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Work in Progress / Lands of Andesa - MORPG

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optical r
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Posted: 24th Aug 2005 16:06 Edited at: 24th Aug 2005 16:06
GoGetaX if you can hear me, please wouldn't you mind testin LAnds of Andesa (new one) the server is online. Same for anyone


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Sergey K
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Posted: 24th Aug 2005 17:17 Edited at: 24th Aug 2005 17:18
heard u, but u said that the server is offline already.. isent it?

downloading it anyway..

Your signature has been erased by a mod because it's larger than 600x120...
optical r
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Posted: 24th Aug 2005 19:20
ok, new updates...

new screen, finished the speech dialog functions - can have as many NPCS as i like and is optimised for more.

new scenery (cheers vanB)





fixed a whole host of bugs.


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Dom
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Posted: 25th Aug 2005 16:50
Looking good man

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Kohaku
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Posted: 25th Aug 2005 17:54
That cube is looking hotter every time I see it.
Did you say that you've added collision to it?


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optical r
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Posted: 25th Aug 2005 22:27
yeh, only with terrain though.

lol - its one sexxayy cube aint it? Naw thought not. Modelling character as well as first enemy: goblin-warror

BREAKTHROUGH:

the game works online. I tested it with two instances of the client app running through the server on the same PC - smooth as anything.

Aura, can i ask why you set the time to 2000 for sending the data to the server? I took that bit out and got perfectly smooth control!!

screen:



(yes, the place underwater is the 'lobby' at the moment, but will be the start village)

Ive also got to set the day/night code to work from the server so that when new players join, the time will be that of the server etc etc. Tries it once but screwed up the server (still figuring out the order in which data is pushed from the server and popped onto the net stac in the cleint...getting there though). Happy days!


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Kohaku
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Posted: 25th Aug 2005 23:08 Edited at: 25th Aug 2005 23:09
I set it to 2000, because I like to take things easy. I suggest you leave a slight interval in yours too, to avoid lag.

Not sure if you've read the AGE thread, but I made an update to the server code, http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=635104

replace your current server code with that, and remove the "settings.txt" file(use "config.ini" instead). This one allows you to set the maximum ammount of players in the "settings.dba" file, and also the distance that players are notified of eachothers existence. You'll need Multisync to compile it.


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Dom
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Posted: 25th Aug 2005 23:10
Quote: "(still figuring out the order in which data is pushed from the server and popped onto the net stac in the cleint...getting there though)
"


Backwards, multisync receives everything in the reverse order which it was sent. So if you want your server to receive PLAYERNUM,X,Y,Z in that order then you would send it in this order Z,Y,X,PLAYERNUM

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Benjamin
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Posted: 26th Aug 2005 00:03
Quote: "Aura, can i ask why you set the time to 2000 for sending the data to the server? I took that bit out and got perfectly smooth control!!
"

Because otherwise the amount of data sent per second will depend on framerate, which is bad for many reasons. One of them being that sending that often will murder 56Kers.

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optical r
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Posted: 26th Aug 2005 00:05 Edited at: 26th Aug 2005 00:07
cheers aura. ive got 5 as the interval to avoid lag. Oh, i was wondering about the distance because its very small in my world, the other player stops moving on the others screen asfter a few hundred units. Also, how come the player data doesnt display above the client plasyer (like clinet login name etc) cuz the codes there, ive seen it anyway

@dom: yea i figured that out but eneded up getting player 2 angles instead of time. Ill work on it tomorow (tired) and should get it sorted. Cheers anyway


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Kohaku
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Posted: 26th Aug 2005 14:02
I don't remember why I didn't have the player names above their heads. I'll look into it now-ish. On another note, check the last post in the AGE thread if you're interested in the collision system that I've added to the frameworks. The key thig about it is the Move_Col_Object(object number, speed) function, which moves your object, and calculates polygon based collision. I suggest looking into the collision.dba file to see the two of them. Also, I have an idea that will make it faster, and that is having a seperate array for objects that exist, to save the huge for loop that I'm doing right now. Instead, it would be a small, concentrated for loop.


