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Current Engine
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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Fri Jun 08, 2007 3:19 pm    Post subject:  Current Engine Reply with quote  Mark this post and the followings unread

I'll post any new packages and demos here.



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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Fri Jun 08, 2007 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Keeps getting better and better.
(netcafe GF4MX420,Athlon XP 2000+)

03/29/07, 18:28:15 : done initializing, seconds taken : 0.308
03/29/07, 18:29:01 : done 3687 frames , seconds taken : 46.322, average / second : 79.595

How big is the ingame map? I see heightmap is 900*900, but I guess ingame one is bigger/smaller?

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Jun 08, 2007 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, it's actually a 900x900 map. Yeah...much bigger than TS.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Jun 08, 2007 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

average / second : 60.142
still seems mainly CPU dependant, though i heard 8800 cards really need a good CPU to perform well.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Fri Jun 08, 2007 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
Keeps getting better and better.
(netcafe GF4MX420,Athlon XP 2000+)

03/29/07, 18:28:15 : done initializing, seconds taken : 0.308
03/29/07, 18:29:01 : done 3687 frames , seconds taken : 46.322, average / second : 79.595

How big is the ingame map? I see heightmap is 900*900, but I guess ingame one is bigger/smaller?


each pixel basically represents a cell, so , yeah, a 900x900 map
though probably, a buffer zone will exist

and, no, chielscape, close to all work is done by the GPU

currently the CPU only issues the commands, and culls

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Jun 08, 2007 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which means that Chielscape has Vsync on if he's only getting 60 fps.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Jun 08, 2007 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

oops. i remember putting it back on app controlled, after testing the first.
247.926

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sat Jun 09, 2007 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

06/08/07, 23:06:04 : done initializing, seconds taken : 0.332
06/08/07, 23:06:29 : done 11383 frames , seconds taken : 25.307, average / second : 449.796

RX1600 512MB DDR2,Athlon 64 3200+,512 MB DDR1

The geomipmap one has 800+ FPS.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Jun 09, 2007 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
06/08/07, 23:06:04 : done initializing, seconds taken : 0.332
06/08/07, 23:06:29 : done 11383 frames , seconds taken : 25.307, average / second : 449.796

RX1600 512MB DDR2,Athlon 64 3200+,512 MB DDR1

The geomipmap one has 800+ FPS.


yeah, but it has a smaller view range too, and the fixes needed for geo would probably cost quite a bit of CPU power

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sat Jun 09, 2007 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, when you look one ms time, 450-800 difference is not that big really, so no problem (eg. dropping geomipmaps definitively?)

Any chance of some vars to be controlled by .ini in coming test versions? I might code some ini code myself, but I'm too lazy right now.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Jun 09, 2007 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
Well, when you look one ms time, 450-800 difference is not that big really, so no problem (eg. dropping geomipmaps definitively?)

Any chance of some vars to be controlled by .ini in coming test versions? I might code some ini code myself, but I'm too lazy right now.

oh, i certainly have some ini reading code coded up that's also multi-platform, don't worry

http://www.ppmsite.com/forum/viewtopic.php?t=15030

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Jun 09, 2007 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

blergh, the above rar had outdated sources, so i made this build with buggy lightning, BUT, with the ini-parser implemented, enjoy



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Jun 09, 2007 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok:
1)Make it so you can see father - cause you barely see only to your nose.
2)Under some angles errains starts to go... looking weird(like old 3D engines for FPS's)
3)Next time - color the land Smile

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Jun 09, 2007 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Ok:
1)Make it so you can see father - cause you barely see only to your nose.
2)Under some angles errains starts to go... looking weird(like old 3D engines for FPS's)
3)Next time - color the land Smile


you can edit all these things in settings.ini -_-'

try editing viewdistance and fogdistance
perspectivestrength is also what you want
and to "color the land" i'd need to add textures
you might also want to set lod to 1



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Last edited by Judeau on Sat Jun 09, 2007 5:51 pm; edited 1 time in total

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Nyerguds
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Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sat Jun 09, 2007 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

some nice result of custom colour maps, and messing around with the settings Smile



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*blackheartstar*
Vehicle Driver


Joined: 28 Feb 2007

PostPosted: Sat Jun 09, 2007 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS with this engine will be great. Maps so large you can actually get lost while trying to scout out your opponets base. That equals good times Smile

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat Jun 09, 2007 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks good Smile

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sat Jun 09, 2007 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

heh i managed to see all the terrain at full detail and the FPS is still decent. the lighting when rotating is still screwy though. i don't get what is causing that.

btw where did you get this heightmap from, it looks like real satellite data. there must be a colormap that goes along with this.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sat Jun 09, 2007 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does/will the engine support 16-bit height maps?

