Ok, Object manager in place... and it works a treat. Objects can be deleted over time, now... so the unit selectors now fade out (it looks sooooo good).
Z.
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Ok, Object manager in place... and it works a treat. Objects can be deleted over time, now... so the unit selectors now fade out (it looks sooooo good).
Z.
Yuh huh, we cant play with it too much as its running off a laptop that has no Direct X Possibilities and the school ones only have Direct X 8 :s
Broadband is so blooody good i tells ya!
Yeah :sighs:. I'm just lucky that everywhere I go has the same cable internet (but that means if it's down, I have no internet anywhere).
Igor... I absolutely love the TimesIntro song. Gimme more =)
Z.
I said it before, but bravo.
Hi,
It's been 6 weeks since I checked out the forums. Been busy. Thought I would peek to see how the TOW development is going. As always you guys are busy about details. I am still impressed that you can stick to such a project for so long. Keep it up!
Any release dates? Still interested in test driving. Any new screenshots?
Igor, the music is beautiful. My 19 year-old was a classical pianist and did a lot of neat stuff with computers, MIDI, etc. He's in Air Force now and not able to devote much time to this. Your music reminded me of him being at home and playing the piano in the living room...cool! Keep it up.
Regards,
ChuckB
Hey, all... its been a while sicne the last update =).
I was working on the selection box, however, it turned out to be way too slow to be workable (my frame rate went from 40-55 normal, to 4-16 when selecting... unacceptable). Ill be reworking that at some point. I took the rest of the weekend to do a bit of playing myself, and designed a function to solve an inverse kinematics problem. Here is the function, if you want to play...
Essentially, given the points a and b, and link lengths l1 and l2, it will solve for point s, a point that is length l1 from point a and length l2 from point b. Enjoy =).Code:Private Function SolveIK(a As POINTAPI, b As POINTAPI, s As POINTAPI, l1 As Long, l2 As Long) As Boolean
Dim cpl As Long
Dim at As Single
Dim t As Single
Dim tl As Long
cpl = Sqr(((b.x - a.x) ^ 2 + (b.y - a.y) ^ 2))
If (cpl = 0) Then
SolveIK = False
Exit Function
End If
t = (l2 ^ 2 - l1 ^ 2 - cpl ^ 2) / (-(2 * l1 * cpl))
If (t <= -1) Then t = Abs(t) - 1
If t < 1 Then
at = Arccos(t)
t = (l1 ^ 2 - l2 ^ 2 - cpl ^ 2) / (-(2 * l2 * cpl))
tl = b.x - a.x
If (tl <> 0) Then
rt = Atn(Abs(b.y - a.y) / tl)
End If
If (b.x < a.x) Then
rt = rt + 3.14159
End If
If (b.y - a.y < 0) Then
rt = 3.14159 * 2 - rt
End If
s.x = (a.x + l1 * Cos(at + rt))
s.y = (a.y + l1 * Sin(at + rt))
SolveIK = True
Else
SolveIK = False
End If
End Function
Z.
Hey there, Chuck. We are shooting for a Christmas mini release, so be on the lookout =). I dont know If I will be posting any screen shots until then, but if you scan the last few pages, there should be some scattered around =).
Z.
Yeah, its going to be a dealie with a few bells and whisles (namely, attacking :rolleyes: ). Be on the lookout.
Argh. I hate this time right now. This time is when I'm bogged down with so much work, I don't have time for all of it, let alone for free time. Sorry guys :(
I know how it is... ill have a lot more time starting friday, though =).Quote:
Originally posted by Sastraxi
Yeah, its going to be a dealie with a few bells and whisles (namely, attacking :rolleyes: ). Be on the lookout.
Argh. I hate this time right now. This time is when I'm bogged down with so much work, I don't have time for all of it, let alone for free time. Sorry guys :(
Z.
Figured out the problem with the selector slowdown thing... it was actually my terrain ray casting code... as a temporary solution till I get a chance to go and optimize that, im just intersecting the mouse ray with a flat plane. Im working on getting the texture coordinates working correctly, and then (contrary to an earlier post) ill get you all a screen shot =).
Z.
And here you are =).
Please note that all of the textures are interchangable. These are just test textures =).
http://www.vbforums.com/attachment.p...postid=1295130
Z.
