Author Topic: Technopolies  (Read 287638 times)

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #210 on: October 31, 2005, 09:28:23 am »
You need to have java 5.0 installed to run this game.
I would've probably include it along with the installation for people who want to have this stuff up and running after double-clicking on the game icon, but this will add 15 more megabytes to the download package.

 I will need to include installer / bundle java in time when the game will need to be oriented for wider audience, not only other developers/testers.
Regards,
Andrei

Offline MFJ

  • byte
  • *
  • Posts: 8
    • View Profile
    • http://www.endinet.co.uk
Technopolies
« Reply #211 on: October 31, 2005, 11:34:59 am »
Ooooh.

How '1.5ed' is this project? It's nice to try and make Java apps Java 1.1 compatible in my experience. Most Windows machines for the last 5 years of so have a 1.1 VM already installed (Of the Microsoft variety). I believe JPCT is 1.1 compatible?

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #212 on: October 31, 2005, 11:46:01 am »
Yes, technopolies used to work under 1.1 but when you switch from applet to desktop application and plan to ship jre with the game, 1.1 compatibility doesn't matter.
Regards,
Andrei

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Technopolies
« Reply #213 on: October 31, 2005, 11:53:27 am »
Quote from: "MFJ"
I believe JPCT is 1.1 compatible?
For the software renderer path, yes. But OpenGL support requires at least 1.4.

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #214 on: November 01, 2005, 01:27:16 pm »
- added perks
- added temporary effects
- reworked character info screen

perks


temporary effect (trauma)
Regards,
Andrei

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #215 on: November 05, 2005, 07:15:27 pm »
- new skills:
 Bodybuilding (+con)
 Athletism (+str)
 Scouting (+movement speed)
 Dodger (+evasion)
 Unarmed Combat (ATK+1 without weapon)
 Dagger Proficiency (ATK+1 with dagger)
 Sword Proficiency (ATK+1 with sword)
 Automatic Rifles Proficiency (+2.5% perception, +2.5% critical with  automatic weapons)

-new Effect:
 Mutant Skin (20 min., + AC)

- you may now ask NPCs to train/upgrade skills

- it is now possible to knock down an opponent with certain kind of weapons.

- added critical hits. Crits cause either x3 damage or additional effect (trauma, knockdown)

- marines and aliens are now given random skills/levels

- reworked damage calculation. Badly need someone who understands D&D logic to help with this. ;)

Regards,
Andrei

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #216 on: November 07, 2005, 10:30:24 am »
- added rocket laucher

Regards,
Andrei

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
0.95 is scheduled for Monday
« Reply #217 on: November 12, 2005, 05:26:46 pm »
0.95 is scheduled for Monday


- added WebStart installer
- added ammunitions for different kind of weapons
- added corresponding skills for all kind of weapons
- slightly reworked character screen
- redesigned item icons

finally, long-awaited webstart support.


more skills/effects are now available. More additional info on character.


Added ammo for all types of weapons.
Finally, all game items could not fit on a single shop screen ;)
Regards,
Andrei

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Re: 0.95 is scheduled for Monday
« Reply #218 on: November 12, 2005, 06:17:36 pm »
Quote from: "rolz"

finally, long-awaited webstart support.
Cool. The folks at Javagaming will appreciate it... :wink:

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #219 on: November 12, 2005, 06:52:29 pm »
Frankly there are lots of java folks who won't download/install java desktop application if it isn't JWSed ;) And yes, you are right, it was done mainly for JGF folks. ;)
Regards,
Andrei

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Technopolies
« Reply #220 on: November 12, 2005, 07:17:37 pm »
I love the fact that you are adding a lot of game play related things to Technopolies right now.

Have you already put the new multi texturing stuff to any good use?

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #221 on: November 12, 2005, 07:19:46 pm »
Helge,

I've noticed an artifact - "sawed" contours in place when one object intersects with another (tent and tent's shadow on the picture).
I've noticed that it depends on the viewing angle and distance from camera to intersecting objects. Do you have any clues on how it could be handled ?



EDIT: that could be one of the places where i would want to put multitexturing - static shadows. I have some ideas now, but still thinking on the implementation.

btw, i did some profiling last night and discovered two bottlenecks in 3d code:

1. calculation of 3d coordinate of mouse on the ground (Interact2D.reproject2D3D())
2. calculation of  distance from some object to the ground (object.calcMinDistance())

i have applied some optimizations like calculating coordinate every N msec, not every frame but it is still the most "heavy" spot in the game (15% & 25% accordingly).
 Could you please give your recommendations on improving performance for these 2 methods ?
Regards,
Andrei

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Technopolies
« Reply #222 on: November 12, 2005, 07:26:51 pm »
Quote from: "rolz"
Helge,

I've noticed an artifact - "sawed" contours in place when one object intersects with another (tent and tent's shadow on the picture).
I've noticed that it depends on the viewing angle and distance from camera to intersecting objects. Do you have any clues on how it could be handled ?
It's a depth buffer accuracy problem of the graphics card. You may try to adjust the far and/or near clipping plane (if possible of course) to get rid of it. What graphics adapter is that?

Offline EgonOlsen

  • Administrator
  • quad
  • *****
  • Posts: 12295
    • View Profile
    • http://www.jpct.net
Technopolies
« Reply #223 on: November 12, 2005, 07:34:38 pm »
Quote from: "rolz"

i have applied some optimizations like calculating coordinate every N msec, not every frame but it is still the most "heavy" spot in the game (15% & 25% accordingly).
 Could you please give your recommendations on improving performance for these 2 methods ?
Both may benefit from a call to enableLazyTransformations() on the ground object (if possible, i.e. if you are not applying any transformations to the ground after it's in place)). calcMinDistance() should benefit from an OcTree (with setCollisionUse(true)) too.  I understand that calcMinDistance() takes some time, but i'm wondering what should be so expensive in reproject2D3D()...i'll look into that method when i find the time to see if there's some room for improvement left in it.

Offline rolz

  • float
  • ****
  • Posts: 280
  • Technocrat
    • View Profile
Technopolies
« Reply #224 on: November 12, 2005, 07:38:53 pm »
Screenshot was mad with intel 865 integrated, but i experience the same effect with Radeon on my home box.

I've played with Config.glZBufferDepth, Config.tuneForIndoor()/outdoor - but with no difference.
Regards,
Andrei