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Messages - rolz

Pages: 1 ... 14 15 [16] 17 18 19
226
Projects / Development
« on: May 23, 2005, 07:55:49 am »
- Techno Server was redesigned to operate in realtime.
- Maps are no longer tiled structures but realtime 2D terrain.
- added terrain generator which generates relief terrain from GIF images

server map viewer


server map viewer#2



Original map image


Generated map


Same map with clouds and fog


It is still needed to port previous objects (buildings & misc) onto the new terrain:

opengl'ed:


227
Projects / Redesign.
« on: May 20, 2005, 12:02:00 pm »
The technopolies game model is going through intensive redesign.
 It is now meant to be 3Dimensional  and realtime, close to what World Of Warcraft offers.
It would take a couple of weeks to make working version of server/client, provided the load on my day job wont be too pressing.

228
Projects / Leaving the starting area
« on: May 11, 2005, 08:52:03 am »
Hey there,

1. There should be no problem in switching between renderers as long technopolies does not use lwjgl features directly, only through JPCT api.

2. It is planned that big locations would consinst of smaller locations, like districts in city. Players will be able to move between locations via exit points on map. Currently this feature is not fully functional.
 A couple of quest bots has been placed to a starting location (Russian and English) to help testing combat mode. You have to do is to ask them to give you training. You will be teleported to a random location with hostile, ally and neutral units (60%/10%/30%). the fight will continue unless there are no hostiles left on the map.  

3. Currently, there is no system menu, i will add one later. Btw, raft, the game uses 1024x768 resolution. On higher reso it will look as floating window without titlebar. Support for multiple resolutions is another thing to do in the nearest future.

229
Projects / 0.85 is out
« on: May 06, 2005, 03:49:12 pm »
Will be available at http://195.91.144.195/technopolies later this evening.

New features:

- redesigned to operate as desktop application.
- added OpenGL support
- added high detailed player models
- added skeletal animation
- added particle effects like smokes and blood stains

NOTE: modify following line in techno.properties:
Code: [Select]
gameUrl=http://195.91.144.195/technopolies


@TODOs for the next release:
- redesign tiles to look better (use 3DS for tiles since flat tiles look awful)
- redesign network module to be more responsive (switch from HTTP to TCP, from unidirectional to bidirectional)
- add templating for in-game items. should greatly reduce b/w usage
- add money/stackable items
- buy a domain for the game. Cant wait to attract new people to the project to work on game story and gameplay ideas.


230
Projects / Baloon popups with text
« on: May 06, 2005, 11:19:24 am »
Try blitting text instead of showing billboarded objects. This should lokk far more readable

231
Bugs / Ok, figured it out
« on: May 03, 2005, 05:40:06 pm »
Just figured out the problem was in too small Config.maxPolysVisible setting

232
Bugs / AWTGlRenderer
« on: May 03, 2005, 05:36:31 pm »
Occurs when AWT canvas is used on complicated scenes

Code: [Select]

Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 16384
at com.threed.jpct.AWTBufferList.fill(Unknown Source)
at com.threed.jpct.VisList.extract(Unknown Source)
at com.threed.jpct.AWTDisplayList.add(Unknown Source)
at com.threed.jpct.AWTJPCTCanvas.add(Unknown Source)
at com.threed.jpct.AWTGLRenderer.drawVertexArray(Unknown Source)

at com.threed.jpct.World.draw(Unknown Source)
at com.threed.jpct.World.draw(Unknown Source)
at techno.client.engine.Engine.paintOnce(Engine.java:175)
at techno.client.engine.Engine.start(Engine.java:155)
at techno.editor.map.MapViewer.start(MapViewer.java:61)
at techno.editor.map.MapViewer.main(MapViewer.java:104)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
at java.lang.reflect.Method.invoke(Method.java:585)
at com.intellij.rt.execution.application.AppMain.main(AppMain.java:78)

Process finished with exit code 0

233
News / wow
« on: April 27, 2005, 09:52:29 am »
Too bad for me ;) i've already switched to desktop app ;)

just kidding, looks really nice.

btw, what pitfalls do you mean except signing the applet ?

234
Support / Oohh ; )
« on: April 22, 2005, 03:01:34 pm »
Forget it,

just found the thing ;)

235
Support / a question
« on: April 22, 2005, 02:45:38 pm »
Helge,

How do i use this new renderer ? I did not found any legal way to access canvas  :(

236
Support / Cool feature.
« on: April 20, 2005, 07:56:30 am »
Thanks, I am eager to use it when i have a couple of spare days from my day work. ;-)

237
Support / Thanks
« on: April 15, 2005, 06:50:39 pm »
Helge,

I've modified JPCT's GLRenderer to support drawing GL context inside AWT panel. I will gladly share the code when this solution will be elegant enough.

yes, the main problem is that 3D logic should be done insinde AWT eventdispatch thread. This could be ok for some POC solution, but for compatibility with the existing JPCT code it would be nice to have some wrapper aroung AWTGLCanvas that will allow modifying the World outside the AWT thread - in the same way JPCT works now.

238
Support / AWTGLCanvas
« on: April 10, 2005, 10:40:07 am »
Helge,

Just looked at
http://lwjgl.org/forum/viewtopic.php?p=7121

Looks like a feature that would fit jPCT nicely.

239
Support / jOGL support
« on: April 09, 2005, 09:22:28 pm »
Helge,

Is there a way to add jOGL bindings to jPCT  ?

It would be very nice to have hardware 3d that could draw its contents into a native peer (awt or swing panel). Using glass panes along with this should give more control over 2D UI elements which lwjgl binding lacks.

240
Projects / Tehnopolies engine
« on: March 21, 2005, 07:47:17 am »
v0.8 is out
http://213.232.242.32/technopolies

- added support for Groovy NPC scripts
- new look for walls and static objects
- walls and static objects are now destructible
- improved client/server response time

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