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VicToMeyeZR

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Blog Entries posted by VicToMeyeZR

  1. VicToMeyeZR
    I was thinking yesterday while watching my first game map cycle through the days and nights.. Why can't we also cycle through the seasons.. If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time? I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me. All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles. Not everything has to be so static all the time..
     
    So, i am sure this will be done in Lua.. (I think) Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is. Each time the day night cycle completes it adds 1 to the current day.. Simple enough right? So then its just a matter of changing the models, so how do we access the models? How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random?
     
    I think we need a single controller. This controller will determine each of the sub components and tell them when to change. It must communicate with the SQLite AND the model controllers. It must also communicate with post processing (after all we want it to rain, snow, hail, etc....). If we are going to have seasons, then we need seasons.
     
    So off to learn/research, and test.. wish me luck
     
    Source
  2. VicToMeyeZR
    I was thinking yesterday while watching my first game map cycle through the days and nights..  Why can't we also cycle through the seasons..  If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time?  I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me.  All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles.  Not everything has to be so static all the time..

    So, i am sure this will be done in Lua..  (I think)  Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is.  Each time the day night cycle completes it adds 1 to the current day..  Simple enough right?  So then its just a matter of changing the models, so how do we access the models?  How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random?

    I think we need a single controller.  This controller will determine each of the sub components and tell them when to change.  It must communicate with the SQLite AND the model controllers.  It must also communicate with post processing (after all we want it to rain, snow, hail, etc....).  If we are going to have seasons, then we need seasons.

    So off to learn/research, and test..  wish me luck
  3. VicToMeyeZR
    I had no idea how long it had been since my posting.  I guess this is part of running a web hosting and design company, as well as having a regular full time job.  My company needed me to jump in and get some things rolling.

    I hope to get back into my game and soon.  I think I may just use BM for my first completion.  I might be focused on the "next great mmorpg" and not enough on "just get one done"  I have enough knowledge and assets to complete a simple project, so I need to do that.  I have been very impressed with a few of the people in the community actually going to release a game.  Its very exciting, and I am looking forward to see what they have done...


    Well, look for more posts from me soon.

    If your wondering about the hosting, my company site is http://dfghosting.com and the design/development team is located at http://darkforgegfx.com  stop by if you want to.
  4. VicToMeyeZR
    This is my first blog creating the integration of leadwerks, and blogspot.
     
    I have been having a little fun with BlitzMax. I am starting to get into how much easier it is to code with. I love how many modules there are for it, but its still lacks quite a bit in the 3D and Physics world. I only mention this as leadwerks is a commercial product, and I and talking of freely available Modules... There is a irrlicht module for BM(BlitzMax), but it to looks limiting, and a lot of custom rendering needs to be added to make it even close to LE... (Why not just use LE?) Well I am focused on MORPG style, and LE, just can NOT live up to the task. The lack of dedicated server capability means, that a custom system/physics system would have to be made to give me the netwerking capability that I need... This is the reason, I am playing with BM.
     
    To create a custom dedicated server, this is what I am looking at... The server needs to be able to process the positional data of the terrain, the water, and the physics bodies of everything. I don't feel there is a need to process the models, as a server doesn't care. We are only looking at the physics of those models. To do this with LE, we must know how to process the SBX files, and only pull data we need,a nd well as the .phy data... I am not strong enough in BM or in coding to do this, and to find out how LE does it would require source access, which I mailed Josh for, but he seemed to ignore me, and never responded.. I wonder if Josh if going down the same path MOSt engine's end up going down. " FPS is where the money is so that's where I focus". I wonder if developers think, that because some AAA titles are going to non-dedicated hosting, that where they should go... I hate to tell them, the reason so many "indie" teams are pooping up, is because the AAA stopped listening to the customers. "With enough ad money, we can still sell a product at a huge profit, and it can still FAIL as a game" Look at MW2 $500+million and still going, but the PC community is outraged at what they did... 6 hours to beat the SP, and no choice/anti-hack of MP. It really is a stupid game. Yeah I listened to the hype and payed my $60, and played maybe 10 hours of it, and haven't been back since.
     
