On what?
Z.
Printable View
On what?
Z.
The forums sound good.
Don't i get it mailed to me ??? or do i have to wait ??
OK, so when do I get a look?
Zaei - Wha-? That's the number from debug.txt after I ran the program. It was great, by the way ;)
Psy & Arb - Right now!
http://www.crystal-rain.com/download.asp
Just wait a second, k?
What System specs, Sas?
Z.
I've already posted them 6 of my posts back.
I think it looks quite good. I take it the camera isnt meant to move. If so how ??
T'would looks akpe loads better with a better grass texture or summat coz it looks soooo pixely.
I got 995.424 in debug.txt
Specs are shown above.
Well, Sas's number says that the terrain needs more work. So, I will get to work =).
Z.
Day by dat i am ironing bugs out of the networking. I fixed the running that would crash the server when it became full by not ejecting all new players properly. I have added features into the client to return either a +OK accept or -ERR which can be FULL (server full) or IP (ip address blocked).
A quick count shows that the networking has rounded to a whopping 6,988 lines of code.
The engine and terrain code only take up ~5100 lines =). Keep up the good work, Psy!
Z.
Well, 5000 of that was in the divinity sockets which was taken from HawkNL although this gives a very good bases for me to build the networking on which adds up the extra 2000.
Ran it again...
146.05
Whew =), Ok, so the terrain is nearly finished.
Psy, what is the liscense on HawkNL? I dont want to get into any trouble =).
Z.
Umm, but still it was really slow and jerky, I don't know why. Whenever I passed my mouse over it, it was EXTREMELY slow.
We will see what happens when I add camera movement and such to it =).
Z.
I get ~10 fps on an ATI Rage 128, P3 1Ghz, 512M RAM. ~2 on an ATI Rage Pro, P3 ~500(OCed), 128M RAM. I think that it still needs some work, so I will start investigating some new ideas =).
I think that I have all of the pathfinding worked out in my brain (its actually a fairly simple algorithm, that mimics an actual person's thought process =). I just need to implement it.
Z.
I couldn't get your little wotsit to work guys.
You know, it should really be a little easier to install than making folders all over the pc. I know it's only a test thing, but it's not hard to make it all in one directory.
Ok, firstly it complained it couldn't find a dll. So I renamed the Times of War folder to TimesOfWar (no spaces) and it stopped producing that error, but it did nothing when I ran it.
Literally nothing. The hourglass appeared for less than a second. No error, nothing.
Help?
Copy both DLLs to C:\Windows\System or C:\WinNt\System32
I agree on that it's a bit hard to set up, and maybe we should have an installer from now on?
The reason that you have to create folders and such at the moment is because if I use the line:
I cant be sure that the relative path starts in the same folder that the exe is in. When you run it from the VC IDE, this is set up automagically, but other times, it might not be right. I might end up trying to LoadLibrary("D:\\Program Files\\Times Of War\\timesofwar.dll", ...), which doesnt exist. So, for testing, I use absolute paths (c:\Times Of War\timesofwar.dll).Code:LoadLibrary("..\\Times Of War\\timesofwar.dll, ...);
Sorry, The next release will have an installer =).
Z.
Today So Far:
- I fixed a bug within the networking making errors being called twice.
- I started work on allowing the server modules for player identification allocation.
Arbiter - I found i had to copy the terrain.dll or one of them to that of the application for some reason.
Zaei - The license is free, code can be used / modified. check it at www.hawksoft.com
Ok, Psy, just making sure =).
Z.
Well i came to running the server today and now im getting a ****ing error when closing the app :(
LOL two secs later and its fixed :D
Well, i got the dynamic module loading done :D
I have added a dnInitialize() function that funs before all other networking functions can. This initializes the sockets and loads divplug.dll (has the allocation function in it). and similarly a dnShutdown() which shutsdown and cleans up the sockets.
Cancel That !!
I decided to keep it all high level classes that run over the sub-level API.
All is working well :D
Well, I managed to jack the fps of the tile rendering up to 20fps, by increasing the tile size to 20meters and decreasing the subdivision to its lowest setting. It looks like crap though =(. So I will still be working on new ideas =).
By the way, in the demo you all got, the map was a 4x4 grid, with 20x20 quads/tle, or 12800 triangles. Just as a reference =).
Z.
Well, our new Linux server is up and running, and I have an internet connection on my dev box =).
Z.
Cool.
At the moment the server is very CPU intensive so i am needing to sort that out. Though im not too sure on how.
I think the problem is in the threading. I think the process is set too high or summat. Gotta look into thread properties.
Yup, the problem is with the threads.
Things ent going to well here. The networking seems to have decided to **** up when i run it from a win32 app but runs fine in a console app :(
http://www.gamedev.net/reference/art...rticle1804.asp
Thankfully this page turned up today.
Will read through it and see if anything useful could be addapted.
I have narrowed my console client connecting to win32 server problem down to the UDP not connecting properly or at least not receiving data. Could this be becuase its a console app connecting to a win32 ??
----
That document shows to use a certain socket type which should stop loops which would otherwise add extra CPU cycles. I may have to scrap the HawkNL hybrid or change a load of it. Or it could be the way im using it.
****ING YES **** **** YAY
I got it to work at last. The problem was that to check a UDP is working HawkNL sends a string and waits for a reply. The problem was when i was telling it to check the socket for data i was receiving that string instead. I added a 2 second delay and it works now.
I will sort out some kind of thing out to find once it has received that string coz thats better than a 2sec delay.
HEHE im happy :D
Nice work, Psy! I am going to be working on a new version of the console, that will support objects. Eventually, the entire game will be able to be played from the command console =).
Z.
That could either be fun or very weird. would u wanna give the player full control over objects via the console ??
That would allow for things such as training videos from other programs, but we can do that through internal use of things like Half-Life .DEM (Demo) files.
Not full access, but the same amount that they would get from keyboard/mouse access, and then some. For instance, to create a new, say, footman, from the console, you Would do something like this:
Basically, the above commands make a peasant build a barracks in place. When that building is complete (the Barracks01 object wont become availible until it is), it is ordered to spawn a footman. It then trains the footman. While that is going on, the player sets a waypoint with the "Global" object (a standard object, like cout). When the footman is complete, it is ordered to go to waypoint 01, which is at 1.0f, 3.4f.Code:>Peasant01.Build("Barracks01");
: Building....
>Barracks01.Spawn("Footman01");
: Training....
World.SetWaypoint("01", 1000, 3400);
: Waypoint Active!
Footman01.GotoWP("01");
: Going....
The current implementation of the console CAN actually carry out this style of commands, with a wrapper to add the object code in.
Z.
I could even make it so that all keyboard/mouse commands are translated into console commands, and parsed by the console.
Z.