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kaedroho
17
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Location: Oxford,UK
Posted: 25th Aug 2009 19:09 Edited at: 25th Aug 2009 19:15
Your password has been reset, check your email.

Also, the capcha should be easier to read now.

The Wilderbeast
19
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Posted: 25th Aug 2009 19:17
If you have any issues regarding DevStorm then you can email me and I should respond within a day or two.

Cheers,

Wildy

BMacZero
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Location: E:/ NA / USA
Posted: 25th Aug 2009 19:17
Awesome, I'm in. Thank you!



BMacZero
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Posted: 25th Aug 2009 19:30
Quote: "If you have any issues regarding DevStorm then you can email me and I should respond within a day or two.

Cheers,

Wildy"

Oh, that's you . I'll keep that in mind - thanks.



thenerd
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Location: Boston, USA
Posted: 25th Aug 2009 22:16 Edited at: 25th Aug 2009 22:17
ok, so kaedroho do you want me to start a thread titled "openfps programmer talk"?

[edit] no, you should - i have no idea what you want to talk about....


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kaedroho
17
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Posted: 25th Aug 2009 22:21
Make any thread you want, its your board. I just started a few boards to get something on there.

thenerd
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Posted: 25th Aug 2009 22:28
Quote: "Could all the programmers get together and have some sort of meeting? I think it will be useful to see what all our skills are and work out were going to do, we can also set some coding standards and methods of source code synchronisation.

Could be here, msn or some other forum. I think this is important though."
let's do that, today or tommorow i will start a thread called "openfps programmer talk", we can discuss all things programming there.


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kaedroho
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Posted: 25th Aug 2009 22:34 Edited at: 25th Aug 2009 22:36
Good news! I have decided to release the BlitzTerrain advanced features for free!

BlitzTerrain will beable to import normal heightmaps but with limitations, size and LOD levels will be limited. You can remove these limitations by using some software im making to create heightmaps in BlitzTerrain format.

Streaming and Spherical terrains will also require this software.

The software will not be free, but you can still use the advanced features. Just can't use custom media with it.

The RTMS commands will be unlocked and free to use.

thenerd
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Posted: 25th Aug 2009 22:46
that's great! i can't wait for it to be finished!


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BMacZero
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Posted: 25th Aug 2009 23:40
Sounds like a plan, just so long as you make something not free so I can give you money.



thenerd
16
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Posted: 26th Aug 2009 00:36
you would be rich if i could give you money.


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kaedroho
17
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Posted: 26th Aug 2009 02:03
Awesome,

I just got exclusion mapping and quad rotation finnished!

thenerd
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Posted: 26th Aug 2009 02:10 Edited at: 26th Aug 2009 02:11
i just got some stuff done on my flashy gui system!

[edit] stupid jpeg compression!


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kaedroho
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Posted: 26th Aug 2009 02:14
Wow, that looks amazing!

Could I give it a little test on higher specs?

I have a geforce 9600

thenerd
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Posted: 26th Aug 2009 03:01
ok, here it is.
beware, i haven't made timer-based movement yet, so it may run a little fast.

most of the effects are pre-rendered at this time, but that is fine. it really is turning out good!

tell me if you want source!

(i am attaching the old version, without a lot of features that are still incomplete, and the source is very messy)


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kaedroho
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Posted: 26th Aug 2009 03:08 Edited at: 26th Aug 2009 03:09
Ok, cheers downloading now.

Texturing and normals just finnished!

This is the fastest ive ever worked!


I done all this:
Exclusion
Quad rotation
Normals
Texturing

In 1 hour

thenerd
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Posted: 26th Aug 2009 03:13 Edited at: 26th Aug 2009 03:14
up late?

[edit] is it really 1:00 am for you?