    Kind of went off on a tangent there, but for a good reason. Multiplayer capabilities. This is lacking big time, in LE, and I wonder if Josh is going down that route.
     
    Bakc to my topic; creating a dedicated server. There a plenty of source holders, and I wonder why no one has done this yet? Its possible. esp. since most network game use messaging the D.S. doesn't even need to be LE, it just need to know how to process the incoming messages, and send out the right messages back to the client... With RakNet one could even use RPC to send commands directly to the client calling spawn commands, render commands, etc.. while the client sends back messages..
     
    So step one. Process the SBX and .PHY files.
     
    step two. process incoming messages.
     
    step three. send back RPC's.
     
    all-the-while communicating with the database to stop info about the client.
     
    Ok, well I am off to research some more, and hopefully find a few people interested in creating a "real" dedicated server for LE.....
     
    wish me luck!
     
    Source
  5. VicToMeyeZR
    This is my first blog creating the integration of leadwerks, and blogspot.

    I have been having a little fun with BlitzMax. I am starting to get into how much easier it is to code with. I love how many modules there are for it, but its still lacks quite a bit in the 3D and Physics world. I only mention this as leadwerks is a commercial product, and I and talking of freely available Modules... There is a irrlicht module for BM(BlitzMax), but it looks to limiting, and a lot of custom rendering needs to be added to make it even close to LE... (Why not just use LE?)I am just not in its current state.  I am focused on MORPG style, and LE, just can NOT live up to the task. The lack of dedicated server capability means, that a custom processing/physics system would have to be made to give me the netwerking capability that I need... This is the reason, I am playing with BM.

    To create a custom dedicated server, this is what I am looking at... The server needs to be able to process the positional data of the terrain, the water, and the physics bodies of everything. I don't feel there is a need to process the models, as a server doesn't care. We are only looking at the physics of those models. To do this with LE, we must know how to process the SBX files, and only pull data we need, and as well as the .phy data... I am not strong enough in BM or in coding to do this, and to find out how LE does it would require source access, which I mailed Josh for, but he seemed to ignore me, and never responded..

    I wonder if Josh if going down the same path MOST engine's end up going down. " FPS is where the money is so that's where I focus". I wonder if developers think, that because some AAA titles are going to non-dedicated hosting, that's where they should go... I hate to tell them, the reason so many "indie" teams are pooping up, is because the AAA stopped listening to the customers. "With enough ad money, we can still sell a product at a huge profit, and it can still FAIL as a game" Look at MW2; $500+million and still going, but the PC community is outraged at what they did... 6 hours to beat the SP, and no choice/anti-hack of MP. It really is a stupid game. Yeah I listened to the hype and payed my $60, and played maybe 10 hours of it, and haven't been back since.

    Kind of went off on a tangent there, but for a good reason. Multiplayer capabilities. This is lacking big time in LE, and I wonder if Josh is going down that route.

    Back to my topic; Creating a dedicated server. There a plenty of source holders, and I wonder why no one has done this yet? Its possible.  Esp. since most network games use messaging.  The D.S. doesn't even need to be LE, it just need's to know how to process the incoming messages, and send out the right messages back to the client... With RakNet one could even use RPC to send commands directly to the client; calling spawn commands, render commands, etc.. while the client just sends back messages..

    So step one. Process the SBX and .PHY files.

    Step two.  Process incoming messages.

    Step three. Send back RPC's.

    all-the-while communicating with the database to send info about the client.

    Ok, well I am off to research some more, and hopefully find a few people interested in creating a "real" dedicated server for LE.....

    wish me luck!
  6. VicToMeyeZR
    Kattemaksu Online (Which means Retribution)
     
    I have no screen shots, as I am going to transfer this project from Realmcrafter Pro to LE. Those guys have not got a clue. Yeah, the tool set is nice, but if the stupid thing doesn't work, then whats the point of wasting my time. Yes the server, and client will have to be written, but I need to learn hard coding anyways, and I have a team memeber that knows C# really well. I think it can be pulled off.
     