Sweet nuts!!
Tho, the square selection round the tree is way too huge for the tree.
Looking excellent though!
The square is what you drag around to show what you want to select =).Quote:
Originally posted by PsyVision
Sweet nuts!!
Tho, the square selection round the tree is way too huge for the tree.
Looking excellent though!
Z.
Just modified the selection box (the square thing) so that it fades out after you release the mouse button =). Looks very nice =).
Z.
Zaei - make it a solid selection frame, and I'll buy you dinner..
well... maybe not... but you get my point.. :D
Later =).
Z.
Working on implementing path finding today =).
Z.
hmmm, all this progress from Zaei and i feel a right bum for not doing much work recently.
work, school, girlfriend taking all my time :s hehe, i will do some soon :D
No problem... Ive been feeling quite lazy recently :D
I believe I have the algorithm implemented, now just making it all work together =).
Z.
Alrighty... Looks like the pathfinding algorithm is working =). Ill be integrating it into the game next =).
Z.
Integrated >=). You can now move units with the mouse, and they will find a path, and move to the destination =).
Z.
Yeah Z! My time constraints haven't changed really :( But, I do now have a full , dedicated, Apache server on Linux >=). Also a sound-daemon (LILO dealie... line-in, line-out). Also am planning on having a desk-mounted headphone jack... pretty nifty, huh? At least when I have time.. like I said. One prospect thats looking good is that I've also got wu-ftpd going... ToW accounts and CVS, anyone? >=).
You might be interested in this, Sas =).
http://www.flipcode.com/articles/article_cvsintro.shtml
I havent yet set up CVS on my toy linux box, but I think I may at some point =).
I think Ill get Group Movement working today =).
Z.
Zaei that is totally feckin excellent :D nice one!!
hehe sas, sounds good!! (no pun intended)
Did I also mention that all of the controls are re-bindable? If you dont like my default config, you just have to change the config file =).
Z.
Alrighty... tweaked the pathfinding a tad, so units will now choose a path that goes around hills to ones that go over them, unless the paths around are far too long =).
Z.
Good stuff again. About the CVS, I knew all of that stuff already (I have it installed, but not setup on my linux box). If I didn't know that, how would I have even survived in Linux? ;)
Im taking a couple of days off coding... my brain almost died today *eek* =).
Z.
http://www.milclan.com/hanzo/rts.html
Could be a bit useful no ?
Took a quick look, Psy, but not a very good one =). Ill look more later.Quote:
You can now specify if an object can be multi-selected or not. For instance, when drag selecting, anything withing the square that is NOT multiselectable is not selected. However, if no muliselectable objects are within the bounds, one of the non-multiselectable objects is instead selected.
Ive also decided to extend the template idea to the UI, so the interface is defined outside of code. Ill be upgrading the template specification to accomodate =).
Z.
Very good. Will be awaiting the part where I get to do some work ;).
Ive got something you could do =).Quote:
Originally posted by Sastraxi
Very good. Will be awaiting the part where I get to do some work ;).
Design me a UI. Do whatever the heck you want with it =). I want to know exactly what you envision the UI to be. Give me a bunch of concept art, animated gifs (if you want some motion in the UI), etc, etc. =).
Z.
The console can now load object classes from a file. Inheritance is next, but another day =).
Z.
Excellent, you will once again be the ideas -> code converter :D
I'll whip up something tomorrow...
One week to our proposed demo release date =).
Im working on a separate template manager thing right now... when its done, it should act as the central ************* for game object creation...
Ive been looking at some scripting languages in the past week, and id like to know if you guys would like to be able to do some scripting? From what I ahev sen, it shouldnt be a big deal to integrate one of the various languages into the engine =).
Z.
We need a converter, like vbs2tow or js2tow to convert between languages. I think that would be the best way of handling it. It isn't necessary, but if you want to do it you can. I propose to make a point-n-click script editor that you can 'compile' into a tow script (however this is the long run), like i've said many times before.
PS. Again with the typos, Z. When you make one, you make a lot... :D
The curse of typing quickly =).Quote:
Originally posted by Sastraxi
We need a converter, like vbs2tow or js2tow to convert between languages. I think that would be the best way of handling it. It isn't necessary, but if you want to do it you can. I propose to make a point-n-click script editor that you can 'compile' into a tow script (however this is the long run), like i've said many times before.
