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Work in Progress / Daggerfall DarkBASIC Collision Demo (screenshot)

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Ian T
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Posted: 21st Oct 2004 08:21 Edited at: 21st Oct 2004 08:21
Hi guys,

Releasing release canditate 1 for version 1.0 of the 'collision demo' for my Daggerfall DarkBASIC project. In brief, it's a new engine for the classic RPG in DarkBASIC. You don't need the original game to play this. I'm calling it a collision demo, but actually this demo showcases weather effects, collision (Nuclearglory of course ), basic physics and the game atmosphere in general.

The forum post of its official release is here, download it from that link too.



Like all DarkBASIC stuff, it needs DirectX 9.0b, and a decent video card and amount of RAM. It can run in extremely low resolution and detail mode so don't worry if your computer isn't up to par.

Thank you for your time !


Preparing for a month of insanity, inspiration and insight... again!
Cian Rice
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Posted: 21st Oct 2004 08:23
Yay, you finally post something about your Daggerfall remake, will it include everything from the original?

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Ian T
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Posted: 21st Oct 2004 08:29
There's a lot about that on the forums-- check out the FAQ post mainly, but there are a lot of ongoing discussions as well . Thanks!


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Mussi
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Posted: 21st Oct 2004 08:47 Edited at: 21st Oct 2004 08:48
Looks nice , but are we supposed to get this high?



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Ian T
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Posted: 21st Oct 2004 09:19
Yes, that's half the fun ! Thanks!


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Wiggett
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Posted: 21st Oct 2004 12:00
shiznit dude i love daggerfall, didnt know someone was remaking.

Mussi
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Posted: 22nd Oct 2004 00:16 Edited at: 22nd Oct 2004 00:17
I found a bug. (heavy rain mode)



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Ian T
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Posted: 22nd Oct 2004 03:22 Edited at: 22nd Oct 2004 03:51
Yes, it seems everyone gets that but me on my old TNT2. I have no clue what's causing it.


Rc2 is out. It fixes a lot of bugs (not the rain one), tweaks physics, and adds snow on the ground when it's snowing. Frame rate may go up very slightly. Scroll down a bit on this thread to read the release and get the new demo if you're interested.

Thank you !


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Mussi
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Posted: 22nd Oct 2004 03:44
I don't see any snow on the ground



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Ian T
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Posted: 22nd Oct 2004 03:52
If you got the snow link, it'll show up when you have snowy weather selected ...


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Mussi
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Posted: 22nd Oct 2004 04:13
Still I don't seen snow



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Ian T
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Posted: 22nd Oct 2004 06:23
Gah, I screwed up and put the wrong .exe in. My apologies. Check out the thread, I've edited the original post with the news on the correct release of RC2.

Thank you .


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Ian T
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Posted: 22nd Oct 2004 06:29 Edited at: 22nd Oct 2004 06:34
(Link to rain bug removed because Lynx's webhost may be b0rked )

It doesn't do that on my TNT2 and I've been unable to diagnose it so far. I'd appreciate it if everyone who plays the demo could tell me if they experience that bug in heavy rain mode and what their video card is. Thanks!


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Mussi
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Posted: 22nd Oct 2004 09:06
weeeee, finnaly some snowy ground

I think I found another bug , well not actually a bug but takea look at this screen, as you can see there is a line right in the center of the screen, I assume it's a plane position at the camera pos but ont hidden.



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Ian T
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Posted: 22nd Oct 2004 09:55
Yeah, I mentioned this in the forum post . It's a known bug, but apparently it's something with my code, not just DBP. I'll hunt for it later. Thanks to Interkarma the rain bug has also been solved. Cheers!


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empty
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Posted: 22nd Oct 2004 10:13
I like that demo. That is a nice demo.

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MikeS
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Posted: 23rd Oct 2004 05:31
Very nice job Mouse. With the exception of the rain bug you have yourself a very polished title coming. The media is good, it runs well on my system, and I love the weather effects.

Keep up the good work on this project.



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Cian Rice
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Posted: 23rd Oct 2004 05:49
Just tested it, nice!
Will this game include the amount of bugs taht were in other Elder Scrolls Games?
Because you have to have them for the atomoshpere.

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Wiggett
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Posted: 23rd Oct 2004 11:32
you planning on using textured plains as the characters like the original, or you going for a 3d model version?

Preston C
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Posted: 24th Oct 2004 07:00 Edited at: 24th Oct 2004 07:08
Just tested it here, ran nice and smooth, looked pretty good too, except for that rain bug . Though, I did get stuck between the wall and roof of two different buildings, was real annoying to get out of.

One question though...are you using a seperate object positioned at the camera for collision? If so, mind using Hide Object on it? Several times there was a white line that flickered vertically on the screen, and it's the collision object thats causing it if I'm correct. Could get real annoying to a few people.

Cheers,
Preston


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Ian T
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Posted: 24th Oct 2004 10:37
Quote: " Just tested it here, ran nice and smooth, looked pretty good too, except for that rain bug . Though, I did get stuck between the wall and roof of two different buildings, was real annoying to get out of."


