i want a copy of that tile engine
Printable View
i want a copy of that tile engine
Okay wazupguys I will send u the 3D engine that Zaei has compiled.
Zaei:
On my Savage4 32MB: 3.59712
On my ASUS V7100 GeForce 2 MX: 13.3333
(Celeron 535 mHZ, 128 MB PC133 SDRAM)
Zaei.. you've got some 'splaining to do! ;)
Okay have you seen Visual Weather, I want our game to basically look like that (the terrain). It should look also somewhat similar to Black and White. (great game that)
And why does the texture go to the entire surface, making it look blocky and weird. I think it should be tiled and (most importantly!!) mipmapped. Also I think the snow is too big, it'll look bad when the camera goes to where it would be in an RTS. Also I like how you have alphachanneled the stuff.
But...
The wizard moves funny. Like if I click over here, somewhere, the wizard will move off the map and will cease to exist. Weird. Happens a lot, too.
This may sound kind of sill but how do you get the picture under your names I cant seem to find my way into that,
Other than that, I wish to know what an acolyte is because I have no Idea what to draw for it, by the way the best pic you'll see from me is the mounted knight of the blade (I'll check the actuall name later) turns out I can draw horses even better than I thought. Hey Sas dou you think I should drae a dragon, and when you do some art send to me cause I wanna see it:p
For anyone tha I have missed even though I dont think I have. Here is the archer, your probably saw it already but just in case here it is
going a little bit of the subject, I will show who is Norman Nomein, he is a character I made up about three years ago, here is a picture of him drawn in the computer (sastisfaction guaranteed) I hope you like it
Norman: Great Archer pic, and we can do the blue glowing arrow thing too >=).
Status: I am planning on a complete rewrite of the terrain rendering engine, to accomodate culling, and LOD, to speed rendering.
Fearsome Idea: My brain has been on today, and ive come up with another idea (uh oh, they say... =). Have you ever played a game of War2, and wished that you could take your troops from battle to battle? Thats basically my idea. Instead of building an army on every level, take your whole army (or some part), on to the next. This will also save me from having to write building buildings code. Buildings will go into a level at design time, and assigned a team that can use it. We still have them, its just that the player doesnt build them. Players can capture enemy buildings, or destroy them (capturing is harder =). The reason for this idea was my thinking of the terrain we are using. Buildings just will not look right sitting on top of a hill (they will be floating). This way, we get to decide where buildings are placed, so everything looks seamless.
If you are all thinking of War3 at this point, the reason that you can build buildings in that game is because 90% of that terrain is flat. If you take a look at the screen shots, you will see what i mean. There are little areas that are lower, but you get the picture.
Secondly, if we do take an army form battle to battle, why not make the player worry about the amount of food the army carries, etc. Peasants would travel with the army, and gather food/gold/supplies at each battle, while everyone else fights. The whole idea would bring the entire game together, and give it cohesion (did anyone ever notice that all of the war2 maps were actually on the map of Azeroth? =). Things would "fit", instead of "Battle....Battle....Battle...".
What does everyone think?
Z.
PS. It's Sas's and Jorj's game, so we all listen to what they say. Your choice guys =).
About the buildings: Sorry for not mentioning this earlier. All buildings will be built in excavation sites. That means that after that you can build anything in a hole in the ground, meaning that there are basements, just making it look right.
About everything else: YES
PS. What does that number mean? Is it like 3Dmarks or whatever? Is it performance? What does it mean?
::grin:: Don't choke =). Its the FPS from the last frame rendered. Thats what got me wanting to do a complete rewrite of the rendering...
As for the buildings, I have a bunch of work to do. Each buliding will have to have at least 4 models (each stage of construction), which shouldnt be too bad. Peasents will have to clear the land, then level it for each building. Then you can build it.
Z.
Well if we could have all almost completely vertical surfaces and above surfaces to be rock that would be good. Also I think that you should be able to split a square in the mad grid (map editor) into four to provide more accurate detail.
I am also redoing the enumeration program. I have this great idea:
You put in the FPS you'd like. The Video Setup would show you what would be onscreen to get these results. eg. 100 3D Models, 5000 point sprites, etc. to get your desired 80 FPS. Or whatever.
I am desperately trying to get 3D modellers but with no avail. I will check my email in a second.
Im looking into things like ROAM and others for LOD stuff, So we will see what I can do.
Z.
What about crops like growing corn, and cows, like in lords of the realm,
Still I wonder what an acolyte is......
An acolyte is like a priest-in-training.
Growing corn and cows would be in the game, but they would be restricted to on the farms only. After the 4 seasons (or whatever) turn to autumn, the farmers would bring in the crop.
Also what do you think about time? I think we should have a slow time frame, but 1 day = 1 season. So every 4 days the harvest would come in. Also I think that 1 day should be 10 minutes. 4 day, 4 night, 1 dawn, 1 dusk. That means every 40 minutes the harvest would come in.
