Thank you very much, Zaei. Extremely kind. I appreciate it and cannot wait for the next part :) :) Sas...I dunno what happened to my MSN, but it certainly just flipped out...
I guess I'll ask you whenever I'll find you..
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Thank you very much, Zaei. Extremely kind. I appreciate it and cannot wait for the next part :) :) Sas...I dunno what happened to my MSN, but it certainly just flipped out...
I guess I'll ask you whenever I'll find you..
hey,
today i switched the UDP socket to TCP and it works fine, not sure why the UDP decides to not work. i think i just remeberes while typing this post.
will check and see if im right :D......
... well that half fixed it, for some reason data wont pass although at least the socket is not messing up (i had blocking sockets left on from the TCP).
Zaei:
http://www.gamedev.net/reference/art...rticle1817.asp
Should be useful.
I saw it earlier =). It looks like a really good algorithm, but Im not sure how I would implment it. Since the vertex colors for the terrain are initialized at creation, its not really easy to change them, which we require. If we didnt have that, it would be simple. It MIGHT be possible to write a vertex shader to do it on the fly, but I dont know. I can look into it, if you wish =).
Z.
I Wish =)
I Fixed The UDP :D
Now To Get The Protocol Work Backs Going
Guys - I Will Need To Know What Information Needs To Be Passed In The Form Of Game Options And Game Data !!
I Would Like You To Learn Grammar First =)
Now then Psy, I think we will need to have an expandable architecture in which we can add on information to be passed in the future. Do you just need some sample ones?
I am planning to implement a game rules module which can store just about any game data we require. I may even extend it so that each individual map will contain its own game data and rules (a la Unreal).
Z.
Heres how it stands....
... There are two classes to be implemented into the engine. dn_protocol and dn_networking, when initializing the dn_networking class you pass a dn_protocol, this is then passed onto the server and client modules. When data comes in, some is handled by the networking module (logging on and off) the rest (ie game data etc) is passed back to functions in the dn_protocol class. This allows for as much stuff to be added as you want. Simple Send() functions allow data to be sent from within the dn_protocol class.
Is it a bird? Is it a plane? Oh NO! It's...it's...The BAD ASS FETUS!
http://www26.brinkster.com/larse/cute.jpg
Whaddya think, Sas? Something that could just eat you up, huh?
Aahh! What IS it? :D
Looks good, though I'm unsure as to what it is right now... sorry. Is it the beginning of a model?
Looks cool!
I do NOT know why that link does'nt work, however...
http://www26.brinkster.com/larse/cute.jpg is the adress. Try that..
That link doesnt work either =(.
Z.
Unprojection works, and so do ray-terrain collisions (picking =).
Z.
To see the picture, I recommend that you copy-paste the URL into your address bar. It worked for me.
GWAH! Scary! =).
Z.
Wicked, that looks well sweet !! Nice !! Nice !! Nice !!
I liked it too =D
I don't really know what we could do with it...it could be some sort of a little monster or pherhaps a critter...
I'll begin at the lizardman today. Should be fairly...I dunno, I'll just see what I can do.
BTW, Zaei, you learning anything from the model? Just wondering if you need the peasent I made..
Of, and Jorj. Your signature can add:
"Jag är inte en tarm"
It's sweedish, though it's quite identical to the norwegian one. You decide.
I have added in a little thing that sends a list of players to the client when they log on. This thing is gonna be done very soon =)
I havent taken a look at the guts of the thing yet, Igor, just in MAX. What I eventually will do is convert it to a .X file, text mode, and use that to do the final conversion to the TOW format.
Nice Going, Psy =). I am going to have to get the UI going again so that we can take a look at it In-Game =).
Z.
oh well, then. Zaei. Can you look at my code, plz and try to figure out why It won't show my red triangle?
