works beautifully for me.
Running windows Vista”
Thanks,
I extract everything, then open “yofrankie.exe”, it opens up, but I don’t see anything, then 2 seconds later vista reports that it had to be closed.
Need help, thanks. 🙂
1.1 did work for me, however, 1.2 don’t:
$ ./yo_frankie
./yo_frankie: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.9′ not found (required by ./yo_frankie)
I’m using Fedora 8 with latest updates.
$ uname -a
Linux panzi 2.6.26.3-14.fc8 #1 SMP Wed Sep 3 03:40:05 EDT 2008 i686 i686 i386 GNU/Linux
@Samuel, there is a bug in NVidia drivers (169.x version) that we will have a workaround for in version 1.2, which might be what is causing problems for you. Also to everyone, if something does work, always mention your graphics card, it’s usually what makes the difference so we need that information to investigate.
Great! 😀
Thanks, I can’t wait to test it out. =)
When do you think it will come?
EV
@ Samuel (EV), please read comment #170 =)
hint: the orange-highlighted comments are made by the Yo Frankie! team.
Just tested the new NoGLSL Version 1.2 32 bit Linux version on Ubuntu on an AMD Athlon XP 1500,
Nvidia NV5 (Riva TNT2 Pro with 32 MB memory). Runs smoothly and makes much fun to play.
Congratulations! This really rocks !
Sweet! Version 1.2!!
Why the bones still exist when them fall in to the lava??
http://img502.imageshack.us/my.php?image=instantnea93oq8.jpg
=P
@ Wolfram, woow AthlonXP 1500 and nVidia TNT 32mb!, that’s very good to hear, im so glad!
@ madman, si pero por cuanto tiempo? hice exactamente el mismo test aca en mi compu =), desaparecen despues de unos segundos
Tested both the GLSL and the non-GLSL both 1.1 and 1.2 on linux32 (ubuntu 8.04)
1.2 non-glsl is slower than 1.1 non-glsl
however:
1.2 glsl is faster than 1.1 glsl
@ venomgfx, pues creo recordar que fue más de unos pocos segundos… hasta salieron rodando del plano que esta hasta el fondo. No sé con exactitud… Voy a testear en mi old pc (Duron 1 Ghz, 512 Ram, Ubuntu 8.04) 😉
@ madman: si? estás seguro? lo probe varias veces aca, fijate en props/arena_ground.blend, ahi hay un planito abajo del todo que tiene una propiedad killx1000, deberia matar todo lo que toca, en el caso de los bones pasa despues de unos segundos. si en ese archivo tenes el planito abajo del nivel, entonces esta actualizado.
Oh great! =D
I can read Spanish, I just can’t write it so well. 🙂
But please, if you can, english…
v1.2 runs; like v1.1 did! (nvidia 173.x) But there’s something I didn’t recognize in v1.1: Sheeps and rats run into lava on their own (one sheep fell from a really high place while I was on a lower place not any near to it…
@ Samuel (EV), sorry. (anyways the comment starts with: “@ madman” so is clear i’m talking with him, and it was about something in particular not really general).
Is not easy for everybody to speak/write in english, specially needing support, for a lot of people is easier to talk in its native language to express themselves better (and is always best for them to have support by me in spanish since i’m a native spanish speaker).
@ Samuel (EV): I can read English, I just can’t write it so well, but please, if you can, Spanish 😉
Ok, I’m talking about the bones… apparently not disappear when fall into the lava. But I checked again… and venom is right, dissapear after 10 seconds.
Now, I will hope the team release a huge amount of tutorials in the DVD.
oops, there is one bug, just delete phrase:
“Pick up and Throw Sheeps: get close to one.. and kick it! then put yourself below it while is in the air, then Frankie will automatically grab it, press Space Bar to throw.”
./yo_frankie: /usr/lib/gcc/i686-pc-linux-gnu/4.1.2/libstdc++.so.6: version `GLIBCXX_3.4.9′ not found (required by ./yo_frankie)
My gentoo system doesn’t like version 1.2
1.1 worked fine. 🙁
@Campbell: Confirmed, Version 1.2 works fine without having the libraries installed 🙂 Didn’t notice any slowdowns so far.
I was able to turn Yo Frankie! into a flight simulator though 😉 I killed a (wounded) sheep by throwing it onto the ground, then walked up to it and fell through the scenery. Frankie kept falling down and I could get him into flight mode by tapping m twice. I was able to reproduce the issue a second time, walking “into” the sheep as it fell over. Would be nice to have some kind of auto-reset of position once you leave a certain boundary.
Venomgfx, Ton, Campbell
– The game is more beautiful in the window working blender
in the executable:
– The sky is shown
– bump maping textures are more visible
– the intensity of contrast (light / dark) and the
color are more intense visual
– The texture of lava has no animation, this is the last
versions of blender that prevents this. I have this problem with
the plug script that UVscroll works perfectly with the
version 2.46 of Blender SVN 16,075 but not with Apricot
Release of blender-2.47 SVN 16527.
– The employee for taking items acorn, apricot, bone,
did not fit me seems he environmental context
bucolic, rather j’entendrai sound from the same area
objects items, a more acoustic and not a
music synthesizer.
– I find it unfortunate not to have Mouse
for the freedom of high and low light. With the directional keys
keyboard have lost the freedom to access the landscape in his
spontaneous immersion and its beauty.
– Small note:
It is frankly funny to see an item apricot
who chew chewing gum nervously
The game is generally quite fluid:
Configuration:
Micorsoft Windows family XP Service Pack 3
AMD Athlon ™ 64 Processor 3200 2.01 GHz
3GB RAM
NVIDIA GeForce 8600 GTS 256ram
Thank you to you all for apricot this work is really beautiful!
Game works good, no slowdowns or crashes
My Laptop Specs:
Compaq V3000
Ubuntu 8.04 (hardy)
Kernel 2.6.24-19-generic
Core Duo Genuine Intel(R) CPU T2250 @ 1.73GHz
Memory 1509 MiB
Graphics : Intel corp Mobile 945GM/GMS, 943/940GML Express integrated Graphics (rev 03)
Sound: Intel Corp 82801G (ICH7 Family) HD audio
Thanks
Windows binaries for 1.2 are up!
GLSL version tested and it works flawless.
Pentium D 805 2,66GHz
GeForce 7600GT
2GB DDR2
Arch Linux
Kernel 2.6.26
Macbook Pro
OSX 10.5.5.
Radeon X1600 : 128MB
1. The nun glsl versio 1.2 is running well.
2. The glsl version 1.2 is rendering nearly all surfaces except lava and grass with unshaded brown. I think my graphic card should be able to run glsl so this is a bug. Am i right?
