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Work in Progress / Formidable Domain

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kklouzal
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Posted: 12th Mar 2010 01:18 Edited at: 19th Mar 2010 22:21
[center]Project Started 3/10/10.
Formidable Domain



General Gameplay

Title Screen

Server Program

Description
You have an empty world to run around in, why dont you create something, better yet you can make it then show it off to other people running around in the world with you!?!

Tools: 3
Spawn Tool - Left Click Create/Right click Destroy an Object.
Edit Tool - Click an Object to Select it, Press E to bring up the Edit Menu and edit selected Object.

Controls
W and S Keys forward/back.
Mouse Wheel - Change Tools.
Mouse Movement - Changes View Angle.
Left/Right Click - Control Current Tool.
Q - Show Spawn Menu.
E - Edit Menu only with Edit Tool.
Enter - Start/Send Chat Message.

Download Includes
Construction Simulater.exe - Client and related files.
FD-Server.exe - Server and releated files.

Releases
3/19/10 - V0.7C
.Fixed view randomly jumping when closing menus etc.
.Fixed Z Scale not scaling.
.Fixed lag increase as more objects spawn.
.Added 4sec timers to some loops that were firing every frame.
3/18/10 - V0.7B
.Fixed the assert(anActor) error.
3/18/10 - V0.7
.Cleaned up almost all client/server functions.
.Improved Performance Everywhere.
.Combined Physics & Resize Tool.
.New To0l: Edit Tool.
.Press E for Edit Menu while using the Edit Tool.
.Added a Sky Background.
3/16/10 - V0.6
.Added game Chat.
.Added Q menu.
.Increased server window size.
.Show chat messages on server console.
.Client code Cleanup.
.Reverted to old placement of Objcets.
3/13/10 - V0.5
.Every function now syncs between clients.
.Code Cleanup.
.Back to GDK 7.3 due to Bugs with 7.4.
.Had to remove BlitzTerrain.
3/12/10 - V0.4
.Blocks now update between clients when moved.
.Can't Delete/Change non owned objects..
3/12/10 - V0.3
.Creating or Deleting an Object will sync.
.Changed GUI element positions.
.Server now handles more events.
3/11/10 - V0.2
.Added multiplayer functions.
.Small change for tools.
.Added DarkForm.
3/11/10 - V0.1
.Initial feature release.

Credit
Fulcrum Physics
http://forum.thegamecreators.com/?m=forum_view&t=163701&b=22
DarkNet
http://darkbasicpro.thegamecreators.com/?f=darknet
DarkForm
http://forum.thegamecreators.com/?m=forum_view&t=166159&b=22&p=0
BlitzTerrain
http://forum.thegamecreators.com/?m=forum_view&t=145404&b=8

Dependencies
PhysXhttp://www.nvidia.com/object/physx_9.09.1112.html

Latest Version Attached
Includes Client & Server
!Constructive Criticism Welcome!

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Daniel wright 2311
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Posted: 12th Mar 2010 04:03 Edited at: 12th Mar 2010 04:04
good job, I like it, now make it load in any modle that can be animated so we can place thease objects in any map we load. then make it possible to save the said script as a dark basic pro project file so we can edit it our self's then you would have become my best friend.

kklouzal
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Posted: 12th Mar 2010 04:17
Any model will be able to load in eventually, you will be able to export the world as some sort of file, but i'm not so sure its going to be compatable with dark basic pro, thats not exactly where I was leaning towards with this, sorry

I'm currently working on creating a server and making the client multiplayer capeable.

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kklouzal
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Posted: 12th Mar 2010 06:19 Edited at: 13th Mar 2010 01:14
Released version 0.2
Added multiplayer Ability!

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Cetobasilius
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Posted: 12th Mar 2010 09:33 Edited at: 12th Mar 2010 09:38
hey kklouzal would you mind giving some pointers on multiplayer? like libs and methods great work man... im doing similar in my game! only not with the fancy physics nor the multiplayer hehe reminds me of Halo 3s forge

hi
kklouzal
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Posted: 12th Mar 2010 15:12
Well, I definatly recomnt DarkNet, and the tutorials that come with it couldnt get much better.

