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Program Announcements / Virtual Holiday - Tech Demo Download

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Van B
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Location: Sunnyvale
Posted: 10th Jun 2004 11:47
Hi all,

This is for those like me, who won't get a holiday this year. Download is about 4.5mb.

http://van-b.dbspot.com/van-b_virtualholiday.rar








Van-B


The nature of Monkey was irrepressible!.
spooky
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Posted: 10th Jun 2004 17:56
Very nice.

I'm not going on holiday this year so this is next best thing.

Only missing sun lounger, cool drink and scantily-clad women frolicking in the sea!

Weird that program starts up with white sea and takes about 15 seconds before sea and waves appear.

Get around 160-220 fps. Which is nice.


Boo!
Clownpaint
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Location: London, England
Posted: 10th Jun 2004 18:37
Why did my post get deleted??

2.66ghz, 256mb ram, ATi radeon 9600xt 256mb graphics card, 120gb
Everwhat Studios
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Location: UK
Posted: 10th Jun 2004 18:49
Hi van! Looks great mate.

I'm afraid its not all perfect on my machine though. the caustic effect on the water is only viewable from select angles in certain places on the map, it just dissapears and re-appears as you move the view around with the mouse which is kindof ugly. Plus from certain other angles the foam parts go completely white and at other angles completely transparant.

I've had similar problems when making my similar scene for death bed. I fixed it by "set object fog x,0","set object light x,0", and "set object cull x,0". I think it happens because if you are past halfway over an object or the center of a large object isn't viewable on the screen, it is ignored / clipped / hidden / unlit.

I've had the exact same problems happen with large horizontal plains on all my graphics cards, all low end NVidias, FX5200, GF4MX, GF2MX. Drivers and pro fully up to date.

Anyway a small problem to fix hopefully, so long as adjusting these settings won't affect your cool alpha dissapearing of the water plains.

A suggestion also, why not animate the lower parts of the sky textures where the water is? It would make the water even nicer looking. If you don't want to animate the texture, simply doubleing the lower half, setting the aplha to 50% each then scrolling them in oposite directions would work nicely. If that made the creases of the box more apparent, you could put them on a band or re-map the textures to a sphere.

Anyway, this looks great and gets excellent frame rates

The forum user formerly known as Kangaroo2.
If the apocalypse comes, email me
MikeS
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Posted: 10th Jun 2004 21:41
Very nice Van. I really love the waves.

Got 135 FPS on resolution setting 6 with 1000 shores and 100 plants.



[1.8 ghz 1024 ddr ram, radeon 8500]

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(Formerly known as Yellow)
Clownpaint
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Location: London, England
Posted: 10th Jun 2004 21:42
yea thats what i said in my post that strangely got deleted, same problems with the water on my comp (spec below) but apart from that it looks brilliant.

2.66ghz, 256mb ram, ATi radeon 9600xt 256mb graphics card, 120gb
Mitchell
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Location: The Netherlands
Posted: 10th Jun 2004 22:00
This looks amazing! How did you get rid of the skybox's seams? Or are seams a typical DB Classic problem?

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Jimmy
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Location: Back in the USA
Posted: 11th Jun 2004 08:54
Man that downloaded fast. That dbspot guy is the GUY.

Demo is cool except is the water supposed to be bright at some angles and gone at others?

Option 6
2000 leafs
150 shores

200 FPS

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Lost in Thought
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Posted: 11th Jun 2004 09:19
Woah 30,000 polys and steady 60 fps. anything above 3000 polys and I get 60 fps or less in my game Great job.

Van B
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Posted: 11th Jun 2004 13:37
Hehe, sorry I forgot to mention that it's hosted on the excellent DBSpot - Thanks Jimmy.

If you check the directory where you installed, there's a file called crypted.zip - I'm waiting to see if anyone is leet enough to guess the password or crack it. I'm sure you all can guess what's in the zip.


