Zaei - That looks cool. Is that with different heights on certain tiles ? if so then it ent too easy to see, i guess it will be if/when lighting is added.
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Zaei - That looks cool. Is that with different heights on certain tiles ? if so then it ent too easy to see, i guess it will be if/when lighting is added.
Zaei:
You need this simple skinned model-animation to use bones?
BTW. I spoke with InVitrO. He has a lot to do in school and is therefore pretty busy.. I think he said he's not off yet
Yup
There..A model taking a spin in the air is on the way. By saying skinned, you mean attatched to the bones, right? No textures stuff?
It's being renderred now. Hope it works for you. By the way...I'ts a 3DS Max 4.0 model... it's ".max" if it makes any difference.
Yeah, I mean bones, but could you convert it to .3ds? I dont have Max 4.0, just 3.0.
Psy: I know that it is hard to tell the heights, but I think when there are actual guys running around, it should be easy to tell, from scale, and such. Also, it is a very smooth heightmap, without any huge outcroppings, so it isnt obvious where there is a height change. I will see if I can get something a little better later. How is the camera positioning in that shot? Give me an opinion =).
Z.
Camera positioning is excellent, looks like a good combat view. If the units are how big I think they are, it may need to be zoomed out a tad more for a town view of some sort (just in case you want to see more stuff at one time), or during a siege.
A zoom in a zoom out function is quite good to operate with. Though, manually controlled camera is not a good idea. But just zooming is excellent.
Here is the model in 3DS format. I think it shoul work. If not, just tell me.
Yeah, an Empire Earth style camera system will be just fine.
Have'nt played that game, you silly snail. If you read this, come to MSN aboot later... I want to chat to you
Sorry, would have given input tho i didnt get a mail saying ppl had posted.
Erm, i think the camera view is fine, some kind of zoom i think would be good.
I just knocked out a huge bug. when maximum players was reached, when another connection came in it would handle it fine (eject them). but once the other two left the server application would crash. ALL FIXED :D
Nice, Psy =).
Thanks for the input guys =).
Z.
Psy: Good Job.
Igor: I tried to get on but MSN service was full;
Zaei: No good RTS should be without it ;)
I should have everything set up for picking. I found a function for finding the inverse of a matrix a few days ago, and I am going to implement the terrain ray picking tomorow =)>
Z.
I have a mate of mine from school testing the networking. over the next few days i will be perfecting the it across the internet.
i have found that even though it works fine with the server and client on my pc. when coming to use it across the internet i run into problems to do with timeouts. i will also be needing to implement a better connect routine.
it was full? That one's never occured to me before :P
anyway. Things are moveing on great, it seems. Zaei, you said a while ago that you would try to write something that would teatch me DX8...for VB. Just in case you forgot...I'm still interrested. And Sas, I still wish to read those DDraw tutorials(If you've written more). Look over it...but...
Just if you bother to do it. I know this will cause a lot extra work, so don't do it if you don't want to. Thanks anyway.
I am ready to begin working again soon. I have a test tomorrow and a deadline at friday. Except from that, I'm ready to begin modelling again, just ask me to, and I'll do it. As good as I can.
=). Actually, I did write the first tutorial for you Igor. Its probably on page 40something of this thread =). Let me find it for you...
Z.
Here is the link. I found it on page... 53, I think =).
Vertex Buffer Article
Z.
Ok, lets see. We had a power out over here and our server's IPs have changed. So, until the nameserver gets itself in gear, we don't have a site (it redirects to my computer itself, at the moment :eek:!)
So I can't give you any modelling assignments as of now. Since you said Friday, it will most certainly be up and running by then, which will be nice.
I haven't written more of that DDraw thing, but I can share my knowledge on the subject with you if you're ever on MSN. How about in an hour or two?
Update: The servers are now running ;)
Well, Terrain Intersections should work. I havent tested it, but the logic seems sound =). I will do testing later =).
Z.
Im having some problems with the UDP at the moment. Something to do with the dsRead() failing on the socket and hanging the thread.
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 =)