@Martin: some graphics cards have limited number of instructions so they might fail to run the shader, though I would expect the card to fall back on software rendering on Mac at least (though this isn’t always reliable). It would help if you could run the game from the console with the -d option and put the output in pastebin.com, thanks!
Installed on Ubuntu 8.04 on HP DV2310CA laptop. non-glsl version. Seems to work great. Things noticed: Picked up rat on bridge level . . . invisible rat! Have screenie of Frankie with his hands up. 🙂 Also, some rocks and plateaus on the edges don’t have landable surfaces. Frankie will stop descending as if he’s landed, but continue to wave his hands in the air and slide along the ground as if he’s falling.
Installed on Win2K on older custom PC, non-glsl version. Gliding seems harder. Odd crashes direct to desktop. Will continue to test. GLSL version will not run.
Installed on WinXP on older custom PC, non-glsl version. Works fine. Haven’t fully tested and have yet to test GLSL version.
Suggestion, thermals off lava to increase glide height at strategic points.
Statik
The glsl version 1.2 has still the same textures problem with my vista sp1 and geforce 8600 gs
The non-glsl 1.2 version works great though…!
Tried the GLSL version on the laptop. Way too slow. Looks good tho.
Noted that the health indicator on the HUD disappears often and then you don’t know how healthy Frankie is.
Statik
P4 3.2
2gb DDR2 Ram
Geforce 7600GT 256mb DRR3
Windows XP pro
everything is working heaps better with the new update and the peach pickups are working and everything and what not
Acer Aspire 5610 ; Intel Core Duo 1.66GHz ; Intel 945GM
Ubuntu 8.04 (Hardy Heron)
GNOME 2.22.3 (Ubuntu 2008-05-30)
Linux 2.6.24-19-generic
Everything works fine here ! Great job !
Blender svn 16592 crash if i use .gamedata.blend
Detected GL_EXT_separate_specular_color
read library: lib //../props/bridges.blend
read library: lib //../props/flowers.blend
read library: lib //../props/mountains.blend
read library: lib //../props/mushrooms.blend
read library: lib //../props/pickups.blend
read library: lib //../props/plants.blend
read library: lib //../props/platforms.blend
read library: lib //../props/rocks.blend
read library: lib //../props/signpost.blend
read library: lib //../props/trees.blend
read library: lib //../chars/frankie.blend
Ungültiger Maschinenbefehl
pepo@linux-8gs4:~/svn/install/linux2>
Standalone YoFrankie works
OpenSuse 11/64
Nvidia GeForce 8600 GT
By By Mib
Win32 non glgs Intel P4, Intel onboard 865G crashes a few seconds after start. But the few seconds are quite smooth for this PC 🙂
Venomgfx,
Is there a scenario, a story in the fabric of the game Yo Frankie?
And I submit two question of the post 196
which I always wonder if:
– The texture of lava has no animation, this is the last
versions of blender that prevents that. I have this problem with
plugin UVscroll script that works perfectly with the
version of Blender 2.46 SVN 16075 Apricot but not with
Release of the blender-2.47 SVN 16527.
– I find it unfortunate not to have the use of mouse
for freedom of gaze up and down. With the directional keys
keyboard have lost the freedom to access the landscape in its
Immersion spontaneous and its beauty.
Thank you in advance for your answer to both questions!
A whole team of apricot, good day!
@Martin: I compiled the osx intel version on a similar mac, ati 1600 too. That card has not enough power for the current glsl materials. It can run simpler glsl well though.
@panzi, meant to statically link libstdc++ but somehow it didn’t work. Frank Richter helped me work out the issue, added a scons option “WITH_BF_STATICCXX”.
@Deloince JP, agree the bones and music don’t fit well, but keep in mind this level was made fairly fast for testing.
As for adding mouse movement to better appreciate the scenery. I have thought this too a pity but there are quite a lot of things like this – improvements that can be added without too much trouble but all add up to adding features when we should be fixing known problems. – maybe we can get this in.
@Wildfire, regarding falling through the scenery, this is bad but from your description Im not sure if its a problem with the levels physics meshes, bullet physics playing up or a GameLogic mistake. This level wasnt as well tested as Id have liked so there will probably be a few more issues like this.
– Note, holding the action key now makes you run (rather then double tap), some people complained about this. – More like Mario Super Mario 3, Less like Kirby’s Dream Land 🙂
Still need to choose different keys for the keyboard. N,M,Space are not great
AMD Athlon XP-2800+ with 2 GiB internal memory;
Nvidia GeForce 6200 (nvidia linux-x86 driver v. 169.12); 21″ monitor
Ubuntu 8.04 32-bits; kernel 2.6.24-19
Demo-1.2 + GLSL : runs fine (>20fps) in opening window size, but on fullscreen ~ 5-10 fps (estimated)
Demo-1.2 NON-GLSL : runs fine in opening window size and fullscreen, >20 fps (estimated)
Very well playable on my system! Nice work, team!
I tried the new version 1.2 and all my issues with the Nvidia video cards are gone
Windows 2003
Windows XP
Nvidia Quadro 570
Nvidia 7900GX2
No more blank textures, jippee!
The non-glsl 1.2 version have a texture problem on the ground. The texture alternates between franky texture and the ground texture. This does not occur in the version 1.1. I use an ATI Mobility 340M (free drivers) under linux Ubuntu Hardy.
The game looks awesome! I think space should be jump, Control should be throw (attack if there is not anything to throw), and Alt should be attack (tailwhip).
Hi,
Everything works fine with this release here. Good job guys.
Win XP SP3,
AMD ATHLON 2800+, 768mb RAM, Ati Radeon x1650 pro 256mb
Go for it Apricot team!
Having the same issue as Panzi:
Running Fedora 8
./yo_frankie: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.9′ not found (required by ./yo_frankie)
@Campbell, since you “meant to statically link libstdc++” does that mean that there will be a new build available that actually is?
thanks for all the work! Can’t play it yet but everything I’ve seen so far looks awesome!!
I tested the Mac PPC version, and it seems like the game get slow after some time.
@ Fabiane: yes the version in that file is old (1.0), has some issues (like the slowdown), you can fix it ! download the sources package (now in version 1.2), and replace all the files in your Yo Frankie! folder (the one you use now in your Mac PPC), it will replace everything but should keep the binaries, then play again and everything solved 😀
it doesnt matter that the binaries are from 1.0 and the source blend files are from 1.2, it should work.
Please drop a comment if it does.