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optical r
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Posted: 13th Sep 2005 18:18 Edited at: 13th Sep 2005 18:25
okay, it been a while
(Please ignore siq, server is DOWN)

UPDATES:
redone entire HUD
Added map and WHOIS
[EDIT] Added trees to overworld map
[EDIT] Added start of a dungeon
Improved chat system
Added lobby city with new buildings for overworld map
trade system 80% finished
Weapon sysnthesis 50% finished
added 2 shops (more to come)
Added collision and chat (thanks Aura)
Added new menu screens
Modelled basic poser model with 1 animation for now, for clients
Battle system 70% finished
Stat system 50% finished

WORKING ON:
Item modelling
Inventory Sprites
Equipping items
HUD interaction

SCREENS ARRIVING SOON (problems with USB pendrive )

EDIT: NB - moving out soon (monday the 19th sept) to my new penthouse flat in the Citaaayy, when i start Uni! This is bad news as (even though it has everything - including sofas, xbox and a widescreen tv left from runaway tenants - yes tangiable assets) it does not have any internet connection, so any updates will be rather slow unless if i can upload stuff from Uni or at home during term breaks (but i WILL be working on this moderately)


**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****
Sergey K
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Posted: 14th Sep 2005 08:54
any new screenshots?


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Dom
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Posted: 14th Sep 2005 18:03
GogetaX
Quote: "SCREENS ARRIVING SOON (problems with USB pendrive )"


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Kohaku
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Posted: 14th Sep 2005 19:48
Can't wait to see those shots optical r. As you're soon to leave, is there anything in particular that you would like me to work on in the framework before you go?


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optical r
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Posted: 14th Sep 2005 20:04
Cheers aura, i really cant think of anythionjg off the top of my head, right now i can manage with the trading and battle engine, and it was great timing for the stats part of the server (mine started screwing up), but, hey ive got 4 days before i leave so i don't wont to take up much of your time if i came up with a huge request or something to fit into such a tight scehdule.

To all, i will get those screen up soon


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optical r
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Posted: 15th Sep 2005 14:58
New screens ('finally!'), I hear you jeer.

Well its been an invigorating 2 days of coding into the new framework release but successful

Please note - only just finished modelling and animating blacksmith (not skinned, dont why he's black but it looks cool)

@Aura - I had to reposition my player by adding 225 units to his y position for each collision function - it solves the problem of making him appear to be walking on the ground (or surface), but going under building with ceilings (like bridge, if you will) the player's y position hops to and fro - how else can i adjust the player y position without screwing up the vector algorithm in the collision?
thanks in advance

Newayz, enuff of that - note: theres no screenies of battles (implementing special fx for speel casts so imo you'll be impressed to see screens of casting speels at enemies

screens: (ignore dodgy sky -wip)

market scene in lobby town:
http://i14.photobucket.com/albums/a326/opticalrecess/loa1.jpg
http://i14.photobucket.com/albums/a326/opticalrecess/loa2.jpg
Blacksmith hut:
http://i14.photobucket.com/albums/a326/opticalrecess/loa3.jpg
Blacksmith (animated)
http://i14.photobucket.com/albums/a326/opticalrecess/loa4.jpg
Top of guard tower in town - via steps (collision test success)
http://i14.photobucket.com/albums/a326/opticalrecess/loa5.jpg
New HUD (final design i think lol - note - no icons for items as lvl1 and need to draw them)
http://i14.photobucket.com/albums/a326/opticalrecess/loa6.jpg
mmm...fresh moat water!
http://i14.photobucket.com/albums/a326/opticalrecess/loa7.jpg
Woodcutters houses (need more trees yet)
http://i14.photobucket.com/albums/a326/opticalrecess/loa8.jpg
Offline test
http://i14.photobucket.com/albums/a326/opticalrecess/loa9.jpg



Any C&C always welcome!


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Kohaku
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Posted: 15th Sep 2005 16:25 Edited at: 15th Sep 2005 16:26
Erm... HOT!

As for your collision problem, are you sure you replaced ALL of the old move object and collision files? I updated all of them as I was having a similar 'jumpy' problem before.


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optical r
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Posted: 15th Sep 2005 17:04
cheers

about the collision, ive sussded it now bt thanks anyways

added new effect to chracters when they level up:



ive developed an algorithm for identifying which speels are needed where and allowed the server to send a boolean value and an extra byte of infom for spell state, this means if a player is using a spell on another client , everyone else can see which one and who casts it!

more udpdates soon (churning out as many as possible be4 i leave!)


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Sergey K
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Posted: 15th Sep 2005 18:19
heh so u found a trail effect


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Kohaku
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Posted: 15th Sep 2005 19:41
*faints*

So anyway, I'm going to be setting up a page where users of age can submit their best age based screens. Was wondering if you would be kind enough to submit an entry, whatever one, or more, that you like. That would be great.