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kaedroho
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Posted: 26th Aug 2009 03:14
Yeah, its 1am here in the UK.

thenerd
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Posted: 26th Aug 2009 03:20 Edited at: 26th Aug 2009 03:22
8:19 pm here. wow, if I tryed I could never stay up that late. after 11:00 I stop being logical.
sleep-time.



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kaedroho
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Posted: 26th Aug 2009 03:24
I get about 987 FPS so your not doing too badly.

Monk
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Location: Standing in the snow =D
Posted: 26th Aug 2009 09:36
thenerd,
Thats looking very good! Thats far nicer to look at and runs damn quickly. (1000+ fps) Although you could still do with timer based movement, the mouse flickers when I press shift, and possibly a function that uses the users desktop res rather than 1024x768 would make it even better =)

Nice work

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 26th Aug 2009 13:45 Edited at: 26th Aug 2009 13:48
i will definitely add those, although i may be forced to stay at 1024x768, because i hard-coded a lot of things for that res. what resolution will the game run at, anyway?

just a random feature, replaced the matrix with water!


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Monk
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Location: Standing in the snow =D
Posted: 26th Aug 2009 13:51
Is that GG's water shader?

Looks good!

Any chance I can have a look at the code? You did offer...

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 26th Aug 2009 13:52
ok....

just give me a minute to clean it up for you. it's quite messy.


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Monk
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Location: Standing in the snow =D
Posted: 26th Aug 2009 13:55
It's alright I'm at work at the mo, but my curiousity has got the better of me, so I thought I'd just ask.

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 26th Aug 2009 14:12
done tidying up...
here it is:



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HavokDelta6
15
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Location: United Kingdom
Posted: 26th Aug 2009 14:14
I get 1,200 - 1,300

and that on win 7 if that means anything.

nice work actually, i thought it'd be realyl clunky. but its not bad at all. prehaps need to brigiten the UI abit, Black and dark colors make it look small and cramped

Oh i'll do it later -.-
HavokDelta6
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Posted: 26th Aug 2009 14:26
Hey TheNerd, i'd like to get involved ^_^

would you like networking, i've been working on a sort of "dynamic DNS" api for darkbasic (hand in hand with the scorebord system ^_^)

and that may prove useful. i mean, its really all i can do, there are those on this bord who have forgetten more then i know :/

btw, i'd use multisync its awsome.

Oh i'll do it later -.-
kaedroho
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Posted: 26th Aug 2009 16:35 Edited at: 26th Aug 2009 16:37
Multisync is really slow, and lacks features. I would use either Matrix1util or mikenet (free version).

DarkNet is also available in C++. We can code the whole multiplayer system as a plugin. Then just import it.

The functions made will have to be quite high level though, just so we dont have Michael P complaining at us. DarkNet is alot faster than multisync.

HavokDelta6
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Posted: 26th Aug 2009 16:37
Really, i've had no problems with it, it gets me a low ping and i can send files through localhost in excess of 50mb/s

and when its just sending data i can get up to 212mb/s....

ping is normally 0 (unless i move the window)

you sure its bad?

Oh i'll do it later -.-
HavokDelta6
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Posted: 26th Aug 2009 16:38
btw @ thenerd

rather then having position some 20px banner at 1004 px in, position it 20px back from the rightmost boundery, lot better ^_^


bit of basic maths (add's and subtracts) and viola you have a dynamic window

Oh i'll do it later -.-
Monk
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Location: Standing in the snow =D
Posted: 26th Aug 2009 18:16
Quote: "you sure its bad?"


He didn't say it was very bad, just that there is better =)
I won't be touching the network code with a stick, I'll stick to the other bits and help out there.

@thenerd, that code looks neater than most of my stuff =S it cant have been that messy to start with.....