VB Code:
Dim DX As New DirectX8 Dim D3D As Direct3D8 Dim D3DDevice As Direct3DDevice8 Private Const MyFVF = D3DFVF_XYZ Or D3DFVF_DIFFUSE Private Type VERTEX X As Single Y As Single Z As Single Color As Long End Type Dim Trekant(0 To 2) As D3DVERTEX 'VERTEX Dim bStop As Boolean Private Sub Form_Click() bStop = True End Sub Private Sub Form_Load() Set DX = New DirectX8 Set D3D = DX.Direct3DCreate Call Initialize Call CreateGeometry Do Until bStop = True Render DoEvents Loop Unload Me End End Sub Sub Initialize() Dim DisplayMode As D3DDISPLAYMODE Dim D3DPP As D3DPRESENT_PARAMETERS DisplayMode.Format = D3DFMT_R5G6B5 DisplayMode.Width = 640 DisplayMode.Height = 480 D3DPP.SwapEffect = D3DSWAPEFFECT_FLIP D3DPP.BackBufferCount = 1 D3DPP.BackBufferWidth = 640 D3DPP.BackBufferHeight = 480 D3DPP.BackBufferFormat = DisplayMode.Format D3DPP.hDeviceWindow = Form1.hWnd Set D3DDevice = D3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Form1.hWnd, _ D3DCREATE_SOFTWARE_VERTEXPROCESSING, D3DPP) D3DDevice.SetRenderState D3DRS_LIGHTING Or D3DRS_CULLMODE, False Or D3DCULL_NONE D3DDevice.SetVertexShader MyFVF End Sub Sub Render() D3DDevice.Clear 0, ByVal 0, D3DCLEAR_TARGET, 0, 1#, 0 D3DDevice.BeginScene D3DDevice.DrawPrimitiveUP D3DPT_TRIANGLELIST, 1, Trekant(0), Len(Trekant(0)) D3DDevice.EndScene D3DDevice.Present ByVal 0, ByVal 0, 0, ByVal 0 End Sub Sub CreateGeometry() Trekant(0) = CrtVertex(10, 10, 0, RGB(255, 0, 0)) Trekant(1) = CrtVertex(10, 200, 0, RGB(255, 0, 0)) Trekant(2) = CrtVertex(200, 10, 0, RGB(255, 0, 0)) End Sub Private Function CrtVertex(X As Single, Y As Single, Z As Single, Color As Long) As VERTEX CrtVertex.X = X CrtVertex.Y = Y CrtVertex.Z = Z CrtVertex.Color = Color End Function
hey,
here is a networking demo. in this post are the dll's:
hey,
here is a networking demo. in this post are the exe's:
Nice work Psy! Looking good, and working perfectly!
Z.
Thanks, Igor! I'm adding it right now...
I am going to start in on DivDatabase later today =). This will be the base of the game rules module.
Z.
Everybody, attention. I spoke with KamiKazeKiwi3 yesterday. He was at his fathers place where he could use the internet. What we discussed was the last model I made, you might remember, the funny, little red guy with a big mouth and two tiny legs. In case you don't remember, paste this adress in your browser to view his picture:
http:/www26.brinkster.com/larse/cute.jpg
We figured out a way to use him. He's too...what can I say.. 'wild', or...'natural', to be used as a unit you train, if anybody agree :p. So we figured we could use him as a neutreal enemy, attacking both players(even the computer player). Like the sandworm in Dune 2, if you've played it.
He should behave like a critter, a harmless sheep observing your units. He chooses one of your less dangerous units and follows him around like a dog. Nobody attacks him if not set to do it. He's just one cozy guy following your men around. Then, when him and your unit is alone, he turns red and becomes the fast and the furious one, totally crazy, he eats your unit and runs like hell into the forest where he rest and transforms back to the cozy little teddybear he was to begin with.
What do you think?
This is the contemporary Lizardman. I know he looks kind of Lol. He's smoothed out with meshsmooth, and he will look that way with textures on. He is missing a head, tail and legs + half the row of plates on his back. For a unit model, he's probably too detailed(hands, etc).
Hey guys its me. I'm not dead yet... but close to it!
