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Work in Progress / Open Source MMORPG Project

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tyrano man
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Location: Battle City - Kalspher :)
Posted: 3rd Apr 2007 20:10
Iv'e only just seen this; but i agree


The Kalspher forums are now open!
Slayer93
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Posted: 4th Apr 2007 01:57
You have to send a pm to registration and then we will activate your account personally, we are doing this since there was a spammer on our forums. If that doesn't work you could email a core member.

More info here - http://www.ommorpg.vectramedia.net/index.php?topic=621.0

Current Projects - Zio Engine: RPG Engine and OMMO

tyrano man
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Posted: 4th Apr 2007 09:21 Edited at: 4th Apr 2007 09:26
Thanks

Done. Can't wait till I can start my WIP thread. Also how many pixels is a scale man in the game? I need to know so that I can scale my models appropriatly.


The Kalspher forums are now open!
Slayer93
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Posted: 5th Apr 2007 03:05
No Problem and your registered. This is an engine so the model scale can be anything, at least until we decide on a scale.

Welcome to the project

Current Projects - Zio Engine: RPG Engine and OMMO

RiiDii
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Posted: 5th Apr 2007 07:13
Welcome to the project tyrano man.

Model loading is scripted, and with that - will be auto-scaled to the default "1" unit scale. So, if we script a model to be 1.5, it will be 1.5 units in game. As we have only started playing with this idea; the unit is currently the default dwarf model. In the end, a unit will likely be the size of a default human model. So, a 1.5 scaled model would be about 9 feet tall (based on a 6 ft tall human).


Open MMORPG: It's your game!
tyrano man
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Posted: 5th Apr 2007 15:30
Kwl I'll just make all my models 20 pixels high as thats the eaisiest for me to model in


The Kalspher forums are now open!
RiiDii
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Posted: 14th Apr 2007 08:27 Edited at: 14th Apr 2007 08:29
With the GDD wrapped up and the Criterion Coding System / Dynamic Function Engine developed an ready to go, this project is under way again. On our site, I have posted some job requests here. The job requests are generally small tasks that should only take a few days or so to complete. So if you have been waiting for something to code for this project, now is the time.

Also, please stop by and take a look at the program announcement for the Criterion Coding System, here. Thanks.


Open MMORPG: It's your game!
Jerok
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Posted: 15th Apr 2007 00:37 Edited at: 15th Apr 2007 01:21
I want to sign up for one of the jobs but I can't figure out how to post on the site. I know its probably really simple but I can't figure it out. I am planing to work on player controller as soon as I learn to use DFE and CCS. It shouldn't take me long to learn you seem to have made it very simple for everyone to use.

<edit> Do you want me to include sliding collision in the code and am I allowed to use DLLs in this?
Slayer93
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Posted: 15th Apr 2007 05:42
Make sure you pm registration so we can register you and you can post.

Current Projects - Zio Engine: RPG Engine and OMMO

sith lord
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Posted: 15th Apr 2007 13:38
If you want a hand with art and some coding me and my team will help we consist of the following

me (coder concept adn level theory)
A non member of the forum (coder)
2 testers
2 new modelers ( just learning)
RiiDii
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Posted: 15th Apr 2007 19:29 Edited at: 15th Apr 2007 19:32
sith lord: yes, we would be happy to have you and your team join us. Just click on my sig below and sign up on our forum. PM "registration" or myself and we will set you up as a registered member so you can post. Sorry for the process, but we were getting annoying spam posts and whatnot.

Jerok: Sliding collisions would be great. And sorry, but no DLL's. Part of the project concept is to push the limits of DBPro and show what can or cannot be done with DBPro. We do allow DLL's for tools and utilities, such as our level creator and other tools, as long as the final output does not require a DLL.

Edit: Jerok, I found you on our forum and have upgraded you to registered member status, so you can now post.


Open MMORPG: It's your game!
Cash Curtis II
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Posted: 15th Apr 2007 19:47
Quote: "Sliding collisions would be great. And sorry, but no DLL's"

Not even Sparky's collision DLL? That's a must. I consider it to be as much a part of DBP as AT is. Some parts of DBP are just broken and can't handle the load of a game of this complexity.

Music is another area - if you are using lots of memory, using MP3 files can crash your game on exit. I struggled with that problem for a long time and it would have been a project killer if not for Torrey's Audio plugin.

Maybe just free DLLs? That is really DBPs strength in my opinion. There are so many things that you couldn't do without addons.


Come see the WIP!
RiiDii
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Posted: 15th Apr 2007 20:42
I do have a DBPro-only sliding collision that works fairly fast. With a bit more work, we might be able to have it work "fast enough". The real trick is in resource management. Turning features on and off in real time so that the size of the game does not matter. For example, who cares if cows are walking through trees on the other side of the world? So, turn their collision off, and minimize their AI.

