I like the first one better too... Is it the MouseMan Optical (the one that vibrates)? Or is it an Intellimouse...
Anyway, everything but the game is in 800x600, is that okay?
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I like the first one better too... Is it the MouseMan Optical (the one that vibrates)? Or is it an Intellimouse...
Anyway, everything but the game is in 800x600, is that okay?
It's the iFeel Mouse (Almost the MouseMan). Got it for free =).
Splash screens will be displayed while the app is loading, using standard BitBlt =). When everything is finished loading, that window is destroyed, the game's window is opened, and the fun commences =).
Z.
Is there a status bar too?
(1400th Post!)
The first splash looks the better one.
Yeah, Sas. I can do a s tatus bar too =).
Z.
Thanks for the input, Psy!
I recently whipped up a layout:
(8000 Views!)
Can you post the site up I need to know some units...
Here's hard question, I f you could make a percentage how much have we done or you guys done what would be =)
Norman, I would put forth that approximatly 50-75% of the engine is complete. All that really needs to be added is multiplayer support and skeleton meshes. On the other hand, very little of the actual game is done.
Sas, Here is my own concept layout =).
Z.
Yeah, im still keeping tabs on you lot :P
The layout sas did i think is better, you just need the mail (envelope) thing in there somewhere and i think that would be good.
Not ActiveX controls, but I will probably do something with the scripting engine that will allow us to create controls.
Psy, I prefer a smaller interface. Less UI = More player immersion. That's why we will have popup menus, etc.
Z.
I spose that could be better, in Diablo the way that is done i think is quite sweet, but then also look at the menu down the right side of the screen in Red Alert. I think it needs some kind of permanent menu perhaps like diablo but with other windows that slide on/off or pop-up
Of course Psy =). There's ar eason I am designing such a robust UI. It should be just about completely customizable.
I have the splash image thing going at startup. It displays, pauses for 500ms, then Initalizes the Mod, destroys the Splash image, and starts the game. If there is no mod, the game quits, no splash screen, etc.
Z.
Excellent =)
Do you have a command line parameter that allows you to start a mod at run? (eg. tow.exe -mStandard, which would load the mod called Standard)
At the moment loading a mod looks like "Divinity.exe UIDemo" loads the mod UIDemo, located in the folder UIDemo. At release, I plan to make it "DivLoader.exe UIDemo", which opens UIDemo.package, extracts all files into the "cache" subfolder, and loads "cache\UIDemo.dll", and runs, or, if UIDemo.package does not exist, use the method above. If that fails, load tow.pacakge.
I just added in some more memory management, so, when you attempt to load a media file that has already been loaded, it returns the handle originally generated for that file.
Z.
Ok, the message queue is giving me problems again. Regardless, windows are now movable =).
Z.
Sounds cool Zaei. Can't wait for you to post a demo when its ready.
i was wondering with the demo u say u will release in a few weeks (perhaps) - is it src inclusive ? ie will any src be "going" with it ?
I don't know... maybe enough to make a mod I think. We'd have to include the code to made a base mod (ie. nothing on it but could be run without any errors, giving a black screen). But I'm not sure, because I don't want to make ToW open-source.
We might be releaseing the source to the multi-player version of TOW, a la Half-life.
Z.
Since when did HL reveal its source?
They released the SDK at version 1.0.0.9. That is all of the source for (i believe) client.dll and (i know) mp.dll. Thats how we can have mods for HL =).
I am thinking about just releaseing the source for the multi-player version of the game. All this really means is that we will release code showing how a mod should be coded, while almost all functionality is in separate (not released) dlls. Basically, releasing the source will show others how to use the core dlls, or write AI mods for the game, or other mods (AI mods are just extra dlls that have AI code stored in them. TOW will have at least 3 of these at release).
Z.
I know Jorj wants to make the AI and he doesn't know C++ ;) So how will we do this?
I am going to see if i can try my hand at Neural nets for the AI. Then, Jorj can write out how the AI should behave under certain situations, in accordance with the documents we talked about a while back, and I will teach the neural nets with those situations.
Z.
:confused: Is anyone else confused??? :confused:
Neutral Nets? What does that mean?
That would be fine, Zaei. Neural nets... wow.
Neural nets are basically brains. You have a network of neurodes, with x number of inputs, and each input has a weight, or memory. For a given input, the neurode will spit out a value based on its memory, and pass that on to the next neurode as one of it's inputs. So, for a given input you will get a single output value, based on the net's memory. You can teach the net by giving it input, for which you know the correct value, and then modifying the weights up the tree. For a diagram, take a look at my avatar =). So, basically, if the overall AI is a complicated Neural net that we taught to think, like, for instance, Sun Tzu, it will make descisions like Sun Tzu =). That is the beauty of Neural Nets =).
Z.
I don't have a clue about half of the stuff you two are chit chatting about anyway. I'm just doing my job. Been composing quite much lately. 2 new themes baking...:D
Sas, when will you fix that homepage thing?
I'll finish the files page and start the music page... the music page will take a bit longer. Expect the files page to be up at latest 8pm tonight -- 3 hours and a bit from now.
About how much music will we have in our game?
Also, guys, do we have a civ that is pretty much pure evil? That might add some real fun into the single player game, perhaps near the end where several civs have to join together to defeat this civ? Anyway, my brain was working yesterday =).
Z.
Oh, and Igor... I cant wait =).
Z.
Oh, and forget that last one. I've got only 1 theme cooking right now if I'll just find an ending to the second theme. I just looked it over and realized that the last theme was pretty bad. :(. However, the 3rd theme is very beautiful. You should hear it. But I don't have Winzip right now, so I can't upload it. Sorry guys.
Ok, guys. I just solved a hellish problem in my window message queue. I was getting an access violation everytime i tried to get a message off the queue, and the only way around it was to not free up the memory that the message was using, so i was leaking memory like a mofo. But, as I said, i fixed it, finally =).
Z.
Nice One Zaei !
I'd like that, maybe Swarm? (sounds evil enough :D)
I'm setting up a temporary page for those of you that need to upload files here but don't have a Zip program...
http://www.crystal-rain.com/panel.asp
It's the CR-ADMIN thing, I just added a small new feature there, Igor I suggest you check it out... I've got a lot to do right now. It'll be up there in maybe 20-30 minutes, as somethings wrong over here =).
Remember to login, just do so with my name and you will know the PW.
Sweet, Sas!
Z.
Ok, implemented a PostOffice class for sending messages between objects (this is for future expansion, so i can output message data to a file or console). I have also implemented Delayed messages (so that an object can send a message to another object to be delivered in the future).
Z.
Zaei... CHR(13) now converts auto. to a <BR> and I've used 3 replace functions that make the spacing work.