Been packed with work for the past 2 months so I haven't had time to post. Sorry, I talked with Igor a few days ago and he kind of gave me a summary on whats going on.
Just letting u know I'm here!
Ive got a bit of the database system going. More work tomorrow.
Z.
Just looking back, we've made a lot of progress over this past year. I just want to let you all know that!
Thanks for being a great team... and thanks for all working hard!
Invitro: Nice to hear from you, as always. If you're not too busy, I'd like to know if you and Igor can work together on a theme (or just by yourself, since Igor is modelling at the moment). It's one that Igor started himself, but I dont think he's finished...
Igor: That looks good. The smoothing, I think, is a normal trick like I had said on MSN. You'll have to ask Zaei, but a probable poly count would be ~300 - 400. Maybe have a 200 version for slow computers? Though I don't want to strain an already busy schedule; just do the low-poly model only if you have the time and you see it fit.
Zaei: Do you need all of the unit's statistics? If you need anything, email me and I'll email you back with whatever it is.
Psyvision: If you dont have any complaints, I want a Tow Chat that we can go on. I'm thinking of making us one up in ASP. Then we can arrange meetings, etc. and Zaei wont get "hooked" on MSN again (snicker, snicker :D). Also, I'll take your emails and anyone can invite someone on TC (towchat) at any time. Probably also add HTML to the emails and a javascript counter... But if you want to do it with the divNetworking module go ahead. Whatever puts the TEAM ahead... ;)
Jorj: Is the world finalised and created, and are all of the civs defined? Seeing as Zaei is compiling our database, it may be helpful to have this information at hand.
Norman: If you are still with us in the project, is it possible to whip up some more concept art?
More later. By the way, to all, I have finally exited a busy schedule. Suffice it to say, I'll have time to work more on the website, maybe finish a part or two. Thats it for now.
Ciao! :)
I would put the standard models at at most 100 polygons, with a high detail set available, for people with Hardware Transformation enabled cards(gf3/4, Radeon 8500, etc). 100 Polys are certainly sufficient, and should give good detail. Buildings can take up a bit more, depending on how common they will be (expensive buildings, such as Castles, and such), maybe to a max of 300 on software transform cards. Anyway, I would make the models at a fairly low quality for now, and then if we have some extra clock time, we can up the quality.
I dont need the unit stats just yet, as I am getting the Database system working. Once that is done, It will be easy to plug it into the engine. I am planning some pretty cool stuff, such as data inheritance, so the database will actually be a fully functional database platform =).
Sas, if you are doing the chat thing, have it log everything that we can go over afterwards.
Yes, its easy to get "hooked" =). I dont even go into Chit Chat here for that reason =).
Z.
Hey, I wanted to ask... Are we going to be having a formal beta test, where people sign up, and such, and our game gets released on Kazaa ( =), etc, or are we just going to release the thing?
Z.
Sas: what dya mean ? if you want a chat thing to run via an asp web site then its all yours. if you want a seperate application i can whip us one up in no time.
Zaei: Go for some testing.
Yes I finally freed up my schedule a little. I do have diplomas coming up but I Should be allright.
Igor, if you would like to work with me on the theme your more then welcome, if your busy with modeling thats ok to, just let me know.
Does anyone have any ideas for the theme?
Oh ya, I'm not a good modeler but perhaps I can TRY the skinning? What are you guys using for Modeling right now?
Erm... Lets make 'em sign up and let everybody on. That way everyone feels good =)
Psy, I'm talking about exactly what you say: a standalone application. All I ask is that it works through a firewall :) I've started a GUI of one, and it's coming along nicely. I don't like the way you have to do chatting in ASP, so I've scrapped that approach.
Zaei: When you leave a chat, it will save the stuff to your comp, and I will have a continuous log on the server.
I think that 100 polys is excellent. For GF2, maybe 200 is good, and GF3 400. GF4 and Radeon 8500 and up could take maybe 6-700.
