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Messages - rolz

Pages: 1 ... 16 17 [18] 19
256
Projects / technopolies update
« on: January 28, 2005, 07:12:52 pm »
Updated server at http://213.232.242.32/technopolies

new features

- added grenades and grenade launchers
- game redesigned to support both peace and war mode. However, only basic functions of peace mode are now available
- server code is now operates with database. Player's state is now persistent
- added background daemons on serverside. Players are now healed between battles when idle.
- added random map generator for battles
- UI graphics improvements

257
Projects / new features
« on: January 19, 2005, 05:10:06 pm »
- redesigned gameplay to depend on 4 player's attributes:

   STR (Strength) - defines how much you can cary
   AGL (Agility) - defines how fast you are on your feet
   CON (Constitution) - defines how much HPs do you have
   PER (Perception) - defines how accurate you are with ranged weapons

- Players now may wear hats and helmets

- Added heavy Marine Armor (tough but very heavy)

here are some screenshots




This version is not yet available via public server, it will be published along with another major improvement - the game world and "peace mode" where players could walk along, buy weapons, get quests, enter guild or clan and travel between locations.

258
Projects / New features
« on: January 15, 2005, 10:02:51 am »
- added modifiers to player and items in game (perks, bonuses or injuries and malfunctions) which affect player/item's stats

- added character screen

- added character icons. It is planned to make character's appearance fully adjustable.


259
Projects / ;)
« on: January 14, 2005, 08:43:48 am »
Thanks
 :oops:

There was an idea about writing a game for some time in my head. Frankly, there never was something like JPCT when i needed it

I hardly believe i can estimate real effort on JPCT, but what i could say is that for me it was AMAZING when i first started. It is even more amazing when i worked on a game for a while and got positive results and feedback.

The idea and the game engine could be BLOOD and FLESH for this game, while JPCT is its BONES, the technical base, which gave life to lots of risky ideas

I wish i could work more on the game (never have enough time tho, i do like my job after all ;) ) and promote JPCT, so one day it will start paying back and reward you for your efforts. We are definitelly on the same side here.

260
Support / problem adding planes ?
« on: January 14, 2005, 08:01:20 am »
You have to adjust your setupMap() method to assign UV coordinates correctly.

Code: [Select]

    /**
     * adds plane to the specified object
     *
     * @param target actor to update
     * @param c1     4 coordinate points, CCW
     * @param c2
     * @param c3
     * @param c4
     */
    private static void addPlane(Object3D target, SimpleVector c1, SimpleVector c2, SimpleVector c3,
                                 SimpleVector c4, float cellSize) {
        SimpleVector xVct = new SimpleVector(c1.calcSub(c2));
        SimpleVector yVct = new SimpleVector(c3.calcSub(c2));

        float x = xVct.length();
        float y = yVct.length();

        float xCoeff = x / cellSize;
        float yCoeff = y / cellSize;
        target.addTriangle(c2, 0, 0, c3, 0, yCoeff, c1, xCoeff, 0, 0, 0);
        target.addTriangle(c3, 0, yCoeff, c4, xCoeff, yCoeff, c1, xCoeff, 0, 0, 0);
    }

261
Projects / Technopolies server
« on: January 11, 2005, 07:38:51 pm »
Hi Helge,

I am working on next version which is quite a leap comparing to all previous releases, with lots of new features.

The next release still will be combat-only game without game world.


new features so far:

- players may now drop and pick up items from the ground. Killed players drop some of their stuff before death.

- added minimap

- dead bodies are now bleeding. Corpses are removed from the map after some time to save resources.

- added ability to aim at specific body part. Damage amount and consequences depend on which part was hit by the bullet (e.g. head shots deal 3x damage, leg wounds deal much less damage but slow down your opponent, etc.)

- it is now possible to view items on the ground by highlighting them with mouse.

- added commands log window

- improved messaging window

- performance improvements.

- applet loader improvements (more stable now)


and some shots:




262
Projects / tech update
« on: December 27, 2004, 03:03:00 pm »
available at  http://213.232.242.32/technopolies

The project evolves. While it is still months away from the release date, i thought it is already something worth of bearing "powered by jPCT" logo ;). The more i work with jPCT the more i grow fond of it, great job, Helge !