Van-B


The nature of Monkey was irrepressible!.
Mitchell
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Posted: 11th Jun 2004 14:42
the source code! you can see that by double clicking it. But the password.. hmmm...

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Jimmy
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Posted: 11th Jun 2004 20:32
The password is van-b

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Dgamer
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Posted: 11th Jun 2004 20:57 Edited at: 11th Jun 2004 20:58
Im using a Zip recovery tool...



Only 434400 more years and I can finally see your source code! Unless your password is more than 10 characters...

The statement below is true
The statement above is false
spooky
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Location: United Kingdom
Posted: 11th Jun 2004 21:32
Hehe, I too have downloaded a few zip password recovery proggies but they are just too slow. Be ok if we had some sort of idea how long the password was and whether it contained any weird characters, as that cuts search time down.


Boo!
Emperor Baal
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Posted: 11th Jun 2004 23:34 Edited at: 11th Jun 2004 23:36
3Min to go, then I've tried 7,239,343,343 different combinations

obviously, it contains spaces and or special chars (@!, etc)

Dgamer
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Posted: 11th Jun 2004 23:46
Well, its been past 3mins, Emperor Baal, now Gimme Da Codez

Best line ever: FOOL! All we do in hell is play DDR!
Emperor Baal
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Posted: 11th Jun 2004 23:54 Edited at: 11th Jun 2004 23:59
Its not found, so it must be bigger than 5 chars (ive tested it from 1 - 5 with all printable text)

and besides, my pc can only crack ~3,200,000 passwords / sec

Dgamer
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Posted: 12th Jun 2004 00:07
Hmm, ur using AZPR trial? Yea I tried it 1-5, didn't work.

Best line ever: FOOL! All we do in hell is play DDR!
Emperor Baal
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Posted: 12th Jun 2004 00:12
Nah, Im using the full version. I've tried 6 - 20 but then it said:

23432543534534523423423543534534543+E57 combinations, and I was like "OMG"

Eric T
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Posted: 12th Jun 2004 12:28 Edited at: 12th Jun 2004 13:16
[edit] GOT IT...woot!!!!!, you just have to think like VanB [/edit]

"I like you... when the world is mine, you death shall be quick and painless"

Former name : Liquidz_Snake
Dgamer
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Posted: 12th Jun 2004 16:58
Wow, guessed it or cracked it?

Best line ever: FOOL! All we do in hell is play DDR!
Eric T
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Posted: 13th Jun 2004 02:36
yeah I guessed Da password

"I like you... when the world is mine, you death shall be quick and painless"

Former name : Liquidz_Snake
Cookyzue
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Posted: 13th Jun 2004 04:47
ok, this is gonna be really stupid, but how do yuo open the program? I have never heard of rar before.


Eric T
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Posted: 13th Jun 2004 04:56
http://www.rarlabs.com

they have winrar, the rar decompressor/compressor

"I like you... when the world is mine, you death shall be quick and painless"

Former name : Liquidz_Snake
Van B
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Posted: 14th Jun 2004 11:23
Hehe, I suppose for those who haven't guessed yet, the password is...

'gimmedacodes' or 'gimmedacodez' (try them both, I can't remember!)



Van-B


The nature of Monkey was irrepressible!.
Eric T
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Posted: 14th Jun 2004 11:41
its "gimmedacodez".

Took me a hour to get it, but then I saw the LLRGT post, and that gave it to me straight.

"I like you... when the world is mine, you death shall be quick and painless"

Former name : Liquidz_Snake
AlecM
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Location: Concord, MA
Posted: 15th Jun 2004 03:06
damn. i kept trying to do gimmiedacodez...


Buy it
Dgamer
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Posted: 15th Jun 2004 03:40
Wow, gimmedacodez is 12 characters. That means if I waited my 434400 years I still wouldn't have got it

Putang ina mo
Drew Cameron
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Posted: 15th Jun 2004 20:27 Edited at: 15th Jun 2004 20:28
.

