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Sastraxi
Apr 14th, 2001, 06:46 PM
It's been a long time since we've first set out Times of War. Many things on this post were irrelevant. Feel free to skip to the last page(s) and view what's been going on with Times of War. You're also welcome to ask any questions you like, regarding Times of War.

Remember to watch the news ticker at the bottom of my signature. That's all for now, make sure to visit the website when I say there's an update. Very soon we will have a fully automated website, which I'm sure will make it a lot easier to post news, etc.

The ToW website currently is http://www.crystal-rain.com/

parksie
Apr 14th, 2001, 06:52 PM
What? Ooops...sorry, I'm a bumbling fool :(

:p:D:p

Zaei
Apr 14th, 2001, 07:07 PM
You didnt list Gameplay, or AI, but i guess that will fit into "Putting it all together" =).

Z.

Sastraxi
Apr 14th, 2001, 07:50 PM
Yeah, there's another spot to be filled thanks to Zaei (I wonder who will sign up? :rolleyes: )


Gameplay, AI, interface (training units, upgrading, attacking, moving, building buildings, etc.)

Zaei
Apr 14th, 2001, 08:16 PM
I already signed up =).

Z.

anoop007
Apr 15th, 2001, 06:45 AM
Someone to help me put the whole thing together (programming)

Shall i do that?

Arbiter
Apr 15th, 2001, 06:53 AM
Bumble bumble,

Oooh, hi guys!

Ignore me - Im just a fool bumbling around. ;)

Well, I'm neither a member, nor (as explained) have the time to join, but I can hover around your thread as it's just next door to the Sentience thread and post comments and ideas...

That is, if you want me too. If you'd rather I didn't come back in here in case I'm practising industrial espionage then let me know....

Some thoughts - you may benefit from Behemoth and I's experience in working on Sentience.

You may want to create a manual as you're working on the game so when you post versions for testing (ala Sentience) people understand what's happening. I didn't and most people still don't understand what's supposed to be happening in the game.

Document everything and give them version numbers. It'll be tedious but will pay dividend in the long run.

Make sure everyone has a list of things they're supposed to be working on and they know exactly where they're up to at all times. If you ever hear the words 'I thought you were doing that' you know you're in trouble.

Make it as modular as possible. Make a general framework to hold the game together and then allow for the addition of modules to add functionality. We did with Sentience and although it took 8 months to build a solid framework, look at the speed we're adding functionality now.

Define all the variables at the beginning. Something we should have done. I find myself now with redundant variables and missing some I really would have wanted. Same with formulae.

OK, I'll leave you in peace now. Dunno if what I've said is of any help but good luck with it.

:cool:

Sastraxi
Apr 15th, 2001, 12:38 PM
Anoop007
I would love to have you on our team!
The part you are taking place in involves things such as making the menus and GUI functional, making sure the game works, fixing bugs, etc. If you find anything that needs to be done, but nobody else does it, that's your job. I am also a "Putting everything together" programmer, although I am also putting in the database -> UDT code, and Zaei seems to want to do the Gameplay and AI.

Arbiter

Those are the kinda things I want to hear! Thank you for letting our team learn from your mistakes. In the credits you will surely be there! I am making a manual right now to let people know how the game works. I will probably need some gfx first, but I don't know whether to go Diamond-Tile or Square-Tile. I'm not sure what to use....

Thank you all for your constructive ideas.

CyberCarsten
Apr 15th, 2001, 12:59 PM
I have good skills in VB programming, and I'm learning Windows/DirectX programming in C++. I sure hope you can use me on your team! I have always dreamt of being a member on a game team! :)

parksie
Apr 15th, 2001, 01:03 PM
If development is still going at mid-July then I'd love to help on any C++-related stuff :)

Sastraxi
Apr 15th, 2001, 01:05 PM
Okay: We've got some programmers now:


VB programmer to do main DDraw loop. - Nobody!!!
3D modelers (preferably with 3DSMax) to make models from 2d unit gfx (low priority) - Nobody!!!
Gameplay, AI, interface (training units, upgrading, attacking, moving, building buildings, etc.) - Zaei
Someone to help me put the whole thing together (programming) - Anoop007
C Programmer to make a DLL compatible with VB that blits on the GUI. - PsyVision


We need a VB programmer to do the graphics for in the game! I also need a 3D modeller to make some graphics for the movies, such as the intro movie, the finish movie, and the defeat movie, etc.

I am also glad to announce that we will be using WarMaster's D3D engine to render all of the frames for movies and such.

So... anyone else want to sign up? (we need a full team)

Anyways, here's what I want you guys to do in the meantime:

PsyVision - I want a DLL that allows you to input an hDC/Filename to the DLL and it will blit it.
Zaei - Since you have the database, could you make a module that calculates damage? The damage is:

Health - (Random (1/2 of Attack) to (Attack))

I know it's not much to do but it will keep you occupied for about 5 minutes.

Anoop007 - I'm going to email you a database and I need you to write some MODULE ONLY code to access the database and input it into a UDT. (no controls involved.) I'll email you also the specific details.

If I didn't mention you here, ASK ME what you are supposed to do!

vb.den@gmx.co.uk

CyberCarsten
Apr 15th, 2001, 01:09 PM
What should I do??

Sastraxi
Apr 15th, 2001, 01:15 PM
What part did you want to take part in?

CyberCarsten
Apr 15th, 2001, 01:18 PM
I would prefer AI and interface, but I'll take what ever you through at me! (if I can of course! :D)

PsyVision
Apr 15th, 2001, 01:22 PM
Allright, if i'm correct (hehe) you require me to create a Dll in C++ that will aloow you to specify a hDC and a filename. The Dll should then open the file and blit it to the specified hDC ?

P.s Sastraxi - When oh when do you go on ICQ ?

parksie
Apr 15th, 2001, 01:25 PM
Just been talking to him on MSN...you should use either that or Trillian, so you can get on ICQ, Yahoo, and MSN simultaneously.

Sastraxi
Apr 15th, 2001, 01:46 PM
ICQ 84479333, but I reinstalled my computer and am not gunna get it (bugs galore!), so get me on MSN:

sastraxi@hotmail.com

Zaei
Apr 16th, 2001, 01:47 AM
Eek. I have a job. Sorry, havent been on this thing all
day.

Sas, Should the "Health" part in your algo be
TOTAL health, or CURRENT? Ive used current health in a
game before, as sort of a fatigue measurement (ie, the
player or enemy could only do damage up to thier
current health). Mind, that game was on some severe
memory restrictions (30K< Sourcecode, It was a TI 83
game =), but it works. Anyway, let me know what you
want me to do, or whatever. I can probably be more
reliably contacted at either my home email(dec-
arrowflight@home.com) or k0k0_krispies@yahoo.com.
And that goes for anyone else on the team too =).

Z.

Zaei
Apr 16th, 2001, 02:10 AM
Oh yeah, go with Diamond tiles. Iso engines Rock =).

Z.

wazup guys
Apr 16th, 2001, 04:20 AM
ummmmmmmmm
to make a lorg story short im willing to do the visual basic part if noone has signed up for it. antways someone has to do it. but i would like to have some one work with me on this if its gets really complicated
u can reach me at my email address which is
below and probaly the only way of communicating with me ecept here, and if im excepted i will never forget this
:cool: :confused: :cool:
i surf the web mostly at night and during school in comp class :rolleyes:


:eek: oh u all forgot one thing howabout multiplayer and that kind of tihs :eek:

Sastraxi
Apr 16th, 2001, 09:37 AM
Okay Zaei - These units are the TEMPLATES for units. Therefore Base Health values are the maximum health. I added the Max. Health because if some units were upgraded too much (not trained) they could become more powerful then other units.

When you create a unit in the game, they also have current health properties, X, Y, and several other state properties.

Wazup Guys
Great! If you are willing to do the VB Ddraw loop, then you are welcome to do so. As long as you have [at least some] experience on Game Development, you are welcome to join. Just note that you will need no VB skills if you are modelling the 3D images [also note that this is low-priority and is only used for the movies and such].

Multiplayer will be supported but we will only do that when we have completed single player. Also there will be a map editor, but after multiplayer. Users will be able to decide between Real-World, Fantasy, and their own (custom names for units and buildings) settings for the maps. There will also probably be a campaign editor, but note that this is all in the future, and is optional.

Sastraxi
Apr 16th, 2001, 09:38 AM
Okay... Remember Warcraft I? That's about what we're going for right now, but when it's finished it should be more or less Starcraft :D.

wazup guys
Apr 16th, 2001, 10:25 AM
:) ok let me know this right now witch is more important
vb ddrawloop, or the 3d images cause i dont want to waist time if u know what i mean :cool:

:confused: let me know if i understand this right that u want 3d images to be viewed as 2d :confused:

:eek: when u said that the final product will be like star craft did u mean graphics or the over game style :eek:

Sastraxi
Apr 16th, 2001, 12:11 PM
I mean the whole game will be DDraw, but the Intro Movie will be rendered with DirectX (cause of all the nifty features), so that's why I need 3D models based off of 2D sprites.

2D images and the DDraw loop are more important.

Zaei
Apr 16th, 2001, 12:47 PM
Sas, I read something about Multiplayer on flipcode or
gamedev.net. Pretty much the warning that I
remember went something along the lines of If you dont
design the code from the beginning with networking in
mind, you will most likely have to rewrite most of the
code to add it. It makes sense, so if we are going to
have multiplayer, we should integrate as the game
progresses, not at the end. Just my 2 cents, but i think
its good advice.

Also, while im at it, I think that we all need to see some
design docs, as soon as possible, so we all know where
we are going, and so we all share a common vision.
WIthout that, the game will be all higgldy piggldy(ahh,
what an expression that is =). Thats 4 cents for you,
there =).

Z.

Jorj
Apr 16th, 2001, 12:47 PM
Sastraxi et al.,

I would be willing to work on the aforementioned manual if you so wish. I can also help with unit, building, and upgrade titles.

PsyVision
Apr 16th, 2001, 01:32 PM
Sas, do u wish for the DLL to use direct x to blit (i hope so coz it will be quicker, i shall do the basic function then add some more to blit using a clear color (transparency) and to have fast blit as well)

Multiplay - Build it in as we go, but maybe comment out the parts until we have single player going, not sure there though.

