The mouse latency is probably due to using a software mouse. In Stunt Rally, we have a class called HWMouse that does some magic with X Window system (I'm on Linux) that makes the mouse as responsive as outside the program window. I just tried and disabling that there makes the mouse slightly laggy, similarly (though not quite as pronounced) to how it's in your program. (Also, I have a rather decent GPU).
Btw, I also noticed that the program eats 24-32% of one 3GHz CPU core (of 4 total) on idle. The perfectionist in me does not like that, but since this is based on your game, you might want to check that there isn't a bug in the GUI code that makes it hog unnecessary resources from your game itself.
Looks nice and useful, though the mouse feels a little sluggish (both on the Linux version and in the .exe through Wine). I also find it a bit odd that this kind of image utility needs an audio library (OpenGL too, but I can understand that since there doesn't seem to be any major cross-platform GUI library in use).
Thanks for testing! As I have most major features already in, I'll be using more time for optimizations, performance options and browser compatibility. Hopefully it will be more than marginally playable for you upon release.
EDIT: I noticed I'm using your icons! Thanks for sharing. :)
Which one (or both?) of the FPS counters give you the 2? The first one is graphics and the second one physics. You don't probably see any bullets because the physics are too laggy (I've noticed this too on my machine on Firefox if I have multiple game tabs open). What kind of CPU do you have?
Memory might also be one issue if you have little of it: On my machine the game tab uses a rather whopping ~750MB of RAM and 250MB of GPU mem. Also, I don't think the open source drivers give enough performance. However, you can try the "quarterMode" from options, which renders at a reduced resolution stretched to fill the viewport.
Sidenote, OpenArena is one of the least demanding 3D FPS:es out there, as frequently benchmarked by Phoronix.
cemkalyoncu, I uploaded a version you can try. Hope it is what you meant. It was non-trivial due to there being wrong number of links. I don't have time for polish or to do the other one just now, but you should be able to test with that one if you apply some offset to the tex coords. Disclaimer, I'm actually a programmer and very far from an artist, so it's probably rather horrible.
They work, they just contain an extra trailing space in the URL - remove that manually. Even if they didn't, I'd prefer that the original author did the uploading, which he has stated he will.
Simplest way (and also what is used in the model I made this for) is to just map the texture to a quad (or a triangle strip if you want to bend it a little). However, that only looks good from a limited camera angle.
FacadeGaikan, could you check if there was any errors in the JavaScript console, which opens in Chrome by pressing Ctrl+Shift+J?
The mouse latency is probably due to using a software mouse. In Stunt Rally, we have a class called HWMouse that does some magic with X Window system (I'm on Linux) that makes the mouse as responsive as outside the program window. I just tried and disabling that there makes the mouse slightly laggy, similarly (though not quite as pronounced) to how it's in your program. (Also, I have a rather decent GPU).
Btw, I also noticed that the program eats 24-32% of one 3GHz CPU core (of 4 total) on idle. The perfectionist in me does not like that, but since this is based on your game, you might want to check that there isn't a bug in the GUI code that makes it hog unnecessary resources from your game itself.
Looks nice and useful, though the mouse feels a little sluggish (both on the Linux version and in the .exe through Wine). I also find it a bit odd that this kind of image utility needs an audio library (OpenGL too, but I can understand that since there doesn't seem to be any major cross-platform GUI library in use).
Thanks for testing! As I have most major features already in, I'll be using more time for optimizations, performance options and browser compatibility. Hopefully it will be more than marginally playable for you upon release.
EDIT: I noticed I'm using your icons! Thanks for sharing. :)
Which one (or both?) of the FPS counters give you the 2? The first one is graphics and the second one physics. You don't probably see any bullets because the physics are too laggy (I've noticed this too on my machine on Firefox if I have multiple game tabs open). What kind of CPU do you have?
Memory might also be one issue if you have little of it: On my machine the game tab uses a rather whopping ~750MB of RAM and 250MB of GPU mem. Also, I don't think the open source drivers give enough performance. However, you can try the "quarterMode" from options, which renders at a reduced resolution stretched to fill the viewport.
Sidenote, OpenArena is one of the least demanding 3D FPS:es out there, as frequently benchmarked by Phoronix.
Great models, thanks for making these!
cemkalyoncu, I uploaded a version you can try. Hope it is what you meant. It was non-trivial due to there being wrong number of links. I don't have time for polish or to do the other one just now, but you should be able to test with that one if you apply some offset to the tex coords. Disclaimer, I'm actually a programmer and very far from an artist, so it's probably rather horrible.
PS. I've improved my fire since the "wall-mounted-torch" topic - http://tapio.github.com/darkcorners/img/carousel/room.jpg
They work, they just contain an extra trailing space in the URL - remove that manually. Even if they didn't, I'd prefer that the original author did the uploading, which he has stated he will.
The author has not uploaded it properly yet, but it's here: http://opengameart.org/forumtopic/wall-mounted-torch#comment-14545
Simplest way (and also what is used in the model I made this for) is to just map the texture to a quad (or a triangle strip if you want to bend it a little). However, that only looks good from a limited camera angle.
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