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optical r
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Posted: 15th Sep 2005 19:56
@Gogeta: yes, to be used sparingly though as it can reduce fps for *ahem* lower end gfx cards such as yourslef

@Aura: Yeh, in fact i've reworked the main map with a *sweet* new terrain and pixel shaded water, ill take some very hi-res and slightly oot shots for you!


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Kohaku
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Posted: 15th Sep 2005 20:38
Cheers for that.


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Megaton Cat
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Posted: 16th Sep 2005 00:02
Nice models!


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Bizar Guy
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Posted: 16th Sep 2005 02:55
Wow. This is very impressive!

TDP Enterprises
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Posted: 16th Sep 2005 03:26
a duh.............(picks jaw up off floor).........wow, excellent work.

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WarGoat
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Posted: 16th Sep 2005 04:08
some people at the begining of this thread was not sure if it was going to be a succes. As far as I can see its a success. I like it its looking very cool. Good job.

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The admiral
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Posted: 16th Sep 2005 07:52
Congrats man this is looking great

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optical r
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Posted: 16th Sep 2005 14:24
thankyou all, i did get the feeling this wasn't a success (no this isn't an awrds speedch) hence why ive changed the game about 5 times, i think ill stick with this desing though - working on battle mechanics and testig today so check back for updates in a few hours


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Kohaku
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Posted: 20th Sep 2005 17:24
I guess you left for Uni. Come back soon!


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optical r
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Posted: 21st Sep 2005 12:37
yeh, been there for acouple of days now, very good! Just waiting to get broadband installed at the flat


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Gingerkid Jack
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Posted: 16th Oct 2005 20:13
any one hear

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noooooooo screams Darth Vader
TDP Enterprises
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Posted: 16th Oct 2005 20:25
your avatar is gay jacko

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Benjamin
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Posted: 16th Oct 2005 20:41 Edited at: 16th Oct 2005 20:42
Quote: " your avatar is gay jacko"

Where the hell did that random comment come from?

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Megaton Cat
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Posted: 16th Oct 2005 20:46
Leave the homophobic alone.


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Sergey K
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Posted: 17th Oct 2005 00:49
Quote: "**** server is up and running FROM 19.00 GMT ON 23 AUGUST 05 ****"


does the game is already finished?
(its your signature - optical r)


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Gingerkid Jack
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Posted: 23rd Oct 2005 12:28
its not gay

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Gingerkid Jack
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Posted: 25th Oct 2005 12:14
more info!

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Game pro
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Posted: 28th Oct 2005 01:08
So you programmed the server in darkbasic and the client in c++ or something?????

I have nothing to say to the likes of you.
Alkaline
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Posted: 28th Oct 2005 01:53
no both are in darkbasic. he's using age, which is an open source type multiplayer thing that he used for both client and server

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Sergey K
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Posted: 28th Oct 2005 02:16
why does everyone thinks that C++ is the only program to make server/clients, i mean, its also possible in dbp...


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WarGoat
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Posted: 28th Oct 2005 03:14
Most people think that C++ is THE program to do server/client because that can do dlls...

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Alkaline
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Posted: 28th Oct 2005 06:12
haha sett, sorry to go off topic but your sig man

Quote: "P,pentium IIII, 1,9"


isnt it suppose to be pentium IV? sorry that just caught my eye

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Gingerkid Jack
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Posted: 29th Oct 2005 19:12
@optical r
could you do a small video(s) of gameplay using fraps or something. Its looking great.

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Gingerkid Jack
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Posted: 30th Oct 2005 12:23
optical r?????

ARE YOU THERE

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WarGoat
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Posted: 30th Oct 2005 15:10
Quote: "isnt it suppose to be pentium IV? sorry that just caught my eye"


lol you're right, I've never noticed it. thx I'll change it.

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Gingerkid Jack
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Posted: 2nd Nov 2005 19:56
oh well

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Gingerkid Jack
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Posted: 4th Nov 2005 20:42
where has optical r gone

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optical r
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Posted: 21st Nov 2005 11:13
Right im back...

Im at uni in a meeting at the moment so no new screens until i bringin my usb pen, sry

But a HELL of a lot of progress


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Gingerkid Jack
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Posted: 30th Nov 2005 08:54
go on

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