Keep It O-O-P As Much As Possible :D

Sastraxi
Apr 16th, 2001, 01:38 PM
Yes, and I also want to have it so when you add an hDC or Filename, (such as BlitBottomGameGUI Pic1.hDC) all PURE MAGENTA (255, 0, 255), that colour is transparent.

Can you do that?

PsyVision
Apr 16th, 2001, 02:42 PM
ok, this is what i can do so far, u specfy a bitmap file and a direct draw surface, the height, width of the image and it creates the surface from the image.

I got a vb exmaple that does CreateSurfaceFromFile and Fast blitting, i shall stick some code together tomorrow

PsyVision
Apr 16th, 2001, 02:47 PM
Right, i have called the DLL System.dll :D Unreal Torny Style :D

PsyVision
Apr 16th, 2001, 02:53 PM
Direct X 7 yeah ?

Sastraxi
Apr 16th, 2001, 04:03 PM
Yes it will be DX7 cuz I dont like the way that they do DDraw (pseudo-ddraw) in DX8. Another Q: How big should the tiles be? They are diamond-shaped, and the screen can be 640x480, 800x600, or 1024x768. What pixel size should the bounding-box be? (actual image size)

wazup guys
Apr 16th, 2001, 09:42 PM
that manual to me sounds really nice when u get it i want a copy to help give me a starting point so i dont start at the wrong point

Sastraxi
Apr 16th, 2001, 10:53 PM
Tomorrow I will be starting the manual (Jorj too) and also be making the development notes (RTF format)

wazup guys
Apr 16th, 2001, 10:55 PM
let us know when ur done;)

Zaei
Apr 17th, 2001, 12:15 AM
Was just playing around in paint, and 100x50 seems to be a good Tile BB, at 1024x768. You could scale that down for the other resolutions, as well.

Z.

wazup guys
Apr 17th, 2001, 08:34 AM
i would like to know were does every body live thats working in this prog :) :( :o :D ;) :p :cool: :rolleyes: :mad: :eek: :confused:

anoop007
Apr 17th, 2001, 08:46 AM
me from Trivandrum (http://www.trivandrum-city.com), Kerala (http://www.keralatourism.org), India (http://www.meadev.gov.in)

wazup guys
Apr 17th, 2001, 10:14 AM
:) i need to know the tile size for all screen resolution or a formula i can use to determan it myself. :)
:) i also need the max number of men on the screen :)
:) i also need the max number of buildings there has to be one :)
this will give me some things to play with so i can get started
i have a bunch of things down on paper id like to start on
:) i also need a shape for the tiles :)

Zaei
Apr 17th, 2001, 01:08 PM
Diamond tiles, 100x50 at 1024x768 resolution looks good. The max number of men on screen is the number that can fit =). My big question is why a max on the buildings? If its not on the screen, you could just not draw it (give each building a RECT bounding box, then use the intersectrect API to check it its on the screen).

Z.

PsyVision
Apr 17th, 2001, 04:02 PM
... different scales :D

Anyway, um sastraxi, im new to Direct Draw but heres the code i have so far:

vb parameters in brackets

IDirectDrawSurface7* SystemLoadImage(IDirectDraw7 * pdd, LPCSTR szBitmap, int dx, int dy)

pdd = Direct Draw Main Thing (pdd As DirectDraw7)

szBitmap = Filename Of Image (szBitmap As String)

int dx = X Coord To Load From (dx As Integer)

int dy = Y Coord To Load From (dy As Integer)

Ok, note it returns a DirectDrawSurface7 (wahey) so in vb you need to specify a surface for it to goto :D

Then the next one still to do shall BitFast the image to a buffer.

One thing, do u need me to incorporate a CreateSurfaceFromFile function for you or is SystemLoadImage and SystemBitImage ok for you for now ??

Sastraxi
Apr 17th, 2001, 05:02 PM
Well in the long run, I want to be able to do something like this:


Sub Main()
Set GUIBlit = New SYSTEMRESOURCE
End Sub

Function BlitGUI()
'code to load surfaces from hDCs, get them into my own specified surfaces, and blit them to ddraw
End Function


Actually I'm no genius with DDraw, whatever way you have to do the thing is fine with me, as long as I am able to use it. :D

To the other team members: How is your stuff going along?

Okay wazupguys, here is some info:

:) We will be using 64x48 for 1024x768 :)
:) The max number of men that can be on the screen (cause of the tiles) is 256 (256 tiles) :)
:) Same as units, there isnt really a max :)
:) In pbrush, draw a line from the centre of the left side to the centre of the top side, then to the right side, then to the bottom side, then back to the right side, and fill the middle in with black. That is what the tile looks like. :)

To Zaei:
No there is no max, nor a max on the troops. I probably will use my own function to find if it's on the screen (cause of diamond the bounding box may be visible but no building). Unlike in games like Warcraft II, where you could have like 100 units, there is no max on troops. Though you can cap it in multiplayer, there isnt any specified max.

Ontario, Canada!!! :D:D:D:D

Sastraxi
Apr 17th, 2001, 05:04 PM
Actually, an update on that, there will be MORE than 256 units, more like 512 (cause that is rectangular bounding boxes i was counting)

anoop007
Apr 17th, 2001, 07:32 PM
so what have you done with the menu so far?

could you email me the start screen and the menu?

i am not a great artist.. but I'll try to bring up
something interesting!!

Zaei
Apr 17th, 2001, 07:33 PM
You could do a SC style unit cap, with supply buildings (ie protoss pylon lets you get 10 more men, TOW farmhouse leots you get 10 more men =). Or, you could get ecen more realistic, and have farms produce food, and units comsume food. Not enough farms, and units start to die, or desert, etc. Farms could have drought, or blight (or an enemy in a fantasy campaign could cast it =). Just brain storming, fedback is welcome =).

Z.

Zaei
Apr 17th, 2001, 07:35 PM
Another thought along those lines. Barracks for example, would have a training ground. Why not have a barracks "building" take up 2 adjacent tiles, but allow units to walk over the training ground. Same for a farm, but instead, say, a 3x3 tils space, with one for a farm house that units couldnt walk on.

Z.

[edit]
This is why I love working on gameplay =).

Sastraxi
Apr 17th, 2001, 09:09 PM
hehe... I know what you mean =) (you can tell by the text smiley that I'm talking to Zaei :D)

Anoop007 - I have also made two MIDI files - a small loading one and a small exit one - they took me about 1 1/2 hours to get right :rolleyes: but I think it's worth it!!

wazup guys
Apr 17th, 2001, 09:18 PM
hey could u all email anything u have started exept c++ cause i dont understand c++ at all i start that next year :)

Zaei
Apr 17th, 2001, 09:35 PM
I suggest that someone set up a free web site account,
and pass the acct and password around. We could set
up folders for each team member(and/or section), and
they could post any code, or media that should be approved by the team. That way, we can all see what is going on at all times.

Sas could then set up another account that only
he has access to, so he could upload any approved
media for use by the whole team. That will save us
from having some critical piece of code over written, or
something like that, as well as everyone being able to
go to a central location for something.

Z.

wazup guys
Apr 18th, 2001, 12:40 AM
ummm ive been trying to playaround with directx7 and it dont want to take the tiles whos up for creating the websight :o :o im trying to move a sprite aroung on it to but that will take some time.

Behemoth
Apr 18th, 2001, 04:51 AM
Sas,

I'm completely talentless, and I'm busy with Sentience, but like Arbiter, I'm prepared to offer whatever advice I can. I'm kinda nifty with photoshop too - but bear in mind I don't have a lot of free time. Let me know if I can help...

:D

(Manchester, UK)

Zaei
Apr 18th, 2001, 01:30 PM
Old skool ASCII yo. *crochety grandfather voice* Why,
back in my day, when we wanted to listen to a song,
we didnt have no napsty server gizmos, we had to
browse lists of 500 hundred songs that usually didnt
have what we wanted! AND to make things worse, all
the lists copied, so broken lnks were ALWAYS BROKEN!
::waves curvy walking stink in the air:: SHOW YOUR
ELDERS SOME RESPECT, YOUNG WHIPERSNAPPERS!
*end*

=)

Z.

Sastraxi
Apr 18th, 2001, 04:25 PM
Ooooookaaaaaaaaaaay...........

Anyways I am getting along well with the GFX, but have a few problems. (800 / 1024) = 0.78125. This is the aspect ratio of the 64x48 tiles from 1024x768 to 800x600. This results in 50 x 37.5. Now, what size should that graphic be?

So here are the SUPPOSED tile sizes:

1024x768 = 64x48
800x600 = 50x37.5 (?)
640x480 = 40x30

I'm just not sure what do do with the 800x600 resolution. Should we leave it out?

I have about 20 tiles done, all for 1024x768, which just basically makes sure that there is no GFX. corruption when resizing them to 50x37 and 40x30.

And aboot :D the tile size thing, I think we should put it to 50x37, because it would be unfair to people that use 800x600 to give them a smaller map view. You guys get it?

I cannot do much on the website, however I am trying my hardest. Schoolwork is getting in the way.

Sastraxi
Apr 18th, 2001, 04:27 PM
I also got a good idea for the end credits... It should have all of us (the dev. team) being sent to be executed by the king... Kinda like a funny end like in "Whose line is it anyways?" (ever seen that show?!?!)

Zaei
Apr 18th, 2001, 04:47 PM
You could end it like they did in Civ2, with pictures, that get guillotine'd =).

Z.

PsyVision
Apr 18th, 2001, 05:05 PM
Little kinda people with snippets of our heads from photos, or Serious Sam style, include us in the game as charachters ?

I got the System.dll done, i just gotta test it with vb and my vb direct x game as ****** up so i have to find a new one on p-s-c.com :D

Oh heck, i shall release it then, plus source for whom require it, along with the vb declares for yow !

Zaei
Apr 18th, 2001, 05:31 PM
Hey Sas. Could you email me the just the BG image for the title screen, if you have it separate? Ive got some ideas Id like to play around with.

Also, ill go and create a quick geocities account for us to upload stuff to, like in my other post.

Z.

Zaei
Apr 18th, 2001, 05:37 PM
Ok, I just set up the geocities account. Email me(dec-arrowflight@home.com) or Sas for the password. Should we set up the directory structure by person, or by game section? Thanks.

Z.