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* * * Coming December 1st - "Dumbo"...
Ric
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Location: object position x
Posted: 18th Aug 2004 09:00
Nice. I'd also like to know how you managed to get your skybox to have no seams. Also, I'm not getting any ripples (on my lowly GF2).
Van B
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Posted: 18th Aug 2004 17:17
Check out the code for where it loads the skybox - IIRC it's simply a 'set object texture' command that gets rid of the seams.

The ripples should work - there is some weird bugs that hide the ripples for a while. I usually head out to sea and keep looking up and down until it works. It's actually the sea plain and not the ripple effect that causes the problem, seems to be bright white for a while.


Van-B


Muhahahahaha.
David T
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Posted: 18th Aug 2004 18:59 Edited at: 18th Aug 2004 19:24
You certianly have some nice looking bushes there. Are these like your other trees for OIE, where each model contained a set of 4, and each was a limb so they could be independantly positioned?

If so, do you mind if I use those bushes and trees? I've been trying to find some for ages and yours seem ideal

ALso, how did you make the sea gleam bright white when you were facing what appeared to be the direction of the sun? And how are the ripples working - is it a flat sphere textured and scrolled to they always appear to be moving inwards?

Get 15 new commands, all the date / time commands left out of DBPro for free!
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Van B
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Posted: 18th Aug 2004 19:27
Help yourself, the foliage in this demo however; the texture was made by Froggermon if I recall, and it's all 1 big mesh created from an array of points, and generated via memblock.


Van-B


Muhahahahaha.
John H
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Posted: 20th Aug 2004 13:49
Hey Van, I added you to my MSN messenger list if thats OK Was goign to ask you a few questions about this. Im trying to implement it in a little tech demo of ED im working on, but im having a few bugs. I didnt want to post up my source here, but it would be great if you could help me out on MSN a little bit ^_^

Great work on this

RPGamer


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Van B
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Posted: 21st Aug 2004 01:10
Ahh, I don't have MSN installed, I'll see what I can do tonight - What time is it where you are now? - it's about 4pm here - but I won't be back onto my PC till about 9pm - if I don't catch you tonight, I'll be online on Sunday quite a bit and should get you then.


Van-B


Muhahahahaha.
John H
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Posted: 21st Aug 2004 02:34
Im in the eastern time zone, so -5 GMT. My big problem is that I dont really have a clue what your arrays/variables meant Ive been trying to offset them by large numbers (10000 ) but I still cant really tell whats going on. Only one wake is appearing...kinda weird o_O


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John H
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Posted: 21st Aug 2004 06:35
Well Im displaying the variables and they are all displaying a 0 Trying to fix that atm


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Van B
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Posted: 21st Aug 2004 07:20
If all the variables are at zero - I'd blame the wake calculator, it uses 2 locations and simply places a plain between them from a given percentage. To increase the scale, firstly make sure the wake calculator is able to check a big enough range to find the shore. Here's a commented version of the calculate_shore gosub. Bear in mind that the terrain is 12800x12800 and the desired wake length is 1000 units with a 50 unit 'feeler' for calculating the shore angle.




The wake system might not be ideal for big terrains, however it would be possible to use a lot of locations but less plains, then only show the closest wakes.


Van-B


Muhahahahaha.
John H
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Posted: 21st Aug 2004 07:55 Edited at: 21st Aug 2004 08:03
My terrain is actually kinda small O_O 512*512

No wonder the wakes werent appearing around the island, 12800*12800 theres a slim chance

[EDIT]

Hmm the Values

Shx#
Shy#
Shore_SX#
Shore_SY#

Are all 0...which could be a problem seeing as the first 2 position the wake...

