@sixty squares
Alright, then ignore the email sent to you..
The object movement with the mouse thing is what i want to do, but it just doesnt seem to work for me. Ive tried a lot of things, i even stooped down to using others code, but nothing. So i keep it as it is. The zoom has become faster by the ability to scroll with the mouse wheel, click on the zoom button, and press the "z" key all at the same time will make it go pretty fast. The same goes for the camera too (With differant icons and keys).
Quote: "The game itself has me confused at the moment (too advanced for me???)"
I think you mean app, but if its that advanced for you, i may need to add in a "BASIC" and "ADVANCED" mode type of thing. The help document i provided doesnt help much, it only briefly describes the controls, so for all current beta testers, the help file is much more extended.
@everyone
OH!
I have a BETA VERSION ready!!!!!!!!!!!
It's got an installer and everything, but i still need 2 more beta testers now. So, it will not be released as a demo until I have enough beta testers.
Seriously, its basically like being the person who downloads a demo version, and tries it out, except this would be the full version, and you would tell me of all the bugs. It's pretty easy.
So, post suggestions and ideas.
And one more thing, the dynamic object entity format is this:
dynamicname=Object's Dynamic name here
scalex=Objects scale in x (default is 100)
scaley=Objects scale in y (default is 100)
scalez=Objects scale in z (default is 100)
rotationx=Objects rotation in x (default is 0)
rotationy=Objects rotation in y (default is 0)
rotationz=Objects rotation in z (default is 0)
objectscript=Objects source file (code involving the object)
mesh=Objects mesh file (ex: player.x)
texture=Objects texture file (ex: player_txd.dds)
thumnail=Object thumnail (ex: player_thumb.bmp), format is 64x64
Here is an example one
dynamicname=Wall
scalex=100
scaley=100
scalez=100
rotationx=0
rotationy=0
rotationz=0
objectscript=Wall.src
mesh=Wall.x
texture=Blank.jpg
thumnail=Wall.bmp
[EDIT] I forgot, i have a screenshot, here you all go
I know, its kind of big, sorry.
btw, i was working on the physics, its open-source (dbpro), but its buggy, heres the code:
REM Project: Physics
REM Created: 8/27/2006 4:30:02 PM
REM
REM ***** Main Source File *****
REM
dim pObject(9000) as PhysicsInfo
type PhysicsInfo
Velocity as integer : `Amount of speed
Direction as integer : `The direction it is facing
Is as byte : `What kind of physics reaction
Mass as integer : `The amount of space it occupies
Weight as integer : `The amount of gravity on the object
IsTurning as byte : `If the object is turning left, right, or is not turning
IsTurnedOver as boolean : `Is the object turned over (upside down), only usefull for vehicle objects
endtype
set ambient light 100
make object plain 1,500,500
pitch object down 1,90
fix object pivot 1
load image "grass1.jpg",1
texture object 1,1
color backdrop rgb(0,128,255)
load object "H-Stock Car-Move.x",2
scale object 2,5500,5500,5500
turn object left 2,180
fix object pivot 2
position object 2,50,70,50
pCreateObject(2,0,5,3,2)
remstart
The types for the objects are....
