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Originally posted by Tycho: **the main gametype will be team based. this could be a team of one to a team of whatever. but there could be 100 teams or whatever. this would just be a huge deathmatch.
but then there would be games like capture the flag and world domination and kill the guy with the skull, or funny hat, or flailing arms or electric powered fooling machine. just a whole bunch of games like in marathon and myth. there'd also be one where each ship has a metal ball and chain attached to the back of it and physics would work and ships would tripp out everywhere.
basic net support a week away(maybe 2).
**
cool, i look forward to beating all of you muhahahahaha :)sorrry... i like saying that like the metal ball idea
------------------ 'So long and thanks for all the fish' - Douglas Adams To boldly go where no man has.....Look a TEDDY!!
Originally posted by Tycho: ...there'd also be one where each ship has a metal ball and chain attached to the back of it and physics would work and ships would tripp out everywhere...
That brings back so many memories of Carmagadoen 2.......(i need to learn how to spell that)
------------------ "An eye for an eye and the whole world is blind." -Gandhi
hhahahha, sweet, carmagedon. that must be where i got the idea from, but it was in the back of my mind until you mentioned it.
another game could be a race where you shoot your opponent, but i'm wandering now.
tycho
------------------ Where the Hell's my roof?
Originally posted by Tycho: **NTiOzymandias, i think that is what corun was saying: send the x velocity and y velocity
it's kind of like. the client can then determine the ships direction vector, without being told where the ship really is. **
Wait...... but....... that's exactly what I was suggesting..... Hold on. What did I miss?
::time passes::
.........Having reread the post (and seen the "edited by...." sign at the bottom...... hmmm....), I realize that a self-kicking is in order. whack
i dont believe it hey tycho (hope you remeber me) hey all, i thought these evmp things were gone... and i was the only one dreaming of it
------------------ ---- Still we're marching on....
hey sebek. think i mentioned you earlier when i stole some of your code from evlib. we're all still dreaming though.
having reread the posts i had promised something(quite a while ago), but as always, things don't go to plan. it's holidays again for me so......yeah, if i get my stuff together i'll try figure out something so maybe this can be a community, open-source project and updates will become more frequent. otherwise i'll just keep tinkering and trying new stuff, which is fun but anything final is slow in coming.
and then death for us all.
i threw together some code last night and wrote a new simplier pluguin system.evolib has been updated too. i have made some extensive experiences with networking code and interpolation algorithms.
contact me via eMail: admATsebekDOTde
i think if we build up a community, it's not that difficult to forget about working on it.
could you send me your lastest source, and maybe this java version that guy had written. his eMail would be nice.
sebek
------------------ Still we're marching on....
(This message has been edited by sebek (edited 11-29-2002).)
i'll send you the code once i can get it to compile...again. i should probably chuck in some comments too, otherwise, AAAAAAAAHHHHHHHHHHH!!!! KABOOOOOOOOMMMM!!!
CORUN!!!!! i have lost your email address and your games. could you email them to sebek for us? you still around bro? thanks.
umm, yeah.
ok, you may do so btw i've got somthing for you:
Function InvertMask (pic as picture) as picture // Function to invert a 2-bit Mask using (picture).mask ' Å 2002 Sebastian Glaser dim x,y as integer dim b,c as picture
// Create 2 image buffers b = newPIcture(pic.width,pic.height,screen(0).depth) c = newPIcture(pic.width,pic.height,screen(0).depth)
// Make the 1st one white; draw the original ' (pic) into the mask b.graphics.foreColor = rgb(255,255,255) b.graphics.fillRect 0,0,b.width,b.height b.mask.graphics.drawpicture pic,0,0
// Make the 2nd one black; draw the 1st one ' onto it. thanks to the mask, once black areas ' are selected and drawn white c.graphics.foreColor = rgb(0,0,0) c.graphics.fillRect 0,0,b.width,b.height c.graphics.drawpicture b,0,0
return c End Function
i remember you had problems with that don't mind if i'm wrong.
I rewrote parts of EV/OLib and my engine. I also wrote a xml-based plugin system and messaging system, a converter to make EVO Plugins XML Plugins and some wrapper classes so that plugins of each type can be loaded into the application.
I'll post a thech preview version of my project (Codenamed: Uprising) very soon. it will load xml plugins and it will be able to play an internet session between two players.
my current protocol is based on two ways of data exchange. all players will connect via tcp to setup the game. and send control packets. additionally data is streamed via udp to make the game run smoother.
long live the rebellion
cya sebek
i posted the first technology preview to (url="http://"http://evarena.sf.net/")http://evarena.sf.net/(/url)
(This message has been edited by sebek (edited 11-27-2002).)
hey you guys :).. i'm back again and i will email the code (project builder format) to sebak... the game i was writing before i disappeared sorta went down the plug hole but i still have my first one...sorry i have been out of contact for so long...i went back to school and i can only check the boards at weekends and this thread looked dead for a few weeks so i stopped looking... i will email stuff to sebak tommorow... if you guys want any work or anything that a java programmer could do.. i am sitting here watching the computer cya!