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kklouzal
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Posted: 13th Mar 2010 01:14
V0.3 Released

Increased multiplayer functionality.
Better handling of players and objects.

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thenerd
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Posted: 14th Mar 2010 01:10
well, I downloaded it, but I can't play it because there are no servers to play on, and when I create a server and then enter the ip into the game, it says this:

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kklouzal
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Posted: 14th Mar 2010 01:52
you sure you entered the ip address that showed up on the server program? dont specify the port. so you would have typed something like, 192.168.1.4

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kklouzal
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Posted: 14th Mar 2010 04:28
Released V0.5

All current function now syncs between clients, still a tad buggy in some areas, mostly due to the physx library not changing prop rotations.

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mike5424
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Posted: 14th Mar 2010 08:04 Edited at: 14th Mar 2010 08:27
I get "Construction Simulator.exe Has stopped working" or "FD-Server.exe Has stopped working"

EDIT:
768 MB RAM
NVIDIA GEFORCE 4 GO 420

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thenerd
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Posted: 14th Mar 2010 14:18
you
Quote: " sure you entered the ip address that showed up on the server program? dont specify the port. so you would have typed something like, 192.168.1.4"

oh, whoops. typing it in without the port worked...
it's pretty good, the collision is a bit buggy, and just a recommendation, you should eventually create a "spawn" menu to choose more mesh types.

kklouzal
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Posted: 14th Mar 2010 15:56
mike5434 what opeating system do you have and is it 32 or 64 bits?

thenerd the next tool im making is to retexture a mesh, then after that I am going to make a selection screen to choose sphere, cube, pyramid, cylinder etc.. the collision is still a bit buggy yes but I sadly have no control over it because FulcrumPhysics also handles collision and I am awaiting its next release to clear up about 3 different bugs.

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pictionaryjr
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Posted: 14th Mar 2010 17:58
i got an error that said "could not create PhysXSDK"

kklouzal
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Posted: 14th Mar 2010 20:01 Edited at: 14th Mar 2010 20:02
Dependencies
PhysX
http://www.nvidia.com/object/physx_9.09.1112.html


You need the PhysX Runtime Installed.

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mike5424
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Posted: 14th Mar 2010 23:03
Quote: "mike5434 what opeating system do you have and is it 32 or 64 bits?"

Vista 32 BIT.

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kklouzal
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Posted: 14th Mar 2010 23:15
That really troubles me as to why it's not working, hopfully a future release will resolve this issue. Does it crash immediatly? or after you do something specific?

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mike5424
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Posted: 14th Mar 2010 23:34
Quote: "That really troubles me as to why it's not working, hopfully a future release will resolve this issue. Does it crash immediatly? or after you do something specific?"

I can't even open it. I double-click to open and get the error.

I downloaded v0.3 and it didn't work aether :S

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kklouzal
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Posted: 15th Mar 2010 00:33
Try to run it in compatability mode for windows xp.

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pictionaryjr
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Posted: 15th Mar 2010 01:07 Edited at: 15th Mar 2010 01:08
I get this error compatibility mode or not


kklouzal
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Posted: 15th Mar 2010 03:11
That has something to do with the physics library, that library has been causing a plentyful of bugs, a new update for it is supposed to be released by the end of the month that clears up all of the current problems so I am awaiting that release. I posted that image with a question on the librarys thread so hopfully I will get a response soon.

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pictionaryjr
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Posted: 15th Mar 2010 05:52
O ok. I thought i was just failing epically. that makes me feel a little better lol.

mike5424
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Posted: 15th Mar 2010 20:42
Doesn't work in compatibility mode aether :\

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kklouzal
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Posted: 15th Mar 2010 23:47
Screenshot of the error?

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kklouzal
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Posted: 16th Mar 2010 22:23 Edited at: 16th Mar 2010 22:23
Released Version 0.6 - See Main Post For Changes.

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kklouzal
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Posted: 19th Mar 2010 03:38
Released Version 0.7

Major improvements everywhere see main post for better description

Awaiting this weekends release of an updated Fulcrum Physics that will fix quite a few things

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kklouzal
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Posted: 19th Mar 2010 06:16 Edited at: 19th Mar 2010 06:38
Released a patch 0.7B

I think I fixed the assert(anActor) error that the physics has been complaining about, i've tested myself and it does not happen any more but if others would like to test then post back here that would be great!

