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Work in Progress / [DBP] BlueLight Online ([M]MORPG)

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Sergey K
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Posted: 10th Mar 2006 21:54
thanks hyrichter as always

Sergey K
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Posted: 10th Mar 2006 22:17
@Sunrise 3D: no, actually its not a lot at all.
i mean, there is always a possibility that the client will crash somehow from some reason.. that happens to everyone lol



you know what, you are right, its probably around 5% Client and 3% Server

the multiplayer is always buggy, thats why it crashes

warship45
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Posted: 11th Mar 2006 14:17
anyway how long left before u are testing or letting us see a demo??

www.0z0.co.uk
Sergey K
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Posted: 11th Mar 2006 18:39
errr.. around week and the demo will be out (or someting like that)

warship45
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Posted: 11th Mar 2006 19:40
cool cant w8

www.0z0.co.uk
Sergey K
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Posted: 11th Mar 2006 20:20
well, ill release the game a week after ill dig up some npcs..

Sergey K
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Posted: 11th Mar 2006 21:26
Update:
i just finished new scripting system that i called it RTL(Real Time Load)

this means that i can handle unlimited number of objects in the game, and fps will be always big (atm the fps is 70+) and the game load is even faster than before!



ahh what a view

warship45
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Posted: 11th Mar 2006 21:30
looks cool however why are you flying??

lol keep up the good work

www.0z0.co.uk
dark coder
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Location: Japan
Posted: 11th Mar 2006 21:32
looks awsome! really love the player models

everything reminds me of knight online in some ways or just torque, really love the play models next are you going to add changing clothes? be sure to add the bikini (for the female)

and one thing you could work on is the terrain as it looks kinda like a matrix right now :/, some nice blending textures and lightmapping would look awsome .

Halowed are the ori.
Sergey K
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Posted: 11th Mar 2006 21:39
Quote: "looks cool however why are you flying??"

im stadnign on a house..

i climbed up on the left mountain and jumped..

Quote: "everything reminds me of knight online in some ways"

thanks!
what a honor!

Quote: "really love the play models next are you going to add changing clothes?"

i dont think ill change the cloths of the players..
all what i planned to add in the game as an equipent that you can see in 3d, is swords and shields..

Quote: "and one thing you could work on is the terrain as it looks kinda like a matrix right now :/, some nice blending textures and lightmapping would look awsome "


errr.. ill put more trees on that place and it will look better i think.. (or just, ill change the texture)

warship45
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Posted: 11th Mar 2006 21:51
o i see it now lol standing on the house. lol looking nice and if u kept it up you could make this such a good game

www.0z0.co.uk
Sergey K
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Posted: 11th Mar 2006 22:39
hey all again
i just made a quick work of nice graphics in 3dmax..
what you guys think?


warship45
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Posted: 11th Mar 2006 22:40
thats cool lol

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The admiral
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Posted: 11th Mar 2006 23:49
Looks cool as ever

The admiral
Seppuku Arts
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20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 12th Mar 2006 00:19
Quote: "hey all again
i just made a quick work of nice graphics in 3dmax..
what you guys think?"


The grass is a little single toned, however looks pretty nice

Quote: "be sure to add the bikini (for the female)"

Tch, its alright for women to wear Bikinis, but when a man does it, its sick to everyone, what a sexist world we live in...


Quote: "i just finished new scripting system that i called it RTL(Real Time Load)"

Nice, like POP III and the new[ish] Tony Hawks?

Quote: "errr.. around week and the demo will be out (or someting like that)"

Nice, will be waiting dude

Sergey K
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Posted: 12th Mar 2006 00:32
Quote: "Quote: "i just finished new scripting system that i called it RTL(Real Time Load)"
Nice, like POP III and the new[ish] Tony Hawks? "


errr.. what you mean?

Sergey K
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Posted: 12th Mar 2006 17:55
so far, 402 trees in whole game, load time is around 1 second and the fps is 70+

update: now i added a small debug mode. so if if will detect some bug/error or whatever, it will show source file name of the bug, function name and error number



BOY, THE MAP IS HUGE!

warship45
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Posted: 12th Mar 2006 18:26
looking cool and a big map = better more fun to play lol
Gil Galvanti
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Posted: 12th Mar 2006 18:33
looking great

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Opposing force
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Posted: 12th Mar 2006 18:44
A question, do you load each tree indivudally within Dark Basic professional...

load object "tree.x",1
position object 1,100,0,100

or do you use a world editor to load and place the trees within your world.