It works all quite well on my macbook (2.2Ghz, 2GB RAM, Intel GMA X3100). Even the GLSL Shading works without problems. Very slow framerate…but it works. yeah…it wasn’t supported before – now it is.
The game looks very nice. Looks like what I’d expect from a platformer.
I would definitely like to use WASD controls like every other PC game.
Joystick support needs work. Or should I say, it needs to work.
»The non-glsl 1.2 version have a texture problem on the ground. The texture alternates between franky texture and the ground texture […]«
I am having the same problem with the Intel Version 1.2 non GLSL on my macbook (see specs above).
@Campbell: I don’t think it’s a problem with the level’s meshes either, since I was able to reproduce it several times at several locations. It’s actually pretty easy to do: Pick up a sheep and toss it (Now chase the coward and pick it up again, be careful it doesn’t commit suicide in the lava before you catch it). Repeat several times until the sheep falls over. As soon as the “falling over” animation plays walk right into the sheep (you have to be fast). This is easiest to do if you toss the sheep into a wall right next to you, pick it up, toss again.
Both versions work fine here on a intel imac 10.5.5
Please don’t use the F1 – F12 buttons on the mac release of yo franky as these keys are bound to OS functions by default on most macs. (brightness, expose, volume, media playback and eject.) Using these keys for game function makes yofranky unplayable for mac users as most are unwilling or unable to remap the function keys.
WINDOWS version 1.2 works better, no slowdowns anymore. runs at 45+ FPS.
I cant control what Frankie is looking at. Could that be added later? Third person doesn’t let you enjoy the scenery.
Oh yeah I fell out of the level once; its fun to fall out of the map….
I collected all four apricots!
With http://download.blender.org/apricot/demo/yofrankie_demo1.2_non-glsl_linux32.tar.gz on Ubuntu 8.04 X86:
After a few minutes, it seems to spontaneously switch to full-screen, except the screen is a blank black and the computer seems to be totally frozen. I pressed the power button and Ubuntu shut itself down (it’s supposed to show the “Quit…” menu).
@Wildfire, this is a problem with my very dodgy respawning. – the sheep becomes invisible and moves back to his original location location instantly – looks like your getting in the way 🙂
Will see if bullet can be made to ignore objects physics for a moment, or possibly have a way to remove the object and add a new one.
I collected all four apricots (without dying) thinking something cool would happen. I am now disillusioned.
I noticed that the sky2.png texture looks like a rabit/bunny.
Ubuntu 8.04 32 bit, NVIDIA GeForce 8600M GT. Had nvidia-glx-new installed and the game would crash during the splash screen (see http://pastebin.com/f6236ac81 ). Installed nvidea-glx-new-envy and it fixed the problem.
@ RH2: hey is a *technical* demo! 🙂
@ Mark William Darbyshire, yep! since nvidia-glx-new-envy gives you the very latest drivers available.
but thanks for pointing that out since there is a few people with crashing in 8series card and nvidia-glx-new, now they know they have to switch to install nvidia-glx-new-envy for the latest drivers!
I have tried both versions and I’m getting the same problem.
No Textures.
This includes the HUD elements.
Looking at the console messages at the start of the game loop, I get the following error reported:
FATAL ERROR: C9999
GPU SHADER LINKING ERROR
BAD SCOPE IN CONVERT LOCAL REFERENCES
My computer is a Pentium 4 1.8Ghz Dual Core running 2 x nVidia GeForce 7600 Cards in SLI mode.
Regards,
Patrick
To everybody with problem running GLSL version on Windows (no textures showing):
Please update the driver for your graphics card.
I had the same problem (demo showed only vertex colours), but after installing the latest driver everything works super.
Windows Vista
AMD Athlon 64 X2 Dualcore 2.81 GHz
nVidia GeForce 8600GT
4 Gb RAM
@ Patrick, could you specify which operating system are you in? , it looks like the drivers of your graphic card might be old, as Victor v S says,
thanks Victor! =)
OSX, No GLSL, works fine, Macbook Pro, Intel Core 2 Duo 2.4 Ghz, nVidia 8600 GT, 2 GB RAM, Frankie moves a little (veeeerrrry little) odd, and it looks GREAT! I ran the .app, becuz there was no .blend. And my, my, this is nowaday game quality! 😮
Yep!
My OS is:
Windows Vista Ultimate 32 bit Version 6.0.6001 Service Pack 1 Build 6001
My Graphics driver is:
GeForce 7600 GS ForceWare Version 169.25
…and when I click-on update in the driver properties, Windows says that the current driver is up to date.
Regards,
Patrick
Second update runs great on Ubuntu 8.04.1 with GeForce 7600. GLSL enabled. But I sometimes ends on beige screen falling.
@ blenderman345, hey little boy! (ya i know you are 10! or 11 already? geez i cant imagine you at 20 blending for 10 years =), there is a .blend! is called .gamedata.blend, enable hidden files 😉
@ Patrick, Windows Vista is lying! 🙂
I did a search on nvidia.com about your graphics card:
GeForce Release 175 WHQL
Version: 175.19
Release Date: June 23, 2008
Operating System: Windows Vista 32-bit
Language: U.S. English
File Size: 35.2 MB
http://www.nvidia.com/object/winvista_x86_175.19_whql.html
You said you have: GeForce 7600 GS ForceWare Version 169.25, and Vista says is up-to-date, it seems quite old.
@ Pitel, great! thanks for testing.
Hi,
I’ve downloaded the non glsl demo here.
First I need to run the game from cmd / console, other wise yo frankie exits after a few seconds.
msvcr71.dll could be provided with the game (I found it somewhere anyways…)
I can see the “loading” image, but then I get a pinkiard screen with the music but nothing more
I do’nt think Frankie can be controlled because there’s no sound (like when jumping I here nothing)… so I guess that the game is stuck.
