Oops, forgot to answer your question regarding bits and bytes, Sas. The reason I want bytes is because I can read a single byte from a file to check, without any bit-shifting, etc. Speed is the reason, I guess.
Z.
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Oops, forgot to answer your question regarding bits and bytes, Sas. The reason I want bytes is because I can read a single byte from a file to check, without any bit-shifting, etc. Speed is the reason, I guess.
Z.
Here is a zip file sporting 4 .package files - none.package, compressed.package, encrypted.package, and comp_and_enc.package. Note that the compression packages are slightly larger, this is because the zLib compression routine is redundant to use for such a small file. However, you'll notice that the encrypted compressed file is a tad smaller than the normal compressed file. The no filter file is the smallest of them all, and each took about 10 ms to make. This is using a compression level of 9 for the package.
The figures -
none.package - 98 bytes - Can read info from notepad.
encrypted.package - 99 bytes - Cannot read info, relatively protected.
compressed.package - 113 bytes - Cannot read info, slightly larger.
comp_and_enc.package - 109 bytes - Cannot read info, does not even slightly resemble original statement.
Looks good. I will have to start working on a reader for the packages. Then I need to figure out how to get the data from memory into a texture, sound, or whatever.
Z.
Sas, you need to take some time each day to update the web page with news, if there is any =).
Z.
Right now I'm working on an ASP version of the ToW website... It'll be done maybe on the weekend or next weekend. When that's up I'll have some ASP scripts on liquid2k if it supports it, or PHP on Virtual Avenue.
Here's the latest version of the song. I've cut of the part that Sas made. And it's a little amputated in the end, but I'll make the whole song a little longer. :)
I downloaded the one he has just posted and i dont have anything to open a .mid file (that i can find). I will stay subscribed to the thread and keep stopping by to see whatcha upto.
Sounds Good Igor! Keep up the good work!
Z.
My part WAS the underlying theme of the song! So you couldn't call it Times of War now, cause it doesnt have the theme in it... don't get me wrong, it's still a good song, but I have no idea why you cut out my part, seeing as you based the MIDI upon it.
Here's my version that I like from Igor's first "variation"...
who will fill in psy's part of this project.
My theme that I published right now was not supposed to be built on your theme. I've still got your theme, however, I have'nt developed it yet. But you want that kind of music for the game? Listen to a band named Rhapsody. Download a song or something. That's where I get my inspiration.
k, I do agree with you that your original theme didnt quite match it. And I'm also sorry if it seemed like I was indignant up there, I didnt quite know what you were going to do, but now that i DO know...
Anyways, why dont you think of it as a challenge, try to come up with something that suits such an odd piece of music, at least I think mine is ;).
If you can't we can probably just have that as a little theme that plays in lots of the music (but not the main one in the piece, just a little side theme) like in CT for the SNES, it has that little piece that plays in the Lavos Battle, 1000 AD theme, and is found in lots of other pieces of music in that game...
I get my inspiration from that game, but my music sounds nothing like it ;)
wazup, I doubt that anyone will be taking Psy's place, so We may have to scrap the OGL side of things.
Z.
Eh Zaei could you get another engine preview to us? I'd really like to see another one, oh yes, and if possible have a unit and a building in this one ;)
Heh, Itll be a few weeks. I dont have any model loading code, model-map collision detection, etc. I started writing up a package reader last night (made some small changes (3 NULL bytes, instead of your y with the two dots, for isntance)) so I want to finish that first.
The way the package reader will work is that it will extract a file to disk (in a "cache" folder), then use normal loading methods to get the files into usable form. When the game is closed, the files are deleted.
The header for packages is as follows: [encrypted][compressed][reserved(2 bytes)][numFiles(2bytes)][], followed by a filename for each file, null terminated, followed by a file size(4bytes). The header is terminated by 3 NULL bytes. Then you get the file info, no separation, just go by the file sizes.
Is this all OK? I like your file format, its easy =).
Z.
Oh, and rockin new avatar, Sas!
Z.
Sas, are we scrapping the OGL port of TOW?
Z.
1. We'll use yours 'cause I don't know why mine isn't working, and what's the null char? (ASCII code, is it 0?). And I also like your file format better. Mine resembles more of an MP3 (first header, seperate headers & frames, last header).
2. Thanks, I made it myself ;)
3. Yes we will be.
Heh... C:\ToW\Temp\ I like the sound of that ;). Also have you decided which model files we will use? You had said earlier that you were going to use HL models but have you thought about making a ToW model file, that is packaged in a way to make it smallest, reducing redundant data we won't need in ToW?
