Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / X-Quad Editor Development State --

Author
Message
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 26th Jun 2004 12:03
Entities support is now 98% completed ( minor fixes to do )
you can now add various entities :
- equipment ( like helmets, rings, ... )
- magic items
- simple items
- bonuses
- monsters
- neutral creatures.
- NPC
when player take an item it is automatically putted to bag if it's an item or used if it's a bonus
Items in the bag can be used so if it's an equipment part, the player is automatically equipped with when used.
Player attributes are affected by equipment bonuses ( strength, constitution, ... )

Monsters can be shooted by FPSMode weapons ( and killed )
They reappear later at their starting place ( if REPOP is actived )
Player can be injured by monsters.
I must code the player to die and the RPG mode weapons.

so all entities support will be completed and I'll release a new Game Demo ...



wh1sp3r
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Czech republic
Posted: 2nd Jul 2004 06:10
nice ! hey, what editor are you using for .X object?

PS: Real programmers aren't afraid of math!.

☺☺ AthlonXP 2500+, Ati Radeon 9600 128MB, dualDDR 512MB 400Mhz CL3.0, SB LIVE!, monitor 19" ☺☺
Cliff 3degs network
21
Years of Service
User Offline
Joined: 23rd May 2003
Location: Sweden
Posted: 2nd Jul 2004 07:37
both sounds cool and looks great.
well done as always

1GHZ AMD ATHLON WITH AN GEFORCE 4 TITANIUM 4600 AND 512 MB SDRAM.
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 5th Jul 2004 05:25
objects are developped under Cinema 4D SE 5.19FR

Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 7th Jul 2004 11:04
Script support is now 100% completed ...
Full IA can be coded ( monster can detect player and follow him ... )



Powersoft
21
Years of Service
User Offline
Joined: 1st Aug 2003
Location: United Kingdom
Posted: 30th Jul 2004 07:12
what features is there in your script engine?


Create or Play? You choose!
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 30th Jul 2004 07:45
Support all these commands and more will come soon :

Areg(0) up to Areg(256) = Global register
DReg(0) up to DReg(256) = Internal register
Xpos = Object position X() ( Command, Function )
YPos = Object position Y() ( Command, Function )
ZPos = Object position Z() ( Command, Function )
Xrot = Object Angle X() ( Command, Function )
YRot = Object Angle Y() ( Command, Function )
ZRot = Object Angle Z() ( Command, Function )
Frame = Get Object Frame()
playerx(),playery(),playerz() = Player Object coordinates
Distance() = True 3D distance between player's 3D object and Scripted one.
PlayerOrientation() = Give the angle the scripted object should have to face the player.
Reserved words/functions :
upkey() / downkey() / leftkey() / rightkey() : Equal to DBPro Ones.
mousex() / mousey() / mouseclick() : Equal to DBPro ones
Joyup() / joydown() / joyleft() / joyright() / joyfire() : Equal to DBPro ones for Joystick #1

Commands :
Loop_On : Turn On loop mode for animations.
Loop_Off : Turn Off Loop mode for animations.
Sync : Wait for next SYNC
Pause : Put the script under PAUSE mode waiting for manual activation ( From DBPro source code )
Stop : Stop the script.
Anim_Off : Stop object's animation.
Anim_On : Run default animation.
Rem : remarks.
End : Stop script ( Equal to STOP )
Jump LABEL : Like GOTO
If CONDITION1=CONDITION2 ... ( You can use JUMP LABEL or LET DATA=DATA2 after an IF )
Anim_Frame Val/Reg : Set new object frame.
Play_Object 1STFRAME,LASTFRAME,SPEED : Play a choosen animation with a choosen speed.
Play_IdleAnim : Play IDLE animation defined in X4E.
Play_WalkAnim : Play WALKING animation defined in X4E.
Play_PunchAnim : Play PUNCH animation defined in X4E.
Play_ShotAnim : Play SHOOT animation defined in X4E.
Play_InjuredAnim : Play INJURED animation defined in X4E.
Play_DyingAnim : Play DYING animation defined in X4E.
Play_JumpAnim : Play JUMPING animation defined in X4E.
Let Reg=Val/Reg : Define a value/register
Position X,Y,Z : Set new position for Scripted object.
Rotate X,Y,Z : Set new angle for scripted object.
SetToPlayerOrientation : Turn scripted object to face the player.
Move DISTANCE : Move scripte object
TurnLeft ANGLE : Turn scripted object to left ( under Y Axis )
TurnRight ANGLE : Turn scripted object to Right ( under Y Axis )

Here are all actually supported command for SCRIPT LANGAGE.

Powersoft
21
Years of Service
User Offline
Joined: 1st Aug 2003
Location: United Kingdom
Posted: 30th Jul 2004 16:53
will you have variable support?
Is the scripting engine written in DBpro?


Create or Play? You choose!
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 30th Jul 2004 17:41
The scripting engine is written in PureBasic and is used as a TPC Plugin under DBPro.
There are minimal variable support .
DReg(0) to DReg(255) are internal for each channel ( 256 channel at this time ) That mean that, DReg(1) for Channel 1 isn't the same variable than DReg(1) for Channel 2.
AReg(0) to AReg(255) Are global variables. That mean that AReg(1) is the same for channel 1 and other channels.
There are command to read/write to these registers from DarkBasic Pro

TPC commands available under DarkBasic pro for the TPC Plugin DBal.dll are these one :
-Load Script FICHIERX4C$ , CANAL : Load a compiled script.
-Set Channel To Object CANAL , OBJET 3D : Affect a 3D object to a channel.
-Play Channel CANAL : Activate the channel.
-Pause Channel CANAL : Put the channel in pause ( when it will be restarted with "Play Channel CANAL", it will restart where it was stopped )
-Stop Channel CANAL : Stop the channel ( if you restart it later with "Play Channel CANAL", it will restart from beginning.
-Update Scripts : Update all channels runnings the appropriates scripts.
-Update Channel CANAL : Update only 1 channel if the choosen one is active.
- =Get Data( CANAL , DREG_INDEX ) : Send back value in Dreg( DREG_INDEX ) on channel CANAL .
- Set Data CANAL , DREG_INDEX , VALEUR : Write to INTERNAL DReg( DREG_INDEX ) for channel CANAL
- =Get Global( AREG_INDEX ) : Send back value in GLOBAL AReg( AREG_INDEX )
- Set Global AREG_INDEX , VALEUR : Write to GLOBAL Areg( AREG_INDEX )
- =Channel Active( CANAL ) : Gives 1 if channel is active
- =Get Attacking( CANAL ) : Gives 1 if entity is actually attacking [X4E ONLY]
- Set Player Object OBJET_CIBLE : Used to define which object will be used for player distances/angles calculations.

Here are all.

Powersoft
21
Years of Service
User Offline
Joined: 1st Aug 2003
Location: United Kingdom
Posted: 30th Jul 2004 18:47
Sounds like you have thought it through.

Im planning a scipt engine whic hwill start in DBpro and then converted to C++. That will give me greater speed. As my current idea for a variable system is based on 4 arrays


Create or Play? You choose!
Freddix
AGK Developer
22
Years of Service
User Offline
Joined: 19th Sep 2002
Location: France
Posted: 30th Jul 2004 19:00
k

In fact, I've based my system on the one that was available on Amos/Amospro on Amiga computer ...
The principle is the same than Amal ( AMos Animation Langage ).
That's why I called it DBAL ( DarkBasic Animation Langage )

Login to post a reply

Server time is: 2024-11-22 13:16:20
Your offset time is: 2024-11-22 13:16:20