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Work in Progress / -- Land of Gastonia -- ORPG -- Screenshots

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Sergey K
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Posted: 14th Aug 2005 12:44
@Tharkis: u should put system commands like "Taking a screenshot" in red color or something..

and here is a tip:
make on join new player > send msg "Nick$ has joined the game"
or on leave the game > "Nick$ has left the game" or something

Tharkis
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Posted: 14th Aug 2005 18:52
Currently the chat colors are as follows:
White - Say(normal chat)
Gold - Item Info/XP gained
Red - Shout
Blue - Group
Green - Guild
Purple - Private Messages
Tan - System messages

Slayer93
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Posted: 14th Aug 2005 19:23
Awesome work so far almost done with that demo. Can't wait for it

NARUTO IS THE NINJA.......not really

just changed my name from Christian Ang but I guess no one cares
Sergey K
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Posted: 14th Aug 2005 19:32
u shoul make /help also

Dom
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Posted: 15th Aug 2005 12:45
Still looking great, but theres something I don't like about the camera angle. I can't quite put my finger on it but theres something there.

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Formerly Saberdude --DFStudios--
David R
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Posted: 15th Aug 2005 14:28 Edited at: 15th Aug 2005 17:03
Can the camera actually be moved (rotated etc.)?

Like Dom said, the camera's angle looks a tad strange, and makes the landscape appear slightly warped.

Also; How are you doing buildings? Can you actually enter them, or are they there for decoration?.


Sergey K
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Posted: 15th Aug 2005 16:05 Edited at: 15th Aug 2005 16:07
the camera can rotate around the player (only)
and i think u cant enter the houses..

Darkbasic MADPSP
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Posted: 15th Aug 2005 16:07
looks good

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or
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TEH_CODERER
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Posted: 15th Aug 2005 22:38
Incredible!

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Tharkis
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Posted: 15th Aug 2005 23:01 Edited at: 16th Aug 2005 01:01
I have a system setup to where you simply double click on the door and it will enter you into the building. We don't have any interior models done yet so currently you can't enter any of the buildings.

Some progress... Spent a long time tweaking the day/night system to get the lighting to look as good as it can. The day/night system now synchronizes from the server, so everyone playing will be on the same time. Also, added in a /time command so you can check what time of day it is in Gastonia time. One day cycle is set to one hour.

SGT KOOLAID
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Posted: 16th Aug 2005 04:54
once we get enough building types made ill be making some interior of the buildings. I am actually starting on the inside bloody lamb pub. this will allow for testing it see how it works. so far i got the pub and fishing house made, but im doing some other building types such as houses, manors, churches grave yards etc and such i guess this would be good for making quests and such. its mainly up to tharkis on what he wants but so far the work he is doing is proving exceptional. I figure timeline wise i should have a interior of the bloodylamb over the course of a day or 2 mainly for the fact i am curious myself on how its gonna look. well back to work.
Sergey K
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Posted: 16th Aug 2005 11:13
how many ppls are working on the gastonia game anyway?

izaboo
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Posted: 16th Aug 2005 15:20 Edited at: 16th Aug 2005 15:23
from what i see
Tharkis
SGT KOOLAID
Frozen Flame

So i guess the Galekus team
Sergey K
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Posted: 16th Aug 2005 15:47
Frozen Flame is a friend, of Tharkis, i dont think he making the project with them

izaboo
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Posted: 16th Aug 2005 17:07
Galekus is makeing the models Tharkis said so i am guessing Tharkis is programing and the team is makeing models
Megaton Cat
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Posted: 16th Aug 2005 19:50
I want a demo already.


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Sergey K
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Posted: 16th Aug 2005 21:03
actualy, there is ALOT of things he have to finish, the game is still not playable..

izaboo
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Posted: 16th Aug 2005 21:24
to come out with a simple off line demo would not be that hard to finish but if he wants a large mutiplayer demo with a large world then maybe
Tharkis
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Posted: 16th Aug 2005 21:50
The tech demo is basically done, but I don't have a 3D world yet completed so I am waiting on that. In the mean time I will be adding various features and content. So far here are the basics of what is completed with the game:

Create a new account and log in using your user/password
Create a custom character (choose name, gender/class/race, distribute attribute points)
Log in to the world under your character (server loads data, and saves data after you log off)
Move around in the world (server updates your location to other ppl logged in)
Client updates locations/status of other players , as well as NPCs
Chat and send private messages to other players that are logged in
Interact with static objects (Gather water from a well, pick flowers, gather mushrooms, ect)

izaboo
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Posted: 16th Aug 2005 22:00
if you need any models to help get the process dont faster just tell me and i will help you
Final World
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Posted: 17th Aug 2005 17:37
Tharkis, I know this is a stupid question, and I bet I get called the n00best of the n00bs, but how do you get it to display * when you type summin in for a password? lol

"Mason, why are you wearing Spandex?"
"You told me to wear something I don't use anymore."
"OK. Wait! You used to wear that!? AND it still fits!?"
Sergey K
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Posted: 17th Aug 2005 21:04
msg$ ="Hello World"
for a = 1 to len(msg$)
dig$ = dig$ + "*"
next a
text 0,0,dig$

izaboo
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Posted: 18th Aug 2005 08:18
So any more screens shots or info?
Final World
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Posted: 18th Aug 2005 10:42
Thanks GogetaX
But what about when you type in the password? Won't it still display the actual letters?

"Mason, why are you wearing Spandex?"
"You told me to wear something I don't use anymore."
"OK. Wait! You used to wear that!? AND it still fits!?"
Sergey K
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Posted: 18th Aug 2005 12:50
do
cls
pass$ = entry$()
hidenpass$ = ""
for a = 1 to len(pass$)
hidenpass$ = hidenpass$ + "*"
next a
text 0,0,"pass: "+hidenpass$
loop

try to type something now..

Your signature has been erased by a mod because it's larger than 600x120....
Benjamin
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Posted: 18th Aug 2005 18:04
@Final World:



Tempest - P2P UDP Multiplayer Plugin - 80%
Want to try the beta? E-mail me.
Tharkis
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Posted: 19th Aug 2005 07:34 Edited at: 19th Aug 2005 07:46
Some progress I made today, mainly cleaning up old code...

Added a MOTD system to the login server, whenever you enter the 3D world from character select screen you get the newly updated info.

Fixed a minor collision bug when objects sink under the terrain.

Fixed an animation bug that was causing players to continue to be in "run" animation if the last bit of data that was sent was to move and no new data was received.

Fixed a bug that was causing the client to exit when a player entered the 3D world directly after creating a new character.

Took out all animated sprites as they appear to be somewhat buggy on certain systems. Reworked my own system to give the same effect of an animated sprite.

Fixed a bug that would cause a crash if your current target logged out of the game.

Added a /whois command that will show wether a player is online, and also give you his level/race/class.

Added a /loc command to display your current X/Y/Z coordinates in the 3D world.

Fixed a player movement bug that was causing players location to become offset of what was stored on server. Also decreased the delay from when a player moves and when the new action shows up on other players screens to a minimum. All known bugs now have been fixed.

Reworking the code now that initalizes new players in the 3D world. Currently I am using load object, which is slow and causes players to lag out for a couple seconds whenever a new player enters the world. Tried both clone object and instance object but ran into problems with both. Clone object would not texture the object correctly, even if I manually used the texture object command. Instance object would not display any object animation, even if I set animation on the initial object. For now I am resorting back to the basic load object but if anyone knows a workaround for this would love to hear it.

Final World
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Posted: 19th Aug 2005 11:17
Thanks, that works great thank you

"Mason, why are you wearing Spandex?"
"You told me to wear something I don't use anymore."
"OK. Wait! You used to wear that!? AND it still fits!?"
Megaton Cat
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Posted: 19th Aug 2005 16:16
Hey Tharkis, will you be needing any towns for this game?


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orv
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Posted: 19th Aug 2005 19:41 Edited at: 19th Aug 2005 19:42
@Tharkis
Regarding a work-around for new players coming into the game:

I suggest creating a pool of player objects when the program starts. You could have a structure used in an array to keep track of the object number and which objects are availble to use.
All the objects would start out hidden.
When new player comes into the game, you would check array for the next available object.
You would un-hide the object and position it in the world where the player is supposed to start.
You would turn the available flag off for that object in the array.

If a player leaves the game:
You would hide the object.
You would turn the available flag back on for that object in the array.

What do you think?