Sastraxi
Apr 18th, 2001, 06:11 PM
Zaei - It would help if we knew what the account name is, and also the pword. Or have u emailed me?

Zaei
Apr 18th, 2001, 06:21 PM
I emailed it to you. Security and all that =).

Z.

wazup guys
Apr 18th, 2001, 09:59 PM
what spots do we have filled and what spots need to be filles :)
so i can let my programing friend :)

Arbiter
Apr 19th, 2001, 02:42 AM
Sastraxi,

I've mailed you for the account details so's I can have a look.

If you wish I can pass them on to Behemoth so he can offer comments as well.

If you're actually putting a website together then it might be worth listening to his comments on that as he's a website developer (though you wouldn't think it by looking at ours ;) )

Behemoth,

I know you'll come snooping around in here. Get yo ass in gear with our website - we can't have these peasants making a nicer one than ours!!! :D

anoop007
Apr 19th, 2001, 08:41 AM
Sorry guys...

I have some bad news... I've enrolled myself into a new university course, so I am going to be busy for some time.. So I can't be in the team anymore :(.. I wanted to be there.. but this thing came in between and so I am quitting.. Best of Luck for the entire project team..!

Zaei
Apr 19th, 2001, 12:50 PM
The default web site i set up for our little source vault is pretty lame, but its not there to be pretty =). Ive done quite a few pages before, and I like to think that ive got pretty good design tastes.

Z.

Norman_Nomein
Apr 19th, 2001, 06:54 PM
Hey guys I know how to draw and want to help you, anyway I can, expect only the best quality from me!:p


With my experience of reading the Lord of the Rings collection, and playng an exstensive amount of str games, I hope to be of help

Sastraxi
Apr 19th, 2001, 07:06 PM
Good. Do you want to take Anoop007's place?

Norman_Nomein
Apr 19th, 2001, 07:26 PM
Well what did anoop used to do

wazup guys
Apr 19th, 2001, 07:37 PM
guys weres that url and password i looking for
my email is : slayersaywazup@aol.com
asap plz

Norman_Nomein
Apr 19th, 2001, 07:39 PM
Ok I'll take his place I'll work with wazupguys, to make the drawings. You all sound very well inspired, especially Arbiter:p about barrack and units... In Lord Of The Realms you could use your peasantsand make them fighting units, a realistic edge that warcraft never had. maybe you can combine both type of RTS's.

Arbiter
Apr 20th, 2001, 03:42 AM
Sas,

You've still not mailed me the details of your website yet. How am I supposed to pilfer your code if you're not a little more co-operative! ;)

I note you've also decided what the end credits are going to look like. Very ambitious, but maybe just a teensy bit premature?

Just a comment from what I've been reading. Most game designers go with the peasants do the work, warriors do the fighting. Peasants that can do more than a feeble amount of damage make the game unbalanced as you can just swamp the enemy with bogloads of peasants.

Perhaps if one of your unit classes have the ability to disguise themselves as peasants (or other unit types) to confuse the hell out of the enemy. They revert to their normal graphic when they're attacked maybe?

Anyway, enough rambling.

wazup guys
Apr 20th, 2001, 10:00 AM
i dont know what u all want to do for credits or any of the ideas floting around
but i got the info on the yahoo account if inyone wants it let me know

wazup guys
Apr 20th, 2001, 11:30 AM
not to say that the email account is bad but i dont see a web sight that we can custamize with the info we upload so others can dl it :mad:

PsyVision
Apr 20th, 2001, 04:50 PM
Directory Struct, should be structured into like system dll code folder, graphics folder, then into versions so each new bit of code we do like, each bit we add to the game gets a new version. Then so if it ****s at version .14 then u can just download .13 and start again, if someone else wants to do some work they can then find the latest version and the early ones.

PsyVision
Apr 20th, 2001, 04:56 PM
Hey plz mail me the details @

xl2101@lords-of-darkness.com

NEWS:

The System.dll is having problems, im trying to fix them up today though its not so easy. Secondly using:

IDirectDraw7 *pDD;

pDD->CreateSurface(.....);

Causes an illgeal operation and i havent a clue why so its not going at the best atm.

Zaei
Apr 20th, 2001, 05:05 PM
Ive never used DD7, but what kind of error are you getting? If its an access violation, you may not be initializing DD7, or the intialization may have failed.

Z.

Sastraxi
Apr 20th, 2001, 06:44 PM
Yep... That's what I said from the start, the only way to get fighters and the like is to train them from peasants (but it isnt instantaneous and there is no special movie :D)

I havent had much time to work and just got on right now (6:30 EST, Apr.20) and schoolwork is getting the better of me.

I'll do some GFX this weekend and mebbe the menu (cuz that's what Anoop007 was going to do). Meanwhile I'll give you your job:

But basically we can't do anything until PsyVision's done his DLL! (good work Psyvision, keep at it :))

To ARBITER:

That's how it would be in real life!!
If you are a veteran swordsman and 100 peasants come knocking on your door and try to kill you, IT IS A FACT OF LIFE that they will win!!!

You can only attack one person at a time, so with 8 peasants attacking 1 swordsman it would take them about 3 seconds. Realistic.

But, if there were about 10 swordsmen, they could probably take them on.

Realism, people, realism!

To all:

I've got some music done and am starting on the Title Screen. Won't be doing much until May 1st, where I plan to spend a good 3-4 hrs a day on the game.

Sorry, but IT'S SCHOOLS FAULT :D

Sastraxi
Apr 20th, 2001, 06:46 PM
And also to Arbiter, I know it's a bit premature. We'll probably just have some kind of cheap fighting while the credits roll... :D

Well that's it for now!

Zaei
Apr 20th, 2001, 07:02 PM
I havent had much time to much programming, Due to school, and my own problems (all my questions on the maths forum), so I havent gotten around to the damage module. My question is, do you just want me to write a simple DoDamage(ByRef Target as Unit, ByRef Attacker as Unit), using the damage values, or do you want me to extract them from the database (option 2 being the one i hope its not =)? Anyway, get back to me, and Ill get it done.

Z.

Sastraxi
Apr 20th, 2001, 07:18 PM
The 1st one. Then we can implement a module to find out what are the stats of a unit after upgrades and damage taken and new armour worn, etc.

EG:

Function Attack(Index as Long, Index2 as Long)
A = DoDamage(CalcDamage(Index), Index2)
If Units(Index2).Armour > (Int(Rnd * 100)) Then
Units(Index2).HP = Units(Index2).HP - ((-Units(Index2).ArmourRating + 100) / 100 * A)
End If
End Function


That is an actual function ( :eek: ), you may want to write it down. The HP is the actual Health of the unit (not the templates in the DB), the armour is the armour coverage (%) of the armour the defender is wearing, and the armourrating is the amount of damage it blocks (%).

Zaei
Apr 20th, 2001, 07:19 PM
Ok, ill post some nice code later. Ive got some stuff to do, right now.

Z.

wazup guys
Apr 20th, 2001, 10:51 PM
:) norman_nomain may be able to come up with the finest ive seen the pics for the peasent and the knight of the dragon may i say it looks 50 X better than starcraft and for fantisy if what ive seen is good i cant imagine what he can come up with :)

Sastraxi
Apr 20th, 2001, 10:56 PM
Okay... can you upload the GFX to the website?

And also Zaei could you email every1 with the account stats, I don't really have the time right now.

Sastraxi
Apr 20th, 2001, 10:59 PM
Zaei, the welcome page is AWESOME!
Just the kind of subliminal message we need to send.

Okay - Norman_Normein and WazupGuys:

I need to make sure the GFX are the right size. If you want you can make 'em proportionate to the tile sizes (no res. has more view so it is fair to all resolutions):

1024x768 - 64x48
800x600 - 50x37
640x480 - 40x30

So make sure there are 3 gfx resolutions for the graphics and it will be set.

wazup guys
Apr 20th, 2001, 11:05 PM
since we go to the same school i can see what he has on paper over the weekend and hes going to convert them to bitmaps so i we can use them :)

wazup guys
Apr 20th, 2001, 11:38 PM
cant we use the same size file just when it comes into ddraw that it gets chaged to the screen resolution type we could build a function to do that

wazup guys
Apr 21st, 2001, 01:50 AM
If We Do Make A Second Version What Would We Change Or Add (Would We Add A Race , etc.) :)

PsyVision
Apr 21st, 2001, 06:07 AM
I shall try and push out a DLL that does the job for now asap, it will probably be a longer way than in vb due to there being no CreateSurfaceFromFile function in C++ Direct X. I know why one part of it isnt working and im busy sorting it now. The other part is a bummer.

Whats the url for this site as i have the user/pass but dont now the url.

PsyVision
Apr 21st, 2001, 06:25 AM
The DLL Is almost fixed for one part, i have almost done the loading of an image to a surface where u can specify a X and Y to load from along with Width and Height, the Blitting shall come soon too (hopes).

wazup guys
Apr 21st, 2001, 10:35 AM
we should use some code im getting from the internet in api so that we dont have to chage screen resolution we can check the resolution then use a case or if then statment so its not like sentience (im not trying to dis them im just saying i dont like that it changes the resolution on my screen) :)

Sastraxi
Apr 21st, 2001, 11:10 AM
I've already got code that checks and changes the resolution accordingly. If you are already in that resolution (640x480x16) the resolution will not change.

Then at the end of the program it changes it back.

Sastraxi
Apr 21st, 2001, 11:15 AM
It's http://www.geocities.com/towdevteam

PsyVision
Apr 21st, 2001, 11:56 AM
System.dll - Release Version 0.1
======================

Yuppers, it's that time, the first build of the System.dll is available. At the moment you are required in vb to do something like this:

Dim DDraw As DirectDraw7
Dim DDSurface As DirectDrawSurface

Set DDSurface = DDraw.CreateSurface(params);

Then :) the fun part, you can then use the function in the System.dll to load a bitmap file, you can pass the x and y of where to load along with the height and width.

The zip shall appear on the ftp soon with a quick vb demo :D

The Blitting part is almost done.

Sastraxi
Apr 21st, 2001, 01:07 PM
Good work, Psyvision!!