Felony Rise 10% complete
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General Sephiro
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Posted: 12th Mar 2006 18:46
Looking good, but i have a request, for a half human half bunny race

Half breeds have always been a favorite of mine, ever since I played Bloody Roar oooo *goes downstairs to play it* will comment later ^-^

warship45
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Posted: 12th Mar 2006 20:56
the fog is looking nice gogetax you have made it closer is that for your real time load code?
Xenocythe
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Posted: 12th Mar 2006 21:43
Nice dude

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
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Gil Galvanti
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Posted: 13th Mar 2006 01:38
yeah, cool fog, I'm looking to do something like that for my game, how do you do it?

Pirates of Port Royale
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Sergey K
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Posted: 13th Mar 2006 08:36
Quote: "A question, do you load each tree indivudally within Dark Basic professional...

load object "tree.x",1
position object 1,100,0,100
"

errr.. that will make the game load v. slow.
i just making main object to load in startup of the game, and then im just CLONING the objects which makes the load v. fast.

Quote: "the fog is looking nice gogetax you have made it closer is that for your real time load code? "


errr.. actually, its far as it was before. i just changed the fog colour by request from "General Sephiro"

Quote: "yeah, cool fog, I'm looking to do something like that for my game, how do you do it?"


General Sephiro suggested to me to use one of those fog rgb's:
RGB(82,87,81)
RGB(55,78,62)

Sergey K
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Posted: 13th Mar 2006 08:42
oh and General Sephiro, about your suggestion with the race, i could do that, but only if i had modelers that could help me. atm im searching for NPC modelers though

Sergey K
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Posted: 13th Mar 2006 11:44 Edited at: 13th Mar 2006 11:44
so far so good guys!
new updates:
RTL system updated - the fps increased by 5, so now the fps is 70+ EVEN if i got now 850+ Trees over all the map

new command in chat system:
/pos - to get the X/Y/Z positions of the player.

General Sephiro
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Posted: 13th Mar 2006 17:01 Edited at: 13th Mar 2006 17:02
hmmm, here are a few..., feel free to edit them / use em...

I used Dark Matter for the dinosour 1, then edited it's posture and other..., I can animate them 4 you, but i'm a bit busy with DF2

I'm most happy with the vampire model ^-^

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Sergey K
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Posted: 14th Mar 2006 11:11
thanks General Sephiro, ill look at them later today.

a got good news guys!
i found two pro character modelers that could help me with the game

and who knows, maybe ill make the game more advanced!

warship45
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Posted: 14th Mar 2006 13:37
sounds cool cant w8 until you get the demo how long left now
GatorHex
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Posted: 14th Mar 2006 15:47
Greedy!

Give me one of the pro modellers!!!!

Sergey K
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Posted: 14th Mar 2006 16:10
Quote: "Give me one of the pro modellers!!!!"

why?
i mean, they wont do anything for you you know..
they just supports my game that much so they are agreed to make models for me

GatorHex
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Posted: 14th Mar 2006 16:15 Edited at: 14th Mar 2006 16:16
Its hard work doing everything my own, I need a team of aliens working for me!
- Support Gator-Hex!
ah better
Sergey K
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Posted: 14th Mar 2006 17:56
here is my suggestion (and what i did)
go to the "Non-Paying and Mod Projects" in TurboSquid forum (or just click here lol)

and put there some progress of your game and ask for a modelers request.. im sure someone will come.

GatorHex
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Posted: 14th Mar 2006 18:27
Thank you very usefull
Opposing force
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Posted: 14th Mar 2006 19:24
GogetaX, how big is the world in your game? Would it be possible to post an overview of it?

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Lukas W
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Posted: 14th Mar 2006 20:56
yea will you have auto map and stuff in it?

HorizShootiz - finished
Gil Galvanti
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Posted: 15th Mar 2006 01:55
Quote: "Quote: "yeah, cool fog, I'm looking to do something like that for my game, how do you do it?"

General Sephiro suggested to me to use one of those fog rgb's:
RGB(82,87,81)
RGB(55,78,62)"

So you just used the built in DBP fog commands? With no problems?

Pirates of Port Royale
Live the life of a pirate.
SageTech
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Posted: 15th Mar 2006 02:00
GogetaX, Nice work, impressive on many points, i do however have a question. do you ever manage to lose packets even if the 1 flag is set in netsend/netsendall? it seems i have this problem, mostly with chat. I thank you for having something to show me tempest can do what it says on the tin, and much more.