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Tharkis
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Posted: 19th Aug 2005 23:30
I considered your idea orv , and this would certainly work for me right now but I plan to add many different playable races. I'm looking at 17 races, plus a seperate model for each gender, so at least 34 models there. I'm looking at 200 players max per world, so 200 x 34 = way too many. Even if I only load say 20 of each it still ends up being alot of models to load into memory. I would preferebly load the base 34 models into memory and just copy the specific model whenever someone enters the game. Something like "make mesh from memblock" is right along those lines, unfortunetly this doesn't save all model data, just the basic mesh.

Tharkis
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Posted: 20th Aug 2005 07:49
For those of you that don't know yet, I am waiting for some more content to be completed (mainly the first island to be completed) as well as waiting till I have a dedicated server up until I release a public demo. In the mean time, anyone who wants to just give the game a quick run through testing contact me on MSN.

jrowe
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Posted: 21st Aug 2005 23:54
Converting your objects to .DBO format can improve loading speed. You don't need to purchase a converter as DBO is the DBpro native format.

load object "model.x", 1
save object 1, "model.dbo"

In your project source just use the newly saved DBO in place of the .x.

Tinnedhead Productions

For Fathers and Sons who enjoy wholy spirits.
izaboo
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Posted: 22nd Aug 2005 00:04
Wow hope every thing goes good with testing
Tharkis
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Posted: 22nd Aug 2005 00:05
Thanks I'll give that a shot and see how it turns out.

Frozen Flame
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Posted: 22nd Aug 2005 03:12 Edited at: 22nd Aug 2005 03:59
I just got to test the game Online!
it was awsome. me and tharkis were there talking for a minute. i logged in, created my character, loaded the world, and started walking around!

everything is so nice! i can really see this growing big.

Ill update after i test a little more


I feel just terrible about it
That's sarcasm, let it burn
Dom
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Posted: 22nd Aug 2005 12:28
I would like to test it, but theres no chance of that happening.

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Formerly Saberdude --DFStudios--
Sergey K
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Posted: 22nd Aug 2005 12:37
@Tharkis: NGC dont works with DBO format..

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izaboo
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Posted: 22nd Aug 2005 12:57 Edited at: 22nd Aug 2005 13:12
i got the test but i never got past the log in screen so maybe tomorow

I am going to play on my desktop its not behind a router my lappy is.
Megaton Cat
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Posted: 22nd Aug 2005 16:14
Can you put up the server again? I had to leave before you guys tested.


Xbox 360: The future is here, and you can't afford it.
Megaton Cat
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Posted: 22nd Aug 2005 17:31 Edited at: 22nd Aug 2005 17:38
Completed the temple/ruins scene for the game: 2 screenshots (copy and paste if doesnt show)





2K poly total.


Xbox 360: The future is here, and you can't afford it.
optical r
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Posted: 22nd Aug 2005 17:35
f**k me thas good - i wish u cud model for my game but...well done!



Tharkis
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Posted: 22nd Aug 2005 23:10
Looks awesome Megaton Cat, good job.

I tweaked the player update so this should smooth out PC movements and take care of any choppiness we were experiencing during the tests. Also, added in shadows for mobs/PCs using VanB's boney shadow, but edited it a bit to work with advanced terrain and on top of objects.



izaboo
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Posted: 23rd Aug 2005 00:11
if they turn the servers back on i will try and play again
optical r
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Posted: 23rd Aug 2005 00:38
at least someones testing wokrd, i cant even get players to connect :-(


**** server is up and running FROM 15.41 GMT ON 22 AUGUST 05 ****
izaboo
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Posted: 23rd Aug 2005 01:37
i didnt get to play yesterday
SGT KOOLAID
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Posted: 24th Aug 2005 23:38
very nice megaton!
izaboo
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Posted: 25th Aug 2005 01:10
when is the next test?
Tharkis
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Posted: 26th Aug 2005 02:58 Edited at: 26th Aug 2005 02:59
Latest progress...

Added in the Inspect GUI and working system.

Fixed a movement/collision bug that was causing players to offset from server positions and also reduced amount of CPU work for updating character position by half, helping to smooth out movement.

Added in a progress delay animated hourglass. Whenever interacting with an object, your cursor will turn into a 3D hourglass and your normal actions will be suspended for a few seconds until finished.



I will post a new version and begin testing as soon as I finish the auto-updater for the program.

izaboo
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Posted: 26th Aug 2005 03:04
I have not got to play yet and i want to play

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