PsyVision
Apr 21st, 2001, 01:26 PM
Bummers, can any of you fix this:

Here is the VB and C++ Prototypes for the function:

int SystemLoadBitmap(IDirectDraw7 * dd, char *szFilename, IDirectDrawSurface7 * ddsSurface, int x, int y, int width, int height)

Private Declare Function SystemLoadBitmap Lib "System.dll" (ByRef dd As DirectDraw7, ByRef Filename As String, ByRef ddsSurface As DirectDrawSurface7, ByVal X As Long, ByVal Y As Long, ByVal width As Long, ByVal height As Long) As Long

Please can you check that these are ok, then the main error here is that the following function:

int SystemLoadBitmap(IDirectDraw7 * dd, char *szFilename, IDirectDrawSurface7 * ddsSurface, int x, int y, int width, int height)
{
HDC hdcImage;
HDC hdc;
BITMAP bm;
DDSURFACEDESC2 ddsd;
HRESULT hr;
HBITMAP hbm;

hbm = (HBITMAP) LoadImage( NULL, szFilename, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION);

if (hbm)
{
ddsSurface->Restore();

hdcImage = CreateCompatibleDC(NULL);

if (!hdcImage)
return -1;

SelectObject(hdcImage, hbm);

GetObject(hbm, sizeof(bm), &bm);
width = width == 0 ? bm.bmWidth : width;
height = height == 0 ? bm.bmHeight : height;

ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_HEIGHT | DDSD_WIDTH;
ddsSurface->GetSurfaceDesc(&ddsd);

if ((hr = ddsSurface->GetDC(&hdc)) == DD_OK)
{
StretchBlt( hdc, 0, 0, ddsd.dwWidth, ddsd.dwHeight, hdcImage, x, y, width, height, SRCCOPY);
ddsSurface->ReleaseDC(hdc);
}

DeleteDC(hdcImage);
DeleteObject(hbm);
return 1;
}
else
{
return -2;
}
}

Is returning -2 thus the error is that it is failing to load the image. Once this is fixes the DLL is usable. I think that the error is coming across from VB because linking to the dll and using it in C++ works fine. I can mail anyone who needs it code for the C++ and VB demos of using the function along with the DLL source as long as they can fix the error :D

xl2101@lords-of-darkness.com

Zaei
Apr 21st, 2001, 02:28 PM
Maybe in your LoadImage call, one of the flags should be LR_LOADFROMFILE. MSDN says that if that flag isnt set, it will think it should be loading from a resource, and szFilename is the resource name.

Z.

PsyVision
Apr 21st, 2001, 05:00 PM
That will be why, ok, um well in vb its loading not from a resource and i can change the last flag to what is required (said by Zaei)

Sastraxi
Apr 21st, 2001, 05:22 PM
And Psyvision, because of the ongoing problem with Vuen and his colour-changing (realtime) RTS thing, it would be nice if there was a function that took all colours in a surface and changed them to another colour, eg:


rc = sChgCol(RGB(255,0,255), RGB(255,255,255))

PsyVision
Apr 21st, 2001, 05:38 PM
Gotta get the basics going first, i think basically i can use Get and SetPixel, not sure, i fixed one error and another appears OUCH

Norman_Nomein
Apr 21st, 2001, 06:04 PM
Hey guys.

Sorry, I wasnt here yesterday I dropped dean on my bed when I got home and didnt get up until today at eight. But as soon as I ate a couple pieces of brad I got to work and finished.

So far I've done 3 characters so far out of the 5 I plan to do today, they are scanned and soon to be mailed to wasupguys they are the peasant, the knight of the blade, and the monk. If Ill email it to you if you want. wasupguys has seen my work and he says its good. I dont what you could do with my drawings except movie parts.

I truly dont konw what your limits are so I just give my oppinion on what would look good in an RTS that I would enjoy playing:)

Sastraxi
Apr 21st, 2001, 11:56 PM
I would love to see the GFX that you have made. Please send them to me (vb.den@gmx.co.uk) or have wazupguys send them to the same address.

Zaei
Apr 22nd, 2001, 02:08 AM
Sas, thats what the web site thing is for. Post EVERYTHING there, so everyone can look at it.

Z.

wazup guys
Apr 22nd, 2001, 09:27 PM
i got two today i sent sastrex one i think and then i cleaned it up :)

wazup guys
Apr 22nd, 2001, 09:34 PM
what happend to me uploading how do i were do i

Sastraxi
Apr 22nd, 2001, 11:24 PM
Sorry I havent replied, I just got my internet connection back :rolleyes:

Anyways I'm going to look at the pictures wazupguy's sent me. See ya all tomorrow!

Arbiter
Apr 23rd, 2001, 03:13 AM
Sas,

Have you just blatantly ignored the eMail I sent you?

PsyVision
Apr 23rd, 2001, 01:45 PM
Big Problems - Because of the way that direct x workd in visual basic compared to C++ i cant get the dll to work, this is a big bummer :D i think its to do with some COM and the way that there are these in C++:

IDirecDrawSurface
LPDIRECTDRAWSURFACE

And:

DirectDrawSurface

In vb which is annoying.

Sastraxi
Apr 23rd, 2001, 03:49 PM
Hmmm....

You emailed me?
I'll go take a look, my ESP (email service provider) may have deleted it on me though :rolleyes:

Zaei
Apr 23rd, 2001, 06:50 PM
A couple of questions. Are we going to be able to select a group of units? How will this be stored? Will there be a group leader? Do we know how food and gold and such are going to work? Also, What style of gameplay do we want? Should it be "Player is completely controlling the units", or "Player is the general, but units have some thought"? Hopefully number 2, because ive got some fun ideas wandering through my skull =).

Z.

Sastraxi
Apr 23rd, 2001, 10:04 PM
We'll have multiple units (select units & Ctrl+0-9 to group units) then press 0-9 to get them back. The mounts will be absent minded as will the "critters". Units will be (for now) #1, but hopefully it will change. Also the group leader will be the unit with the highest stuff (eg. damage-wise, health-wise, etc.)

Zaei
Apr 24th, 2001, 07:01 AM
Its my job to make it change, so, Ill go ahead and do that.

Z.

PsyVision
Apr 24th, 2001, 03:56 PM
Do u think we should use just pure vb direct x for the loading as it is definately capable of doing it quickly ? As the dll i have doubts about it working.

Sastraxi
Apr 24th, 2001, 04:16 PM
Yeah, we could do just plain VB DX.
I think with C we could get about .2 more FPS though :D

'Sides, DirectX is a DLL, so it wouldnt matter THAT much, would it?

So Psyvision... Whaddaya think 'bout doing the same DLL in VB?
(would kind of be an engine, like your system.dll idea)

But I would need specific components:
- Change all colours in a surface to a different colour
- Basic DX functions
- Alpha-Blending (can also do it with an API if u cant do it w/DX)

And more specifically, I would like certain functions:


BlitAll() (would flip the backbuffer and draw the scene)
Blit(DxSurf as _SURFACE_, Space as POINTAPI, Space2 as RECT, Optional ALPHA as Integer)
(would draw a surface onto the Backbuffer at Space, and would take the image from the surface at Space2, optionally at translucent opacity ALPHA (0 - 100), 0 being no blit is done)


And any others you can think of.
I would really appreciate it!

I also know that you have already done a ton of work, so it is okay if there is no DLL.

PsyVision
Apr 24th, 2001, 04:25 PM
Ok, I shall start work tomorrow but i can do those functions and a few more for you that shall come into use.

It shall be done in VB for u.

Not too sure about alpha blending, if anyone has some docs on them ?

Sastraxi
Apr 24th, 2001, 06:32 PM
I have a module that uses Microsoft's Alpha-Blend function that I wrote about 2 months ago. (MS Alphablend is actually quite fast)

I'll post it here for you, Psyvision (uses hDCs, you can import it by create surface from DC)

wazup guys
Apr 25th, 2001, 11:23 AM
yes it has been a while since ive been on ive been working on vb ddraw and the drawings/graphics the first came out *****y cause what i saw was a black and white inked virtion but that dont matter. im working with some friends on selecting the units and were now working were u can select more that one.

i got a function done that gets the screen sesolution and its workes even if u change it will its running.

Zaei
Apr 25th, 2001, 12:48 PM
Psy: LPDIRECTDRAWSURFACE just means that it is a pointer to a Surface. Its is the same thing as in VB, only in VB you "Set DDSurface = FICreateSurface(...)".

Now, are units going to be UDTs, or classes? Either will work. Wazup, How are multiple units stored (so you know they are together)? An Array, right? The way I have the units stored in my tests, I have an array of units, and a matching array of integers. The second array tells you what unit is attacking whom. I have attached a few new attributes to each unit, Size, and Moral. Size is the general power of the unit, and tells you, when unit x with size 4 is fighting unit y with size 3, unit x will usually win. On the other hand, 4 size 2 units fighting a size 6 unit, the 6 will probably lose. Make sense? Moral tells a unit when to run for his/her/its life. the moral goes up by some for every unit its killed, the number of units in his or her or its group, etc. it goes down for every unit in its group that is killed, etc. This will allow for units that are real veterens, and have killed 100 guys, but is fighing alone against 50, will still think he can win(ie insanity/stupidity/confidence). Feedback please. What does everyone think? Any ideas?

Z.

Sastraxi
Apr 25th, 2001, 04:17 PM
Units are going to be UDTs, because I would rather have

Attack(Unit(1), Unit(2))

than

Unit(1).Attack Unit(2)

For some reason I like the code first, and classes always screw up when I do them :D

And thank you wazupguys but sadly (:() I've already compiled a function that changes the screen resolution, but I'd be glad to see your code.

Have you heard anything from Norman Nomein lately?

Also Zaei I think those are great ideas!

PsyVision
Apr 25th, 2001, 04:22 PM
GOOD NEWS

Ok, i have coded a dll:

Direct X, Direct Sound, Direct Music, Direct Draw.

Its working good so far, in 5 lines of actual code u can create a direct x, direct draw, direct sound, direct music and create and init a coop level, along with setting the display to height, width and reqired bits :D

I shall push a demo out soon, features front and back buffers, its a kinda wrapper at the mo, but allows direct access to the main direct x, draw sound etc objects used in the dll, which is good :D

Once this is done and we can use it i shall work on a C++ dll, though it will take longer thus i have done this for u lot :D

Sastraxi
Apr 25th, 2001, 04:28 PM
Wow... Psyvision, Norman Nomein, Wazup Guys, Zaei, (anyone I missed?) you're all doing a great job! Expect promotions soon :D

I'm still working on the menu because of school (I dont want to hear the word 'Shakespeare' for another Aeon or so....!) but I've gotten farther! I've also found a freeware 3D modelling program that isn't lacking in features. It's called "OpenFX" and it's pretty cool, so we can make our objects in that if we want...