Heres my code controlling the water (Terrain is 512*512)



Any idea? Thanks for helping

[/EDIT]

Thanks

RPGamer


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Van B
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Posted: 21st Aug 2004 08:00
Ahh, I meant the actual unit size, the terrain is 128x128 made from 100x100 unit tiles. Try setting the random range:

y#=rnd(12800.00)*1.0
x#=rnd(12800.00)*1.0

Here, set those ranges to your terrain size, and adjust the shore check range as well. If your terrain is 512x512 and uses 100x100 unit tiles, you'd set the ranges to 51200.


Van-B


Muhahahahaha.
John H
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Posted: 21st Aug 2004 08:04
Oops I edited my post while you were posting


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The dude guy
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Posted: 21st Aug 2004 08:04
I can't open it!

Andrew Tamalunas
John H
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Posted: 21st Aug 2004 08:10
Dude - You need WinRAR

Van- Im not using Matrices, im using the terrain dll. My terrain is 512*512. Using Object Position its 0,0 at one corner and 512,512 at the other corner. Still playing around with the values, but nothing seems to be appearing. Ill try sitting around for a while, see if that changes anything. I set shores to 500 which in your demo made them appear immediatly in large masses, so its kinda weird they are no where to be found.

RPGamer


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Van B
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Posted: 21st Aug 2004 08:16
Right, see the shore offset thingy is at 1000 still, you'd need to reduce that to 20 or so, try this version of your attached code:





Van-B


Muhahahahaha.
John H
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Posted: 21st Aug 2004 08:30
OK Im running that, but it appears that there is just one wake at 0,0 and its flickering kinda fast o_O Any idea?


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Van B
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Posted: 21st Aug 2004 08:43
It could be the height ranges for the terrain, the demo assumed y0 as the water height, try experimenting with the heights. Also, is it taking ages to generate the wakes? (in comparison to the demo)

I'm off to bed, but if you can't get it working, feel free to email me a demo and I'll see what I can do.


Van-B


Muhahahahaha.
John H
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Posted: 21st Aug 2004 12:20
OK I got it working, but all the shores go in one direction..ill keep trying.


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John H
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Posted: 23rd Aug 2004 15:02
Cant seem to figure out why all the shores are headed in one direction. Any ideas van?


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Van B
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Posted: 24th Aug 2004 03:03
Hmmm....

You know the little node that gets cast out to find the shore angle?

This bit:

shore_x#(foam)=x#
shore_y#(foam)=y#
shore_sx#(foam)=x#+(sin(ang)*20.0)
shore_sy#(foam)=y#+(cos(ang)*20.0)
sph=100

for ang=0 to 360
spx#=x#+(sin(ang)*20.0)
spy#=y#+(cos(ang)*20.0)
sg=get terrain ground height(1,spx#,spy#)
sdx#=x#+(sin(ang-90)*2.0)
sdy#=y#+(cos(ang-90)*2.0)
dg=get terrain ground height(1,sdx#,sdy#)

if dg=gg and sg<-10
shore_mul#(foam)=rnd(10000)/100.00
shore_sx#(foam)=spx#
shore_sy#(foam)=spy#
rotate object foam+100,0,ang,0
endif
next ang


Well on that code it's set to 2.0, and it checks a point at a right angle to the currect angle, so once that finds another part of the shore it stores the angle. I don't think that's working as it should - if it can't find any angles then it'll be set to it's default angle. Really, the little node has to find a piece of ground at about the same height as the first check - so try a different condition:

if dg=gg and sg<gg

This would mean it does'nt care too much about the angle, as long as it's a slope - maybe the -10 is too harsh a range.


Van-B


Muhahahahaha.
Final Epsilon
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Posted: 26th Sep 2004 09:34 Edited at: 28th Sep 2004 05:39
hrm... I'd really like to see this, but DBspot is down, so i can't get it. :-( Any chance of another way to get it?

Hrm... if it isn't to much trouble, could someone email it to me? thanks alot. ^_^ The email is right below the post. ^_^

edit: thankyou aura!

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