Subversive Takedown (top-down voxel shooter)
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
Hmm, I see Ogg Vorbis and OpenGL, will this be getting a Linux build? :) Because I am on linux, I haven't tried it yet (yes I do have wine), that said I think this could really benefit from split screen multiplayer (even if it is just local only).
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DDR Soldat
Deuce - Posts: 5
- Joined: Tue Jan 15, 2013 12:01 am
Noyce! Dl'ing newest version works fer me :D lol.
Well I like the game; I just need to find people to play it with lol. Also the rotating is a little hard to get used to, but that's user error XD
Well I like the game; I just need to find people to play it with lol. Also the rotating is a little hard to get used to, but that's user error XD
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matpow2
Scripter
- Posts: 45
- Joined: Mon Feb 04, 2013 6:40 am
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Oh, I just realized this was moved to "Noteworthy Picks"! Thanks to whoever who did that.
In other news, we have an IRC channel setup for the discussion and development of Subversive Takedown at #st @ QuakeNet. Feel free to come and idle and chat or whatever.
In terms of a Linux build, the code should already compile on Linux (in fact, the server runs from a Linux box right now). However, the code changes so much that it would be super tiresome to make a new build for every iteration. If someone has a Linux buildbot available they'd like to share, that would be awesome.
In other news, we have an IRC channel setup for the discussion and development of Subversive Takedown at #st @ QuakeNet. Feel free to come and idle and chat or whatever.
In terms of a Linux build, the code should already compile on Linux (in fact, the server runs from a Linux box right now). However, the code changes so much that it would be super tiresome to make a new build for every iteration. If someone has a Linux buildbot available they'd like to share, that would be awesome.
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
I read you can do a cross-compile for Linux with Cygwin. VM would be easier to set up the first time though.
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Ultrablockstar
Deuced Up - Posts: 29
- Joined: Tue Jan 01, 2013 3:57 pm
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Handles
League Participant
- Posts: 1087
- Joined: Tue Jan 08, 2013 9:46 pm
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HenriqueSarges
Deuce - Posts: 5
- Joined: Wed Feb 13, 2013 3:50 pm
I downloaded this game but when i click on client.exe a message popup "client.exe have found a problem and need to be closed"
Can someone help me?
Can someone help me?
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tunaspirit
League Participant
- Posts: 62
- Joined: Mon Feb 04, 2013 4:38 pm
I extracted the new build, edited my name in the config but then this error just pops up.
What do?
What do?
Last edited by tunaspirit on Thu Aug 23, 2018 7:19 pm, edited 1 time in total.
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matpow2
Scripter
- Posts: 45
- Joined: Mon Feb 04, 2013 6:40 am
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For the people whose GPU doesn't support the necessary OpenGL extensions, I've compiled Windows binaries for Mesa3D/LLVMpipe, a software rasterizer: http://mp2.dk/llvmpipe.zip
To install, place opengl32.dll in the same folder as Subversive Takedown and proceed with the instructions in README.txt. Performance will be mediocre at best (until I add in VBOs). Hopefully, this will allow some people with poor integrated cards to play.
It won't fix the side-by-side configuration issue which is a totally other thing. Try installing the Visual C++ 2008 SP1 redistributable.
To install, place opengl32.dll in the same folder as Subversive Takedown and proceed with the instructions in README.txt. Performance will be mediocre at best (until I add in VBOs). Hopefully, this will allow some people with poor integrated cards to play.
It won't fix the side-by-side configuration issue which is a totally other thing. Try installing the Visual C++ 2008 SP1 redistributable.
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Moghard
Deuced Up - Posts: 51
- Joined: Sun Dec 09, 2012 1:15 pm
The game works on my toaster!
Played for a while with a guy called Sponge on the Bridge map, it was awesome! I got like 50fps on my openGL 1.1 card. There is only one team, or i couldn't find the option?
Is this game going to have a lot of weapons and vehicles, or will just be a simple game like AoS?
Is this game going to have a lot of weapons and vehicles, or will just be a simple game like AoS?
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matpow2
Scripter
- Posts: 45
- Joined: Mon Feb 04, 2013 6:40 am
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I'll be adding teams now that I've finished the CTF gamemode. I want the game mechanics to stay simple, so I don't really have vehicles in the pipeline right now. However, feel free to make suggestions; I may be inspired to make something. After teams are in, I will probably be adding building/destruction, better maps and finally finish the map package system.
By the way, skybox:

And win music.
Is there a way I could take ownership of the original post, by the way? I'd like to keep it updated with changelogs and so on.
By the way, skybox:

And win music.
Is there a way I could take ownership of the original post, by the way? I'd like to keep it updated with changelogs and so on.
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Moghard
Deuced Up - Posts: 51
- Joined: Sun Dec 09, 2012 1:15 pm
That's an awesome skybox! Love the music too, what software do you use to produce it?
I really suggest you to add a jetpack. It can lay somewhere on the map, being a pick-up. Using it, players would travel short distances upwards, for example landing on a roof.
It's fuel would be of course limited, and the jetpack would be lost after death.
I can make some "art", I mean 2d sprite graphics if you want. Just tell what font/colors I should use, and I'll try my best.
I really suggest you to add a jetpack. It can lay somewhere on the map, being a pick-up. Using it, players would travel short distances upwards, for example landing on a roof.
It's fuel would be of course limited, and the jetpack would be lost after death.
I can make some "art", I mean 2d sprite graphics if you want. Just tell what font/colors I should use, and I'll try my best.
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matpow2
Scripter
- Posts: 45
- Joined: Mon Feb 04, 2013 6:40 am
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I used Renoise to make the music, sfxr for the sounds.
Right now, I intend for ST to be a tactical shooter, so jetpacks would defeat that idea. I'll be focusing more on objectives and items you can use to plan out your attack, e.g. satchel charges. I will be adding building/destruction, so hopefully jetpacks won't be necessary.
Right now, I need map assets/props more than anything, so if you do something cool in the inbuilt editor, feel free to send it to me. I may include it in the game if it fits well!
Right now, I intend for ST to be a tactical shooter, so jetpacks would defeat that idea. I'll be focusing more on objectives and items you can use to plan out your attack, e.g. satchel charges. I will be adding building/destruction, so hopefully jetpacks won't be necessary.
Right now, I need map assets/props more than anything, so if you do something cool in the inbuilt editor, feel free to send it to me. I may include it in the game if it fits well!
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Linkind
Deuce - Posts: 4
- Joined: Tue Mar 05, 2013 11:22 am
I love this game !
It's very funny !
I think that to make the duel more tactical , you can add the posibility to do a roll and run ;)
And a wait your new update with impatience
It's very funny !
I think that to make the duel more tactical , you can add the posibility to do a roll and run ;)
And a wait your new update with impatience
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Handles
League Participant
- Posts: 1087
- Joined: Tue Jan 08, 2013 9:46 pm
Yay! Got it to work!
Great game!
Great game!
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