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Well if you see him tell him to come to the forum here...
Anyway, what we're set on right now is getting some modelling done. So, since we're in desperate need of a modeller, I'm going to post in chit-chat. Igor, I know you are a good modeller but I don't think you can handle this load yourself!
Okay, I'm doing this now.
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We need a texture artist as well.
Z.
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Laetum Novum Annum, or Happy New Year to all non-Romans in the crowd.
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Happy new year!
And, where can I find DirectX 7 SDK?
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I can't find anyone for either... :(
Darn.
Okey, I guess I could be the texture artist, but I don't know if I have the patience or tools to do so. I'll probably be able to though! ;)
Now, I am going to go back into VRML (it's been a long time!) and I'm going to make a wall section.
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iM ALWAYS THE LAST ONE BUT
HAPPY NEW YEAR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Well, Ive got my own Perspective projection, and lookat camera matrix functions going =). Slowly but surely, I am getting rid of the D3DX library =).
Z.
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Hey, Zaei, were you going to post some stuff about DX8 for me? your notes or anything?
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I know. I havent forgotten yet. Tomorrow, I will write up a quick thing on vertex buffers for you, to explain the various uses for them. Once I get started, it should be fairly easy to keep going... you know how it is... =). Sorry I have been keeping you waiting on this one.
Z.
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Hey, I didn't even say Happy New Year :) Oh well, Norman you're not the last!
So, the site's going well, I just don't know how to arrange the main part of the page (not the logo/links). So I'll be doing that for a bit.
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We should have a wallpaer for the site, it looks so dark and gloomy.... I m no the last one eh..... I fell better alas
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No, I scrapped that design long ago. It's just that I haven't finished the new one. If you give me a moment, I may be able to upload the new design..
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Do it. I wanna see =).
I got an idea today, that will help me out a bit. For a while now, i have been trying to think of a way of handling walls (connecting them, etc). Well, the idea is this:
In the main area of the game where you would maneuver your troops, the representation of a town is one of several models that show the basic size of your town. If you click on that representation, you go into another area, which IS the town itself. This is the area that you can build stuff etc. When military units from other civs get close, and are told to attack your town, you go into this town area, and do battle there. This may reduce the clutter in the main screen, as well as making my job a bit easier (simplified building, because I can force buildings, walls, etc onto a regular grid). We could also allow certain buildings (guard towers, outposts, etc) to be built in the main area, etc. Any comments on this?
Z.
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I don't agree on it at all. I like the traditional RTS idea better because it shows the units and buildings in better size comparison. Plus it would be hard and tedious to continually switch from town views to the over map. That's more of a TBS element than an RTS element.
[EDIT]
And remember, we're striving for any possible way to keep realism.
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Alright. Just wanted to throw that out there.
Z.
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How would you feel if I started a total overhaul on the story? Right now, what little we have in the way of a story seems cobbled together. If it is all right with our team, I could start right now.
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Go for it. Sounds great to me.
Ive got the window working correctly so far, more coming along.
Z.
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The joys of writing engines eh? ;)
Aah, alas, I haven't been able to get too much done on the site but I have altered the module files I made for Igor's music for quality and fidelity, and then converted them to 192kbs (as opposed to the original 32kbps that I had previously encoded them to). They are all tagged and ready to go.
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1 Attachment(s)
Well, to start off my new story, I decided to make new maps. On paper, I have a map with the plate tectonics, volcanic activity, weather patterns, and water currents on it. On the computer, I have made a simple physical map and a climate map. Enjoy!
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And now, the climate map:
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That looks great Jorj - It'll be even better once turned into a full 3D landscape!
Awesome :)
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What if I used a height map, mapped onto a sphere for the terrain, then used a fractal to generate terrain details at a higher level? I think that would make it much easier for Jorj to create the story around, instead of me having to come up with something that may or may not be compatible with his ideas?
The only thing is that it means that you (Jorj) will have to create a map that is distorted at the poles, and regular at the equator (the bottom and top rows of pixels will all be mapped to a single point, etc).
Sound good?
Z.
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Oh, at school, I am working on a boids thing (flocking), that I hope to convert into a formation algorithm.
Z.
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What I was thinking was that this is not the entire world - that this is only a small part of one, so it would not be feasable to use an entire sphere. Plus, since this won't span an earth sized field, it may be noticeable to the player that the world is round- that's just my insight to this however. On a brighter note it would then be possible for expansion packs to build right on to the end of the campaign.
