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darkvee
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Posted: 5th Mar 2010 02:36 Edited at: 5th Mar 2010 02:38
Hi guys hows it going.
Hi BMacZero you have the path finding done yet?

I been programming in c# lately, because I bought some ai videos from 3d buzz.
One is ai behavior, and the other a* path finding.

I'm learning much as I can, so I can convert c# code ai code theory into darkbasic pro theory.
So i'm not just waiting on the ai path finding system to be done.

I actally been working all day, and all night to learn c#, so I can
get familiar with ai path finding when BMacZero puts it in the system.

I got to know how ai pathing works, so I can use BMacZero system in there to work with everything else that is called for.

Is design document about done? Also how about the flow charts?

darkvee
BMacZero
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Posted: 5th Mar 2010 03:50
Awesome, vee . I haven't worked on the project for a few days because of a small side project I'm trying to get sorted out quickly. Shouldn't take more than a few days.

I have a pathfinding tech demo from Fields I plan on using. It's A* basically, but it uses a really strange system for nodes that makes it far faster than the traditional grids. I need to sort out a few little annoyances with that, too, and then I'll try to implement it.

BMacZero
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Posted: 8th Mar 2010 00:04
Still haven't got around to this...next chance I get I'm just going to put the pathing right it. It works well enough with things like squares, support for more complex things can be added later.

Mike Schlueter
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Posted: 10th Mar 2010 22:03
http://www.youtube.com/watch?v=9_9MbUS2F2w

Thought this might spark ideas.

If you've noticed this notice, you will have noticed that this notice was not worth noticing.
JRH
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Location: Stirling, UK
Posted: 25th Mar 2010 19:23
Those buildings are pretty awesome

thenerd
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Posted: 25th Mar 2010 22:01
really cool, reminds me of panau international airport from Just Cause 2. By the way, look up just cause vids on youtube, that game is a great example of the graphical style we want.

thenerd
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Posted: 27th Mar 2010 17:07
also, bmac, I can't compile the ai module, because of the dk commands. I'm assuming that's your pathfinding module?

BMacZero
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Posted: 29th Mar 2010 01:55
Those are just debug stuff - you can comment all that out.

thenerd
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Posted: 29th Mar 2010 21:55
ok.

kaedroho
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Location: Oxford,UK
Posted: 29th Mar 2010 22:05
Devstorm is going to be down for a couple of weeks from april the 1st.

BMacZero
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Posted: 30th Mar 2010 01:52
Thanks, I'm going to back up some of those posts...

The Wilderbeast
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Location: UK
Posted: 30th Mar 2010 20:23
I purchased the parts for the new server last night so it should arrive sometime this week and it will no doubt have been set up by Sunday. Unfortunately I am away for a week from the 8th of April and I do not wish to leave a pre-mature server running in this time. It will be up at various intervals before then for testing, but won't be up fully until about the 19th.

Thank you.

darkvee
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Posted: 15th Apr 2010 03:26
Hi guys sorry I been gone for so long.
I had to do some important stuff plus I got back a intel challenge was going on. I'm back now though

How is the project comming along update me on everything everyone has done so far.

darkvee
BMacZero
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Posted: 15th Apr 2010 16:43
Hasn't been much work...I guess you were the life and soul of the project .
thenerd
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Posted: 15th Apr 2010 21:47
I've been really busy with school stuff, but now my load has decreased, I'm going to start working more on this now. Also, Xarshi is going to release his physics system hopefully this week, so once we have that a lot of progress can be made.

darkvee
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Posted: 16th Apr 2010 02:45 Edited at: 16th Apr 2010 02:45
lol Thanks BMacZero
I'm sure someone did something.
The team can't stop, because i'm gone we must keep going no matter what happens.

Also that's good news about Xarshi is going to release his physics system hopefully this week!
So what is everyone going to start working on?

darkvee
BMacZero
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Posted: 16th Apr 2010 03:43
We're getting XenoPhy this week? Awesome!

I'd better voluteer to clean up the AI module, especially the pathing...
darkvee
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Posted: 16th Apr 2010 04:46
Ohh you got the ai pathfinding working?
Very awsome job!!!

Now tie it in the physics engine, and we should be ready to go green.

darkvee
thenerd
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Posted: 16th Apr 2010 21:27
Xarshi's coming back from a trip on Monday, so hopefully Tuesday we'll have it. I wish sooner, but Tuesday's still soon. And i'll be able to get lots of work done over spring break (this next week). I'll try to work on the level editor.