    With 2.3 being released with Lua implementation, I believe the scripting will be an essential part of this task. I know how to handle scripting. Or can at least get to where I can script with out to many roadblocks.
     
    Kattemaksu.... What is it.
     
    I have gathered many resources for this project. I have just about all the models needed to get an Alpha test up and running. I have a partner to help with the coding. I hope to get an artist to join in and another good programmer to help with the server/client end of it.
     
    This is blog #1, just an introduction. I will have some screen shots in Editor as I get the 3 maps for the starting points built...
     
    I plan to start small.
    Pre-Alpha will have the basic system setup. Server, Client, Character creation, Faction Class's, Gubbins system tool, Agros spawn entities, and at least one PC, and one map with NPC's. I hope to have the basic shops, and a quest creation tool.
     
    Alpha release will have 2 player characters for each faction, and 6 maps(2 for each).
     
    Blog #2
    Blog #3
  7. VicToMeyeZR
    I had no idea how long it had been since my posting. I guess this is part of running a web hosting and design company, as well as having a regular full time job. My company needed me to jump in and get some things rolling.
     
    I hope to get back into my game and soon. I think I may just use BM for my first completion. I might be focused on the "next great mmorpg" and not enough on "just get one done" I have enough knowledge and assets to complete a simple project, so I need to do that. I have been very impressed with a few of the people in the community actually going to release a game. Its very exciting, and I am looking forward to see what they have done...
     
     
    Well, look for more posts from me soon.
     
    If your wondering about the hosting, my company site is http://dfghosting.com and the design/development team is located at http://darkforgegfx.com stop by if you want to.
     
    Source
  8. VicToMeyeZR
    Welcome to the third installment of Kattemaksu Online.
     
    With a successful test of the RakNet log in and MySQL verification checks, we are moving on to the client of LE. This will include the engine with the log in coding.
     
    My preference is for LE to use the RakNet mod(for BlitzMax) for inclusion into the engine for Netwerks, but that's another story. Since we are writing the client code in C++ the RakNet libraries will work just fine.
     
    Our SBX scene is just about complete, and we will be working on the lua scripting for that, while other members are putting on the touches for the c++ client. The scene has an Overview while the user is logging into the server, on a successful log in, the camera will move in to the Character selection screen. If the user selects an existing character, they will be passed to the game server, if the select a new character, the camera will move to another section of the scene for the actual creation, and then moved to the server at completion of their character design.
     
    We are still seeking more members to join the team. Our coders could use some help, and we could definitely use an artist. If anyone reading this is interested, please contact Rick or myself. I will have another screen shot soon of the initial client scene.
     
    Please check out the other blogs.
     
    Blog #1
    Blog #2
  9. VicToMeyeZR
    Welcome to blog Number 2;
     
    There is not a lot to discuss here, but I wanted to post an update(mostly so I can track myself. lol)
     
    We are just about completed with the Log on server. This actually has nothing to do with LE on the server side. The SQL connection is good, and we are using an sql.lite file for the log on server info. We felt that this would secure it a little better than a standard .CFG or .TXT file for the server host.
     
    We will be running a test tonight from a dedicated server to our clients.
     
    The client will see the scene I posted in the gallery and the GUI for loging in to the server.
     
    Hopefully by next week I will have a short video to add of the end product for login...
     
    Then off to the world population.
     
    Blog #1
    Blog #3
  10. VicToMeyeZR
    This is my first blog creating the integration of leadwerks, and blogspot.

    I have been having a little fun with BlitzMax. I am starting to get into how much easier it is to code with. I love how many modules there are for it, but its still lacks quite a bit in the 3D and Physics world. I only mention this as leadwerks is a commercial product, and I and talking of freely available Modules... There is a irrlicht module for BM(BlitzMax), but it looks to limiting, and a lot of custom rendering needs to be added to make it even close to LE... (Why not just use LE?)I am just not in its current state.  I am focused on MORPG style, and LE, just can NOT live up to the task. The lack of dedicated server capability means, that a custom processing/physics system would have to be made to give me the netwerking capability that I need... This is the reason, I am playing with BM.