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I would have no objection to mapping on a sphere (the present map could be considered a Mercator projection), but I don't think the player should be able to know that his or her units are walking on a curved surface. We know Earth to be a sphere, but we don't notice this when we are walking down the street. If the curve is unnoticeable, then, as I said, I have no objection.
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I'm with Jorj on this one.
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From an Isometric viewpoint, the player wont be able to notice at all. Combined with the shape of the terrain, it should be unnoticeable. I can do some tests as the engine progresses.
As to the engine. Im sorry its coming along a bit slowly. The reson is that, since it was fairly built up the way it was, many of the sub systems rely on each other. To put it simply, Its like building Rome all at once. I have 40, 50 some functions in a single DLL that all have to be moved into a class, and some of them have to be changed around a bit. I also need to move the implementation for almost all of my existing classes into other files so that I can export them from their various DLLs. So, Its slow going, but Ill get it done =).
Anyway, just want you all to know whats going on at this end. I dont want you all to think that I am slacking off here =).
Z.
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What gave you that idea??? I don't think you're slacking off at all!
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Oh, and if we wanted to not use the entire sphere, Jorj could just complete that one continent, then just use part of the sphere.
Z.
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Just wanted to let you all know whats going on on my end =).
Z.
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That idea sounds great; I'm all for it then.
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One more idea before I get off of here =).
When I used to play MechCommander online, there were several player leagues that you could join. If you wanted, you could play against other playesr in your league, and report the results on the league's website. If they were confirmed, you eould get points, etc. My idea, is basically to build some of this functionality into TOW multiplayer. A player would join a league, and download a set of "League Settings", which is simply the name of the league, an ID number (later), and settings for the match. The settings would standardize games. When the match was over, a result file would be placed on the players hard drive, with a unique match ID, and the player results. These files would be exactly the same on all computers (perhaps generate it on the server, and transmit to the other players...). Then, the player could send this file to the league. If enough people submitted these files, the game would be logged.
The ID number in the Settings would be used to verify the validity of the settings. If any of the user IDs dont match, the game is invalid, and reverts to a regular game.
Comments?
Z.
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Yeah, but we should have a more hacker-proof system, because they could just change everything but the ID.
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We could easily compare the entire settings file, instead.
Z.
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I think the idea of that is good too, but we don't have the server space here if ToW multiplay becomes very popular. Also, it would be too much server load, so we'd have to find some place else for the master server.
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We will NOT be hosting these league pages, etc. We will only provide a safer way of making sure that games are valid, through the game result file, as well as making league games standard.
Z.
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Ah I get you. I was thinking in a Starcraft sense rather than a Counter-Strike sense (ladders and leagues vs. clans and teams).
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I like it a lot! Good work, Zaei!
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However, I have always thought it would be a good idea for each league to... I hope I'm not dreaming, but, encourage a specific type of gameplay. A comparison can be made to the swordfighting schools of feudal Japan: each had its own particular style it taught.
I think it would give online play some more flavour, because there's no sense of pride if you're in a league in which the members have nothing in common. You'd be fighting for the name only. Just my thoughts.
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I like that one, Jorj. Maybe when two members of different leagues play, each player can use only certain units, based on the league. It would really give a different style of play to multiplayer.
Z.
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And if we make enough things customisable, leagues can be truly unique (I hope this isn't a redundancy). I like this!
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I combined temperature data with precipitation data and got... climate zones! I also have lists of what plants, soils, weather, and animals go in each zone. However, the most important aspect of this is the impact of the surroundings of a civilisation on that civilisation. Here's the map:
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Heres another idea: The Arena Game.
Basically, each player selects n heros, then the game starts. Buildings will pre exist on the map, no building allowed. I got the idea, again, from MechCommander (one of the best RTS games out there). That game works on the same premise. In multiplayer, you get from 4 to 12 units to command, and thats it. When they are destroyed, youre out.
Z.
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Everything's looking fine! ;)
Igor, how far have you gotten on your latest theme?
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I have more information on the climate types (adapted from www.tesarta.com, a wonderful resource site for designing a game, by the way):
RAINFOREST
Precipitation: 2-2.3 meters or more per year; usually one or more dry periods. Every month at least 6 cm.
Temperature: The average in the coldest month is at least 18 degrees.
Soils: Reddish soil. High in iron, low in stone.