I agree with you that dll's are one of DBPro's strengths. We have had many many discussions on whether to use them or not. The end results of these discussions is that we will use them if we have to - as a last resort. But until then, we want to see how far we can push DBPro without.

Just as a side note: in the demo, the player's sliding-collision was localized to only checking for collision within a given range of the player. This dropped our FPS down to about 22-25. Not good. However, certain visual effects, such as underwater, reduced the FPS to about 12 or less. Since that time, I have done a lot of work on improving resource management. For the full RPG, I expect we can keep the FPS well above 30 (the agreed on minimum requirement).


Open MMORPG: It's your game!
sith lord
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Posted: 15th Apr 2007 21:06
I have registered and sent a pm to you.
Cash Curtis II
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Posted: 16th Apr 2007 04:51
I agree, resource management is the #1 concern in a game like this. In GH, I stop most things off screen. I even totally remove the animated model. That was a huge help. Every character is still roaming around, but they are just a box.

People might not care if a cow is walking through a tree, but it will be a problem if a character is walking inside of a wall when the player sees them. Then the character, or cow, would be stuck and it could be quite an embarrassing situation. So, I still use collision on my off screen entities. Sparky's has a minimal overhead, so it doesn't hurt to do so.

This is a very important project. I just want it to do as well as possible.


Come see the WIP!
RiiDii
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Posted: 16th Apr 2007 10:08
I agree with you Cash - 100%. I am not exactly sure if we can manage it without a dll or two. But we'll give a try first. If we can't even come close, then we will drop that rule and use a dll or two.

My thoughts on off-screen collision was to just do simple area-based collision (vectors seem to be fast enough). If an object comes within a certain distance of another object, then it is considered to have collided. This should be sufficient to prevent cows from becoming stuck in trees or in houses. It might prevent critters from going places they can go with more detailed collision, but I figure that should be pretty much unnoticeable in most cases. Not going for a Sim here.

Quote: "This is a very important project. I just want it to do as well as possible."

Thanks! GH is as well!


Open MMORPG: It's your game!
Jerok
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Posted: 16th Apr 2007 17:29 Edited at: 16th Apr 2007 17:33
Quote: "Edit: Jerok, I found you on our forum and have upgraded you to registered member status, so you can now post."

Tyvm

Quote: "Jerok: Sliding collisions would be great. And sorry, but no DLL's. Part of the project concept is to push the limits of DBPro and show what can or cannot be done with DBPro. We do allow DLL's for tools and utilities, such as our level creator and other tools, as long as the final output does not require a DLL.
"


Not entirely sure how I am going to do sliding collision yet but wouldn't I just make six intersect objects off of the six faces of a cube and do the math with the given data.

Quote: "My thoughts on off-screen collision was to just do simple area-based collision (vectors seem to be fast enough). If an object comes within a certain distance of another object, then it is considered to have collided."


Why not just turn off movement of those object not near the player. You could even completly delete an object not near the player.

<edit> I see slayer has now accepted player controller so I might attempt AI navigation. Not sure yet.
Cash Curtis II
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Posted: 16th Apr 2007 18:41
Quote: "Why not just turn off movement of those object not near the player. You could even completly delete an object not near the player."

You could, but that would make the world less dynamic. Time would stand still while you are off screen. That isn't really a problem for random monsters, except that players would notice that they haven't moved since they went off screen. The real problem becomes NPCs that have schedules that are tied to the time of day. They would cease to function. Such a thing isn't necessary for a game, but I believe that if you have day/night cycles then it is necessary.


Come see the WIP!
Slayer93
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Posted: 17th Apr 2007 01:53
Quote: "<edit> I see slayer has now accepted player controller so I might attempt AI navigation. Not sure yet."


If you would like to do it you can, I have other things to do for the project and was just getting it to learn how to use DEF more.

Current Projects - Zio Engine: RPG Engine and OMMO

Jerok
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Posted: 17th Apr 2007 03:51
Quote: "If you would like to do it you can, I have other things to do for the project and was just getting it to learn how to use DEF more."


It does not matter to me. It is probably better for me to do AI navigation because I still need to write some for my game anyway and I am not sure how I am going to make it so it should be fun
Slayer93
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Posted: 17th Apr 2007 03:52
Ok, can't wait to see what you make

Current Projects - Zio Engine: RPG Engine and OMMO

RiiDii
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Posted: 13th May 2007 03:52 Edited at: 3rd Jun 2007 19:13
Bumping - still alive and working. I hope to post work on updated statics (grass, rocks, dirt, brush, general terrain background coolness) on Sunday (my day off).