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Daniel wright 2311
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Posted: 19th Mar 2010 06:57
I dont like the server idea, I think its a horrible idea but the engine its self is realy good. You have done real good work here.

kklouzal
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Posted: 19th Mar 2010 07:01 Edited at: 19th Mar 2010 07:02
Well without the server you would just be playing by yourself and that just doesn't sell!

The server doesn't play that big of a role as of now, but later down the road it shall be quite an important factor. Imagine being able to walk off the edge of one server onto that of another

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Daniel wright 2311
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Posted: 19th Mar 2010 07:28 Edited at: 19th Mar 2010 07:30
Quote: "The server doesn't play that big of a role as of now, but later down the road it shall be quite an important factor. Imagine being able to walk off the edge of one server onto that of another "


and what made you belive this would sell? being able to go from one server to another? getting people to always have there servers going is the main problem with this. people are lazy, very very lazy. and when people learn they have to go some extra steeps just to turn on there servers to play, they will play something else. thats my gist of it, just my thoughts

take me as an example, I really dont like having to type in my ip adress to get into it. how many more people are there out there like me?

kklouzal
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Posted: 19th Mar 2010 07:34 Edited at: 19th Mar 2010 07:38
I hate typing the ip address into it already, but as later versions come that ip input box will be removed and replaced with a list of servers currently running, on your local network and internet wide!

EDIT: There will be no extra steps to setting up a server, just download program and run, the master server will do the rest of the coordinations between the clients and multiple servers

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Daniel wright 2311
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Posted: 19th Mar 2010 07:37
Quote: "I hate typing the ip address into it already, but as later versions come that ip input box will be removed and replaced with a list of servers currently running, on your local network and internet wide!"


well, good luck with it and like i said, good work

kklouzal
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Posted: 19th Mar 2010 07:38
Thanks much!

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Matty H
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Posted: 19th Mar 2010 16:03
Quote: "I think I fixed the assert(anActor) error that the physics has been complaining about, i've tested myself and it does not happen any more but if others would like to test then post back here that would be great! "


What did you do to fix it? I have not tried it myself yet, I'll let you know when I get around to it.
If I know what caused it I can handle it with an error giving more information, so no-one else makes the same mistake.

kklouzal
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Posted: 19th Mar 2010 19:06
I was doing this: myPhysics.simulate() at the beginning of the loop then myPhysics.getphysicsresults() at the end of the loop

I read your other post on the actual physics thread that said you shouldnt do anything really during the simulations cause it can mess the scene up, so thats what I did!

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kklouzal
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Posted: 19th Mar 2010 22:24
Patch V0.7C Released to fix 3 major bugs

.Fixed view randomly jumping when closing menus etc.
.Fixed Z Scale not scaling.
.Fixed lag increase as more objects spawn.

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Matty H
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Posted: 20th Mar 2010 00:33
Its working great for me now, how do you change the tool?
I will take a guess and say the mouse wheel may change the tool, if so then you may want to allow the function keys to also do it as I'm on a laptop and have no mouse.

When talking to Techlord about a level editor for dosp he mentioned having assets etc on a server somewhere and let more than one person work on a level at any one time. This game will give a good indication of what is possible and what is not, when it is time to create our editor it will be interesting to see what you have achieved.

Good luck with this, its really interesting.

kklouzal
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Posted: 20th Mar 2010 02:07 Edited at: 20th Mar 2010 02:07
Thanks! I'll look into using the number keys above the qwerty area for changing tools, I had not thought about laptops without scroll wheels

And looking forward to this weekends update for FulcrumPhysics!

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kklouzal
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Posted: 22nd Mar 2010 10:11
Major work is being done to this! I'm totally rewriting the system wrapping many of the GDk core functions to lua, wrapping my classes to lua, and am going to write all of the core function in lua, there will be the ability to add custom scripts for tools/objects/gui's whatever the game has available

I'll be posting the progress here in a day or two when ive gotten it back to where it was before.

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