Hmmmph... Those virii...
Too bad.
Dork; did you mean to post that in Sentience or somewhere else?
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Hmmmph... Those virii...
Too bad.
Dork; did you mean to post that in Sentience or somewhere else?
sorry to crash da party but just read your post and i had the same problem and if it is what i think it is it is really easy to get rid of. I got mine from a filesharing program.Quote:
Originally posted by Zaei
No, he meant us =).
Yeah, the thing corrupted explorer.exe (the windows shell), so I have to start IE from the task manager. I probably wont be making many posts for a while, but I will be working =).
Z.
Has to do with clicktowin thingy or at least mine was.
This Trojan has two components:
Explorer.exe, which is the main Trojan.
Dlder.exe, which is the downloader for Explorer.exe.
http://securityresponse.symantec.com...w32.dlder.html
here is an article of how to rid yourself of it.
Okay, hope that helps ya!
No, this thing cranks out 7.5 meg email files into every folder on the hard drive. if you let it run long enough (5 minutes, maybe), you dont have any space left. It's pretty nasty.
I have model rendering going =).
Z.
Ah well to keep you updated the "creative juices" have finally started to flow... in short, the design of the website is complete (in my head anyway). In short, the website should be up by the end of the month... sooner if not automated.
We bagged the virus (we hope). It was Nimda =(. We are also setting up a Win2k Advanced Server Server, so I might be getting the internet back, by, oh, thursday, depending on how long that takes.
Z.
DAMN THIS ****ING ****
GoZilla seems to have scrwed my download at 60%, i will try to fix it but im not sure if i can, may have to start again with downloading.
Advanced server eh?
OMG... This is the SDK?? Hmmm, order it on CD. It'll probably take less time :D
yup that was the SDk, cant fix gozilla's file list so i gotta start again.
The plural of virus IS virii, actually.
Virus is fourth declension, not second:
N virus virus
G virus viruum
D virui viribus
Ac virum virus
V virus virus
A viru viribus
By the way, quomodo cognovisti Latinem? Quando coepisti?
Janus, you have entered the twilight zone. Jorj knows a lot about languages! ;)
I should know at least a bit of Latin, but it was more like War Stories I and II, instead of Latin I and II =).
Z.
Sorry I havent made any posts in here for a while. I've got some stuff going on at this end, so I havent gotten much time to work on the game at all. I will get back to you all later.
Z.
Real life, what a waste :D
Over at my end there are some things too going on, but I'm going to *definately* work on the site today.
I started in on an ASE (3ds max ASCII format) converter, and so far, no problems. More to come.
Z.
I will send the unicorn soon... I got an F in math midterm....
Zaei: Good to hear!
Norman: I'm really sorry to hear that... I hope that you get better marks in your other subjects, and an A in art!
The converter is working just great. I had a bit of a problem at first, because a bunch of the faces werent showing up, but that has been fixed, and models import correctly now =). I still need to add normal conversion (at the moment it only imports vertex coordinates and vertex indices), and then texture coordinates, and repackage it into a better format.
Z.
Im working on importing bones at the moment. I have a bad feeling that bone rotations use Quaternions, so i am going to have to learn those before I can do any rendering. Anyway, thats what I am up to.
Z.
Note much going on in here in the last few days, huh? Everybody still here?
Ive realized something in the last few days. A lot of you guys have a bunch of programming experiance, and I am kinda stealing all of the for myself. Im really sorry. I dont want to hog the entire project for myself, not at all. If any of you guys want to do some of programming, There is a bunch that you can do. Please, just let me know =).
I can now extract bones from an ASE file, but I am still working on grabbing the animation info. I still need to figure out what things i need.
Z.
I have been working on a chat program that uses winsock which can accept multiple users. i will post the demos soon as the first winsock test. Note at the moment it is just for pure chat purposes. Nothing special :D
The program should be posted (client and server) tonight.
Here it is - The Server and Client Winsock Version.
When you run the demos you will first notice it is under the name Talisman. This is because i have been creating this project to run along side a 3d engine that i have made to create a 3d chat program for some friends. This is only a GUI thing and it is not burried in the code.
Here are some rules for the programs:
Client
-------
- The client cannot be closed until logoff has been selected from the menu.
- The long thin text box is where you type and press enter to say something, the others a fairly self explanatory.
- The client can be configured with command line parameters in a shortcut to enter the data for you if you are always connecting to the same server / port / name. This follows the rules below:
"C:\Client.exe" /add server port name
Where server is the ip address, port is the port and name is the username. E.g:
"C:\Client.exe" /add 127.0.0.1 50 Richard
Server
--------
- The server cannot be closed until it has been stopped from the menu.