Edit: Here is a sample...




Open MMORPG: It's your game!
Inverted
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Posted: 13th May 2007 09:46
lookin sexy


Lawl
Bizar Guy
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Posted: 13th May 2007 16:46
Wh-oa!!! That is a TON of grass! Very impressive. The trees are pretty decent as well. This looks like a plains area, and would look very good with some massive structure nearby, and a more defined horizon line or low hills in the distance.

...There seems to be some sort of cloudy thing between the viewed area and the skyshpere. Whatever it is, it's the only ugly thing on screen. It's probably just an unfinished feature, but I'm curious to know why it's there.

The ARRAYinator
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Posted: 13th May 2007 18:54
Looking really good Ridii! I sent you over an email. Keep up the good work!

RiiDii
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Posted: 13th May 2007 19:26 Edited at: 3rd Jun 2007 19:13
Quote: "...There seems to be some sort of cloudy thing between the viewed area and the skyshpere. Whatever it is, it's the only ugly thing on screen. It's probably just an unfinished feature, but I'm curious to know why it's there."


That was just me playing with the sky sphere texture. I was going for a "forest" background. It was not the focus of this section of the project, so I did not spend more time to get it looking good.

Thanks for the comments! I hope to have the code finished soon.


Open MMORPG: It's your game!
RiiDii
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Posted: 14th May 2007 04:16 Edited at: 16th May 2007 05:51
Here's a short demo of the new statics.

There are a few improvements. One is that the statics now auto-scale to fit the terrain. Using a smaller statics map increases the size of each static object, which also extends out the range that the statics are drawn: think of statics as being updated in a 10x10 grid. If each static is 1 DB unit in size, the range is 10 units. If each static is 5 DB units in size, the range is 50 units. The trade-off is that less detail is possible and larger statics can be clumsy, ending up at extreme angles.

The trees are not part of the Statics and have been placed randomly on the terrain. In a game, the trees and buildings would be positioned using a terrain editor. So forgive the misplaced or odd angled trees.

Another upgrade from the previous statics code is that the statics are more consistent. Originally, walking over the same area twice likely meant seeing different statics or statics place differently. Now, each time an area is walked over, the statics will look identical, even during different executions of the program.

http://www.ommorpg.vectramedia.net/downloads/tools/Statics%20II.rar


Open MMORPG: It's your game!
RiiDii
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Posted: 14th May 2007 04:40 Edited at: 3rd Jun 2007 19:14
And some eye candy to go with it.


Grass:



Flowers:



A road:



Sand:



Open MMORPG: It's your game!
RiiDii
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Posted: 16th May 2007 11:04
No comments?


Open MMORPG: It's your game!
Cash Curtis II
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Posted: 16th May 2007 13:33
It looks amazing. You're doing a fantastic job managing all of the assets in this game. I look forward to seeing more


Come see the WIP!
Benjamin
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Posted: 16th May 2007 14:50
It looks nice but what's with the ugly border?

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Mr Kohlenstoff
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Posted: 16th May 2007 23:21
Uff, awesome!

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
Sixty Squares
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Posted: 17th May 2007 04:26
Wow. I don't think I've ever seen "MMORPG" and "DBPRO" and "EYE CANDY" in the same post before... Nice one

RiiDii
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Posted: 17th May 2007 08:19 Edited at: 3rd Jun 2007 19:15
Quote: "what's with the ugly border?"

That's a placeholder for a HUD.

Quote: "You're doing a fantastic job managing all of the assets in this game."

Thanks! It's not an easy job.

Quote: "I don't think I've ever seen "MMORPG" and "DBPRO" and "EYE CANDY" in the same post before..."

If I didn't double post, there would have been a demo link included as well. I am sure I can try to do better.


Open MMORPG: It's your game!
MikeB
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Posted: 25th May 2007 11:00
I only just discovered this, and I can't be bothered to read nine pages, so I have a few questions questions.

Which phase are we on now??

What do you need help with?
I'm not much of a coder.... but I love designing (quests etc.) and I'm OK at modelling static stuff.

I'm also getting better at 2d art using gimp .

E.D.

MikeS
Retired Moderator
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Posted: 25th May 2007 20:00
Just wanted to pop in and say keep up the great work! This is looking very good as always.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Bizar Guy
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Posted: 25th May 2007 23:05
That is quite amazing. Looks extremely promising.