I'm still making MIDI files (cranking them out!) and so far I have 2 complete and 1 in the making. I used to have like 10 but a disk crash took all of them away....

But I'm working on this very hard!

Sastraxi
Apr 25th, 2001, 04:28 PM
Wow... Psyvision, Norman Nomein, Wazup Guys, Zaei, (anyone I missed?) you're all doing a great job! Expect promotions soon :D

I'm still working on the menu because of school (I dont want to hear the word 'Shakespeare' for another Aeon or so....!) but I've gotten farther! I've also found a freeware 3D modelling program that isn't lacking in features. It's called "OpenFX" and it's pretty cool, so we can make our objects in that if we want...

I'm still making MIDI files (cranking them out!) and so far I have 2 complete and 1 in the making. I used to have like 10 but a disk crash took all of them away....

But I'm working on this very hard!

Keep up the good work guys!

PsyVision
Apr 25th, 2001, 04:40 PM
Which byatch has changed the password, the one that worked before dont work now ??

xl2101@lords-of-darkness.com, plz mail it to me

wazup guys
Apr 26th, 2001, 11:36 AM
sas the code to get the screen resolution is only 4 lines of code which is good. but to store it in a variable and use a function to change it or w/e we want to do it turns out like 5 lines so heres a how to get screen resolution, and about the classes mine dont seem to blow up that easy so if u want give me the info and ill try to see if i make one that wont blow up

//Public Declare Function GetSystemMetrics Lib "user32" (ByVal nIndex As Long) As Long
//Global screenx, screeny As String
//screenx = GetSystemMetrics(SM_CXSCREEN)
//screeny = GetSystemMetrics(SM_CYSCREEN)

:) Whats that about a permotion?(im looking forward to it) :)

yYah i am using an array to move them in groups.

And norman his working on the pics but from now on i dont know if hes going to color or shade them but it would be better if he didnt so we can change it to the color of the players in the program.

Zaei
Apr 26th, 2001, 03:00 PM
Probably the best way to color the pics for now would be to have all areas that should be transparent colored magenta, thea areas that will be the team colors should be some other suitably ugly color.

Z.

Sastraxi
Apr 26th, 2001, 03:48 PM
The little green face is still there, but smaller than ever, eh Zaei? :D

But seriously.

I already have made functions that allow you to set the screen resolution (but they are hard-coded to 640x480x16 at the moment), I am thinking of switching to 800x600x16 resolution for the menu.

What do you think? Should the menu stick to 640x480x16 so old computers can use it or should it be 800x600x16 to make it look better on newer computers?

Zaei
Apr 26th, 2001, 04:21 PM
800 600 16, most definately.

And Yes, the face is, and will always be, there =).

Z.

wazup guys
Apr 26th, 2001, 04:55 PM
i agree 800 600 16

Sastraxi
Apr 26th, 2001, 05:00 PM
Alright does anyone here want to help with the actual bitmap gfx?

Or am I stuck doing it all alone :(

Ah well, I ALWAYS do the graphics alone... :D

wazup guys
Apr 26th, 2001, 05:06 PM
he could do the bitmap files although he might want to get some info
on what u what

Behemoth
Apr 27th, 2001, 10:15 AM
Originally posted by Sastraxi
Alright does anyone here want to help with the actual bitmap gfx?

Or am I stuck doing it all alone :(

Ah well, I ALWAYS do the graphics alone... :D

what needs doing? If I can find a few minutes to myself I may be able to help...

Sastraxi
Apr 27th, 2001, 04:05 PM
Nah, that's alright, I get a bit picky about other's graphics and I want them all to look about the same.

(That pixel has too much red! Decrease it 2 points! That's good. Now, that green pixel, it's just out of the question. I said 15 green, not 14!!!!!)

Zaei
Apr 27th, 2001, 09:48 PM
I dont rmemeber if we are having a dragon in the fantasy campaign, but I propse changing the name from "Dragon" to "Drage" (see http://forums.vb-world.net/showthread.php?s=&threadid=71523). This is the coolest name ive ever heard =).

Z.

Sastraxi
Apr 27th, 2001, 10:07 PM
Well, the thing is that different "Unit Sets" (fantasy and real-life) have profiles (default and customizable). This means that you can set the NAMES ONLY for the units, allowing the game to fit any map you make. Of course, this feature will only be available when we port the map editor.

And yes, we will be having a dragon (air mounting unit: horse on land) in the game.

wazup guys
Apr 30th, 2001, 09:57 AM
dudes i had an aol acount my mom didnt know about and she just found out about it so i got to do the stuff at school.

Sastraxi
Apr 30th, 2001, 04:51 PM
Okay, wazupguys, now that that's sorted out, let's move along to the next thing:

- I have Psyvision's DLL
- I haven't heard from most of you lately
- I want more of Norman's graphics

But we dont have lots of music.
Now since I have a Live! soundcard, I decided to check out some of it's features. It's MIDI sounds nice, and I have a program (or at least will in like 2 minutes) that can encode MP3, and it can input sound from MIDI into wav. So, I'm going to be doing the sound.

But if anyone has prior experience I will let you do this job, it's just that I am a bit good at composing...

I have composed a little introductory WAV (14 seconds, 700 kb) that will play in the little intro (or where it has the logo of our dev. team or whatever) but someone says it sounds like Twin Peak. I haven't seen this movie nor heard the soundtrack.

Could you guys give input to this (and also what our dev. team name should be???)

Thanks

Sastraxi
Apr 30th, 2001, 04:53 PM
Sorry over the 100k limit..

Please email me if you would like to look at it!
vb.den@gmx.co.uk

wazup guys
May 1st, 2001, 10:30 AM
is there a way to change the bitrate of the wav files to somthing below 80 kbs if so it will shrink the size of the file. for a 3 meg file at 128 kbs it cuts out a meg.

im in my computer class and my mom has closed my aol account.

Zaei
May 1st, 2001, 01:08 PM
Use Mp3. The quality is fine, and its much much smaller (of course =). Sas, whats the program that you are using for midi stuff?

Z.

Sastraxi
May 1st, 2001, 03:58 PM
NoteWorthyComposer Trial Version:

http://www.noteworthysoftware.com/

It's got a free plugin for winamp that lets you play NWCs in it. (doesnt work for NWCs saved with trial version)

So does anyone want to hear the intro?

PsyVision
May 1st, 2001, 04:55 PM
im still alive :D

Kicking and fighting :D

Um, yuppers, still working on sorting the dll. Yet working on many other things tooo ...........

parksie
May 1st, 2001, 06:49 PM
If my mini-sequencer ever becomes stable I'm happy to donate it... ;)

Bjwbell
May 2nd, 2001, 03:53 AM
You and stable in the same sentence; i can't beleive it:)

Zaei
May 2nd, 2001, 12:44 PM
VBWorld was all busy yesterday, Sas, so I wasnt able to say "Send me the Intro!". So, Send me the Intro!

=).

Z.

wazup guys
May 4th, 2001, 09:59 AM
i dont have an email account but is there a page that i can dl the dl from.

Sastraxi
May 5th, 2001, 10:25 AM
Since game development has been going very slowly in the past week, I am giving you guys all new tasks:

People that do the main graphics loop:
- Learn how to use PsyVision's DLL.

Zaei (Gameplay AI)
- Maybe make an algorithm or something that would let us find out the best possible way to get to another space (because of movement costs and trees/obstructions)

And I will finish my menu.

People with D3D knowledge:
- Just make a basic billboarded particle engine, with 1 particle at 0,0,0 but free camera movement (maybe?)

Just contact me for more info!!

Sastraxi
May 5th, 2001, 10:27 AM
And pertaining to WazupGuy's question about encoding WAV files, I have an MP3 program that you get to choose the bitrate in. Maybe you could post it (http://www.geocities.com/) on our site and I will post it back there, MP3'd.

PsyVision
May 5th, 2001, 03:40 PM
if u have any probs using the DLL then contact me, i do know of one error with it when running it in the IDE but it works ok when running the exe :( dont know why.

Zaei
May 5th, 2001, 04:49 PM
I can try the particle engine in VB, but it will take me a while. Ill need some sprites from whoever, and specifics on what kind of particle effects(explosions, spells, etc) because every different effect has to be coded separately.

Z.

Sastraxi
May 5th, 2001, 09:09 PM
What I need is basically the centerpoints of the particles (their XYZ values) have to be about (lets say 40 metres, cuz I'm Canadian :P) from the centre. Then they kinda spiral into the center until they are all at the 0,0,0 point. Then it zooms out to show the big particle mass (which is turning into 1 big particle) at the VERY LEFT of the screen, but still completely showing. Then it would trace the letters of "Times of War" or something like that.

Kinda hard I know.

But like I (think I said?) said a few weeks ago, we need to get a team name together, so it would say that instead.

Any ideas for names?

I'm not that good at making up names, but I have one that I like: "Crystal Rain"

Zaei
May 6th, 2001, 02:20 AM
That is most definatly NOT a job for a particle system. Thats pre-rendered movie material =). Besides, at 40m from the center youd probably be able to see 4 or 5 particles (unless we clipped at 30m =).

Z.

Sastraxi
May 6th, 2001, 10:48 AM
Yes, but we'd Pre-render the movie by making it in D3D... It doesnt matter how slow it is, it's how good it looks! Besides we can set the FPS in D3D so that we get the frames we want... And 40m isnt really 40m its just 40 units. Just set the clipping distance really big so nothing is clipped... I will post a GIF here (actually at our GeoCities account) what I want it to look like, 320x240 (but the actual size will be 640x480)

Sastraxi
May 7th, 2001, 11:06 PM
Oh, and Cybercarsten? I haven't heard anything from you, could you tell me ...

"WHASSUP???"

Actually just gimme an email.
If you arent on the team anymore thats fine, but just let me know. :D

Arbiter
May 8th, 2001, 04:52 AM
Sas,

Come one - pull yer finger out.