The setup here is :
core 2 duo 2.2GHz. graphics card : intel gma something (I can’t look it up because it’s a university PC)
The game log :
Z:\Bureau\yofrankie_demo1.2_non-glsl_win32>yofrankie.exe
Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Detected GL_ARB_multitexture
Detected GL_ARB_vertex_program
Detected GL_ARB_depth_texture
Detected GL_EXT_separate_specular_color
shaders not supported!
read library: lib //../props/bridges.blend
ERROR: can’t find lib \props\bridges.blend
read library: lib //../props/flowers.blend
ERROR: can’t find lib \props\flowers.blend
read library: lib //../props/mountains.blend
ERROR: can’t find lib \props\mountains.blend
read library: lib //../props/mushrooms.blend
ERROR: can’t find lib \props\mushrooms.blend
read library: lib //../props/pickups.blend
ERROR: can’t find lib \props\pickups.blend
read library: lib //../props/plants.blend
ERROR: can’t find lib \props\plants.blend
read library: lib //../props/platforms.blend
ERROR: can’t find lib \props\platforms.blend
read library: lib //../props/rocks.blend
ERROR: can’t find lib \props\rocks.blend
read library: lib //../props/signpost.blend
ERROR: can’t find lib \props\signpost.blend
read library: lib //../props/trees.blend
ERROR: can’t find lib \props\trees.blend
read library: lib //../chars/frankie.blend
ERROR: can’t find lib \chars\frankie.blend
read library: lib //../props/arena_ground.blend
ERROR: can’t find lib \props\arena_ground.blend
read library: lib //../chars/sheep.blend
ERROR: can’t find lib \chars\sheep.blend
LIB ERROR: can’t find GRbridge_01
LIB ERROR: can’t find MAbridge
LIB ERROR: can’t find GRflowers_s_colors_01
LIB ERROR: can’t find GRflowers_s_colors_02
LIB ERROR: can’t find GRflowers_s_colors_03
LIB ERROR: can’t find GRflowers_s_pink_01
LIB ERROR: can’t find GRflowers_s_purple_01
LIB ERROR: can’t find GRflowers_s_red_01
LIB ERROR: can’t find GRflowers_s_white_01
LIB ERROR: can’t find MAsmallFlowers
LIB ERROR: can’t find GRmountain1
LIB ERROR: can’t find GRmountain2
LIB ERROR: can’t find GRmountainRock1
LIB ERROR: can’t find GRmountainRock2
LIB ERROR: can’t find MAmountain2
LIB ERROR: can’t find TEredrock_nor
LIB ERROR: can’t find GRmushroom_or_001
LIB ERROR: can’t find GRmushroom_or_002
LIB ERROR: can’t find GRmushroom_red_001
LIB ERROR: can’t find GRmushroom_red_002
LIB ERROR: can’t find GRmushroom_tree_001
LIB ERROR: can’t find GRmushroom_tree_002
LIB ERROR: can’t find MAmushrooms1
LIB ERROR: can’t find GRacorn_001
LIB ERROR: can’t find GRapricot_001
LIB ERROR: can’t find GRbone
LIB ERROR: can’t find MAapricot_001
LIB ERROR: can’t find MAfx_bones
LIB ERROR: can’t find GRgrass_002
LIB ERROR: can’t find GRwheat_001
LIB ERROR: can’t find GRwheat_002
LIB ERROR: can’t find MAgrass_006
LIB ERROR: can’t find GRlava_platform4
LIB ERROR: can’t find GRpillar_01
LIB ERROR: can’t find GRpillar_02
LIB ERROR: can’t find GRplatform_disc_01
LIB ERROR: can’t find GRplatform_sm_01
LIB ERROR: can’t find GRplatform_sm_02
LIB ERROR: can’t find GRrocks_01
LIB ERROR: can’t find GRspike1
LIB ERROR: can’t find GRvolcano_rock1
LIB ERROR: can’t find GRvolcano_rock2
LIB ERROR: can’t find MAstone_cliff_01
LIB ERROR: can’t find MAvolcanoRock
LIB ERROR: can’t find GRsignpost_big
LIB ERROR: can’t find GRsignpost_med
LIB ERROR: can’t find GRsignpost_small
LIB ERROR: can’t find MAsignpost
LIB ERROR: can’t find MAMaterial
LIB ERROR: can’t find MAgrass_006
LIB ERROR: can’t find MAno_friction
LIB ERROR: can’t find GRlog_big_001
LIB ERROR: can’t find GRtree_brown_1
LIB ERROR: can’t find GRtree_brown_2
LIB ERROR: can’t find MAbrowntreeleaves
LIB ERROR: can’t find MAtree_brown
LIB ERROR: can’t find OBfx_blast
LIB ERROR: can’t find GRFlyingSquirrel
LIB ERROR: can’t find MAfranky_physics_mat
LIB ERROR: can’t find MAfrankie_skin
LIB ERROR: can’t find MAtail_col
LIB ERROR: can’t find MAtail_alpha
LIB ERROR: can’t find MAflyingsquirrel_eye
LIB ERROR: can’t find MAfrankie_theeth
LIB ERROR: can’t find GRarena_ground
LIB ERROR: can’t find OBflash_death
LIB ERROR: can’t find GRrat
LIB ERROR: can’t find GRsheep_cute
LIB ERROR: base removed
LIB ERROR: base removed
shaders not supported!
Hi,
you’ve been featured on Phoronix :
http://www.phoronix.com/scan.php?page=article&item=yo_frankie&num=1
Hi,
I’ve tested the linux version on a Core 2 Duo 1.6 Ghz with a Geforce 7300
There’s nothing to say graphically speaking.
on the game itself :
it’s a pity that you can’t fly after a fall with no jumping. Maybe after … 100 ms in the air, Frankie should be allowed to deploy its legs and fly.
If you hit the lava just a little, you die right away. It would nice that you just lose some life value.
A greater diversity of dying sounds/manners would be appreciated.
Tested on eeepc 900 with ubuntu hardy heron (8.04), didn’t have time to read all above, so things could have been reported already.
no glsl x86_32 works, but of course at unplayable low framerates. It also seems like that the hp-indicator is gone.
glsl x86_32 works too, and of course the framerates are even worse, but it works nonetheless, the hp-indicator seems to b gone here too.
screencap: http://i7.photobucket.com/albums/y283/logbot/yofrankie/techdemo/no_glsl-12x86_32-eeepc900-ubuntu_ha.png
screencap: http://i7.photobucket.com/albums/y283/logbot/yofrankie/techdemo/glsl-12x86_32-eeepc900-ubuntu_hardy.png
Looks awesome btw, keep up the good work =)
what do you mean by Bullet Physics System updated?
XD
Ha ha, finally get it to run on my Mac. Macuser, u need to install python from http://www.python.org.
Run ur utility/console to check for whatever problem. MIne is intel iMac 10.4.
The non-GLSG work fine for me except that the healthy indicatoer disapear!
But it s quite good cause my system is old:
Intel Celeron 1.4 / 1 Go Ram / Mobility Radeon 9000 with 32 Mo / WinXP Sp2
Great job guys 😉
GLSL:
Works perfectly fine however mushrooms appear untextured
http://i160.photobucket.com/albums/t181/azurescorch/mushroom.jpg
AMD athlon 64 duel core 2.7Ghz
Nvidia 8500 GT 512MB
2GB ram
WinXP Sp2
Update:
Game is working now.
For some reason windows was reporting that I had an up to date driver for my nVidia system, but this was wrong.