How are we going to integrate the map editor & divinity? Or has it already been done? I was thinking of going on a 2D approach to the map editor for the textures, and then going into 3D to change the heights and stuff. That would provide the user with ease of use and the most power.
I will integrate them at some future date. Textures will require the height data, to do texture blending. Right now i am working out in my head how to do LOD on the terrain. I have a method planned out, so we will see how it works.
In other news, after tomorrow, I will not be here for about a week or 10 days. I will be getting absolutly no work done (much to my dismay =), but you can be pretty sure that i will have some more "Fearsome Ideas" =). In the meantime, give me some good ideas to work with when i get back.
Z.
Indoor missions?
They would require a totally different engine. I prefer just to leave the missions outdoors.
Z.
Maybe TOW 2 :rolleyes:
Okay Zaei have a good... vacation is it?
Yeah... I hate vacation... =). Although i am taking my laptop, because I found a 16 bit C++ compiler for it =). When i get back, i might start rewriting some of the engine, for better memory management, structure, etc. Maybe its tradition. I started the current version the last time i got back from a vacation... -.-
Z.
I want to have realistic looking MOUNTAINS in this one, I really do, I'll write you a texture blending proggie if you want just get the job done I'm really excited sorry about the run on sentence I'm going on a vacation too and I don't think Jorj will be here either that's like July 12th or whatever so have a good vacation.
Thats what the new terrain rendering is going to be for. Hopefully we can get terrain rendered up to a kilometer from the camera. Who would like to fight on a 1000x1000 meter board? =). I would love it if it took a unit a half hour to walk from one end to the other =).
If you are going to do the texture blending stuff, there are two tutorials over on flipcode.com you should look at.
Z.
That would be the ultimate, strategy games have to make you WORK to get through even one map (should take at least 2 hours for a map) but without making the user bored.
I'm at flipcode as we speak.
noel whats ur aim screen name cause im back on aol.
sas im not shur anymore of whos doing what but ive noticed no one is working on multiplayer and considering someone has ****ed up my direct draw files i would like to know if thats what i can do or someone get me those files and ill help with ddraw
oh guys one more thing really soon i should be getting a server with maxed out upgrades
Wazupguys - In case you aren't up-to-date we are using D3D in C++ for the graphics, and then using VB to use the C++ DLL. And for the DDraw thing just download DX8 it comes with DX7, for DDraw. Also there is a sysbckup dir in the Windows folder, so you can get the backups from there.
Hey guys... Ummm... here I am.... Zaei told me to post here... :)
(http://www.vbforums.com/showthread.p...threadid=86861)
As we stand from my viewpoint is this:
We have lots of concept art, we have several Programmers working on the engine itself (PsyVision, and myself), we are in need of musicians, voice people, a texture artist, and a 3d modeller/animator.
I am planning a complete redesign of the engine starting wednesday of next week, to allow for ports, better memory management, etc. So far, everything is in D3D8. I have all of the source (mwuahahahahah o.0), and i need to get it all nice and commented, so i can give it to the other people to work on. I also am planning a rewrite of the map rendering to allow for LOD.
Personally, im really proud of my particle system =).
To everyone: How would people feel about using Half-life models for rendering? Ive pretty much given up on DX Skinned meshes (i dont feel like another 14 hour typing session), and we are going to need 1) a non-API-specific solution, and 2) something smaller then 5-10 megs per model. Thoughts needed.
Who is still on the project? I know Sas, Jorj, Psy, Norman, wazup, myself. Is there anyone else?
Z.
Whatever music you guys agree on Ill agree on, you can record yourself humming warcraft 2 music:D
I am bloodlineshope on aim... Give me yours and Ill put you on my buddy list. I see everyone is vaccationing, how nice, well I have to move to another house so Ill be out of the game for a little while as well.
Currently I'm trying to make music myself and I've got this CD with 10 000 free textures (1 000 caustic / alpha channel / water / whatever ;)) . And even surprising myself I have come up with a fune nice little tunes. I'm still trying to find out that cool weird instrument they use in Highlander (when connery is teaching him) and it's doing the flyby over the mountains. I really like that music.
So once I (finally) get my first piece of music done I will post it here for all to enjoy. Right now I've got maybe 20-30 second clips of starts, ends, and themes for music, I haven't really put any together yet.
I will be taking my laptop to do some work on a compiled scripting language. I will also have a design for the engine redesign when I get back. Otherwise, everyone have fun on vacations or whatever. See you all in a week.
Z.
The same laptop that TC wouldn't fit on?!?!?
BTW, when can I start helping/what with?
Well, it did fit eventually, i just had to delete a few things.. =).