- The long thin text box is for talking - same as client.
- The server HAS to be configured via a shortcut file otherwise it will only take 2 connections and they will be on port 0. This follows the runs as below:
"C:\Server.exe" port clients
Where port is the port the server listens on and clients is the maximum number of clients that can connect at any one time. E.g:
"C:\Server.exe" 50 10
I think that is pretty much it, the server and client should be attached below, in the zip is a shortcut showing how to setup the client and server ;)
Big big thanks to parksie for his excellent code =)
Enjoy !
P.s - There was a huge problem with memory leaks and some code not working due to vectors not being cleared. I have not tested the new code on other machines yet so it may work or not at all. I just got a message from parksie saying it all brakes on his pc though he is behind a firewall. If there are any major problems then the code shall be removed until i have it working through further tests. I shoulg be testing with a group of local friends later and should be able to sort any bugs then.
parksie is certainly the man =). So, one thread per client on the server, correct?
Z.
No, the server is a non-blocking server as opposed to a threaded server. The threads are for the client and server to run continuos loops sending / recieving data through winsock.
Ah, ok.
I found a little bug. If you star the server, and connect two clients, type a few things, then disconnect the client you connected second, the server and first client will repeat the last thing said by the second client forever. If you then try to reconnect the second client, it will repeat the "System: User has joined the chat" message forever.
Z.
Yeah, its not perfect but at least it works, i have noticed that sometimes clients dont disconnect properely and also that the last thing said gets echoed back.
Yeah, its really great! Is it MFC, or straight API? Either way, its more then I can do (need to learn API GUI creation at some point =).
Z.
Tis 100% pure API.
Im still not 110% happy with it. Im thinking of changing to a threaded server, although would spanning 100's of threads be a good idea ?
I think for the moment i will remove all of the code for commands and re-do them to get it working better.
Once we've got the core engine absolutely finished (about the code thing), I'll be able to jump in and do lots and lots of DScript. I'm actually thinking of making a point & click editor for DScript in Visual Basic, and then the code will be compiled, and only the underlying script will be the confusing-yet-fast (;)) Divinity Script.
We shouldnt ever have more then 10 people per server, which isnt that many threads.
One thing we are going to need is an Area Editor. If youve ever used the Warcraft2, or starcraft editors, thats what I am talking about, except you only place buildings and units. Then, each of these areas are loaded at runtime, and basically dropped onto the terrain. If someone wants to take this one on, i can give some more info.
I also created a pretty cool tower model earlier, with ~100 faces.
Z.
The client/server thing is very good too.
Psyvision, if we can, try for some architecture that allows for streaming audio (and maybe video too). We can use this (possibly) for webcams and streaming chat from users, such as encoded-on-the-fly Mp3 voice chatting. This is all thinking out loud, however. For the main music we should use either AAC or VQF (next-gen MPEG-4 audio codecs), because they offer better sound quality and smaller file sizes. A 96 kbps AAC is better than a 128 kbps MP3, for example. However I didn't suggest it for the chatting because it's really slow to encode. A 5 minute song took ~12 minutes with the AAC encoder. However, it sounded awesome.
Ah, so what you're saying is that we could have different terrains under these buildings?
Excellent...
Here is the latest version of the chat, guaranteed not to **** up like before, guaranteed not to let two users with the same name on the server =)
Generally more improved code, if the server is quiteed the clients disconenct properly, the repeating messages should be gone all together. The messages apearing when u press disconnect (the last thing u said) should be gone too.
Im thinkin this sunday about 1.00pm GMT we should do a test and get as many people onto the server as possible (get loads on vb forums) to download the client and see how many it can handle without lag.
Ooops, forgot to include.
Well, thats 4hrs of work on this today. Time for bed me thinks.
Exactly right, Sas. This will save memory, because we only have to include an identification (probably a filename, or part of one), a phi and theta(for positioning) value, and a team. It shouldnt be a very hard assignment, but polising it up might require some graphics =).
Z.
Oh, and Psi... Sounds good =).
Z.
Status report:
I've got three of the languages done.
I've also started on the cultures. Here's a map of the current civilised nations in the world. Note that these are few of many abilities that I or others can think of. If you have a suggestion, be creative, but logical. Also, think foremost of balance.
CULTURES (in terms of the game)
1: Seeing as this is primarily a rainforest culture, these people would most likely specialise in slashing weapons (due to the need for cutting through foliage). They should therefore also be able to move through forests more quickly. However, few cavalry.
2, 3, 4: These are likely to be of the same culture, because they were, until recently, one country. A good infantry civilisation would be feasible here because of the climate type: Mediterranean. Remember, Rome was a Mediterranean country and had the best infantry in the world!