If you're so smart, why are you reading my post?
General Sephiro
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Posted: 15th Mar 2006 02:58
Gil Galvanti -> as i've simply stated you can blend the fog into your background better if you use the same colour scheme as your background. I just picked out 2 colours of his backgrounds...
in which i thought would best suit.

Yes i believe he is using the built in fog commands...

Sergey K
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Posted: 15th Mar 2006 09:08
Quote: "GogetaX, how big is the world in your game? Would it be possible to post an overview of it?"

hum.. walking around errr.. 5 minuts and runing around 3 minuts over all the map to rich the end.

ill put the map size lil bit later on. the map is without any objects. so the map might look kinda sux.


Quote: "yea will you have auto map and stuff in it?"

whata auto map?


Quote: "So you just used the built in DBP fog commands? With no problems?"

what problems you mean? (but i guess General Sephiro answered your question already)


Quote: "GogetaX, Nice work, impressive on many points, i do however have a question. do you ever manage to lose packets even if the 1 flag is set in netsend/netsendall? it seems i have this problem, mostly with chat. I thank you for having something to show me tempest can do what it says on the tin, and much more."

errr.. im not using Mulitysnc commmand (i got tempest, remember? its alos available to download already)
but still, what are you mean by "built in fog commands"

GatorHexx
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Posted: 15th Mar 2006 10:08
Sage

you probably lose packets because of flood due to one of you PCs talking faster than the other. Some people use a timer system to solve this but I use a token system i.e. only the person holding the gonch/peace pipe can talk.

I get fog problems when my world grows large than 10,000 units. I've replaced it with a sky sphere.
SageTech
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Location: Orlando, Florida
Posted: 15th Mar 2006 21:47
sorry, i meant tempest, so tsendall is what i meant, but anyway i think ive found the problem, nice wok nonetheless though. cant wait to get hands on.

If you're so smart, why are you reading my post?
Gil Galvanti
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Posted: 16th Mar 2006 03:28
Quote: "what problems you mean? (but i guess General Sephiro answered your question already)"

Like getting it to show fog when your at an increment of 45 degrees (45, 135, etc), it has some bug that won't show it for me. I didn't know that fog could look that good with the DBP command, but you've proved me wrong if you did it in DBP

Pirates of Port Royale
Live the life of a pirate.
Sergey K
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Posted: 16th Mar 2006 08:01
well, as requested, here is the world map (not finished yet though)

the red spot on the map, is the castle:


ThomasFN
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Posted: 16th Mar 2006 14:10
i cant seem to see the pictures, de just come up as a page wid a red cross in it

Sergey K
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Posted: 16th Mar 2006 15:04
so you can't see the pictures at all?
how about links?
http://i4.photobucket.com/albums/y144/gogetax1/Blo027.jpg

(and the red spot on the map, is the castle on the next picture)
http://i4.photobucket.com/albums/y144/gogetax1/Blo023.jpg

Opposing force
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Posted: 16th Mar 2006 16:08
Just a few questions...


1.Did you create the map in Dark Basic Pro or did you make it in a 3d model software?

2.Have you added any monsters that you can fight yet?

3.what will the combat system be like; turn based or attack and defend?

4.Can you still play the game if the server is switched off, i mean like walk around the world?

5.In tempest how the heck do you get collision to work? i use

if object collision(player,0)>0 then position object player,x#,0,Z#

X and Z being the variable in which the players position is stored.

6. Are you going for graphics or gameplay as being the best looking feature.

Felony Rise 10% complete
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warship45
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Posted: 16th Mar 2006 16:46
wow cool gogetax the map is looking sweet
Sergey K
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Posted: 16th Mar 2006 17:30
1) 3dmax

2) not yet, waiting for NPC models

3) im not sure yet how ill make the combat system. but i think ill make it like, left, click = attack, right click = Def or something..

4) errr.. basicly, no you wont be able to play the game while the server if off. but i didnt a debug mode (Only for my self) that i dont need the server to play the game

5) tempest is not collision dll.. and im just sending the current positions of mine to other ppl so they will see me in same place in the game (if that what you meant)

6) graphics and game play.. (well, graphics not much, so im tring the BEST of minimum. so basicly, im trying to get the best from DBP and with big FPS

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