I just found that little section out. There's technically nothing wrong the geometry, it's Nuclearglory being irksome . Generally a great collision system, but it can be frustrating to tweak.

Quote: "One question though...are you using a seperate object positioned at the camera for collision? If so, mind using Hide Object on it? Several times there was a white line that flickered vertically on the screen, and it's the collision object thats causing it if I'm correct. Could get real annoying to a few people."


You know, I'm almost certain the camera object is indeed hidden, but it's just possible I missed it somehow. That's a great idea; I've been trying to track this bug down for a long time. Thanks.


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nuclear glory
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Posted: 25th Oct 2004 21:50 Edited at: 25th Oct 2004 21:51
Quote: "it's Nuclearglory being irksome"


Working on it. If you could explain it or send me a sample of the problem it would be much appreciated. Quite busy atm so don't really have time to explore. Although if you give me movement directions to the problem area I can download the file and hopefully go right to the problem.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Ian T
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Posted: 26th Oct 2004 01:38 Edited at: 28th Oct 2004 06:08
Ok ! The latest release of the demo is here.

The weird building is directly to the right of where you start; the east wing of the tower building. If you jump-climb up to the lower roof and walk towards the higher section of the building, down the tilted roof, you'll sort of halfway fall into the building when you reach the convex (edit-- convace, sometimes I make the stupidest errors ) corner. It's a bit difficult to explain-- and sometimes it only happens when you move forward and then back there. Just walk around that corner a bit and I'm sure you'll see what I mean.

The model's in the World subdirectly, 500.x. Sometimes the files I use are a bit oddly stuctured because they're being directly translated from Daggerfall's object files, which weren't polygonal, but the problem area here looks fine. This image shows the spot--




The geometry looks fine to me.


Altogether your collision system is fantastic; fast, easy to use, great examples. So I'm really not bothered by quirks like this. I also appreciate that you dropped by this thread . Thank you!


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Wiggett
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Posted: 26th Oct 2004 01:41
i wanna help im some way

Ian T
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Posted: 26th Oct 2004 02:22
It's great just to have kind words! Apart from that, testing each new demo is a huge help because I need to see how it runs on various hardware combinations. Thanks


The forums are down now and will be for a week or so. You can still grab the files .


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Cian Rice
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Posted: 26th Oct 2004 05:24
The jumping is much better.

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Nack
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Posted: 26th Oct 2004 05:45
ya, the jumpin could be better...but other than that, its looks good.

CattleRustler
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Posted: 26th Oct 2004 06:33
looks great Mousey


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Ian T
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Posted: 26th Oct 2004 06:43
Thank you Anime, Nack, Cattle!

Nack-> Less or more high/far? I appreciate constructive critisicm


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Cian Rice
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Posted: 26th Oct 2004 07:55
I think a bit higher and farther would do the trick.

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nuclear glory
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Posted: 27th Oct 2004 05:02
Yes, I see the issues. It's the concave collisions again. Not an easy one to crack but still improving

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Baggers
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Posted: 27th Oct 2004 06:48 Edited at: 27th Oct 2004 06:49
Although this topic is based around collisions i just would like to say that i love the snow effect, the way it looks with the fogging works well and fits perfectly into the current style of the game (which is something a good few people seem to forget about when they code)
Good luck with the rest of the game
Baggers
Ian T
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Posted: 27th Oct 2004 09:59
Thank you !


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FoxBlitzz
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Posted: 27th Oct 2004 12:13
The scene does look kinda dull. Maybe some lightmapping? Anyways, I'm not sure if you've realized this, but the heavy rain display glitch is still there. However, I'm getting good framerates here: 45 without weather (Huh? Why 45?) and about 33 with weather, regardless of the screen resolution I am running in. I also think you should make the scene larger, because you look like a giant standing next to those doors.

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Ian T
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Posted: 27th Oct 2004 13:55
Quote: "45 without weather (Huh? Why 45?)"


I capped it at 40, and the screen fps() glitch shows roughly one tenth more than it should .

I actually think the height works fairly well, but it's pointless tweaking it now anyways as the size scale of the game will be different when dynamically loading the world. But thanks for the feedback !


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FoxBlitzz
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Posted: 29th Oct 2004 15:46 Edited at: 29th Oct 2004 15:51
I think it's actually a timer problem in DBPro (I got the FPS using Fraps). The manual states that the framerate system is based on milliseconds and isn't accurate, but it relies on smoothness. Makes sense, because setting the framerate to cap at 60 actually makes it cap at 66 unless you're running in a full-screen mode and your video settings have the monitor refreshing at 60 hz (Which I always use).

A thing I've noticed early on, the pyramid model doesn't seem to be complete. When you drop through the hole, you end up inside the model and can walk back out through the invisible sides of the walls (Although you probably already know this).

I haven't played the original DaggerFall so I don't know what kind of gameplay you're aiming for... well, good luck on this project.

Edit: Another suggestion I would like to make is that the wind speed changes too rapidly for the snow effect. I think you should make it more constant.

Edit #2: I almost forgot that there is another graphic glitch in this game. When you have the camera at certain angles, there is a white vertical line on the screen, but I can't imagine why it appears like that. Is that something you can look into by any chance?

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