Dude, my desk isnt big enough for two of everything, LOL
Z.
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Dude, my desk isnt big enough for two of everything, LOL
Z.
Heh, I remember installing SuSE took a while... I feel like installing Linux again, hehe, call me crazy but I find it fun.
Ya crazy moose :P
Im working on the GUI for the editor at the moment. Zaei - what i was wondering is, or even Sas, or anyone. Is i need a nice image for the splash screen, new screen (vb style) and about screen. along with 32x32 images for a New map, new heightmap and new tilemap to go into a ListView.
Man, turning on my other moniter degausses my other one =).
Z.
I can do those... for a price!! :D:D
Only 2 smilies? I can do that =P.
:D :D
Z.
This good?
And Z- there's no way you should have 2 CRTs on your desk, you need one TFT and the other CRT. Reason being, well.
Turn both on. If you don't see a black scanline creeping down one of your screens... tell me your setup!!
Looks good, Sas =P.
And yes, there is a scan line... I need to find a block of lead =).
Z.
Sas, that splash will do perfectly, im gonna change it slightly tho it has prompted my mind as to a kewl splash. will post a screenie tonight.
cud someone work on the other images i need ?
hey, i got these kewl little buttons on the caption of the tools windows now that allow u to make the form like really small or normal (ie just show the caption or not) theyre well useful coz the editor will probably av loads of tools and things.
We are getting there guys =). Got states up and running last night, and got a unit to move nice and smooth, with the new goto command =).
Z.
Excellent. Dya reckon we cud get a demo out for this xmas like last year.
There is a lot of love for this project from my friends and theyre eager for another demo. i reckon we cud get one done to test the web installer, the map editor and a playable level as in being able to move uints around (though there are no objectives) so similar to the last one but with better terrain/models.
Yea ?
P.s i have a guy workin on some images for me for the editor so everything is going smooth here. shud be done in a month max!!
I think that is doable, Psy... Though Ill need a new model... This tree doesnt look like a unit =P.
Z.
Cleaned up key stroke input some more today =). I think Im about to go and implement device re-creation right now =).
Z.
Okeys. If anyone wants to point me to a nice free 3D modeller (and some GOOD tutorials to go with it) I think I could get cracking on the units.
Sas, search for Anim8or or anim8or.com or something with a name like that. i remember their site being good with tutorials etc. uses .obj, .lwo and .3ds i think.
Will do... only today's agenda calls for a fresh install of Linux, ATM :)
Blender is about to go open source...
My Linux bix is up and running. Finally got KDE3 on it (had to do a re-install =( ).
Working on getting stuff to re-create after a device reset... It doesnt crash anymore... =).
Z.
Ok, I can reset the device now... That means in game resolution switching, etc =).
Z.
Also, just went out and bought GPG2 and GPG3 =). So now Ive got the complete set =).
Z.
Grand Penguin Golf 2 and 3? Zaei, I thought better of you. :)
What are you talking about? I Got Grecian Potato Gyros 2 and 3 =P.Quote:
Originally posted by Sastraxi
Grand Penguin Golf 2 and 3? Zaei, I thought better of you. :)
Z.
:D
im working away on the editor. its taking ages to get the gui done. slowly but surely!
I did lots of code cleanup today =). Finally fully removed that god awful DivEngine module from the source... But the big news is that the rendering device is now a fully separate module, which can be swapped out with... well, reckless abandon =).
Z.
Next I am going to remove the terrain module completly, and merge it with the TOW code (this is because at the moment, the game requires a copy of that dll in both the main system folder, and the mod folder... which is not cool =( ). This should take a few minutes, at most =).
Z.
Sweet Nuts =)
I installed Mandrake 9.0 over the FTP yesterday, 3h TOTAL (2.2gigs) installation time, beat that :D
On my side, I'm scrapping the randomgen. I'm sorry, but I realised that my idea sucks. I'll be trying to think of some other things (maybe something that makes just hills to start) over the rest of the week and the weekend. Hopefully I can think of a way to get this all done.
BTW, Zaei, are the maps to be pre-lighted?
Nice, Sas =P.
Sas, they are not technically pre-lighted, since the shadows are calculated at load time. But it is not realtime.
Z.
Does the =P whenever I do something really cool mean you're jealous? :cool: :D :D :rolleyes: :p
Anyway, just needed to know if I had to calc that info in the map gen.
Psy, what language are you doing this in? If it's in VB, tell me how you would like the mapgen to load onto the mapeditor (what data would you like it to send?) On your side, I'd need the size of the map. (just width). So like this:
MapGen(w, myArr) '// myArr now contains the generated map
And for when I do it, the texture data, how would you like that to be sent? Or do you still need to figure that part out yourself? :)
Love the commen style =).Quote:
Originally posted by Sastraxi
MapGen(w, myArr) '// myArr now contains the generated map
The =P comes out when I feel like it =).
