Author Topic: Technopolies  (Read 203551 times)

Offline manumoi

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« Reply #270 on: December 26, 2005, 09:31:16 am »
Hello Cinergy studios,

Concerning MD2 models generation, Raven told me about the misfits modeler ( http://www.misfitcode.com/misfitmodel3d/  ). I installed it but had not the time to test it yet. However it sounds great for low polygons models.

Manu

Offline rolz

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new features
« Reply #271 on: December 26, 2005, 07:18:26 pm »
- improved bot pathfinding AI
- network code has been redesigned to use combination of TCP and UDP
- changed hit/damage calculation for ranged weapons to follow D&D rules
- player's state is now saved on server after logout
- added quests

« Last Edit: November 07, 2010, 10:44:59 pm by EgonOlsen »
Regards,
Andrei

Offline rolz

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« Reply #272 on: December 26, 2005, 07:19:54 pm »
Cinergy, regarding the tool - i doubt there is anything better than 3dMax. It is commercial, expensive but it is also the best tool available for 3d modelling.
Regards,
Andrei

Offline CinergyStudios

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« Reply #273 on: December 26, 2005, 09:24:12 pm »
yeah well im using lightwave 3D i might get around to gettin 3DS but i hear its pricey
img]http://i12.photobucket.com/albums/a229/TwO_CliCkS_AhEaD/cinergy-soldier-sig.gif[/img]

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Offline CinergyStudios

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« Reply #274 on: December 26, 2005, 09:25:46 pm »
and thanx for the modler recomdation im testing it out
img]http://i12.photobucket.com/albums/a229/TwO_CliCkS_AhEaD/cinergy-soldier-sig.gif[/img]

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Offline rolz

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« Reply #275 on: December 27, 2005, 07:21:48 pm »
- added tables
- added hospital beds
- added infusion drip stands

« Last Edit: November 07, 2010, 10:45:07 pm by EgonOlsen »
Regards,
Andrei

Offline rolz

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0.96 is out
« Reply #276 on: December 28, 2005, 06:16:31 pm »
Available at
http://ftp://195.91.144.195/client20051228.zip
i'll send additional notification when webstart version is ready.


New features:

- relief and texture maps has been redesigned to be stored on server and transfered to client when player enters new location (~3kb per location). This will give ability to add new levels to server "on the fly" without storing anything on client.

- added Coalition Bunker location
- added passages. You have to click on passage to go to another location
- added doors
- player can now open / close doors
- added "key-locked" doors, which can be opened/locked with proper key
- added plastic keycards
- added NPC which gives you plastic key on Coalition Base location -
- switched to faster server in Moscow
- improved bot pathfinding AI
- network code has been redesigned to use combination of TCP and UDP
- changed hit/damage calculation for ranged weapons to follow D&D rules
- player's state is now saved on server after logout
- added quests ('Q' button)
- added tables
- added hospital beds
- added infusion drip stands
- added Terminals
- added Bulletin boards
Regards,
Andrei

Offline rolz

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« Reply #277 on: December 29, 2005, 11:33:43 am »
Webstart version here:
*Removed*
« Last Edit: November 07, 2010, 10:56:49 pm by EgonOlsen »
Regards,
Andrei

Offline EgonOlsen

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« Reply #278 on: December 29, 2005, 12:06:46 pm »
Coooool...i've only played it for a few minutes now (lack of time) but i noticed that there are masses of mutons running around on some places. It's impossible to survive this, there are just too much of them (around 30(?) at one place).

Offline rolz

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« Reply #279 on: December 29, 2005, 12:53:43 pm »
Yes, creatures travel in small groups, following the leader (creature with highest level). There is no limit for number of creatures in the group, so yes, these groups can be quite huge.
 The good thing is that marines who patrol the camp - also gather in groups ;) and they are fair more effective with ranged weapons so they should handle creatures on camp territory easily.

Current AI is all about walking in groups and wandering around - without any clear task. I'd say it is ~10% of what AI is expected to be.

For the next version (January,15-25th) i'll try to make a "lifestyle" for bots - e.g. some constant action that should bring life to the game world. For example, marines patrol the camp, mutons launch coordinated attacks, couriers running and delivering packages, people wander on the streets, etc. Here is the list of TODOs for the next major release (0.97):

- Living Quarters. Players will be given a room where they could store items or rest.
- add Factions.
- add Karma. Karma will affect player's relations with othe factions.
- add capability of switching between attack modes for some weapons.
- add more objects
- improve bots' AI to behave in more "intelligent manner"



btw. regarding your problem with hordes of aliens:

 You can talk to Corp. Johnson at the coalition bunker and ask him to give you teammates - they will follow and protect you.

  btw, Corp. Johnson also gives you first real quest for muton heads. It appears on Quests page (press'Q') when you receive it - and after you bring him back 2+ muton heads it will be completed.
Regards,
Andrei

Offline CinergyStudios

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« Reply #280 on: December 31, 2005, 10:14:56 pm »
lol that sounds like fun. Hey a question for anyone here who might know.. about the misfit model 3D program, i cant seem to be able to save.. like when i try to save it says file name not reconized?
img]http://i12.photobucket.com/albums/a229/TwO_CliCkS_AhEaD/cinergy-soldier-sig.gif[/img]

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Offline CinergyStudios

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« Reply #281 on: December 31, 2005, 10:17:54 pm »
scratch that question lol i just figured out a way.. in the file name part i just manual put in the file type.. example: "model1.obj" i included the " so that the computer knows thats the file type and not the name...
img]http://i12.photobucket.com/albums/a229/TwO_CliCkS_AhEaD/cinergy-soldier-sig.gif[/img]

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« Reply #282 on: January 12, 2006, 05:09:51 pm »
hmm I've got about 20 fps on my machine : Caleron 1.7, Radeon 9100, 1GB RAM.   Is this speed "normal" for java or something is not optimised in game code?

Offline rolz

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« Reply #283 on: January 12, 2006, 05:51:02 pm »
I think it should be around 30-60 fps, at least this is how it works on integrated shitty videocard.

Please try switching different settings, especially "terrain details" - set to 10-20% (this should reduce geometry complexity and give significant improvement on your CPU). Additionally, try running the game in windowed mode - i am not sure, but fullscreen mode reported to be slow on some cards.


and .. - game development is in progress, i hope there is a place for improvements
Regards,
Andrei

Offline EgonOlsen

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« Reply #284 on: January 12, 2006, 06:14:55 pm »
Is that a Celeron M (i.e. based on the Pentium M) or a "normal" Celeron (i.e. based on the Pentium 4)?