I personally would go for the latest one, it would be cool if someone had "Export to ToW file format..." ;). I would writ ethe format myself but I have no idea of what you need.
Maybe if you could tell me a general layout I could fill in the missing pieces so to speak.
Yeah, we will be doing our own format for models. It will be a simple skeleton system, with each vertex in a model mapped to a single bone (no bone weights, too much processor power per model). Do you know how skeleton systems work? If you want, you can code the skeleton editor. Let me know, I can tell you what you need to know.
Z.
Oh, and NULL == 0.
Z.
I know basically how they work, but unfortunately I dont have access to the maths behind it, let alone be able to code it, I think I may leave it up to you ;). Also, we could have models link to other models' parts (eg. LEFT HAND bone links to attached *WEAPON SLOT*'s HANDLE bone), to have different weapons for different models. Therefore we won't need to have them attached specifically to the character.
And Real Igor, what are you doing next for Chara Models? I think personally you should do a lizard-man (my drawing can be seen here at latest 12:10 GMT-5) http://times.of.war.tripod.com/art/lizardman.jpg
Eh, heres another 2 that I've done (note that the lizard champion can be sword OR bow, while lizardman is restricted to sword [basically this is a magically-created creature that evolves very quickly into its second form, about 2 days to do so. The unevolved form has very short arms and can therefore not use the bow. It may not seem like the arms are short in the pic but they should be.]) Also, I have my Swordsmaster unit pic shown, here are the three links:
http://times.of.war.tripod.com/art/swmstr.jpg
http://times.of.war.tripod.com/art/lizardman.jpg
http://times.of.war.tripod.com/art/lizardchamp.jpg
...and it doesn't work ;). Go to http://times.of.war.tripod.com/art/ directory, and just browse from there. The JPGs are full-size, the GIFs are 64x64, perfect for avatars ;).
Actually, Sas, I believe that is a quite good idea. However, it might take some time. But I will attempt to make it as soon as possible.
About the music, I can do whatever you want me to. Or I want myself to :rolleyes:. BUT your tune is, like you said yourself...Quite weird. That's why it's gonna be a tough job. But never underestimate the power of...me :D. I take it as a challenge. Do you want it to be somewhat the same..style as the previous one?
I would say no, about in the same style as the last one. Keep it upbeat but simple, thats all I can say. In your song, I liked the parts inbetween the fast, upbeat going up and down the scale parts. Those would distract the player in an RTS... those up and down scales would be great for an RPG but as I said before they may distract the player.
Ok, time to get to work on the packager. Then a new "ScriptedObject" Class. Since the OGL port has been scratched, I will be pulling in my original PSystem Class.
Z.
I'm working on a still image format similar to PNG, but this one has more features - such as no/2/4/8 bit alpha mask, a tag classification (author, title) and probably I'll be using zLib once again, although last time it didnt work out too well...
I'm just starting this one so Zaei if you don't think we'll need it tell me and we'll get rolling on something constructive >=)
We can use bitmaps, with a simple binary header. Like, a regular bitmap, then, in another file, the options we want (transparent color, etc). You can write a header maker for us =). And, see how far you can get on a Design Doc, with features, etc. Ill read it over, and see what we will use, what we wont need, and that stuff. Itll give me a good idea of what you want to see in this game, and work towards that goal.
Z.
Isnt that a coincedence? I've already started one today =).
Okay that sounds good, I'll make us a header maker :D. It'll be in a DLL form, I dont know if you can access VB DLLs but oh well.
You can, but I dont know how. Its a COM thing. Dont worry about it, we can just stick a form into another project, and call its members. Then I can just write a simple header reader in C++.
Z.
Well here it is, the Tow Image Header DLL. It's simple to use... fill out all the attributes, and write the header (the path is self-explanatory). Then, read the header (once again with the path attribute), and all of the attributes will be refilled. Enjoy!
I downloaded it, but havent been able to try it out yet. I can now add files to a package, create a new package, close and open a package, and i am working on extracting files, but there is some odd error when i write out the file size that I am trying to fix in a sec.
Z.
If possible, make an ActiveX DLL for it. I'd like to create a WinZip-style interface for the ToW pack... it'd be nifty. Also, are you using zLib or nothing for compression?
I am creating a class for the package, then, when that is solid, I will wrap it up into a regular DLL. If you want, I can see if I can get it to work with VB as well.
Z.
That's what I'm askin' for =D
Ok, Ill see what I can do for ya!
Z.
The project appears to be coming on well, good work guys.
(Jus lettin ya know im still watching ya)
what would it take for me to get a copy of all the code we have in vb so i can see it. also whos doing the engines.