I am now using ForceWare version: 7.15.11.7519
Regards,
Patrick
Hi, I tried the demo under debian GNU/Linux (testing + some parts of sid), with nouveau (git version) and… it works pretty well!
Lava isn’t animated or anything, it’s a bit strange. Another thing: the health information disappears if I get damage.
Except this two things, it works very well 🙂
There is a little bug with the gras. It is flying, you can see that, if you watch from below.
Here is a screenshot: http://img401.imageshack.us/my.php?image=frankiebughg1.png
Tested it on another machine running WinXP professional and a very old nvidia driver for the nvidia geforce fx 5200 installed. The no-glsl version worked like a charm, while the glsl version (1.2 both) caused some severe slowdowns (probably due to the outdated driver).
My little brother really liked the graphics (his system =) ).
Oh yeah thanks you guys so much for your hard work.
Earl: A censored taskbar? Why don’t you share all your great porn sites with us? 🙂
Perhaps this helps for Ati cards: http://developer.amd.com/gpu/shader/Pages/default.aspx
Keep up the great work!
I’m having serious issues with version 1.2
I’m running Vista Home Premium with onboard graphics on a Mobile Intel 945GM Express chipset. Windows thinks that the most up-to-date driver for this is 7.14.10.1151. With this version of the driver, Yo Frankie crashes about half a second after finishing loading.
However, there’s a newer version, 7.14.10.1504 that is packaged under using “945” instead of “945GM” (because it applies to the whole family) which I was able to force Windows to accept. Now I got a taste of the brilliant gameplay, but still had the following problems:
– Every so often while playing it still crashes
– If I resize the window it crashes
– Scenery occasionally vanishes
– The characters occasionally lose their texture in favour of some mangled patterns
Obviously the game really ought to work on the widespread Windows-friendly driver outright, as do other games. Good luck!
I can’t play yofrankie on my laptop.
Intel Centrino 1.6 Ghz
512 MB Ram
Intel Graphic Card Mobile 915GM/GMS, 910 GML Express Chipset Family 128 VRAM
Using the NO-GLSL version of the game.
Screencapture:
http://img412.imageshack.us/my.php?image=dibujoni1.jpg
The console show the messages in debug mode.
Hi again, I still triying to play in my laptop (see #252)
I download the last svn, well the rev. 16651 and run the .gamedata.blend…
Result with -d parameter: http://pasteall.org/2502
I try to play in wire mode and… I can play!!!
http://img265.imageshack.us/my.php?image=dibujoci9.jpg
Result in console: http://pasteall.org/2503
Non-GLSL runtime versions (1 and 1.2) works well but GLSL ones (1 & 1.2) have no shaders at all. Runing and making a runtime with release 16635 all OK, and it’s really beautiful (non-glsl version is quite beautiful too). Framerate doesn’t seem to be very high.
Running on win 2000 SP4
Athlon X2 64 3600+
1024 Go
GeForce 7600 GT
Is there an end at this demo or it’s just for visiting ?
Very good job, I’m waiting fopr the final release…
I think this is a great start for what looks like will eventually be a really fun game when completed, and I can’t wait to see what you have in store for future levels.
Both versions of the demo (GLSL and non-GLSL) played pretty well on my iMac in OSX. I also have Windows XP on my iMac installed through Apple Bootcamp on the same computer, and I also installed and tried to play the game in Windows XP.
Just to report on some things that didn’t work:
– There wasn’t any audio in either version GLSL and non-GLSL of the demo on my iMac running OSX Leopard 10.5.5; the following components in this iMac are: 2 Ghz Intel Core Duo; 1 GB 667 Mhz DDR2 SDRAM; graphics card: ATI Raedeon HD2400.
– I also noticed what looked like rendering errors or graphics that were not where they should be, such as I saw Frankie’s head appearing in the sky in the GLSL version. The non-GLSL played great, but again, no audio on either version on my system.
– On the Windows XP side of the iMac, neither version of the game would start.
That’s all. Good luck and keep up the hard work.
https://svn.blender.org/svnroot/bf-blender/trunk@16696
Compiled with Python version 2.5.2.
Checking for installed Python… got it!
Failed to initialize TTM buffer manager. Falling back to classic.
read library: lib //../props/bridges.blend
read library: lib //../props/flowers.blend
read library: lib //../props/mountains.blend
read library: lib //../props/mushrooms.blend
read library: lib //../props/pickups.blend
read library: lib //../props/plants.blend
read library: lib //../props/platforms.blend
read library: lib //../props/rocks.blend
read library: lib //../props/signpost.blend
read library: lib //../props/trees.blend
read library: lib //../chars/frankie.blend
read library: lib //../props/arena_ground.blend
read library: lib //../chars/sheep.blend
read library: lib //../effects/fx_blast.blend
read library: lib //frankie_actions.blend
read library: lib //../hud/hud.blend
read library: lib //../effects/fx_lavaEffects.blend
read library: lib //../effects/ashes.blend
read library: lib //rat_actions.blend
read library: lib //sheep_actions.blend
read library: lib //../props/pickups.blend
blender: shader/slang/slang_codegen.c:661: new_var: Assertion `var->declared’ failed.
Aborted (core dumped)
I tried the demo today and had a few problems. at first I couldn’t move. figured out it was trying to use my joystick so I unplugged it. then I still couldn’t move so I unplugged my Nostromo N52. and I could finally play it. However any surface that didn’t cause the stand animation allowed me to go through walls and rocks pretty easily. This includes jumping on rats and bones.
but other than that it ran well on my p4 2.8 prescott with a radeon 3850 512mb (agp version) with an audigy 2 ZS platinum sound card and 1gb of system ram.
Hmm, only runs at about 24fps or less most of the time on my (non-overclocked) GeForce GTO 7900. The only real difference between the GTO and a GTX is the slightly underclocked memory, so it’s meant to be about 5-10% lag in practical terms, but other people with GTXs are getting 70fps+… And over double my speed when GLSL is turned off! :/ I think something’s wrong with my setup… :/
Still, have tested. Seems to run alright, but there’s some dodgy output in terminal mode:
Detected GL_ARB_texture_env_combine
Detected GL_ARB_texture_cube_map
Detected GL_ARB_multitexture
Detected GL_ARB_shader_objects
Detected GL_ARB_vertex_shader
Detected GL_ARB_fragment_shader
Detected GL_ARB_vertex_program
Detected GL_ARB_depth_texture
Detected GL_EXT_separate_specular_color
read library: lib //../props/bridges.blend
read library: lib //../props/flowers.blend
read library: lib //../props/mountains.blend
read library: lib //../props/mushrooms.blend
read library: lib //../props/pickups.blend
read library: lib //../props/plants.blend
read library: lib //../props/platforms.blend
read library: lib //../props/rocks.blend
read library: lib //../props/signpost.blend
read library: lib //../props/trees.blend
read library: lib //../chars/frankie.blend
read library: lib //../props/arena_ground.blend
read library: lib //../chars/sheep.blend
read library: lib //../effects/fx_blast.blend
read library: lib //frankie_actions.blend
read library: lib //../hud/hud.blend
read library: lib //../effects/fx_lavaEffects.blend
read library: lib //../effects/ashes.blend
read library: lib //rat_actions.blend
read library: lib //sheep_actions.blend
read library: lib //../props/pickups.blend
unable to initialize image(0) in MAsky, image will not be available
unable to initialize image(0) in MAenemyshadow1, image will not be available
unable to initialize image(0) in NoMaterial, image will not be available
WARNING: Sound actuator “act” from object “fx_lava_splash_pa” failed to load sample.
Warning, sensor “debug_pulse_true” has lost a link to a controller (link 1 of 1) from object “generic_character”
possible causes are partially appended objects or an error reading the file,logic may be incorrect
Warning, sensor “generic_always_pulse” has lost a link to a controller (link 4 of 4) from object “Frankie”
possible causes are partially appended objects or an error reading the file,logic may be incorrect
cant catch anything: we are not on the ground
frank_init: ID: 0
ADDING PLAYER 0
19 sensors
Player 0 using keyboard
config: setting deytail high
setting ID 0
CHILD! rig_rat
setting ID 1
CHILD! rig_rat
setting ID 2
CHILD! rig_rat
setting ID 3
CHILD! rig_rat
setting ID 4
CHILD! rig_rat
setting ID 5
CHILD! rig_rat
setting ID 6
CHILD! rig_rat
setting ID 7
CHILD! sheep_shadow
CHILD! sheep_bounce
CHILD! rig_sheep
setting ID 8
CHILD! sheep_shadow
CHILD! sheep_bounce
CHILD! rig_sheep
setting ID 9
CHILD! sheep_shadow
CHILD! sheep_bounce
CHILD! rig_sheep
setting ID 10
CHILD! sheep_shadow
CHILD! sheep_bounce
CHILD! rig_sheep
setting ID 11
CHILD! sheep_shadow
CHILD! sheep_bounce
CHILD! rig_sheep
Added cam OBMainCam
unable to initialize image(0) in MAhealth_sheet_momo, image will not be available
hit_speed 0.0677694567105
0 1.49999952316
0 1.51666617393
cant catch: carry object not airbourne
hit_speed 0.357840430553
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch anything: carry collider false
cant catch: carry object not airbourne
hit_speed 0.0143061374345
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch anything: carry collider false
cant catch: carry object not airbourne
hit_speed 0.0143245454759
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch anything: carry collider false
cant catch: carry object not airbourne
hit_speed 0.0142457652531
0 1.38333272934
0 1.39999938011
cant catch: carry object not airbourne
GO TOO CLOSE 0.549378718481 0.277213476019
cant catch anything: carry collider false
GO TOO CLOSE 0.529763928708 0.251114047069
cant catch: carry object not airbourne
hit_speed 0.0142754115848
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch: carry object not airbourne
cant catch anything: carry collider false
GO TOO CLOSE 0.301213082511 0.487267621008
When the “cant catch: carry object not airbourne” messages come up, that’s because a rat started attacking me from behind before I pressed ESC. But the image failures and other warnings surely aren’t a good sign?…
My little list of quirks/suggestions:
1. Frankie gets stuck on top of mushrooms and other things, and sometimes you can’t get away because jump is disabled when on those props. (and it honestly looks like he’s humping those mushrooms in that pose… :P) This also happens in some corners in the rocks.
2. When Frankie is hanging from a ledge, it would make more sense for him to climb automatically, given a slight delay. (most other games work this way)
3. The lava splashes are just above the actual lava surface so it looks rather strange from a distance. Sometimes the splashes come up through the floor if there is a platform just above the lava. (could be an issue for level designers even if not a major issue now)
4. When a sheep dies, Frankie can get blasted to oblivion through the floor if he’s too close. (mentioned earlier, but listed here for completeness)
5. The dying animation is FAR too long, and sounds rather like a little kids first encounter with a spider. Plus it would be better if Frankie gradually lost his life on contact with lava, giving you at least 2 seconds to get out of trouble before he dies. (sometimes, his foot touches it when gliding or he doesn’t quite make it to land but won’t make any effort to cling on to the edge because the lava is right underneath)
6. Frankie’s feet sometimes go through things, like tree roots. Is it possible to add a collision object linked to his feet, or has that already been done and is it another problem altogether?
7. The camera doesn’t follow him into tight spaces (i.e. the tree trunk), leaving you to guess where he’s going. Also, when he is re-spawned after dying, the camera does an annoying little flick. (this happens a lot in games) Maybe the camera could be reset too when this happens. (and temporarily frozen for a few milliseconds perhaps)
8. Sometimes the camera goes through walls/rocks inappropriately.
Other than that, excellent work, and the graphics are very nice, though it would be good to see some movement in that lava. If not GLSL then at least a slowly animated texture would be better than nothing. And what about sky? I notice there is a sky image included as a resource, but I figure the errors in my output about loading this image would give the reason as to why it doesn’t show up… :/
Thanks for all your hard work. It really is a fantastic effort! =]
PS: What happened about the transparent tree leaves feature that was in on of the earlier videos? It would be nice if tree leaves faded out gradually when the camera got close, or does this just need setting up for the trees in this demo?
Same crash as madman in comment 255, with a “Intel(R) G33/G31 Express Chipset Family” GPU, immediately after the 3D landscape appears. Windows XP Pro SP2 [/PAE /burnmemory=256], german; Intel Core Duo E6750; 3.24 GB RAM for OS and apps.
—————————
SDL_app: yofrankie.exe – Fehler in Anwendung
—————————
Die Anweisung in “0x0903f35e” verweist auf Speicher in “0x09460820”. Der Vorgang
“written” konnte nicht auf dem Speicher durchgeführt werden.
…
—————————
Running on OpenSUSE 10.3 – 32 bit
intel core 2 quad q6600
3.25 gb ram
GeForce 8500 GT
The game runs very smoothly in normal and full screen and the graphics look very good! I can’t wait for the full game! The only thing i found was when you do a tail whip straight after another tail whip, the sound effect doesn’t play, but otherwise, it’s excellent. It took me a while to get the hang of gliding properly with that power boost but i seem to have it now. Do you glide easier over lava because of the hot air rising, or am i imagining that?