Probably just have 100/400 poly models ^_^ (high/low)
For high-end buildings, do you think 700 is a realistic high detail count? Input people :D
By the way Invitro, Igor's the only modeller, using 3DSMAX. And also, the theme he started is the 4th theme (not the actual THEME)
http://www.crystal-rain.com/files/tow4.mid
Zaei: Poly Counts - Do whatever looks good and runs fast ! im no good with the figures for what looks good and how many ur engine can handle.
Well, the DLL is almost ready to be used for the chat, upon testing i have found that for some reason the clients state is being set to wrongly on the last connection once the server is full and chucks into game mode.
Sorted.
Hey. The network is down again, which means I do not have Internet to my room. I will attempt to start working on a theme as soon as possible(tomorrow, pherhaps). A lot of the previous themes are just ideas which is hard to work on further(lack of ideas in the same direction :p).
Invitro: How to work together? I don't know how you do things at home. All I am good at is writing music, theoreticly. Notes and stuff. I don't know any technical stuff on how to make it sound good on a computer or anything. All I can work with is simple(and extremely bad sounding) midi. I will make this music orchestral, which means that if you play it on your synth or whatever, it might become a seriously lot of voices. In addition, the battle music will go a bit fast. Just tell me how you work, and I guess we could figure out something.
As for the models, Zaei: Is'nt 100 polys a little...should I say too undetailed. It's had enough to make it look like something with 400. I can try, of course, but don't expect something incredible.
I have'nt worked at all today, because I get all too hung up in Heroes 4(I've noticed, playing games is the worst thing you can do). Sorry in that manner.
The original Wizard model from Divinity1 was ~80 polys. Remember, when finally onscreen, these models will be about 30-60 polygons tall, so you wont be able to see much detail (and textures will make up for any real lack, as well. If you like, you can go as high poly as you like, and then use the Optimize modifier. Just zoom out so that you are above the model, and it is fairly small onscreen, then use the Optimize tool until you feel that it is low poly enough. Just up the Face Threshold value =).
On another note....
Sad News... I just emailed Sas a full copy of the current source code, as of today, minus the DivDBase code. It is highly possible that I will not be able to do any work for up to 3 weeks. I wanted someone to have a full copy of the source, in case I end up losing the copy I have (I have backups, but I want to be sure). If I do end up being unable to work, I will still be able to post here, but nothing will get done. In the meantime, I will be boiling code in my head (I have a notebook for the purpose). I just want to let you all know that it is a good possibility, and prepare everyone. Sorry =(. I do want you all to know that I will come back, though, and finish this project =). You have my guarentee =).
Z.
Thats kinda skank !!
But hey, its kool you will be back. if u dont mind me asking (i guess it cud be personal etc) but, why ?
Erm, could i perhaps be passed on a copy of the source coz while your away it could give me time to implement the networking into the engine.
Also, i will be busy for perhaps the next 3 weeks too with v. important exams going on here. i can still do some work so it shouldnt be too much of a problem.
Psy - I'll send it to you. [email protected] is it?
Zaei - Very sad news there! I'm sorry to hear that... Its good to know you'll be back though. Since we gotta keep some things going around here, I think we should increase storyline development - but I think Jorj will need some help. It will be good to have that chat up and running...
[email protected] it is !!
Sas: As soon as u pass the GUI on that chat app will be done !
Well, I am going to be moving in a few weeks, so I am preparing for that. I backed up all of my important stuff (Times of War Source, for instance), on to one HDD, then ripped both out of my computer, as of last night.
Psy, try and familiarize yourself with the overall design of the engine. When you begin the integration, try to keep the same basic format. It will make usage easier. There are a few things in there that are quick hacks that need to be cleaned up at a later date (such as all of the Direct3D junk actually being a part of the graphics subsystem, and such).