PS. Again with the typos, Z. When you make one, you make a lot... :D
I was actually thinking something along the lines of Lua or Python =). Did a bit of playing with Lua tonight actually, and it is extremely easy to use in code.
Z.
Mmmk, I need two textures =). I need a nice white snowy type texture, and a bluish icey type texture =).
Z.
ill do some scripting for you.
i havent been doing much work recently as ive been doing school work.
256x256...
Ice:
Snow (256x256)
[Subtle colouration, but it's there.]
Pine snow-covered (little extra ;). can I get a screenie of this?)
I thought python was OK in my brief usage with it (read: about 2 hours ;)). Never heard of lua before. How does it handle this situation?
Thanks for the textures =).
Lua is actually quite nice, and very easy. I can already see how nice it would be, to intialize things like the user interface, and load resources.
Z.
For instance, I wouldnt have to recompile to change the textures :D
Z.
The snow texture needs more... texture =). ill post the texture used in this shot in the next post =).
http://www.vbforums.com/attachment.p...postid=1306232
Z.
This is the snow texture im using in the above shot.
Z.
Huh? Why isn't the snow on the trees centred? :confused:
I'm a bit ticked off right now, so I won't post anything more if my opinion's changed.
Well, the reason I'm ticked is that I tried to install faac on my linux box - using this simple file-fixing script. Little did I know that it would make /bin/sh and /bin/bash "bad interpreters". Now, I can't even login :mad:
Man, thats total crap.
The texture coordinates on the tree are a bit whacked(im not an artist =). Im not exactly sure what is wrong there.
Z.
Personally, I think your snow texture is a bit too 'busy'. Looks like trampled snow, where mine would be fresh snow (I guess).
And about the linux: Yeah, it sucked. But, I learned a whole crapload compiling the kernel into a debian package, installing the alsa-drivers, alsa-lib, and alsa-utils, and setting up the computer to use DHCP manually (an oxymoron, no)?
The only problem with the almost white texture is that it looks like it doesnt HAVE a texture, and it REALLY highlights the shadows (they look pretty nasty if they dont have anything to blend with, which is something I need to look into).Quote:
Originally posted by Sastraxi
Personally, I think your snow texture is a bit too 'busy'. Looks like trampled snow, where mine would be fresh snow (I guess).
And about the linux: Yeah, it sucked. But, I learned a whole crapload compiling the kernel into a debian package, installing the alsa-drivers, alsa-lib, and alsa-utils, and setting up the computer to use DHCP manually (an oxymoron, no)?
As to Linux... all that is important is learning the thing =).
Z.
OK. Want me to make a nicer one? (the one you're using looks as if it's repeating itself, which I know it is).
Sure... go for in between what Im using now, and what you had... maybe instead of black to show texture, use blue, maybe...
And Im going to be using your snowed pine texture for the units, as well as trees... I think you guys will like what ive got in mind =).
Z.
Ah ;). I got ya.
Surprisingly, I didn't read your post, but it turned out exactly as you stated :eek:
Looks good, though I havent put it in the game yet... heavy coding going on at the moment =). My system is going nuts, as Im using ~270megs of memory, with only 128 megs of physical >=).
Currently getting ~15 fps with 25 trees and 5 units, so thats pretty good... we will see what happens when I add more stuff =).
Z.
This is fun! Ive implemented ranged attacks (at the moment, they go through other objects, and have unlimited range, but *shrug* its fun =), hit points, etc. You can attack other objects with a right click on them =).
Now, the question is... do you guys want a screen shot? =).
Z.
Sure Do.
I have to say that if the first texture wasnt quite as 'Busy' it wud be perfect, however the second one is looking nice, perhaps a bit too blue though!
Sounding Excellent!
Alright... smoothed the shadows out, lookin good there. Added the new texture, looks great!
Given that this is a christmas release, and that we have 4 days to go, and there is no way Im going to be able to implement any sort of animated mesh, im going with something a tad different =). Tell me what you guys think =).
http://www.vbforums.com/attachment.p...postid=1307463
Oh, and I know the snowman is a bit square, Ill fix that =).
Z.
Zaei, you've done it again. A snowball fight with snowmen, eh? Excellent >=).