Z.
I picked it up with Linux ;)
Nice =).
Whats with the platypus?
Z.
VBW ecosystem.... so far we have a duck, a crab, a goat, a platypus, and a frog :)
Im a green, tophat wearing C++ monkey =).
Z.
No more terrain dll. =).
Z.
I'm an Old Church Slavonic text. Does that count?
Afraid Not =PQuote:
I'm an Old Church Slavonic text. Does that count?
Sas, erm, for mapgen, i will need to pass a width and length. and neep it back in an array of a the heights. as for the texture data, dont go there yet. im not sure how the system is going to work!
That's what I thought. Once I have a system going I'll send you the syntax, and a dummy DLL (meaning, you have all the code done, and when I'm done I just give you the new DLL ;))
Implemented console function overloading, ie:
are two different functions.Code:Function()
and
Function(int)
Z.
Interesting, so we could have functions like:
Move(x,y) and Move(x,y,0), with the latter being for relative movement (having 3 variables) and the former being for absolute (having 2 variables)! :cool:
Exactly. =). Next Ill get inheritence working... A better console there never has been =).
Z.
Jorj, you being the resident language expert, this thingie might interest you... I wrote it the other night. Its a frequency analyzer for english. Simply counts the frequencies of each letter, and displays the totals for each, as well as percentages, with a comparison against average values, and displays each set in a graph (which Im not sure is correct =). Anyway, here it is =).
Z.
Wow, Zaei! I'm going to have to check this out... right now!
I'm excited!
I like it a lot, Zaei. Would there be any way to customise it for other languages or alphabets?
i.e. IPA, Cyrillic, Greek, etc. or Spanish, Latin, Chinese, etc.
Probably =). It would be a matter of creating a file containing the letters to analyze, and their average frequency, and then loading that file at startup, as well as modifying the analyzer function to only check those letters.Quote:
Originally posted by Jorj
I like it a lot, Zaei. Would there be any way to customise it for other languages or alphabets?
i.e. IPA, Cyrillic, Greek, etc. or Spanish, Latin, Chinese, etc.
Z.
hey, here is the splash that my mate made. ill prob be using this one with some text overlayed onto it.
Yes, I was hoping to make an effect like that but I only had a mesh ;)
You needed models, Zaei?
You're back, Larse!
I'm so sorry that I never have the time to post nutting, but I'm still working. Rearranging previous works is what I do atm...
Damn, Psy, I hope I can make the game look that good =P.
Igor, Yeah, one mesh should be fine. I think Ill go and implement vertex animation for this little demo (far easier then skinned meshes), so when you do the animations (probabl jusy walking and attacking, for now), just go ahead and create one mesh for each frame of animation (maybe 10 frames?).
=).
Z.
So you want a mesh. No skin. Human obviously. Walking and attacking, 1 picture for each frame.(approx. 10 frms pr action/animation/whatever). Should I give him a weapon now, or do you implement that? When I make him walk, should I actually make him walk foreward, or just making it look like he's moving, then you are the one to actually move them?
You add the weapon, easier that way =). If you want to try for the texture, that would be cool too =).
Make it look like he is walking, but stationary. It should be positioned so that the feet are on (0, 0, 0).
Thanks =).
Z.
hey, im downloading Dev-C++ so i can get to work on some C++ stuff again.
the networking module is going to be done in Direct Play. i managed to get a free CD of the book Multiplayer Game Programming With Direct X
I think this would be a much greater and more stable module than the old one.
Zaei - I need a HUGE favor from you.
You know that map editor that you had done a while ago (like page 9 where it was a 3d editor.
Well, i need you to donwloas it and change it to use Long for the index and vertex buffer as opposed to Index.
If not maps are limited to a very small size. Just changing the variable sizes from Integer to Long doesnt work (tried it) because u have to set sizes when creating the buffers which i dont know how to do.
Could you do this ASAP ?
Also, i was wondering. I will have a look at it myself, but about having several direct x views so we can have a left, top and perspective view. how far did u get ??
Ill see what I can do... My card only supports 16 bit indices. That gives a max map size of 256x256. If you need more then that, simply tile it (ie, 512x512 == 4 256x256 chunks).
As for the 3 view thing... No, I never got it to work, but I didnt really try =).
Z.
Alright... finally got a memory leak fixed up... Finally got my brain working and remembered that changing the size of a vector invalidates iterators... And when a device object (vbuffer, ibuffer, or texture) is created, it removes itself from the list, changing the size... etc. Anyway, its all fixed up =).
Z.
Zeai, even creating a 256 by 256 map creates an overflow error. If its changed to long i dont have a need to tile it and everything becomes a lot easier!