BMacZero
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Posted: 18th Apr 2010 01:26
Okay, I've got it pretty cleaned up. I ripped everything apart and put most of it back again. That removed all of the crash bugs (yay!), so now the only one that's left is one that's contained in the pathfinding system itself, so that should be easier to fix. After that I can add back in all that nice smart AI stuff like scouting and enemies .
darkvee
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Posted: 18th Apr 2010 05:54
Awsome! BMacZero!
We get this stuff down we can start making media for the game more.
Then start putting the levels together like legos.

darkvee
BMacZero
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Posted: 18th Apr 2010 07:16 Edited at: 18th Apr 2010 07:22


I just found the problem that was causing the pathing engine to choose wacko, nonsensical paths. Mostly it was because I was giving it wacko, nonsensical data for the distances between nodes .

This was the code that calculated the distance when processing the nodes:


Now, as any competent sixth grader can probably tell you, the distance formula usually involves comparison of the X coordinates of two different points and the Y coordinates of two different points...NOT the X and Y coordinates of a single point and then the Y coordinates of two different points .

The really upsetting part is that this hunk of code is the SOLE reason why Fields dropped off the WIP board in DECEMBER of LAST YEAR. Because THIS CODE WOULDN'T WORK !!

So, on the plus side, I'm gonna go work on Fields again .

Take your fail pics over to the posting comp

thenerd
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Posted: 19th Apr 2010 02:52
Lol.



darkvee
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Posted: 19th Apr 2010 06:39 Edited at: 19th Apr 2010 06:41
Lmao!
Don't worry BMacZero everyone makes mistakes.
The good thing is you found out why it's not working right, and plus you know what's wrong with Fields!

All & all I think you did a really awsome job! You killed two birds with one stone.

darkvee
thenerd
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Posted: 16th May 2010 21:15
good news, I finally managed to get a server set up so i'm going to do some multiplayer coding and hopefully a little progress.

Monk
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Posted: 19th May 2010 23:48
Sorry guys, Im gonna pull out.

Im only really writing this in case anyone hadnt noticed that I've not done that much towards this anyway, and no longer have the time to do any.



thenerd
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Posted: 19th May 2010 23:53
that's fine, sorry to hear that though...

thenerd
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Posted: 5th Jun 2010 22:56
bump, sorry, dont want this to be autolocked...
well, we haven't made much progress, but school's over in a week for me so I can work on it a little more.

BMacZero
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Posted: 7th Jun 2010 00:18
Okay thenerd, I've been working more on Fields with what time I have...I don't know how much time you'll get from me, but I still plan to get that pathfinding cleaned up.

darkvee
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Posted: 9th Jun 2010 22:19 Edited at: 9th Jun 2010 22:21
Hi team!
How is everyone doing?

Man I been waiting forever on you guys.
Finally the OpenFPS red folder popped up on the first page.

I'm glad everyone is still alive on this project.

Monk would have been a good help towards this. However plans don't always work out. Hopefully he comes back when we start to get serious with this.

Has anyone got anything done yet?

I'm kind of waiting on ya'll to get certain stuff done before I can continue.

Chris is the level editordone yet?
BMacZero is the path finding system done yet?

darkvee
thenerd
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Posted: 9th Jun 2010 23:07
well, the editor isn't quite finished yet, but since i'm done school from now on you can expect me to be working on this a lot more...

BMacZero
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Posted: 10th Jun 2010 02:01
Quote: "well, the editor isn't quite finished yet, but since i'm done school from now on you can expect me to be working on this a lot more..."

See, that's what we all said over winter break, but did anything happen then?

thenerd
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Posted: 10th Jun 2010 03:22
yeah, but then I only had a week of free time, now I've got two months...
good news by the way; I found some code I thought I lost when my hard drive crashed, which handles parsing of a custom level format, and also the code for using xenophysics...

darkvee
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Posted: 10th Jun 2010 15:32
Hi that's good news to hear thenerd.
So how long do you think the editor will take to be done?

darkvee
miso
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Location: Budapest, Hungary, 127.0.0.1
Posted: 17th Jun 2010 03:59
Hello everyone!