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 26th Aug 2009 20:01
you don't know my coding.
-no identations at all.
-NO comments
-random object numbers, e.g. 1,463466,3,777
-functions calling functions
-gotos instead of gosub


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kaedroho
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Posted: 26th Aug 2009 20:17
Thats ok. As long as your modules work and I don't have to look in them.

thenerd
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Posted: 26th Aug 2009 20:20 Edited at: 26th Aug 2009 20:21
yup.

anyway, more info on my layout:


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The Wilderbeast
19
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Posted: 27th Aug 2009 02:42
I've just sent you a PM regarding OpenFPS on DevStorm, if you could read it and reply ASAP then that would be greatly appreciated.

thenerd
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Posted: 27th Aug 2009 16:34
sent it.


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Monk
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Posted: 27th Aug 2009 23:38
Ive started on the physics, but ive a long busy weekend ahead. I hope to have it done before school starts again =S

I think if I do it right, it could come out fairly realistic, and the code may not be very long. Big if though

HavokDelta6
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Posted: 27th Aug 2009 23:39
Monk, how old are you? and what do you plan for the Physics? like an actual physics engine?

GCSE results:
2 a's 3 b's AND
5 (FIVE) a*'s ^_^
Monk
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Posted: 28th Aug 2009 00:33
Looking at your sig, a year older than you =) (and you got the same GCSE results as I got last year...)

How do you mean physics engine?
What I'm gonna do is code something for the setup of an objects collision, and then add a function so that every so many frames it checks through all the dynamic objects and sees if they've collided and what into, and then act accordingly. Sounds good? I hope it shall be

thenerd
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Posted: 28th Aug 2009 00:34
and you can add gravity... which will then make it a complete physics engine!


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BMacZero
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Posted: 28th Aug 2009 00:43
Collision and gravity are easy...it's calculating the resulting velocities that gets tricky.



HavokDelta6
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Posted: 28th Aug 2009 01:05
why not use Newton? if not darkphysics OOI

GCSE results:
2 a's 3 b's AND
5 (FIVE) a*'s ^_^
thenerd
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Posted: 28th Aug 2009 01:17
we decided newton is too complicated and not worth the effort, and dark physics costs money and thus not everyone has it.


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kaedroho
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Posted: 28th Aug 2009 01:19 Edited at: 28th Aug 2009 01:24
gravity is easy:

your basically adding 9.8*elapsedtime# every loop to the velocity.

but the only problem is that your velocity needs collision. This is easy to solve.



Get y position store it in old y position

increase velocity by 9.81*elapsedtime#

set y position to y+yvelocity*elapsedtime#

do collision

position object

set y velocity to (current y position - old y position)/elapsedtime#


In code:




done

HavokDelta6
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Posted: 28th Aug 2009 01:22
getting the collision can be done by position and object height, but what if it has a sharp point off center, how will the engine turn it to fall on its side.

wont darkbasic just return the bounding box

GCSE results:
2 a's 3 b's AND
5 (FIVE) a*'s ^_^
kaedroho
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Posted: 28th Aug 2009 01:26
you want to do that???

I thought this was only player collission.

That would require forces to be applied to the object, which is very complicated maths.

HavokDelta6
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Posted: 28th Aug 2009 01:32
Thats what i understood hence i thought it was odd

GCSE results:
2 a's 3 b's AND
5 (FIVE) a*'s ^_^
thenerd
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Posted: 28th Aug 2009 02:08 Edited at: 28th Aug 2009 02:08
Quote: "you want to do that???

I thought this was only player collission."
no, this is the physics system... and yes the math is complicated. but monk is first going to program collision, and then the other stuff. and when he gets to that stuff i think he will be able to handle it.


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HavokDelta6
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Posted: 28th Aug 2009 02:13
yeah, his maths skills are not in question, the question is can dark basic provide enougn mesh infomation, and still run fast enough to simulate phyiscs inside its main loop.

are you sure that was the right way to go around it. i mean, no offence, but your 1) reinventing the wheel which exists in free versions already

2) if you create your own physics engine, what comes of it then

GCSE results:
2 a's 3 b's AND
5 (FIVE) a*'s ^_^

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