When are we going to get something that I can break - errr.... play with?

Sastraxi
May 8th, 2001, 05:05 PM
I'm sorry but I cannot do anything without other ppl. responding/existing. I'm not going into a 1-man project here.

I'm trying my hand at Psyvision's dll right now and have sorta got a tile engine going, which I can probably post at the end of the week (schoolwork ya know)

I'm also going to try my hand at implementing a music system/sound system, simplified from DirectMusic/DirectSound..

So, in due time, you can break things. :D

Sastraxi
May 13th, 2001, 11:18 PM
PEOPLE!

I will have to do something with you guys if you dont even communicate w/me.

I'm sorry but it will have to be done :(

Sastraxi
May 13th, 2001, 11:19 PM
Okay Arbiter I almost have a tile engine going...

So if you email me say, wednesday I can prob. get back to you then.

Arbiter
May 14th, 2001, 03:45 AM
Will do.

wazup guys
May 14th, 2001, 09:59 AM
i got a way to move units by array and save them to the number keys but i dont have any colision detection with it yet im going to post it on the site tomarrow maybe.

Arbiter
May 14th, 2001, 10:09 AM
Sas,

When I looked at your site I couldn't find the code snippets and stuff. Have you kidden it behind the fridge?

Zaei
May 14th, 2001, 01:10 PM
Sorry about no communication. Anyway, while browsing the Game development forums here, i game across a post about scripting, which reminded me of my own scripting engine. You all should go and have a look see. Its the post called "Scripting" in the game dev forum. Look through the manual, and all of that, and let me know what you all think. And dont be afraid of it, either. Its easy =).

Z.

Zaei
May 14th, 2001, 01:18 PM
Ok, Heres a request. When anyone uploads anything to the geocities account, if its an image, please post in gif or jpg format. If its a single module, or form, or whatever of code, dont zip it. if its a bunch of modules, etc, zip it away. This is just to make life easier for us all (i prefer not to have a million zips floating around =). If you want, post a copy of bitmaps in jpg format, and the zip, for actual development.

Z.

Sastraxi
May 14th, 2001, 09:33 PM
Don't mean to sound rude, but thank you for finally replying. It's been like 1 1/2 weeks!

Anyways I've almost got the tile thing going, maybe you could have a look at it and fix it.

Two known problems:
* Tons of black pixel patterns zigzagging up the screen
* Doesn't write semi-pieces (when X or Y < 0 or larger than 640/480)

I know the latter is DDraw's fault, but maybe you could fix it up for us?

Thanks

wazup guys
May 15th, 2001, 11:26 AM
if possible could some one send me a message or p[ost something so i can get the site address and password so i can put this code that ive worked on up there

Zaei
May 15th, 2001, 01:36 PM
Sorry, Sas. Thats "mah bad" =). Dont worry about sounding rude. Ive just gotten bogged down with life =(. A horrible thing that inteferes with my programming =P. Anyway, yeah, im pretty much back, and stuff.

Ive never actually used DDraw, so id have no idea what was going on anyway.

Z.

PsyVision
May 15th, 2001, 03:37 PM
the black zig-zag is coz there is a gap between the polys, make them bigger or closer together.

Sastraxi
May 15th, 2001, 04:41 PM
ummm....
DDRAW I said Psyvision...

wazup guys
May 16th, 2001, 11:24 AM
hey what extintion r we going to use for the sound forthe move and that kinda stuff waz or mp3
for less space say mp3 if its over 1 min long cause its better
ill end up getting the music off the sight and changingit if u want sas

Sastraxi
May 16th, 2001, 04:13 PM
Arbiter: What code snippets are you talking about?
If you are talking about the tileengine you will have to wait till about ... erm... tomorrow, GMT. Because I will probably be done 2:00 AM GMT (-5 GMT here), which would be 9:00 PM. Sorry....

And I need to know what exactly you mean Psyvision!
Oh yeah I will reg. a username at Tripod if you want, I can make a webpage for it soon.

Sastraxi
May 16th, 2001, 04:44 PM
Okay guys I PMed you all except for Norman_Nomein (cause I am assuming you can get it off of wasupguys but if you want I can PM it to you.)

And to all of you bumbling fools just reading our posts...
Email Q's to:
tow@gmx.co.uk

And also see:
http://times.of.war.tripod.com/

Also I have a site at Brinkster so I can add ASP to our site.
Cheers!

PsyVision
May 20th, 2001, 02:38 PM
http://www.planet-source-code.com/xq/ASP/txtCodeId.1791/lngWId.3/qx/vb/scripts/ShowCode.htm

This looks good maybe we can use this !!!!!!!!!!!!!!!!

Sastraxi
May 20th, 2001, 07:42 PM
I like it but I want the experience of building a game from scratch (fully)

PsyVision
May 21st, 2001, 04:59 PM
Ok, i may get the code to have a look-and-learn time with it :D

Sastraxi
May 21st, 2001, 11:01 PM
Yes.

Please do that!

Zaei
May 23rd, 2001, 01:01 PM
Do we have someone to do textures for 3d models yet? If so, and he/she/it isnt busy, id like to borrow him/her/it. Also, if you want some low polygon models (like, 90 - 175 polys), i can do some.

Z.

Sastraxi
May 23rd, 2001, 05:54 PM
Well I don't know exactly how, but if we could use a Thief II level to do this, I would like to (I'm getting experience in DromEd.) Well, Zaei, you could really make anything you want and then smooth it to bring up the polygon rate, it doesn't have to be frame rate efficient.

Zaei
May 23rd, 2001, 07:12 PM
I said low poly, because thats what I do well =). And what are we going to use a Thief 2 level for? =).

Z.

Sastraxi
May 23rd, 2001, 11:45 PM
Feast your eyes on this stuff guys -

http://www.gameai.com/games.html#AOE

A basic look at AoE's AI...

wazup guys
May 24th, 2001, 11:28 AM
I CHECKED THAT OUT ITS A GOOD ARTICLE i guess IT TALKES ABOUT THE AI FIGURING OUT YOUR STRATEGY THATS GOTTO BE HAD TO PROGRAM INTO THE GAME TOMARROW UNLESS MY COMP TECHER ISNT THERE ILL PUT THE SNIPES OF CODE I HAVE BUT THERE ISNT DDRAW IN IT YET. :) IF U WANT I CAN DO THAT TONIGHT (***** MY MOMS COMPUTER IS IN THE SHOP I WOULD HAVE TO DO THAT AT SCHOOL TOMARROW IN CLASS.

HOW MANY PICTURES DO WE HAVE AND IT THE TILE ENGINE UP AND RUNNING YET CAUSE I WANT TO TO TAKE A LOOK AT IT. :)

Zaei
May 24th, 2001, 01:39 PM
Please, no caps. =)

Z.

[edit]

Dim Curses(5) as string
Dim i as Byte
For i = 0 to 5
PrintSomething(Curses(i))
next i

[output]
****
*****
***
*******
*****
(output edited for CONTENT =P)

Sastraxi
May 24th, 2001, 03:45 PM
Zaei. You disappoint me when you post things with no actual content. ;)

Anyways I won't be able to post tomorrow, I'm going to Wonderland...
Sorry.

And Wazupguys the tile engine isn't done as bugs need ironing... do you want the d/l?

wazup guys
May 29th, 2001, 11:37 AM
i should be getting my computer back today so yeah were can i get it

Sastraxi
May 29th, 2001, 09:06 PM
Now Zaei you know I won't have any of that. :D

Wazupguys it will be available at times.of.war.tripod.com, with the NORMAL password. :o

Sastraxi
May 30th, 2001, 08:40 PM
For the fantasy campaign, give me some ideas on what it would be. Eg. A world like ours, different species, intelligent life, storylines, names, anything.

I'm currently giving it the name Callistia.
I also think it should be a swamp planet ruled by amphibians and reptiles... What views do you guys have?

Zaei
May 31st, 2001, 07:38 PM
! 7h1nk 7h47 W3 $h0uld h4v3 d1phph3|23n7 71l3$37$ ph0|2 v4|210u$ pl4c3$. G1v3 u$ $0m3 p0|274l$ 70 g0 70 d1phph3|23n7 pl4c3$, 4nd c4ll 7h3m d1phph3|23n7 w0|2ld$. $33 wh47 1m $4y1ng h3|23? =) 7h3 n4m3 $0und$ ph1n3 70 m3. ! h0p3 j00 c4n 4ll |234d 7h1$... =P.

Yes, I hate illegible writing =).

Z.

wazup guys
Jun 1st, 2001, 08:25 PM
roll call ok who still has the balls to stay. uhhhhhhhhh im just rambling to dont mind me sas what r u trying to do for our webpage man i dont get the idea or r u not done yet oh hows the anual/outline cause me no recive a copy oh well back to the roll call. hay has anyone gotton normans pics yet or have we gotton nothing from him.
and i would like tile engine dont car what problems there r maybe i can find it (maybe althought i do have a good chance). ok i guess ive said enought for now by u all (ill be back latter for more. :) :( :o :D ;) :p :cool: :rolleyes: :mad: :eek: :confused:
time to get email account so u all can check me latter when u want.

Sastraxi
Jun 2nd, 2001, 10:33 AM
You don't really need that email account, I set us up one:
tow@gmx.co.uk

You can use it with outlook.. I will tell you guys how to set it up.

I use Outlook Express, So:

NAME: ToW Team
ORGINIZATION: Times of War
EMAIL ADDRESS: tow@gmx.co.uk
REPLY ADDRESS:

POP3: pop.gmx.co.uk
SMTP: mail.gmx.co.uk

ACCOUNT NAME: tow@gmx.co.uk
PASSWORD: *****
(you should know the password by now, same as website)

SECURITY ENCRYPTION: 3DES

OUTGOING PORT: 25
INCOMING PORT: 110

Sastraxi
Jun 2nd, 2001, 10:35 AM
And actually wazupguys I DO have the balls to stay :D and the webpage is nearing completion:

http://times.of.war.tripod.com/
Or you can go to the WEBPAGE link in my signature.

Sastraxi
Jun 2nd, 2001, 02:02 PM
Zaei, would you do a bit of the graphics if we used 2 modes (3d and 2d rendering) for TOW? I mean, using DirectDraw / DirectGraphics. (DX7 & DX8), since you are the resident D3D8 guy, this would be a challenge for you (also fun maybe ??) It's up to you, if I can't get the 2d tile engine working we will do this... also the website is nearing completion!!