I made a colour map that fits the terrain quite well, but please tell me that in the future the colour maps can be more detailed than the terrain!



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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Jun 09, 2007 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeathRay2K wrote:
Does/will the engine support 16-bit height maps?

I made a colour map that fits the terrain quite well, but please tell me that in the future the colour maps can be more detailed than the terrain!


hell yes, but this was just a quick hack to allow color

and, yes, eventually TSO will have a map editor, that will generate map files with 16 bit terrain data, 24 bit color data and terrain property data per cell
along with that of course, lighting data and lighting scripts etc etc etc

the map editor will also have a color map generator, which will have editable templates,i'll probably also make a random map generator

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Jun 10, 2007 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

average / second : 680.185
(8800GTX/C2D E6420@stock/2gb DDR2-800 @ 3-3-3-Cool

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sun Jun 10, 2007 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for that ini parsing code.

netcafe comp:
(without ini editing) Shows viewport cleared by background colour, I can't find the terrain, and runs very slow (50 fps), so I guess maybe a bug.

I'll test it at home.

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Jun 10, 2007 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

average / second : 993.332
GFX @ stock, CPU @ 3.36 GHZ, memory yet to be optimised:

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Jun 10, 2007 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

can you ad command to call out FPS meter?

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jun 10, 2007 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
can you ad command to call out FPS meter?

i'll do that later

but for now, I've added bzip2 compression support, no current uses for that, but it will be of great use for map files and data archives.

fixed lighting bug, again



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Jun 10, 2007 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

strange - it seems what some pixels dissapear at 1000000 range...

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Jun 10, 2007 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
strange - it seems what some pixels dissapear at 1000000 range...


and.......why exactly do you have such an insane view range ?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Jun 10, 2007 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

so I can see all... I mean:
viewDistance = 1000000 ;length of view, ALWAYS ABOVE FOG DISTANCE

anyone hs any good textures I can have?

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Morpher
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Joined: 28 Jan 2005

PostPosted: Mon Jun 11, 2007 3:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey nice work so far Judeau, although I havn't got any textures to really see it in its full beauty but its coming on very well so far. Smile

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Mon Jun 11, 2007 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Standard settings, netcafe comp:
04/01/07, 16:06:15 : done building mesh, seconds taken : 1.793
04/01/07, 16:06:51 : done 3134 frames , seconds taken : 38.882, average / second : 80.603

The version before this culls many visible map sections if their size is set to 256, and very rarely, but still, if it's set to 16.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Jun 11, 2007 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've added screen to world space , and well, a vague kind of collision detection, nothing that will be used later on, also removed the gridsize setting

i've also reordered some stuff so that it's better for future development



source.rar
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Last edited by Judeau on Tue Jun 12, 2007 3:20 pm; edited 1 time in total

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Mon Jun 11, 2007 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

damn. you work pretty fast. btw can you please get a corresponding colormap from satellite for the terrain. does anyone know where he can find colormaps and height bump maps for terrain of real places? btw if this is found judeau then can you put an option to disable lighting in your viewer because the satellite photo will probably already have lighting burned in.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jun 11, 2007 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't work now... just screen of it is white...

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Jun 11, 2007 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Doesn't work now... just screen of it is white...


interesting, i assume you have msn?

also, yeah, vipr, i plan on using (dynamic)lightmaps , so terrain normally won't be lighted by opengl.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jun 11, 2007 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

no msn...

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Jun 12, 2007 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

congrats my friend this version almost works. its just a black screen now instead of a crash. Talk to you after school.