...I'll try downloading it.

sith lord
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Posted: 27th May 2007 13:15
hey riidii have you got any idea when the website will be back as i cant get on. and have you get any jobs quest desighns anything for me/ team.
RiiDii
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Posted: 28th May 2007 04:29 Edited at: 3rd Jun 2007 19:16
No idea. I just found out it was down. There are certainly some jobs available, but they are on the website.


Open MMORPG: It's your game!
Nevereverend Slaine
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Posted: 29th May 2007 06:26
Since it seems the project's host exceeded its bandwidth for now, I'd guess it would be online come the first of the month.

Slayer93
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Posted: 30th May 2007 01:11
wow it seems the project is popular or I am hitting the site to much.

Current Projects - Zio Engine: RPG Engine and OMMO

Nevereverend Slaine
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Posted: 30th May 2007 06:25
Slayer, I think some of it has to do with the recent increase in Spam bots trafficking on the site as well. They may not clutter up the forums, but they can certainly siphon off the bandwidth.

Zombie 20
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Posted: 31st May 2007 22:40
Hey keep up the good work guys, everything is looking great. I think this project will finally lay to rest the requests of one guy/girl making this kind of project. Not to deter them, but to just finally see the work that is involved.

I can't wait to see it finished, keep it up .

tha_rami
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Posted: 1st Jun 2007 02:27
Yeah, screenies on page 9 definitely looking good. Will be interesting to see this evolve further.

Best of luck, RiiDii and the rest of your 'crew'.

Nevereverend Slaine
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Posted: 1st Jun 2007 02:42
The OpenMMORPG site seems to be up once again. Thanks for bearing with us.

Mason
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Posted: 2nd Jun 2007 09:40
Hey RiiDii, i downloaded this a while back and checked it out, was pretty sick. Its made a lot of improvements graphically from what I can see. keep it up

I sent you an email asking about a tcp/ip issue. I figure you'd know a great deal about it, working with an mmorpg and such. If you could help me with that I'd finally be able to sleep


RiiDii
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Posted: 3rd Jun 2007 06:32 Edited at: 3rd Jun 2007 19:17
Thanks Mason! We are not at an online stage yet, though I have started playing around with connections and did some testing. I will reply to your email and try to help as much as I can.


Open MMORPG: It's your game!
Veron
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Posted: 10th Jun 2007 11:48
I downloaded the version of OpenMMORPG from Sourceforge, and tried to compile it, but it wouldn't work. I don't think the Sourceforge version is the latest one, and, also, when I try to run the pre-compiled .exe, after going through the intro screens when I start a "New" game, I get the following error:

Runtime Error 7008 - Object does not exist at line 2174

I get the same error if I try to click on "Create Character" on the main menu.

I'd really like the latest source code so I can help work on the project.

So, my question is, where can I get the most recent source code, and a pre-compiled version that actually works!


[center]
RiiDii
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Posted: 11th Jun 2007 20:54
As much as I would like to get that version up and running (or find a working copy), I feel our time will be much better placed in getting our next version up and running. I expect this will be available for download in about two to three weeks. It will not be as much of a "game" as it will be more of an "environment" to wander around in, showing off the new statics and models that we have. If we back-track at this point to debug the old version, we will not be moving forward. Please have a bit of patience.


Open MMORPG: It's your game!
RiiDii
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Posted: 15th Jun 2007 07:54
New Eye Candy!

To be honest, I am running this on a 60" DLPTV @ 1920x1080 and these photos do not quite do the system justice - but at least they give an idea.

What's more is that the new Statics system is much more than just grass. It is a terrain system - any type of terrain can be used.

What you don't see (because it is sound): Each terrain has it's own "footstep" sound. When walking on sand, you can hear the crunch-crunch in the gravel. Walking in grass or flowers, you hear soft footsteps and occasional brush crackling. And when walking on road or rocks, you can hear much more solid footstep. All this is scripted, so any sounds can be added to any type of terrain.

A shot of the new and improved grass.


New and improved flowers


Statics will use the default static-object (which should be flat dirt) under any object, such as this house or trees. This avoids grass from growing inside houses and such problems.


Blended terrain with 4 Terrain types: Grass, Road, Flowers and Rocks


New and improved rocks.


Grass transitioning to dirt to sand and looking off into the ocean.


A side view of the grass-dirt-sand transition.


Next update will be grass that "crushes" down when walked on. The more it is walked on, the more it will crush down. Eventually, if the grass is crushed down enough, the Statics system will do a real-time update and replace the grass with dirt, making a path or a road.

Statics are also easy to use. Here is a sample of the heightmap used, and following is the Statics map. The terrain is simply painted. Throw in a script file that tells which models to use for which map colors, and you get fantastic terrain!

HeightMap


StaticsMap



Open MMORPG: It's your game!

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