Plants: Tall trees w/vines, epiphytes. Broadleaf evergreens.
Animals: Arboreal climbers, creepers, rodents.
EVERGREEN RAINFOREST
Precipitation: 2-2.3 meters or more per year; usually one or more dry periods. Usually at least 6 cm each month.
Temperature: The average in the coldest month is at least 18 degrees.
Climate: Short dry season.
Soils: Reddish soil. High in iron, low in stone.
Plants: Live oaks, magnolias, bays, hollies, figs, palms, vines, epiphytes.
Animals: Arboreal climbers, creepers, rodents.
SAVANNAH
Precipitation: 1-1.5 meters per year; pronounced dry season with frequent fires. Usually at least 6 cm per month.
Temperature: The average in the coldest month is at least 18 degrees.
Climate: Well-defined winter season.
Soils 1: Reddish soil. High in iron, low in stone.
2: Good soil for agriculture.
Plants: Scattered trees such as acacia, baobab, euphorbia, palm, grasses.
Animals: Giraffe, antelope, wildebeest, zebra, lion, hyena, general ungulates & carnivores.
TROPICAL DECIDUOUS OR SHRUB
Climate: Well-defined winter dry season.
Soils 1: Good soil for agriculture.
2: Dry soil.
Animals: Broadleaf forest (not as dense), shrubs, dwarf forest, dwarf woodland.
Plants: Ground level vertebrates (similar to selva), ground-dwellers.
DESERT
Precipitation: Potential evaporation exceeds precipitation. Under 25 cm.
Temperature: Average is at least 18 degrees.
Soils: Dry soil.
Plants: Sparse xerophytes: grasses, cacti, shrubs. Annuals dormant during driest season, succulents (cactus, euphorbia), shrubs; creosote bush, sagebrush, *****ly pear, saguaro, palo verde; mosses, lichens, blue-green algae dormant in soil but active during rain.
Animals: Small reptiles, mammals.
GRASSLAND
Precipitation: 25-75 cm per year.
Temperature: Average in the coldest month is -3 to 18 degrees. The average in the warmest month is over 22 degrees. At least 4 months over 10 degrees.
Plants: Short grasses. Some grasses have roots to 6 feet in soil to get to water; grow at different times of spring, summer, autumn. Spring growth/summer seed: needlegrass, wheatgrass, bluegrass; become semidormant in hot weather, resume growth in autumn. Summer growth: bluestems, buffalo grass, grama grass. True indicators: thistle, tumbleweed, sunflower.
Animals: Burrowing rodents. Ungulates. Buffalo, antelope, ground squirrel, prairie dog, gopher, prairie chicken, meadowlark, horned lark, rodent-eating hawk.
DECIDUOUS FOREST
Precipitation: Abundant, evenly-distributed rainfall.
Temperature: Average in the coldest month is -3 to 18 degrees. The average in the warmest month is over 22 degrees. At least 4 months over 10 degrees.
Climate: Warm summers, cold winters.
Soils 1: Good soil for agriculture.
2: Soil which is high in stone.
Plants: Broad leaf deciduous forest/woodland. Mixed conifers/broadleaf deciduous forest in higher (polarward) latitudes. Because leaves fall, understory of deciduous forest has complex flora that flowers and fruits in spring. Beech-Basswood north-central of biome. Oak-hickory central and southern
Animals: Very diverse. Deer, bear, squirrel, fox, bobcat, many birds such as vireo, wood thrush, tufted titmouse, ovenbird, woodpecker, warbler.
MEDITERRANEAN
Precipitation: At least 3 times as much precipitation in a winter month as in the driest summer month; precipitation in driest summer month less than 4 cm.
Temperature: Average in coldest month -3 to 18. Average in warmest month is over 22 degrees. At least 4 months over 10 degrees.
Soils: Good soil for agriculture.
Plants: Sclerophyllic plants-grasses, woodland, woody shrubs.
Animals: All similar to adjacent biomes.
MARINE
Precipitation: 16-24 inches of rain. Lots of fog.
Temperature: Average of coldest month -3. Average of warmest month over 10 degrees.
Water Table: Lakes and bogs abundant.
Soils : Soil with little stone, gold, or iron. Mildly suitable for agriculture.
Plants: Needle leaf evergreen conifers. Conifers w/deciduous needle leaf tamarack. Evergreens; spruces, firs, pines, tamarack, hemlock; after fires, progression is: grasses, bracken fern, blueberry, stands of aspen and birch; high proliferation, abundant growth w/sufficient sunlight. The growing season lasts 50-100 days.