Thanks for the great game.
Niiiice….
the GLSL version worked very well at a win XP
intel celeron 1.86GHz cpu
1 gb RAM
and a onboard “Intel GMA X3100” GPU
but it crashed quite a lot, every two minutes, i really don’t know why( it was different every time)
Thanks for a super game…
PS it’s the best graphics running smoothly on this system until now =)
Hey, I tried both the GLSL and non GLSL on windows XP, and it gets an error, I have blender 2.46, Is there a new one? because I saw a comment about it at the top I’ll re-install blender and see if it works.
nope, still not working. any reccomendations? it shows frankie standing with his arms in front of him in front of som lava, then says:
____________________________________________________________________
| yofrankie.exe has encountered a problem and needs to |
| close. We are sorry for the inconvenience. |
|___________________________________________________________________|
| |
| if you were in the middle of something, the information you were working on |
| might be lost. |
| |
| |
| Please tell Microsoft about this problem* |
| We have created an error report that you can send to us. We will treat |
| this report as confidential and anonymous. |
| |
| To see what data this report contains, _click_here._ |
| _______________ __________ |
| | send error report | | don’t send | |
| ———————– ————— |
|___________________________________________________________________|
The standard WinXP error message, anybody else have this problem? and how did you fix it?
Thanks,
~~Xenos
@ XenosRDrake, the game don’t work with 2.46 or 2.47…. you need the last compilation of the SVN for your system. Check http://www.graphicall.org for the last versión.
Any update? XD
Woohoo! Works on my 1420n!
Ubuntu 8.04.1 i386 Desktop, up to date
2.2 GHz C2D
geforce 8400m gs
…can I change the resolution though? My screen is 1440×900 px..
Oh, ok. thanks madnux, I’ll try it.
hmm… what’s the exact name of the build I need? I tried both the “SVN [Rev 16715] + Tiles Texture Patch 14a” and “Blender-2.47 Trunk SVN 16715”, neither one worked. thanks in advance.
hmmm … glsl demo crash with my 2nd test system : fresh ubuntu 8.04.1 with envy drivers for ATI X1600 mobile … it crash by seg fault …. (damn closed source drivers … ) the non-glsl works like a charm…
Where’s the caves and waterfalls? 😉
Downloaded update 2 with glsl for windows. It runs smoothly on my new System
Core 2 Duo Centrino 2 P8400 (2,26Ghz)
Intel GMA X4500MHD
2GB Ram
Vista Home Premium SP2
Unfortunately it crashes after some time when hitting an object (not always when hitting an object) an when I resize the window.
Werrrrrrry COOOOOOOOL!!!!!!!
The best Game 😀
Hi, I’ve been trying to run your Technical Demos on my laptop – Intel Dual Core, with an Intel GMA 950 graphics card.
The 1.2 version loads to the point of displaying “Press F1 for help” and then crashes, this is the same for both GLSL and non-GLSL. I also took the liberty of running the 1.1 versions, and they also crash, but during the loading sequence.
I’m running the latest possible drivers for my card, which were published 2 years ago. I have no problem running Blender – it runs faster on this computer than on another of mine which has an ATI card, so not being able to run this is very puzzling. Is there a possibility that your game is OpenGL 2.0 ONLY? if so, anybody with a card older than one bought out in the second half of 2006 will not be able to run it – that’s a lot of people. Could you create a version that uses OpenGL 1.2 features only? (I don’t have the tools to compile this, and I could not get blender to link (I could get it to compile though in Visual C++ 2005 Express), so something about my configuration is screwy)
Opps, forgot: I’m running XP SP2, no windows updates (can’t bear the things); 2Gb of RAM; 24Mb L2 Cache, and the graphics is on-board to the motherboard. The computer itself is 3 years old (approx).
Same error on libstd++ on Gentoo :
./yo_frankie: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.9′ not found (required by ./yo_frankie)
No solution for now since the “statically link…bla bla bla…scons… bla bla bla” doesn’t mean anything for me, it’s like a “try this maybe” ubuntu-response :p
I prefer clear solutions ^^ I’ll wait then
@dway:
The version of glibc you are using is not the one linked to by the game. You should either update it or compile the game yourself. (updating glibc can be risky but I do it all the time here) Most linux distros force you to update if a package you install requires a different version of glibc to the one you are using, but they try and compile all packages to use the same version for each release of the distro. Since Yo Frankie is not a distro provided package, you can expect problems unless you compile it yourself.
Hope that helps.
~epat. =]
We need another update!!!
=P
hi there,
good news from me: both windows versions run fine on my system. glsl a bit slower – but nicer!!.
windows vista home premium
intel core duo 2mhz t7250 laptop (dell)
2GB Ram
nvidia Geforce 8600m Gt Graficcard
get some errormessage while loading the glsl version concerning images that can’t be found. but evereything seems to look well textured.
good work!
thirdsense
Hey,
I tried to run both versions of Yofrankie (both the apps and the blend files) and all of them froze after the loading scene.
I have a dell laptop:
1GB Ram
1.73Hz intel core duo
can anyone help?
Shan Piete
I have tested the game on my:
vista premium 64
core 2 duo 2.2
4 gig ddr3 ram
nvidia 9800m gts
I tried glsl. Awesome, great work guys. I consider myself and advanced blender user. ( I am an animator for a living.)
However, I would like to play with .blend files. You mention that I need a recent build of blender from graphicall.org. I cannot find a recent build for windows. I am not a programmer and do not understand all of the lingo on graphicalll.org.
Would someone care to give a me a link or show me where to download the latest version?
You can use Blender 2.48 RC1 available here http://download.blender.org/release/Blender2.48rc/. It should work.
Thank you very much.
More than 3 weeks without an update, and 2 months behind the original deadline – a BIG RED WARNING SIGN appears in my head 🙂
Runs perfect on my 1 year old macbook (without GlSL). Amazing experience!
the non-GLSL version runs great on my laptop: Dell Inspiron 2.6Ghz ubuntu 8.10-beta 500MB ram, Radeon Mobility M7 LW [Radeon Mobility 7500]
Dying in the lava is too creepy! It disturbed my girlfriend considerably, and I really don’t like listening to frankie_dielava.wav
Everything else in the demo seems to be perfectly good for all audiences except this one little piece.
I don´t know if it was already discussed here, but when you pic up a rat or a sheep, it doesn´t do any moves. In my opinion it would be cool when these animals could try to free themselves (for example moving their legs very wild and their body).