hey corun, thanks for that.
sebek, man, that's crazy. xml based plugins and udp!! hell yeah, that's the way to do it. but i have to admit that it is way outta my league. you even have your own built-in editor.
i like the ship class. i may steal some of it and thanks for the masking code. here's what i did:
//partly stolen from sebek //makes sprite images black background, white for transparency.
dim y, x as integer dim temp as picture temp = newpicture(pict.width, pict.height, temp.Graphics.drawpicture pict, 0, 0
for y = 0 to temp.height-1 for x = 0 to temp.width-1 if temp.graphics.pixel(x,y) = rgb(0, 0, 0) then temp.graphics.pixel(x,y) = rgb(255, 255, 255) end if next next
return temp
your code is much cleaner though and mine has two loops...not good. but you already know this if you have my code.
i find it interesting that you have the player as an instance of one of your ships. my player is a completely separate class that has a ship as a property. i don't think my way is very good. any thoughts?
yup but my coder is way faster g
(quote)Originally posted by Tycho: **hey corun, thanks for that.
i like the ship class. i may steal some of it
Also sorry i forgot to send the email to sebek i will have to post it next weekend. Also to sebak : good work on your game! its going well. although the physics don't quite feel right... are you sure your algorithm works properly or are you using the same one that Tycho was using... if so tell me and i'll show you how... its a bit complicated though(uses some trigonometry)
i personally am going to make my own game now... i'm going to have another shot at helian wars and this time it will be um... good
Good luck to you guys (sorry for the long post) and as i said if you ever have a reason to need a java programmer... i am always here...cya
------------------ 'So long and thanks for all the fish' - Douglas Adams To boldly go where no man has.....Look a TEDDY!!**
(This message has been edited by Corun (edited 12-02-2002).)
Not only the Plugins are xml-based, also the TCP protocol is xml based, as well as the preferences system. evo-plugins and xml-plugins will be wrapped to a generic class, on which the whole engine is based.
udp communication is the only way to make the game playable via the internet. i don't have the ability to test via lan, yet... will come when the linux server is ready... (still in devel state)
network code is / will be implemented as following.
TCP - XML/Plain Text Protocol 1. XML-based communication to Setup the game, chat etc 2. Only send a backup packet once a second (like a ping containing xpos,ypos dir) to ensure the player is still connected and the game is running. this is to identify network problems and maybe resync the game.
UDP - Binary Protocol 1. Send Xpos, Ypos, Direction, A packet ID (20/second) Xforce and Yforce can be interpolated by (xpos - LastXpos) / (packetID - Lastpacketid) Scrambled Packets are dropped (This happens with udp somtimes). At a lenght of 23 bytes this makes possible 300 packets per second (maybe 15 Players) on a 56k line =). Realistically i'd say 8 players max. 2. Send Primary Fire, Secondary Fire, Hit, Death, Shield only when needed 3. In the final version the server will calculate the real game, and handle all events from the client. The client will recive the data from the server. and interpolate between the real server-world and the own game. This is as far as i know the only way to get the game really running.
My current engine optimisations give 20fps on a g4/350mhz/512/agp -> quake 3 lowest detail = 24 fps.
In the final release it schold run at ca. 30fps on my machine.
@corun... hmmm maybe the server could be written in java...but as far as i understood you, you want to make your own game, maybe we could use the same protocol to keep the games compatible the xml format i use is quite simple i can send you the class in rb code and you could maybe, easily port it to java. rb isn't that tough.
corun: that was the coolest ascii art ever!! i understood exactly what you meant, but the problem was that you misinterpretted what the code was for. it has weird things to do with realbasic only being able to make white transparent. i think you made your images have white backgrounds too, but i wanted the white to be added in game so that it could use the original evo files. if im completely wrong about this, then ignore i exist, otherwise, it's cool how you thought long and hard about my code in the wrong context. i should try it some time.
sebek is using physics code similar to my latest builds(not the original helian wars). i think the code is pretty close to yours as well, corun(ol' skool trig').
sebek: i've said it before, "i am not worthy". udp and xml kick my arse. much respect to you. a java based server could be interesting as then it could run on other 'nix servers.
k then i'll do the xml and server parts UDP etc. and you will build the engine, interface stuff and so on.
yeah that sounds cool, although i will still keep up work on an EV game, which uses the original data files.
i've figured out the best way to objectify ships, players, wepaons, etc. and i think it won't be too hard to implement them with you as they follow the old evoLib pretty closely. i'll send you the framework when i have weapons implemented.
i've just been testing the transparency code again and the only EVO ship it doesn't work with is the freight-courier as some parts are white. perhaps has something to do with 8bit colours?
ok do so i'll implement them into my current framework. (url="http://"http://evarena.sf.net/")http://evarena.sf.net/(/url) Preview 2 has been posted.
I'll open a new thread