Sastraxi
Jun 3rd, 2001, 03:50 PM
You guys arent doing anything; you have nothing to do?

Then here is some for you -

ANYBODY --
Events
Death (0 hp)
Decay (no decaying corpse)
Damaged (when damage is dealt to them, both this and death raised when they die)
Ready (first created, also when newly trained)
Upgrade (new armour, etc.)
Add any I may have missed or you want in.

Methods
Attack (has a source, eg. an enemy unit, give the unit #)
Damage (has no source, eg. terrain damage)
Train (train into unit TYPE #)
Kill (when user deletes them with DEL key)
Assign (same as Train but no wait)
Add any I may have missed or you want in.

Properties
UnitType (changed when trained, (UnitType as CoreType) -- UDT called CoreType which holds base unit info, i'll create this just make a blank UDT called CoreType.)
HP (how much HP it has)
X (pixels from left of map)
Y (pixels from top of map)
Armour (Armour as CoreArmour, leave this one alone for now)
XSpeed
YSpeed
Frame (integer)
Action (Action as CoreAction, leave alone)
Add any I may have missed or you want in.

If anyone wants to do this send me an email or post it here --
Posting here would be better.

Psyvision, do you know DirectGraphics or just DDraw, cause DG8 looks like it would give the game a HUGE speed increase!

The site will be fully up 9:00 PM GMT-5 time.

Sastraxi
Jun 3rd, 2001, 03:54 PM
^^^ THIS IS A CLASSMODULE FOR THE UNITS ^^^

Sastraxi
Jun 3rd, 2001, 04:21 PM
I decided to make the peasants carry the wood in the front, here is an animated gif of what it looks like: (going downwards, towards bottom of screen.)

(all animations have in total 64 frames, 8 frames in each direction. Normal units have 128 frames each. (1 attack anim, 1 move anim), while peasants have 320 frames. (attack & chop, move, mine for minerals, carry lumber, carry sack).

Attachment \/

http://161.58.186.97/attachment.php?s=&postid=378487

wazup guys
Jun 4th, 2001, 11:44 AM
the email account isnt for us its for me so thhhhhhh
and for the unit modules do u want a class or a type
cause i thinking about some of it infact i think i
have a fragment of it. so how many pics do we have
from normain today i talk to him during lunch to see
whats up. and tell him to visit here some time.

Zaei
Jun 4th, 2001, 01:46 PM
Sas, sorry for not replying. I havent touched a computer with internet access for 2 days =(. Anyway. Give me more info on what you actually want for the possible 3D part. I am working on a 3D RTS in C++, so i know a bit about it. Also, I will need a working copy of the rendering engine to start really getting the AI woking well. For now, its just a bunch of good ideas in my head (which happens to be the best place for them, as of now, where they can grow into full grown adult AI ideas =). Anyway. more info on your ideas for 3D, and ill let you know what i can do =).

Z.

Sastraxi
Jun 4th, 2001, 04:51 PM
I want you to render lots of square tiles in 3d, and then after all of them are blitted, rotate the view, oh, 45 degrees up and 45 degrees left. Then we can make all of the terrain features (elevation, water, translucency, alpha effects) in 3d, and then blit the 2d units onto the drawing plane. (ddraw surface). This is how we'll do it.

WORKING ON SOMETHING ELSE?
Why...?

I said Dedicated workers.
But if you do this all will be forgiven. :D

You guys'll be able to do more over the summer, right?

And wazupguys, I want a CLASSMODULE.
Also I only have the peasant, but as you can see I've been working hard...

Sastraxi
Jun 4th, 2001, 04:52 PM
Some more information: I can give you a zip off the website of what I have, it's BUGGY (it works but not as I want it to...)

wazup guys
Jun 5th, 2001, 11:18 AM
hey sas,
i need a compy of all the charictor information. ok i guess ill try my luck with that and i might not be intouch much during the summer but i will be working on whatever u want. so u expect this to done soon dont u. oh do u thank the rain for making that puddle that changed that d to a m.
oh reason for my disconection soon is i dont have the internet at home but a friend does and ill be visiting his house alot.

ok i done talking any one else.

Zaei
Jun 5th, 2001, 01:25 PM
I tried using that method for the terrain in my first try Sas. Even in C++, it wasnt pretty. At current, Im using maps that are 25x25, using 1 Render call, and im getting around 33 FPS on an 8meg card. The big problem is that 1 "tile" is 2 triangles, and that adds up FAST. 25x25 is 1152 triangles, 27x27 is 1352, 50x50 is 4802. The one way i know to get around this is to make the tiles a LOT bigger, to get a bigger map. I CAN do it, but i dont think i can promise a miracle =).

Z.

Sastraxi
Jun 5th, 2001, 03:52 PM
Surely we can use culling, eg. Only draw the side of the tile we can see? And only draw the tiles we can see?
And Zaei, the max. triangles on the screen would be 1024 (or 512 if we dont render the backside, or something, whatever) because I make the tiles so they go an even 16:16 ratio on the monitor (50x37, 40x30, 64x48) for 800x600, 640x480, and 1024x768 resolutions. Also using trianglestrips can make the graphics go a lot faster.

Zaei
Jun 5th, 2001, 04:46 PM
I haven't yet looked into frustrum culling, but the numbers I had up before ARE backface culled, with a clip range of 30 (there are certain camera angles where you can see the triangles get clipped out). The nice thing about 3D is that you dont have to resize your tiles for different resolutions. A single triangle in the middle of the screen at 640x480 is at the middle of the screen at 1024x768.

Z.

Sastraxi
Jun 5th, 2001, 09:20 PM
Yeah, I agree, one of the best things about 3D. It also means our textures can be super-complicated without losing performance.

Zaei, how would I go about using Hardware Transform & Lighting in D3D8? I heard you can pass it instead of the HAL device, but that was in D3D7. How do I do it now??

Also I made a D3D enumeration program, here it is:

Sastraxi
Jun 5th, 2001, 09:50 PM
Here...
Sorry it didnt upload.
Me and my numerous upload problems :D.

Zaei
Jun 7th, 2001, 01:37 PM
I THINK you would pass in "D3DCREATE_PUREDEVICE" or "D3DCREATE_HARDWARE_VERTEXPROCESSING" when you create your D3D Device. Look in the Documentation under the "D3D.CreateDevice()" function.

Z.

Sastraxi
Jun 7th, 2001, 03:45 PM
I updated it a lot now, it looks better.
I have also decided to use TnLHAL if the card supports it, rather than let the user decide.

Sastraxi
Jun 11th, 2001, 11:12 PM
'kay peoples

I want a status report, please check in, I'm tired of waiting for posts!

Could you guys post more often (and work more often) I am working so I would like to know if you are too....

Okay Psyvision havent heard from you at all of late, how is the C++ DLL going?

wazup guys
Jun 12th, 2001, 07:38 AM
i think we all know how it is during wekk of finals well thats been the past few days for me. i got some code at home and my mom doesnt want to let me usethe computer for a while so when i get back on most likly ill have the code to move the units around and attack things.

PsyVision
Jun 12th, 2001, 01:16 PM
Hey, im not working on the C++ dll at the moment, though i am getting a book soon that may help with this so when it arrives i shall take another look.

In the mean time, anyone with some docs on Direct Play would b e nice.

Sastraxi
Jun 12th, 2001, 03:58 PM
http://www.vbexplorer.com/directx4vb/

Need I say more...?
I'm compiling my SasSmooth Algo. into a DDraw DLL, as to brush back up on my ddraw skills (learner app)

I'll try to use DPlay, I'll play around with it (no pun intended)

Zaei
Jun 12th, 2001, 08:41 PM
Sas. Here is a little app ive been working on. Tell me if this is sorta what you had imagined for the 3d stuff.

Z.

Sastraxi
Jun 14th, 2001, 03:48 PM
Yep Zaei it's pretty good, but, you need to be able to assign textures to coordinates, and also you need to point & drag (not select, change option, drag)

Sastraxi
Jun 14th, 2001, 03:49 PM
Psyvision:
http://rookscape.com/vbgaming/

Great tutorials they have.

Sastraxi
Jun 14th, 2001, 07:09 PM
In TOW, we'll be having Blacksmiths make armour. This armour is seperately fitted on units, adding to the base armour of the unit.

There are two diffferenet %s for armour; AR and AC. (Armour Rating, Armour Coverage). Armour Coverage is a percent that determines if the weapon hit the armour. Armour Rating is how much damage will get through should the weapon hit the armour. So damage:


Function Attack(Unit as Long)
Dim Hit as Boolean
Dim Dmg as Integer

Randomize Timer
If Int(Rnd * 100) <= Units(Unit).AC Then Hit = True

If Hit = True Then
Dmg = Atk * (100 / (100 - Units(Unit).AR))
Else
Dmg = Atk * (100 / (100 - Units(Unit).UnitType.Armour))
End If
End Function

wazup guys
Jun 16th, 2001, 11:59 AM
i'm over at a friends house sad thing is i cant do any programing
and im not able to look at the file. i might be getting the internet at home. :) im really happy about that when i get it ill be able to upload the app's that ive worked on. (i think theres three of them.

Sastraxi
Jun 16th, 2001, 01:07 PM
Wazupguys- Great!

I think we should turn this into a fully 3D rts before doing the graphics, it would be easier (faster, looks better) in the end. Also that way we could use point sprites, alphablending, fsaa, etc. and we wouldn't be overshadowed by War III as much. (although I know we will)

So what do you guys say?
Also, I made 2 "Crystal Rain" intro screens.
Here they are:

Sastraxi
Jun 16th, 2001, 01:07 PM
Here is the second:

Jethro
Jun 16th, 2001, 11:01 PM
I find if you use tissues and lotion.............oops wrong thread, must be a bumbling fool:rolleyes:

Zaei
Jun 18th, 2001, 12:57 PM
Let's see if i can reply this time...

I can do the 3D graphics. Just tell me what you want, and I will tell you what can be done.

Z.

[edit]
And if you guyd want, I can post some screen shots of what I've done, so you can see what it can look like.

Sastraxi
Jun 18th, 2001, 03:55 PM
Psyvision said he was looking into doing DX8 with C++, you guys could get together and get it started.