5: This would probably be similar to 2, 3, and 4 except for the fact that this culture is in a marine climate type with abundant trees. Thus, archery and shipbuilding would probably be predominant here.
6: This culture is most likely to be the most navally-intensive culture in the world. It has almost constantly had overseas colonies throughout history, but has often failed to keep them. A naval society would be perfect here.
7: This country is in reality a league of newly-civilised barbarian tribes. Since it borders the steppe, strong avalry would be a probability, yet I think that the true strength of this country would lie in its 'shock troops'.
8: This Mediterraneanly based society is building off of the remains of one of the most ancient societies of the world. This could be a typical well-balanced culture, or it could have a few eccentricities. This will need to be debated upon.
More to follow...
This is all great work, guys! Great, great, great all around!
Expect the new site to be up on Saturday. Not database oriented, but all up.
Jorj. Just some brain storming...
Why did 2, 3, and 4 split up? Was it an unfriendly split? If so, each culture would probably be trying to be as different from the others as possible. If it was friendly, what happened? Is there some way that we could incorperate this?
Z.
I am adding vertex normal exporting to the converter. It should work, the way I have it, so I am trying to get D3D Lighting to work correctly.
Z.
As far as I can tell, the normals have exported correctly. I got lighting to work just fine. The faces were backwards though, so the model was inside out, but I fixed that in the exporter, and everything works correctly now =).
Z.
LOL - I realised today that after re-writing the code for the server and client i had missed out a load of it so text wasnt being sent properly to all the clients. The problems have been corrected now.
Oops =).
Z.
I was thinking this weekend to go for a test with the server and to get as many people from these forums onto it as possible to see how well it stands up to the mass number of users and to see the lag.
Whatcha think for a test with a max of 100 users this sunday at 1.00pm GMT ??
So you're telling me that we can now convert ASCII 3DS files to ToW Models??
AWEsome. Is everybody fine with the AAC/MP3 ideas?
I wont be here this weekend to do the test =(.
As for streaming audio, I think taht we should make the multiplayer component very modular, and build the rest of the system first. Then, depending on the bandwidth usage, we could stick it in(I think that I calculated a max of 200 net messages per second on a 33.6kbps connection at one point, but dont quote me).
I think the next demo will be something Diablo Styled, to show off animated meshes, and also allow me to figure out walls, and someone else can do the area editor. Of course, this is just an idea, anyone can make suggestions if they like =).
Z.
Streaming wont be able to be done on the server with it in its current form, it would need two threads per connection for it to work well because:
1 - For Game Data
2 - For Streaming Data
So if as Zaei said we would have about 10 users on the server that would be 20 threads which i dont think is too bad - tho not sure.
P:s. Sas - I pissed up adding files to the web site, can you please remove all of the winsock ones. I added the first and it worked. Then the second load it didnt and then so i added the latest version coz it wasnt there and they all appeared.
I can make all of the networking stuff go into a dll so all that you have to do is call one function in that which spins off a thread to run the server in which spins off threads for the connections.
Parksie says we are safe with 20 threads.
Can we leave streaming out for the moment and get the chat and game data sending going first ??
Am i correct in saying that we have someone starting a server somewhere from which people can join to and there is only the one lobby on the server which is for that one game ??
Server and client will be built into the same thing so people can host and play ?
Servers will have an option to be dedicated or non-dedicated ?
PLEASE GIVE VIEWS ON THE TESTING OF THE SERVER AND CLIENT THIS WEEKEND SO I CAN GET A POST IN SOME OF THE OTHER FORUMS (GENERAL) TO GET PEOPLE KNOWING THAT ITS GOING ON
20 threads is certainly ok. We should definately have the option of allowing players to host and play at the same time.
Z.
New Functions:
Server
--------
Can now boot users
Can now whisper to users
Can now send text to users without the "Server:" prefix
Client
-------
Can now whisper to one another
To be added - Logging
Servers should be able to ban people too. In Half-Life, each CDKey & Installation is given a WON ID. When they ban a user they stop their WON ID from ever coming back. So, we should promote a system like that too, so that people that cheat (I'm thinking about it already, I was just playing CS with a bunch of cheaters! :eek: ) can be banned, and banned for good.
Yes, both server types should be available. Is the Dedicated server window going to be a console or have a GUI? I hated Half-Life's dedicated server console, it was really hard to look up commands and such. Also we need room for server "plugins", so that they can add things such as anti-cheat software and new admin/user commands (such as the infamous AdminMod).
Files have been "un-pissed"!
Zaei, I believe there was an error in my previous statement. I will address it at the end of this statement.