    To create a custom dedicated server, this is what I am looking at... The server needs to be able to process the positional data of the terrain, the water, and the physics bodies of everything. I don't feel there is a need to process the models, as a server doesn't care. We are only looking at the physics of those models. To do this with LE, we must know how to process the SBX files, and only pull data we need, and as well as the .phy data... I am not strong enough in BM or in coding to do this, and to find out how LE does it would require source access, which I mailed Josh for, but he seemed to ignore me, and never responded..

    I wonder if Josh if going down the same path MOST engine's end up going down. " FPS is where the money is so that's where I focus". I wonder if developers think, that because some AAA titles are going to non-dedicated hosting, that's where they should go... I hate to tell them, the reason so many "indie" teams are pooping up, is because the AAA stopped listening to the customers. "With enough ad money, we can still sell a product at a huge profit, and it can still FAIL as a game" Look at MW2; $500+million and still going, but the PC community is outraged at what they did... 6 hours to beat the SP, and no choice/anti-hack of MP. It really is a stupid game. Yeah I listened to the hype and payed my $60, and played maybe 10 hours of it, and haven't been back since.

    Kind of went off on a tangent there, but for a good reason. Multiplayer capabilities. This is lacking big time in LE, and I wonder if Josh is going down that route.

    Back to my topic; Creating a dedicated server. There a plenty of source holders, and I wonder why no one has done this yet? Its possible.  Esp. since most network games use messaging.  The D.S. doesn't even need to be LE, it just need's to know how to process the incoming messages, and send out the right messages back to the client... With RakNet one could even use RPC to send commands directly to the client; calling spawn commands, render commands, etc.. while the client just sends back messages..

    So step one. Process the SBX and .PHY files.

    Step two.  Process incoming messages.

    Step three. Send back RPC's.

    all-the-while communicating with the database to send info about the client.

    Ok, well I am off to research some more, and hopefully find a few people interested in creating a "real" dedicated server for LE.....

    wish me luck!


  11. VicToMeyeZR
    I had no idea how long it had been since my posting.  I guess this is part of running a web hosting and design company, as well as having a regular full time job.  My company needed me to jump in and get some things rolling.

    I hope to get back into my game and soon.  I think I may just use BM for my first completion.  I might be focused on the "next great mmorpg" and not enough on "just get one done"  I have enough knowledge and assets to complete a simple project, so I need to do that.  I have been very impressed with a few of the people in the community actually going to release a game.  Its very exciting, and I am looking forward to see what they have done...


    Well, look for more posts from me soon.

    If your wondering about the hosting, my company site is http://dfghosting.com and the design/development team is located at http://darkforgegfx.com  stop by if you want to.


  12. VicToMeyeZR
    I was thinking yesterday while watching my first game map cycle through the days and nights..  Why can't we also cycle through the seasons..  If I have asset's that have fall, winter, and summer versions, then can we load and change those in real time?  I know this is not the first time anyone has done/though of this, but it was a pretty good thought for me.  All to often game levels (in the online versions) are just static maps with sometimes breakable objects, and yes even most have day/night cycles.  Not everything has to be so static all the time..

    So, i am sure this will be done in Lua..  (I think)  Using SQLite, we can store the number of days in a year, at which days the new cycle starts, and which day it is.  Each time the day night cycle completes it adds 1 to the current day..  Simple enough right?  So then its just a matter of changing the models, so how do we access the models?  How do we tell the engine to load the new ones, and should they all change at the same time, or should it be random?

    I think we need a single controller.  This controller will determine each of the sub components and tell them when to change.  It must communicate with the SQLite AND the model controllers.  It must also communicate with post processing (after all we want it to rain, snow, hail, etc....).  If we are going to have seasons, then we need seasons.

    So off to learn/research, and test..  wish me luck


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