If you give me a chance, I would like to sign up for the user interface module. It's currently TBA.
darkvee
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Posted: 19th Jun 2010 01:23
Hi team!,

I have some great news. This guy Miso paged me on msn.
He is interesting in making the user interface for the team.

I have seen his work of a demo user interface it looks really nice.
Chris I need you to add Miso to the group msn thing.

Anyways welcome are new member Miso!
Where very glad to have you!

darkvee
thenerd
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Posted: 19th Jun 2010 05:28 Edited at: 19th Jun 2010 05:35
ok, pretty sure I accepted him...

Miso, great to hear you want to do some coding, the only work on the GUI so far was a window function I made, so go ahead and modify or replace it...

I've been trying to make some progress on the level editor, I had to rewrite some code because of a compatibility issue but so far I have the interface laid out along with the camera views, I'm planning to make it somewhat like Valve's Hammer editor.

BMacZero
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Posted: 19th Jun 2010 06:52
Good news .

thenerd
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Posted: 20th Jun 2010 00:17 Edited at: 20th Jun 2010 00:18
Added the beginnings of the level editor into the svn folder.
This build is just to test out the layout on different computers. If anyone who runs this could please post a screenshot, that would be great.

[EDIT]
by the way, It needs matrix1, d3dfuncs, and bluegui to compile, so I also added an exe so that anyone can run it.

miso
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Posted: 20th Jun 2010 18:33
Ok, im honored. I already have a working method for ingame gui with window functions, using advanced sprites (fast and free 3rd party dll), but first I have to modify my functions to your programming standards.

I will deliver it as soon as I finished the necessary changes.
I also made a graphic font maker, that saves a bitmap font from a windows ttf. We can modify it with a paint program to alter/shade how it looks.
BMacZero
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Posted: 21st Jun 2010 16:16
Okay, I'm working on switching the pathfinding to something less resource-intensive right now - and I got the code checked out finally on my new Win7 laptop, 'cause my sister is never going to let me get the other computer back .

BMacZero
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Posted: 22nd Jun 2010 17:53
Done.

If you send me your e-mail address I can add you on Google Code, too.

miso
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Posted: 23rd Jun 2010 05:05
Sent you an e-mail.

Thanks
miso
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Posted: 24th Jun 2010 01:32 Edited at: 11th Jul 2010 01:28
Ok, finally SVN works, and can upload. I implemented my basic graphic font commands that can be called in other modules. (A replacement for the standard text and center text commands, using preloaded bitmap fonts.)

From now on, advanced sprites needed to compile the code, can be obtained here: http://forum.thegamecreators.com/?m=forum_view&t=113378&b=5

No place like 127.0.0.1 .
Derekioh
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Posted: 26th Jun 2010 19:09 Edited at: 26th Jun 2010 19:10
Hey guys, i'm a new programmer for this team. I was trying to compile the code to see where the project was at, and it wouldn't compile. It said it couldn't understand this line of code:



I've got avanced sprites and blitz terrian, and i already had sparky, so what am I missing?

miso
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Posted: 26th Jun 2010 19:18
The missing plugin is Cloggy's d3dfunc.dll.

Obtain it from here:
http://forum.thegamecreators.com/?m=forum_view&t=69221&b=5
thenerd
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Posted: 26th Jun 2010 19:24 Edited at: 26th Jun 2010 19:28
That's a function from cloggy's d3d_func plugin, here are two plugins you'll need to run the code:

D3d_func:http://forum.thegamecreators.com/?m=forum_view&t=69221&b=5
Matrix1:http://forum.thegamecreators.com/?m=forum_view&t=85209&b=18
The d3d plugin is really useful, it has a lot of functions good for debugging, such as that 3d line function.

[edit] fixing my sig, anyone who wants it to be a link, here's the forum code:



BMacZero
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Posted: 26th Jun 2010 19:29 Edited at: 26th Jun 2010 19:31
I thought I removed all the d3d_func stuff, it's just for debug.

I'll do that.

EDIT: The most recent code doesn't seem to need it.

Derekioh
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Posted: 26th Jun 2010 19:40
ok, thx

thenerd
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Posted: 26th Jun 2010 19:59
hey, 1200 posts!

Ok, I want to ask everyone's opinion, should I upload the level editor? It isn't done, but if I upload it someone else can help work on it. The only thing is that it needs bluegui, d3d_func and matrix1 to compile. Total, it's 10.4 mb...


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