Here's a compact history of the region contained within those countries that will clarify things:
(note: I gave each country a unique identifier corresponding to the technological level in which they were founded. These are not their real names.)
(note: all dates are approximate)
90 - Massive migrations begin in the region.
240 - ALTI founded on the southeastern shore.
250 - Migrations end due to ALTI's civilising influence.
360 - ANTIS is founded on the northwestern shore.
380 - ANTIS begins its expansion southward along the shores, conquering the sedentary locals there.
470 - ANTIS' armies march southward and invade ALTI.
480 - The ANTIS-ALTI border is stabilised, with ANTIS making negligible gains.
500 - Copper is first utilised in weapons in ANTIS. Its use soon spreads to ALTI.
590 - The ANTIS script is introduced to write the ANTIS language.
610 - ALTI adopts the ANTIS script to write the ALTI language.
690 - ALTI begins a golden age of art, literature, and science. ANTIS script used along the coast of the entire region.
760 - ALTI expands into the interior of the region.
790 - ALTI brings the ANTIS script to its newly conquered territories.
960 - As a result of the increasing freedoms given to the local authorities in ALTI, which in turn was due to the difficulty of governing so much area, many of ALTI's cities declare independence and the kingdom collapses. The squabbling principalities have little to no power on the world stage.
1140 - After stagnating for six hundred years with few competent rulers, the kingdom of ANTIS falls prey to the same fate as that of ALTI.
1150 - Taking advantage of the regional chaos, one of the former ALTI city-states, led by an exceptional ruler, founds an independent kingdom called BINTA and conquers the former ALTI heartland along the coast.
1250 - BINTA conquers the former ANTIS city-states which occupied the coast to the south of the once-home of the ANTIS kingdom.
1320 - After consolidating its gains, BINTA produces great philosophical and poetic works, as well as great architecture.
1380 - BINTA annexes all former ANTIS territories.
1920 - Bronze weapons are introduced to BINTA from overseas.
2220 - Iron is first used in weapons in BINTA.
2600 - The king of BINTA is the adopted barbarian son of the previous king. A strong cavalry force is added to the army of BINTA, as stirrups are introduced.
2690 - Using their newfound weapon, BINTA conquers the interior of the region, leaving only the northern coast independent.
2700 - The early middle ages begin in BINTA.
2860 - The world experiences great prosperity.
3510 - The feudal age begins in BINTA.
3920 - There is a massive civil war in BINTA. A radical faction wanting an end to the old monarchy attempts a coup, but is forced to retreat to its power base in the north, where they form BINTA2 (2) and promptly expand to the northern limit of the region.
4040 - The armies of BINTA attempt to destroy the government of BINTA2, but make only minimal gains.
4130 - BINTA2 regains its lost territory.
4150 - A worldwide plague outbreak occurs.
4180 - The plague dies down.
4260 - The area occupied by the modern day country 4 secedes from BINTA, forming the kingdom of EVV (4).
4290 - Binta becomes two countries, EBYN (3) and EBAN (5).
4310 - There is a resurgence of the plague,
4370 - The second plague ends.
4510 - There is a rebellion in BINTA2 trying to bring back the old BINTA lingdom, but it is crushed.
4530 - The world experiences great prosperity.
4710 - THE PRESENT DAY.
2: This is an anti-monarchy country which has been having problems with rebels lately.
3 and 5: These, apart from the differences I mentioned earlier are probably very similar, each professing to be the true heir to the BINTA kingdom.
4: This is a country which is probably very much like 3, but with a barbarian cavalry influence.
I hope this clears things up.
By the way, you have a good point. Please continue to look at everything through the lens of logic, Zaei (and everyone else)! Good job!
I can build a "CD-Key" feature into the program. People then email us, and we reply with a key. Can you set up an auto response on the website for this, Sas? I can then bury a UID deep in the registry, so that once a key is issued, another will not work.
On another note, A bunch of my friends got bored of CS, and want to bribe me into making a mod -.-;;.
I also started in on the Main Engine Editor, which will eventually encase all editing functionality of the game. It doesnt do much at the moment (I have a tree view, with a root node, and a single light), but that will change. I am going to more the ASE converter into this program, and build in a model viewer, and all of that.
Z.
Well, I have added ASE importing into the editor, as well as model viewing. I have to write a TOW model importer in VB, as well.
Z.
Im gonna add the post to the General Forums about the testing because i think the server / client is ready for it ?
I had a lil look at skool today sas and i think there is still a version of the client on the site - can u remove it please.
Please correct me on this, is ToW a RTS TBS combination or what ?
I added it as a 3D RTS:
Times of War Networking text
Its just an RTS.
Z.
The model importer is done. Now i have to do skinned meshes.
Z.