This new version now looks much smoother and runs very well on my Macbook Pro. Great job, guys!! 😀
Everytime I try and play(can’t do GLSL so that’s not it) it gives me “blender.exe has generated errors and needs to close” same thing with the .exe file.
1GB RAM
Intel cereron 2GHz prosesor
intel 82945G express chip set grafics card with 128.0MB memory
running windows XP SP 2
Amazing demo! I tested the GLSL demo which runs perfectly fine. Thank you so much for having brought the game engine to that level!
On my system I get frame rates between 30 to 42 fps depending on the actions/moves I do and where I just move around in the level.
AMD64 X2 3800+
2GB RAM
kubuntu8.04
Nvidia 7600GT
P4 Intel Celeron 2.53 GHz, 1GB DDR1 RAM, NVIDIA GeForce FX 5200 (128MB), Win32 XP SP2, 2 PSX Pads connected to DB-25, Blender 2.48, Python 2.5.2 (python-2.6 don’t work with Blender 2.48 in XP)
He probado ‘Yo Frankie! Demo 1.2 – with GLSL support- Windows’ y me anda peor q presentación de diapositivas. jeje xD
‘Yo Frankie! Demo 1.2 – No GLSL (Texture Face Mode) – Windows’ va a un framerate mas o menos decente y estable. Ahora una vez q inicia el juego , apreté las flechas en el teclado y Frankie no se movió, arranca con el PSX Pad por defecto y una vez q muevo el joystick Frankie comienza a caminar para el lado izquierdo sin parar hasta q muevo el jostick para el lado derecho, una vez q lo suelto sigue yendo para el lado izquierdo 🙁 , con esto no puedo CORRER (Flecha hacia arriba 2 veces) [no se por q sucede esto con otros juegos el psx pad no me da problemas].
BUG: Mientras estuve jugando fui caminando (torcido pero andaba) hacia un borde entre la lava y el piso y en vez de ahogarse en la lava cayó como q fuera un precipicio y se estrelló con un piso invisible.
Felicitaciones a todo el equipo de Yo Frankie por este grandioso juego, les está quedando muy bonito y el modo multijugador es una gran idea
Sugerencia:
· Quizás correr por defecto y mantener presionado un botón para caminar.
· Modo horizontal y vertical en multijugador.
· ¿No sería mejor si pusieran en el modo multijugador a Rinky en vez del monito?
I had a glitch…
I was giving the beat down to a pair of sheep and suddenly i get a sort of tone and then the screen went black. after a few seconds I was in a pink-ish red-ish area and seems to be in a constant state of falling. I could even Glide but that about it…
I am using a Linux system. Ubuntu Studio i386 (32bit) on a Core 2 Duo with a gig of ram nVidia GeForce 7 256mb Memory.
I took a screenshot of the error… you can find that here…
http://i3.photobucket.com/albums/y65/NinjaKrow/LinuxError/Error-1.png
I don’t know where else to bug report. I guess that would be in the readme file huh…
Linux 64bit GLSL and no-GLSL works. But its very slow because i didnt configured my graphics card 😉
WindowsXP 32bit GLSL and no-GLSL doesnt work, it crashes directly after starting (problem with a ati???.dll).
AMD Athlon 64 X2
4GB RAM
ATI Radeon HD 2400
For me it doesn’t work
When I launch the YoFrankie application which is in the “yofrankie_demo1.2_glsl_win32” folder (using windows Vista 32 bits), I see the “wait screen” and the charachter, I can click on F1 but when I click on the arrow keys, the frankie don’t move, and he dies sometimes caus of a rat.
So I can’t move the character, the camera just turn around him.
Please need help!*
Ptijo
I am using a win xp with an athlon xp 2100 at work and it run fairly well windowed . I am sure it would run full screen on my laptop at home.
Super game.Thanks yo frankie team! I am use blender engine.I am 15 years old.I like computer programing.:D In this game the success .Beautifull work!
Wow, I’m impressed! The game actually runs quite well on my 900Mhz Eee PC with 512 MB RAM and a built-in Intel graphics chip (estimation: 15 FPS)! Not only that, but the game looks quite good under it. I have only one problem and that is the fact that Frankie himself looks completely white – untextured, except for his tail which sometimes un-whitens.
I forget to mention – the Eee PC is underclocked by default which means this game is actually running at 15 FPS on only 630 Mhz. And that through a big, professional 3D engine using Python. Man, you guys rock.
Hey, I know this probably sounds really lame and stuff but i can’t get mine to work! someone help me please
Mine says it’s missing zlib.dill
Ran ok on my system.. Pretty cool demo. It looks so awesome! I totally love the squirrel character, he has that bad ass “Ice Age” rat attitude..
My system:
AMD athlon XP 2500+, 1gig of RAM, Radeon HD2600Pro (512mb RAM, catalyst 8.10)
Kubuntu 8.04 (kernel: 2.6.24.7-rt)
Runs smoothly on my laptop Core 2 Duo 2.1 GHz, 2GB RAM, GeForce 8600 GT!
However no sound is present. Everything else works great!
entering “level 1 home” in final game (downloaded from this site) results in a frozen screen, after a few seconds the game exits with a segfault. last output before that is
read library: lib //momo_actions.blend
read library: lib //..\props\pickups.blend
unable to initialize image(0) in MAashes, image will not be available
segmentation fault
i use linux with ATI’s proprietary fglrx driver.
Config :
Mac Pro Intel Xeon 4 x 3Ghz – OSX 10.4.11 Ram 16Gb
Apple HD Display 30′ – NVIDIA Quadro FX 4500 x 2
Package : 1.2 Glsl OSX 10.4 Intel
Works fine with Python 2.6.4 and both gameplayers 2.47 & 2.49b (2.49b is really good because you get a resizable window).
You have to make an alias of the “game.blend” from the package.
Shades and details (lava splashes) are great. Rather smoothe but it’s not very easy with the keyboard.
Rather quick too but goes sometimes like step to step. The run mode does NOT work.
If you go too quickly with the arrow keys, it freezes and quit !
The mouse would be much much better ! Instead of the “M” and “N” (not handy at all) you should have chosen the Command or Alt or Ctrl keys.
The sound works fine too.
Impossible to launch the previous packages : yofrankie_1_1b_bge and yofrankie_1_1b_rev24
The startup screen with the menu is truncated at the top and the bottom.
So is the screen game. The game does NOT launch – it freezes at the first image, with the bottom half of the screen in grey with large distortions.
Thank you to all the team to provide us with that funny game.
Go on men, whe’re waiting desperately !
Regards.
I can’t run game very well here in windows 7 64bit, as trying to turn camera is agonizingly slow, and how does one change resolution in game , or is there a way ?
thx anyone