You can probably start helping whenever i can get the source code commented. I will make that priority number 1 when i get back. Nothing before it.
Z.
that i know of about highlander i might be wrong cause its been a while since i heard what your talking about but i have a hunch that it might be bagpipes. bagpipes have a cool sound and i would like to hear those clips maybe i could think of ways to put them together. so
sas since i have very little knowledge of c++ is it ok if i start building the multiplayer connection threw winsock in vb or, are we going to try to do that threw c++. if soo someone give me a buzz when u need someone who knows vb to do somthing.
noel my sceen name is bloodyassasign (slayersaywazup) waz taken. oh noel i also say a way to do a miny comic series for bloodline if u want we can try somthing after this project is done. and i think i will look awsome.
Winsock is much too slow for online games, you must use something like DirectPlay. There's a sample for VB on Fox's Website.
What type of music do we want ?
Genre / instruments ?
I have a m8 that has a yamaha rm1x that may be of use ?
*drooling*
I only have a PCI512, it supports EAX so that's good I guess.
I've made all my music in MIDIs, then I can send them over to you and you can give me them back in Mp3 format, mmmkay?
Um well he needs a midi cable to connect it too his pc tho he can ue his mini disc. Tho i dont know if he will want to do it.
Oh.. okay I didn't see that m8 = mate. And also the music I am looking to create is celtic and medieval. But more celtic, the stuff sounds cool.
I am of the position that the historical (real-world) campaign should be dropped or postponed. It would give the project direction, speed it up, and reduce the need for certain excess endeavours. If you have any comments on this subject, please make them known to the group.
Now... for the factions (groups, cultures, civilisations, et cetera).
I have some factional archetypes (these will be recognisable to any veteran of earlier RTSs in which cultures or civilisations are chosen) that I would like to present to all people working on Times of War.
Also, there have been rumours of lizardmen and dragons floating about, but I’d like to discuss only human factions today. I will also be discussing factions in vague and general terms – for now.
There are no names as of yet (only archetypical ones), because I plan, unless anyone objects, to create linguistic and cultural sketches for each faction.
Speed is the modifier to unit speeds in a particular faction.
Power is the modifier to unit damage …
Defence is the modifier to unit armour …
Army Type is the type of units that function best …
Birth Rate is the modifier to peasant creation rate …
Innovation is the modifier to research speed …
Disallowed Units and Buildings will be dealt with later.
Spells will be dealt with later.
Unique Units will be dealt with later.
NEW- Campaign Type is the reason for the faction's involvement in the (I'm assuming) world-wide war that the game represents.
The list commences:
Sledgehammer
Speed: Slow
Power: High
Defence: Normal
Army Type: Infantry
Birth Rate: Normal
Innovation: Slow
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Imperialist
Dagger
Speed: Fast
Power: Average
Defence: Low
Army Type: Infantry
Birth Rate: Normal
Innovation: Normal
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Imperialist
Fortress
Speed: Average
Power: Average
Defence: High
Army Type: Defensive
Birth Rate: Normal
Innovation: Normal
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Survivalist
Raider
Speed: Fast
Power: Average
Defence: Average
Army Type: Cavalry
Birth Rate: Normal
Innovation: Slow
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Raider
Rain of Death
Speed: Average
Power: Average
Defence: Average
Army Type: Archer
Birth Rate: Normal
Innovation: Normal
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Rebel
Bounty
Speed: Normal
Power: Normal
Defence: High
Army Type: Naval
Birth Rate: Low
Innovation: Normal
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Imperialist
Arcanum
Speed: Normal
Power: High
Defence: Low
Army Type: Magic
Birth Rate: Low
Innovation: High
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Survivalist
Swarm
Speed: Normal
Power: Normal
Defence: Low
Army Type: Any
Birth Rate: High
Innovation: Low
Disallowed Units:
Disallowed Buildings:
Spells:
Campaign Type: Rebel
Any submissions or changes are welcome.
Thanks for that, Jorj.
But I may insert my own, that has a high birthrate but nothing else...?
Also, for the lizardmen, dragons and such, they will have to be summoned or bought (sometimes neutral units walk through the map, then you could click on them and buy them)
Post from the abyss... wooooo... -.-
Anyway, yes, im on vacation right now, but dont expect me to be posting every day.
Anyway, how about a system where, if a spell is miscast, a "Random Horrible Thing™" happens. A creature is summoned, the caster gets his arse burned to a crisp, etc. The creature would get summoned at some point within n radius, and attack anyone it can get to. Casters could then use a "Domination" spell, to bring the creature to your side (the spell could be used on enemy units as well).
Also on a point of note, that has nothing at all to do with the project, but it has come to my attention that one of my ancestors was Robert Bruce (those of you who have seen Braveheart should recognize the name), as well as someone with the title of "Wizard of the North"... Interesting, no?
Z.