Animals: Fur mammals. A few ungulates. Migrating birds. Moose, deer, bear, snowshoe hare, lynx, bobcat, squirrel, chipmunk, mole, shrew, grouse, chickadee, siskin, crossbill, woodpecker, warbler, migratory birds; some eat broad-leaved shrubs and herbs, others eat conifer seeds.
ICE CAP
Temperature: Average of warmest month below freezing.
Plants: None.
Animals: Penguins
TUNDRA
Temperature: Average of warmest month 0 to 10 degrees.
Climate: Enormous seasonal and daily variations in microclimate, frost in soil. Short growing season, summer light continuous. Total snowfall low, surface is snow-covered most of winter.
Soils: Soil with little stone, gold, or iron. Unsuitable for agriculture.
Plants: Lichens, mosses, grasses, a few dwarf trees. Low, dwarfed, matlike. Large proportion of grasses and sedges. Vegetation surface a mosaic of polygonal patterns due to massive vertical ice wedges in the ground. Low number of species.
Animals: Migrating birds, a few mammals. Caribou/reindeer, musk ox, arctic hare, arctic fox, arctic owl, lemming, ptarmigan; low number of species; high number of summer migratory birds.
STEPPE
Precipitation: Potential evaporation exceeds precipitation.
Temperature: At least 18 degrees.
Soils 1: Black. Good soil for agriculture.
2: Dry soil.
Plants: Short grasses.
Animals: Burrowing rodents. Ungulates. Mule deer, wood rat, chipmunk, lizards, wrentit, towhee
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im still following this, my net is still bust, i can view the site from another pc but i cant do much work / downloading so i havent tried the demo. it looks as if its coming on well and ur all working hard. my new pc has been ordered and will be here around the 14th of january, the specs are:
1.8 Ghz AMD
512 DDR Ram
60GB HD
GeForce 3
19" Monitor
CD Re-Writer
DVD Reader
Decent Sound Card + Surround Sound (Forgot what it is)
Modem
Mouse
Keyboard
+ All the other turd it needs to work with WinXP Pro
for about £12,000 from Mesh
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Nice computer!!!
If you don't mind I'd like it if we can test ToW on your computer, it would be interesting how fast it is on a gamer's rig...
Once you get it, could you tell me how fast the GUIDemo goes?
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I remembered why the demo runs so slow =). I have it set to software vertex processing, so there is no T&L, at all =). It will be addressed =).
Z.
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I was going to blame it on my celeron ;)
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Hehe
I thought it had to be something.
Sorry, I havent done much work this christmas :( My apologies. I know its hard to work with me doing nothing at all :(
Sas, just to be interrested. The BitBlt API that everybody talks about. What does it actually do?
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BitBlt is fairly simple. You have your image, or image fraction, starting at x, y, and a width, cx, cy. So:
Code:
for each pixel from x .. x+cx
for each pixel from y .. y+cy
sp = GetPixel(src, x+currX, y+currY)
dp = GetPixel(dest, destX+currX, destY+currY);
Combine sp and dp according to the raster operation...
SetPixel(dest, destX+currX, destY+currY, rp);
next
next
The reason it is so fast, is because GDI can skip that getpixel and setpixel stuff, and use the bitmap data in memory directly.
Z.
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so it basicly moves an image using pixels??
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ok...how nice :P
then...whats exactly so great about it?
Another thing. When creating nice 2D animations I have a tendency to be disturbed by flickering when the picture changes. Is there a nice API call to fix that?
AND, a third thing. How can I detect and use a comport in VB??
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To stop the flicker use a backbuffer (the same as in DirectDraw) but instead of getting an attached surface, just blit to an invisible picturebox and do everything there, then blit the contents of that box onto a visible picturebox. To make BitBlt work with invisible PicBoxes, use AutoRedraw (the property).
I thought up a Crystal Rain logo, I'm going to draw it on the computer now. And Jorj tells me he just got Empire Earth so we can see what things he likes and doesn't like about it ;)
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Alright. Im at a lan party right now, so I probably wont get much work done... Ill get working tomorrow though =)>
Z.
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Sounds good ;)
One thing, is it possible to have maybe 2 or 3 locked camera points? It is because the boats will be nearly to scale so we must have the camera zoomed out for naval combat.