Yes we need all kinds of threads. Just havn't had any Map Editor Q's yet. I will split this one, so wossy get the first post in the map editor thread. Then you can post..:)
- ØØ -
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Yes we need all kinds of threads. Just havn't had any Map Editor Q's yet. I will split this one, so wossy get the first post in the map editor thread. Then you can post..:)
- ØØ -
I hope to be able to get the first binaries uploaded soon after me and Note sync up (hopefully at the weekend or before).
Just a reminder: VS 2005 Beta Runtimes are required. :)
I have now made a map editor thread...:)...
Progress at long last...
Still some way to go though, its not very stable yet.
http://www.vbforums.com/showpost.php...4&postcount=12
Not bad....not bad at all....this is really progress....Very proud of you....:) :cool:
Has anyone noticed that the name of the forum is DoomSharp#. As in DoomSharpSharp? Its like saying ATM Machine or PIN Number.
Just thought I'd bring it to your attention.
Looking good guys!
yeah i noticed that too, infact i thought you'd have it as DoomSharp();Quote:
Originally Posted by eyeRmonkey
although those char may be illegal
Quote:
Originally Posted by eyeRmonkey
Yeah, I noticed it. It was Brad that did the error. Never bothered to ask him change it again. Maybe I will one day..:)
[Edit] I moved all the posts about the map editor to the map editor thread. Please try to use the right thread for posts. So this thread won't reach 99999posts anytime soon...
- ØØ -
I guess you didn't get any problems for you yesterday since you havn't posted? The camera worked ok right? Except for that start direction? Or did you find any other errors?
- ØØ -
Seems ok to me. I was playing with the blitter al last night so I didn't test the camera thoroughly.
OK, can understand. I think I will call it the day for that bug. And add resolved to it.
Goody.
-ØØ -
I have a request...I was thinking about the futured collision detection....can we please add a boolean or something that will tell if a wallpart is a wall or roof/floor. Because when he test if the player is crashing into something. We only need to test if it crashes against a wall, don't we? Can you add that bool, and fill it out when you read the map? Is that hard to do?
- ØØ -
No problem. I'll do it later today. I have a new strategy for the blitter problem, so I'm spending most of today on that.
OK good. Then I don't have to wish for the change as a christmas gift..:)
- ØØ -
I have something special for you for Christmas ;)
Good, because I am comming over by plain the 26th of dec.
- ØØ -
Just out of curiosity, do you have any plans on making this a multi-floor game? Like... stairs... going up to the balcony and shooting people from up there...
Nope...to much work..:)....guess wossy would have ripped out every piece of hair if he had to start over with the map editor...:D
- ØØ -
I was making some textures and some maps, but is there a beta release for the game?
Not yet. There is still a lot to do. Just be aware that the map maker as it is today, will not make maps that are compatible with the up comming beta of the game (even if we don't know when that is..:)). Sorry.
- ØØ -
Well we still have a couple of big steps before we can beta anything even remotely resembling a game. We have to work out some collision detection, implement our new renderer code (which is too sexy :D) and we need to fix several bugs.
I'm going to get a couple of our classes posted up on here tomorrow. Not sure which ones yet though. In the mean time feast your eyes...
http://www.noteme.com/doomsharp/img/dd.PNG
Looking good guys!
Is the map editor the only thing that has been released? Or is there source code for the game around too? When you do release the beta will it be in EXE because I can't compile .NET code.
The source code stickey thread here holds all the classes that hopefully is 100% done now. We will add files there every time we think a class is 100%. But it is always hard to know though.
When we release the Beta, I guess it will be as an EXE. But when we are done, both EXE and source will be handed out. So people can play with it as much as they want.
Thanks
- ØØ -
that rendering code is doing my eyes in :sick:Quote:
Originally Posted by wossname
[wossy]: uhh why?
[keda]: look at that "line" under the 123 thing
hmm, yeah i think you have a slight inaccuracy there, the lines shouldn't curve.
there's also something funky going on with thoise two gradient lines
Yeah that curvature is due to the lack of perspective correction.
The funky gradient strobing is caused by the simple DD calculation.
Neither of these problems will be easy to solve, especially the perspective. We'd have to seriously reorganise the 3D and graphic systems.
Hello Phil,wossname and Noteme,So,hows this doomsharp thing going on? I dont see so much traffic in posts as before these days...hmm,slowing down??
Yeah its slowing down because the blitter algorithm is proving difficult. Its nearing completion but I need it to be pretty airtight before it gets moved into the game. It'll pick up momentum again once its done.
Yea, it is all Wossys fault...:)
And my works fault...I have beens stressed beyond all limits the last week or two....havn't had time to do much more then fix some bugs and do some speed test....
- ØØ -
Note has been bugging me about it, so I guess I'll have to take it up again ;)
I am never bugging you.....you are bugging me...:D
BTW
http://www.vbforums.com/images/ieimages/2005/10/1.png
Woooohoooo.....nice going Wossy...:D...BTW did you change any of the code, or is this just compiler settings...:D
You were bugging me a couple of days ago ;)
Anyway, I've got the perspective rendering up and running again, this time with the magic numbers :D Still need to tweak a lot with it, replacing floating point calculations with bitshifted integers, and fix or replace the bresenham incremention, and then render polygons floors etc..
Yeah I stripped out a few variables, cached a calculation here and there and changed some ints to uints to use as for() counters. Also, liberal use of unchecked{} blocks to remove arithmetic overflow checking, plus deleting a few unused vars and code.
All this made a huge difference, sped instantly jumped from 260fps to 350fps jsut by using unchecked{} and uints!
Building to Release mode with optimisations ON yielded a record speed of 560fps (right after a reboot and disabling all non-essential processes.
There's still a few bugs to iron out and optimisations to squeeze in. DD is still a problem though, it messes with gradients pretty badly. The normal textures come out looking like someone puked luminous yellow slime on them.
Hmm.. maybe rethink the plot to account for it?
How bout this: Aliens came and invaded several key locations vital to the safety of the world. That luminous yellow slime is their mark of ownership...
PS Can you post a screenie of this? Sounds interesting...
Have anyone seen Brads sticky? Maybe we should nominate D#..:D..
I'll post one tonight, it looks really crap actually, not something we actually want in the game. If it comes to the worst then we'll just abandon distance darkening. We'll have to wait and see.Quote:
Originally Posted by timeshifter
NEWS:
I'm installing the new blitter in the game tonight. To-Screen clipping is more or less done now and I'm happy with the framerates.
The GDI+ libraries are badly written I have decided. Along with several other libraries in the framework. Performance could be hugely improved in many areas. D# will prove that this is possible.
Quote:
Originally Posted by wossname
Errrr....that means that we also have to send ALL wallparts in front of the camera to the renderer. That can mean up too an infinit amount of wall parts...you are aware of that...:D
Quote:
Originally Posted by wossname
Maybe they will ask you to rewrite .NET?..:)
Sorry I meant to say "abandon DD in its present form". We can always try to figure out a fast bit of math that darkens the image without highlighting the ugly bit planes.
Its a shame that DiDaLoDiPoS is now defunct, I liked the word. :D
Quote:
Originally Posted by wossname
If you manage to tell me what it means, then I might be able to understand it too....:sick: