Post-pyweek release

Hello!

I got 12th out of 15, which is right around where I expected what with the wonky collision response :) I've fixed it to look faaaar better, though, and dialed down the rate at which you can die.

After this, I'll probably be moving all my development to Sourceforge. There's lots of stuff I'd like to do. I had a lot of comments on how the chase camera mode was the most fun, which is neat considering I just threw it in as a lark :)

Sourceforge website is here: The Getaway!

(log in to comment)

Comments

In the sourceforge version, when I try to start the game I get this error:

Traceback (most recent call last):
  File "./getaway.py", line 95, in ?
    main()
  File "./getaway.py", line 92, in main
    engine.run()
  File "/home/pdallago/getaway/engine.py", line 210, in run
    self.keyEvent(event,event.type==KEYDOWN)
  File "/home/pdallago/getaway/title.py", line 65, in keyEvent
    self.startGame()
  File "/home/pdallago/getaway/title.py", line 106, in startGame
    engine.run()
  File "/home/pdallago/getaway/engine.py", line 213, in run
    self.screen.paint()
  File "/home/pdallago/getaway/engine.py", line 137, in paint
    sprite.paint(self)
  File "/home/pdallago/getaway/sprites.py", line 346, in paint
    glPopMatrix()
OpenGL.GL.GLerror: [Errno 1281] invalid value
Thanks for the feedback! I'll get to try to reproducing that right away, but for now could you e-mail me (atiaxi at gmail.com) your versions of python/pygame/pyopengl? That way I can get back to you when I get it fixed :)
FWIW that error usually results from mis-matched push/pop calls, or possible from calling glPopMatrix() in a place where it's not valid (ie. you push inside a display list and then pop outside of it, or something like that)

python 2.4.3
pygame 1.7.1
pyopengl 2.0

I'd seen the error before in places where Richard mentioned it - what made it especially hard to track down was that it was somewhere in a display list. Luckily, I get the same error on my windows box and thus it's easier for me to debug :)

I tracked it down to a particular texture that's causing the problem. It's 1024x1024, and there's already one of those loaded, so I'm suspecting it's an issue with video memory. If I toss out the model that uses that texture, it works fine.

The new model doesn't react very well under lighting, though, so I've got some tweaking to do, then I'll put the fixes in subversion :)

Thanks for the bug reports!