Ability to have multiple terrain heights
Particle Effects (billboarded & point-sprites)
User-Definable Z-Buffer!!! (I cannot stress this enough, see below)
Dynamic Lighting
FSAA and large texture support (upt to 1024x1024)
Hardware T & L


* I have a Savage4 Card. I runs everything fine. In D3D, if there is no Z-Buffer (a certain kind, i think 24bit Z buffer) other than a 24 bit z buffer, all of the polygons will flicker, causing me to writhe in horror. So I need this Z-Buffer. And apparently, the company that makes the card doesn't support it. Nobody does. Therefore in 2 days I am buying meself a little ol' GeForce 2 Ultra...

Zaei
Jun 18th, 2001, 06:42 PM
Ive got the terrain thing implemented in C++ already. As I said, I can post some screen shots if anyone wants to see them.

Z.

[edit]
And you would be hard pressed to find a 3D card that DOESNT support 1024x1024 textures.

Jethro
Jun 18th, 2001, 06:58 PM
Why exactly am l receiving email about this thread. Don't do games programming:confused:

Sastraxi
Jun 18th, 2001, 08:27 PM
You kinda posted as a bumbling fool.... =P

Sastraxi
Jun 18th, 2001, 08:28 PM
And Zaei bring on the screenshots

Zaei
Jun 18th, 2001, 09:14 PM
Vol. 1

Zaei
Jun 18th, 2001, 09:14 PM
Vol. 2

Zaei
Jun 18th, 2001, 09:14 PM
Vol. 3

Zaei
Jun 18th, 2001, 09:15 PM
Vol. 4

Zaei
Jun 18th, 2001, 09:16 PM
Vol. 5

Zaei
Jun 18th, 2001, 09:19 PM
Shot 1 shows a wireframe view of the scene.
Shot 2 shows the fully rendered scene.
Shot 3 shows the menu system.
Shot 4 shows the GUI, and context menus.
Shot 5 shows how the GUI is fully user configurable.

Each shot has a few extra lines in it, the red line goes from the current position to the destination of a unit, the yellow goes from the origin to the unit position, the green line goes from the unit position to the current mouse position in world space.

Z.

Sastraxi
Jun 18th, 2001, 10:06 PM
Could we perhaps change the ground textures and menus, because that looks kind of futuristic.

Jethro
Jun 18th, 2001, 10:10 PM
Originally posted by Sastraxi
You kinda posted as a bumbling fool.... =P

Thanks, some one is going to get a good slapping for using my login again.

Sastraxi
Jun 18th, 2001, 10:14 PM
Could we perhaps change the ground textures and menus, because that looks kind of futuristic.

Zaei
Jun 18th, 2001, 11:46 PM
The ground texture is just a test that I created (thats why it looks like crap =). I can easily texture the menus/windows, I just havent done it yet.

Z.

PsyVision
Jun 19th, 2001, 03:27 PM
Hey, the screen shots look nice but we need some new textures :d lol.

I got my open gl game programming book and can make a particle engine for us ? i can only do it in open gl atm coz i dont know how to use direct x in C++ too much like alpha blending etc. But ! if anyone know this stuff then they can redo the render function ???

Um the game is leaning to C++ here atm, do u want this ?

Sastraxi
Jun 19th, 2001, 03:50 PM
Correction: the GRAPHICS are leaning that way...
But if you want, we can do it all in C++, just I won't do any programming (I can't)...

Would that be okay for you guys? Except in this case wazupguys' code modules would be lost (unless there is a conversion to C++)

Zaei
Jun 19th, 2001, 03:50 PM
I can probably do the particle systems. Actually, it was what I was about to start working on.

Psy is right, though. The project is really looking pretty C++-y at the moment, but if someone wants to see what they can do with that map edtor i posted a while back, i can put up some source code. Let me know.

If someone is feeling kind of bored, try writing a texture blending program. Have fun...

Anything else, just let me know. My email, as always, is dec-arrowflight@home.com .

Z.

Zaei
Jun 19th, 2001, 03:56 PM
I dont mind doing all of the programming with Psy. I dont know how everyone else will feel about that, but its fine with me.

If Psy doesnt mind, we can just start with what I have down so far, and build on it.

Z.

Sastraxi
Jun 19th, 2001, 04:22 PM
I have some algos that do grayscale surface & colour surface -> alpha channel texture (from lucky's vbgaming), and I can easily implement vbDABL to do the alpha-blending. I could store these all in a class module, along with the infamous SxGraphics Algo.... (originally known as SastraxiSmooth)

Sastraxi
Jun 19th, 2001, 04:53 PM
Jorj has started to make some SWEET concept art. I have done some work as well (art). We really need a 3DSMAX developer in this project...

Sastraxi
Jun 19th, 2001, 04:55 PM
I also have a good idea, with DX8 and OGL we could provide the best experience for our users, just have the same 'inputs' to VB or whatever in your DLL, and then draw it using DX8/OGL depending on a value, such as glOGL or glD3D passed to a renderer value.

Jorj
Jun 19th, 2001, 05:39 PM
I had the strangest idea that I should post who is doing what and what positions need to be filled. Sorry if this is redundant, but a six-page discussion is sometimes hard to wade through.

MAIN TASKS

VB programmer to do main DDraw loop - wazup guys
3D modellers to make models from 2D unit graphics - ???
General programmer - Zaei / PsyVision
Gameplay, interface programmer - Zaei
AI coder - Zaei
Terrain, unit graphics - Sastraxi
C++ DLL - D3D & OpenGL - PsyVision / Zaei
Level Design - Jorj so far...

SMALL TASKS

Manual - Jorj / Sastraxi
Website - Sastraxi
Concept art - Norman_Nomein / Jorj
Particle systems - Zaei
Texture blending - ???

If you see any errors, please notify.

A small update:

For the 'real-world' campaign(s), if Sastraxi has told you about the campaigns, I have made a mission outline, complete with maps, objectives, strategies, et cetera.

I have also made two Saxon units in concept art: the Fyrd, and the Housecarl. I hope they will be posted on the website soon.

That is all. Valete!

Zaei
Jun 19th, 2001, 05:40 PM
I forgot one thing. Since we are moving to 3D, we can't have a whole lot of units on screen. I suggest a max of 20 Units per level, although I havent tested it yet. Also, since we cant have as many units, it may be a good idea to move away from a true RTS, into what Blizzard was planning for War3, more of a RPG/RTS game, you know, with stats, levels, and all of that stuff.

Z.

Sastraxi
Jun 19th, 2001, 05:55 PM
We could keep the LOD low. Very low. Such 200 face charas. With imaging technology what it is now, I dont think we'll have a problem. You may think it'll be a problem for your card, because as you said earlier you test on a 8mb card...

Zaei
Jun 19th, 2001, 06:00 PM
I will probably spend the next several days working on the particle systems, and commenting all of the code ive written so far (some 4500+ lines of it).

We NEED a texture artist, someone who can do the models, and someone who can put the textures on the models.

Also, if you guys want, dynamic terrain is pretty easy to implement right now...

Z.

Zaei
Jun 19th, 2001, 06:01 PM
True, Sas. I always forget that =(.

Z.

Sastraxi
Jun 19th, 2001, 08:20 PM
What does "dynamic terrain" mean?

Zaei
Jun 20th, 2001, 12:23 AM
Exactly what it says. If we want, we can have spells that make craters, or such like...

Z.

Zaei
Jun 20th, 2001, 12:46 AM
I think I have decided on an animation system. Feedback on this is REQUIRED by more people then Sas...

Basically, each part of the model (Head, Torso, Upper Arms, Lower Arms, etc), everything that moves, will be in a separate model. Then, all that needs to happen is to just rotate each model into the correct position in each animation frame, and render. I can implement this, if someone can model it.

Z.

Sastraxi
Jun 20th, 2001, 08:28 AM
That would destroy the need for model animation, lowering the size of the model dir or whatever by a sufficient amount...

Good thinking!

Arbiter
Jun 20th, 2001, 09:54 AM
Sas,

When do we get to have a look....?

Norman_Nomein
Jun 20th, 2001, 12:08 PM
Well, Im here and as soon as I can Ill send the 270 peasant drawings to Sas, I'll see if he likes it, they will be small and low
detailed at least compared to what Im used to drawing I will scan them in black and white and change them to 16-bit bitmap. If it is all aprooved I will send that to everyone as long as your e-mail checks. Then Ill move on to the other units. It will take me a while to do all the units, and Im moving to a newhouse soon so I wont be online for a while and Ill have other responsabilities. But as long as you guys need (or want) me here (the only none programer) Ill try my best. :)

Zaei
Jun 20th, 2001, 03:01 PM
Psy: We shall see whose looks better =P. Too bad we cant have OGL particle systems in D3D, and vice versa. I need to comment all of the code ive written so far, but when i do that, Ill get it all over to you to take a look at. If you want, you can rewrite the D3D specific rendering code in OGL as you learn it, and we can do what Sas suggested. It should be fairly easy, because i imagine that 99.9 percent of my code uses a wrapper on the D3D Device, that can easily be replaced with OGL stuff. My only problem is that I dont know how to write DLLs =(.

Sas: It wont actually reduce the size of the model directory, but I have been thinking on it for a few hours now, and ive come up with an improvement already. In D3D, at least, you can split a model into different Subsets, and render them separatly. This way, each body part becomes a model subset, and i can render them in order, move them, rotate them, whatever. So, we can have arms fly off, heads, etc... whatever you can think of.

Also, As I as looking over the list of units, I saw that we will have magic users. Ill need a list of probable spells that they will use so I can think of effects, and how to do them =).

Norman: Hopefully you can do model textures =).

Everyone: I recommend using Milkshape 3D for model creation, you can download it from http://www.swissquake.ch/chumbalum-soft/ . It is fairly easy to use, but it's shareware. All we really need is a base mesh, and I can write an animation program.

Z.

Zaei
Jun 20th, 2001, 05:08 PM
I have done a whole lot of work on that map editor, as it seems it is what we will be using. I have implemented a terrain generation algorithm, an erosion algorithm, a smoothing algorithm, and a Caldera Inversion algorithm (volcanos). Terrain can be created in a few minutes. You can now load terrain textures directly onto the map for viewing as well. What else would people like to see?

Z.