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Tue Jun 12, 2007 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

this version works fine for me.
The only thing is it seems to miss small bits of terrain that are near the end of veiw distance.

Will there be the option to make it smoother? As the terrain seems to end up quite bumpy right now.
EDIT:I managed to make my theight map come out smoother by setting a high value in terrainScale= but the terrain seemed to change as I moved around and also there was alot of gaps where it didn't line up correctly

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Tue Jun 12, 2007 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

dude make the view distance and fog distance and lod switching distance really massive and why would you want to make the terrain smoother? that's boring. you could just use 2 triangles for smooth terrain. 2 triangles is so boring. really, trust me, this is much better.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Tue Jun 12, 2007 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

DragonFly wrote:
this version works fine for me.
The only thing is it seems to miss small bits of terrain that are near the end of veiw distance.

Will there be the option to make it smoother? As the terrain seems to end up quite bumpy right now.
EDIT:I managed to make my theight map come out smoother by setting a high value in terrainScale= but the terrain seemed to change as I moved around and also there was alot of gaps where it didn't line up correctly


the lod settings

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Wed Jun 13, 2007 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Runs ok on the netcafe machine.
Is the red quad on the cursor supposed to be visible like that, wasn't there any alpha or something?
Judeau, you could fix the missing pixels between sections problem by making map section's border triangles same for every LOD. (would be trickier to code and a bit slower, though)
Do you know about any losslessly compressed format with 16 bit grayscale?

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Wed Jun 13, 2007 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
Runs ok on the netcafe machine.
Is the red quad on the cursor supposed to be visible like that, wasn't there any alpha or something?
Judeau, you could fix the missing pixels between sections problem by making map section's border triangles same for every LOD. (would be trickier to code and a bit slower, though)
Do you know about any losslessly compressed format with 16 bit grayscale?


well, no( to 16 bit format )
i was thinking of importing standard greyscale RGB into map editor
have the program upon saving into map, save height with 16 bits

after all, in the map editor, more precise changes would be applied

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Thu Jun 14, 2007 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Thu Jun 14, 2007 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
There's an interesting series of terrain articles here:
http://www.shamusyoung.com/twentysidedtale/?cat=10
Different (and more advanced) method is used in these, but I think some ideas might be helpful.


yeah, optimizing of terrain detail is nice, but the problem with my engine is, that i want terrain deformation Laughing

his terrain texturing method is pretty much what i had in mind, same with lighting, though i was not planning on his rebuilding of textures

i was thinking about keeping various detail levels in RAM
and re-upoading and freeing textures depending on camera position

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Fri Jun 15, 2007 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

double-posty goodness, i bring you collision checking



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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Jun 15, 2007 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Woohoo! TSO Racing! #Tongue

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Fri Jun 15, 2007 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't get it to run anymore... The window opens, but the inside of the window is never drawn. Then it exits a second later.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Fri Jun 15, 2007 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeathRay2K wrote:
I can't get it to run anymore... The window opens, but the inside of the window is never drawn. Then it exits a second later.


blast, see you on msn about this

EDIT :
also, i'm rebuilding the engine, with the knowledge i gathered in this rather nice try, i should be able to present something nice in 2 days time



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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Fri Jun 15, 2007 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure about that texturing method? If someone wanted to have high detail textures, it would waste a lot of video RAM. I think it would be no problem for today's cards, but something like GF4 or older would be a different story. Also, any bigger texture modification (decals) would need a lot of computing work (at least I think). (Not saying my method is any better #Tongue)

Looking forward to the rewrite. If you make any rewrite in C++, maybe I'm joining #Tongue.

Coldetect works right but I think you should set a minimum distance, stuff too close gets clipped.

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ORCACommander
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Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Jun 15, 2007 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

stopped responding after 5 seconds of not even a black screen.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Fri Jun 15, 2007 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

All of the versions worked fine on my computer, a minor thing in the later versions is that I got a red square attached to my mouse pointer. Sound familiar?

My PC specs:

Gfx 512mb DDR3, Pentium 4, CPU 2.40 Ghz, 1.50gb ram, Win xp

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