New features:

- New applet loader. Added support for "on-the-fly" loading of required libraries.  
- new AWT l&f
- added navigation with mouse
- redesigned world. Each level now contains several "entry points" to another levels
- new weapon - katana sword

263
Support / applet loading
« on: December 24, 2004, 01:17:02 pm »
Applet packaging and preloading is a very delicate matter.

 Generic browsers store downloaded applets in browser cache. Once downloaded, the applet uses locally cached jars - this greatly reduces bandwidth consumption and startup time.

The general "progress bar" is a small applet which preloads all necessary jars for  the main applet. When all jars are loaded into browsers cache, the main applet starts up. Note that generic browser (i dont mean IE) does not cache resources loaded by applet itself. You still have to use javascript or some hidden frame to preload jars.

the current public technopolies version http://213.232.242.32/technopolies uses this approach to load necessary libraries at startup, but the upcoming version will load necessary jars at runtime.

264
Support / Why not
« on: December 20, 2004, 11:00:29 am »
It seems to me that tiled applet game should follow MVC rules. JPCT is very functional if used properly - for displaying game graphics. Mixing game model with presentation framework will reduce maintanability.

there were 2 general ideas i found useful when started building own game:

- build lightweight game model. (I started with 2D tiled model and moving towards true 3d, yet minimalistic, simple and understandable)

- build presentation layer on top of JPCT 3D framework that will separate your model from the view.

What you get is clear, mainatainable game model and a layer that will handle 3D.

Here is the example of mentioned approach
http://213.232.242.32/technopolies

265
Projects / JPCT 1.04
« on: December 18, 2004, 03:05:19 pm »
Quote
There's a post about it in the news section of the forum.


Ok, i'll give it a try.

266
Projects / JPCT 1.04
« on: December 18, 2004, 10:44:23 am »
Helge,

Quote

However, have you tried the 1.04 preview release of jPCT already? I've modified some parts that maintain the World's object list and while it works in every way i'm using it, i would be very interested if it works for technopolis too. One last thing: I noticed that you are loading the lwjgl.jar. Are you actually using anything from this package in your applet? jPCT only needs this for OpenGL support, so if you are not using anything else, you may skip loading it.


Where can i download 1.04 libraries ? The latest version which is available for downloads from the main section is 1.03.

267
Projects / new version
« on: December 17, 2004, 01:27:59 pm »
http://213.232.242.32/technopolies

- performance improvements. should run faster on weak machines

- added factions to game. Players of friendly factions do no attack you.

- added ranks. Bots now follow players with higher rank.

- added chat


268
Projects / new version
« on: December 11, 2004, 03:56:54 pm »
http://213.232.242.32/technopolies

new version is available

new features :

- game loader (loads missing jars to disk before the game starts)
- redesigned human 3D models
- bullet impact sounds are now different for different materials
- buildings now have roofs when you point you mouse on the roof or when the player is inside the building then roof becomes transparent
- bot' AI modifications. Bots are now tracking down and hunting human players.

269
Projects / Technopolies
« on: December 07, 2004, 06:50:14 pm »
Quote
It works under 1.5 now. Well done! However, sounds seem to have vanished after some turns, but that's maybe caused by the broken sound support of 1.5. They optimized the sound system by using DirectSound hardware mixing but they obviously did a bad job. The only way to handle this, is to explicitly ask for a software mixer (like 1.4 was using it anyway).


Thanks for the tip. It was "the missing part" of the 1.5 sound issue ;)

The problem seem to be in DirectSound mixer initialization. Applet seem to close DirectSound Mixer if no sounds are playing, and it reopens/reinits it every time when new audio is about to be played, and causing sounds to "jam" for about 0.5 sec at start.

Seems very odd of Sun, but on software mixer the problem is not reproduced (as you described).

the workaround was to:

- loop() some audio file (silence.au) on Applet's start()
- do stuff (mixer is opened, so sound is no longer jammed)
- stop() audio loop on Applet's destroy()

It works for me.

270
Projects / sound problem
« on: December 05, 2004, 10:12:38 am »
Could you please check if it is reproduced on the latest version.

http://213.232.242.32/technopolies

- client performance optimized
- sound framework optimized for vm1.5
- fixed memory leaks

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