As of where the engine stands at the moment. The main thing that the actual engine itself needs is Skinned meshes. Once that is complete, the graphics subsystem is done. The sound system needs to be implemented (I dont know if I am going to use FMod, or straight DSound or DMusic, but i willl figure it out...), and the networking needs to be implemented, as well as the UI, and particle systems. At that point, the engine itself is in a complete form. The Scene managment needs to be revamped, though it is operational at the moment, and the Direct3D code needs to be moved into a loadable API DLL. At that point, the engine is complete. Once that is done, the DivDBase code needs to be integrated with the game itself. Classes for buildings, units, etc need to be written, as well as unit managment, pathfinding (basically worked out), particle system effects need to be written (i dont know whether or not to script these), and unit and building rules need to be written, and put into the database. Unit Level AI needs to be written, plus formations (this should be a form of flocking), morale, and all of the rest. Throughout all of this programming work, wrk needs to be done on textures, models, animations (skinned meshes need to be worked out first), as well as music and sound. Once everything above is finished, its time for an alpha release. i would suggest that when we are almost at that stage, we begin taking beta test applications, and for the alpha test, select a few from the beta test applicants. Once alpha testing is over, and play is balanced, we release to all beta testers who apply. Once that testing is over, and all bugs are worked out, and everything is balanced and ready, we release TOW MP v1.0 to the general public, and we break out the wine =). That should be the general plan from basically now, until release. If anyone can think of anything I missed, please post =).
Z.
hey,
today i started work on linked lists (or what i think is linked lists) but hey, a new and perhaps better form of connections for the server which should sort out any array errors. im also changing char[]'s to strings.
Ok, Psyvision. I'm starting again on the GUI today. If you read this, I'll be on MSN today.
See you!
hey,
im thinking of starting a little side line project of mine, depending on if i get some code to play with or not soon from you guys. I have a very nice terraing engine thats on a cd froma book i got a while ago. im thinking of implementing the networking into that to make a little demo using the networking.
That would also help you optimize the networking. I would get the entire networking section up and running before starting, though, then plug in the networking module, for optimization.
Z.
On my end, I have been doing planning for DivDBase, and have some nice things planned. On the top is Data Inheritance. The database is fairly normal, with tables, Items, and entries and the like. Table contain items, which contain entires. Each Item defines a parent item for itself. Entries are either valid, or invalid. When a valid entry is asked for data, it gives out the data stored in it. When it is invalid, it asks for its parent item's data. If that data is also invalid, it continues up until there is some data (a top level Item MUST be defined). This easily allows units and buildings and such to be defined as generic objects, which get more specific, by overloading the data members that change, and also allows strange combinations =). Also, Tables can function as normal tables, for storing other things (music, artwork, models, whatever).
Z.
Thats pretty nifty.
Will it make it easier to implement the rule that allows units on horses and other mounts?
Sure will =).
Z.
Well, today i have been re-downloading the code from the author site of the book i got a while ago on OpenGL.
Im thinking of ressurecting the code i had ages ago for an octree engine and seeing what i can make up. I also had some BSP stuff running round. Gotta have a think and see which i wanna go for implementing.
Zaei - What do u think is the best combination of things to use for an outdoor and indoor engine ?
Is it possible to use Protals with Quadtrees ??
I also have some code for a collision detection demo so im gonna be trying to implement that :D
QuadTrees for outdoors and OctTrees for indoor is the general standard today.
Z.
The lizardman. Close up
Hey everyone! Well... I'm a bit late (or early, I'm not too sure) for the 1 year anniversary of this game's development. I wanted to tell you, Sas, that since you already know I got an internet connection working again, I want to rejoin the project. Since I don't know what I could do, I think I'll help Igor with the ideas of the creatures. You must have already done the story with Jorj, if you didn't dump it until the system was done so you could know what could and couldn't be done. Ah.... I still have the last copy I had recieved....:D
By the way, are you going to use the angry fetus?
I suppose we could. Or should. I dunno. Guess it's up to Jorj and Sas. I think we should. A neutreal enemy could really be a pain in the ass, but at the same time a really allright fellow(for eating enemy soldiers). It sort of creates some new strategic aspects in the game. You need to keep your soldiers tight(not alone) and always control everyone of them, or they could be eaten.
As for the guy himself, I think he's 'cool' enough to join the game.