1: Vehicle
2: Human
3: Lifeless object
4: Plant Object
5: Speeding Object
remend
sync on : sync rate 30
do
gosub _TestVehiclePhysics
set camera to object orientation 2
position camera object position x(2),object position y(2)+150,object position z(2)
move camera -390
sync
loop
_TestVehiclePhysics:
if upkey()=1
pMoveObject(2,2.5)
else
if downkey()=1
pMoveObject(2,-2)
else
pMoveObject(2,0)
endif
endif
if leftkey()=1 then pTurnObject(2,1)
if rightkey()=1 then pTurnObject(2,2)
return
function pCreateObject(obj_num,Direction,TypeOfObject,Mass,Weight)
if Weight<1 then Weight=1
if Mass<1 then Mass=1
if TypeOfObject<1 then TypeOfObject=1
if TypeOfObject>5 then TypeOfObject=5
pObject(obj_num).Velocity=0
pObject(obj_num).Direction=Direction
pObject(obj_num).Is=TypeOfObject
pObject(obj_num).Mass=Mass
pObject(obj_num).Weight=Weight
endfunction
function pMoveObject(obj_num,speed)
if object exist(obj_num)
OldVelocity=pObject(obj_num).Velocity
Weight=pObject(obj_num).Weight
Mass=pObject(obj_num).Mass
if speed=0
speed=OldVelocity-(Weight/10)
endif
pObject(obj_num).IsTurnedOver=0
if object angle x(obj_num)>160
if object angle x(obj_num)<300
pObject(obj_num).IsTurnedOver=1
endif
endif
if pObject(obj_num).Is=5
pObject(obj_num).Velocity=pObject(obj_num).Velocity+speed-((Weight/4)+Mass/3)
else
if pObject(obj_num).Is=1
pObject(obj_num).Velocity=pObject(obj_num).Velocity+(speed-0.2)-((Weight/3)+Mass/2)
else
pObject(obj_num).Velocity=pObject(obj_num).Velocity+speed-((Weight/2)+Mass)
endif
endif
pObject(obj_num).Direction=object angle y(obj_num)
if pObject(obj_num).IsTurning=1
if pObject(obj_num).Is=5 : `If the object is a speeding object
`The object is turning left
if pObject(obj_num).Velocity>15
roll object left 1,0.1
endif
if pObject(obj_num).Velocity>20
roll object left 1,0.2
endif
if pObject(obj_num).Velocity>25
roll object left 1,0.3
pitch object up 1,0.1
endif
if pObject(obj_num).Velocity>30
roll object left 1,0.4
pitch object up 1,0.1
turn object left 1,0.1
pObject(obj_num).Velocity=31
endif
endif
if pObject(obj_num).Is=1 : `If the object is a standard vehicle
`The object is turning left
if pObject(obj_num).Velocity>15
roll object left 1,0.1
endif
if pObject(obj_num).Velocity>20
roll object left 1,0.2
endif
if pObject(obj_num).Velocity>25
roll object left 1,0.3
turn object left 1,0.1
pObject(obj_num).Velocity=26
endif
endif
if pObject(obj_num).Is=3 : `The object is lifeless and thus, moves lifelessly
`The object is turning left
if pObject(obj_num).Velocity>1
turn object left 1,0.3
roll object left 1,0.2
endif
if pObject(obj_num).Velocity>2
turn object left 1,0.4
roll object left 1,0.3
endif
if pObject(obj_num).Velocity>3
turn object left 1,0.4
roll object left 1,0.4
endif
if pObject(obj_num).Velocity>4
turn object left 1,0.5
roll object left 1,0.4
endif
if pObject(obj_num).Velocity>8
turn object left 1,0.7
roll object left 1,0.6
Velocity=8.1
endif
endif
endif
if pObject(obj_num).IsTurning=2
if pObject(obj_num).Is=5 : `If the object is a speeding object
`The object is turning right
if pObject(obj_num).Velocity>15
roll object right 1,0.1
endif
if pObject(obj_num).Velocity>20
roll object right 1,0.2
endif
if pObject(obj_num).Velocity>25
roll object right 1,0.3
pitch object up 1,0.1
endif
if pObject(obj_num).Velocity>30
roll object right 1,0.4
pitch object up 1,0.1
turn object right 1,0.1
pObject(obj_num).Velocity=31
endif
endif
if pObject(obj_num).Is=1 : `If the object is a standard vehicle
`The object is turning left
if pObject(obj_num).Velocity>15
roll object right 1,0.1
endif
if pObject(obj_num).Velocity>20
roll object right 1,0.2
endif
if pObject(obj_num).Velocity>25
roll object right 1,0.3
turn object right 1,0.1
pObject(obj_num).Velocity=26
endif
endif
endif
pObject(obj_num).Direction=object angle y(obj_num)
move object obj_num,speed
endif
endfunction
function pTurnObject(obj_num,direction)
if object exist(obj_num)=1
if pObject(obj_num).Is=1
if pObject(obj_num).Velocity>0.7
pObject(obj_num).IsTurning=direction
if direction=1
turn object left obj_num,pObject(obj_num).Velocity/pObject(obj_num).Mass
endif
if direction=2
turn object right obj_num,pObject(obj_num).Velocity/pObject(obj_num).Mass
endif
endif
endif
if pObject(obj_num).Is=5
if pObject(obj_num).Velocity>0.9
pObject(obj_num).IsTurning=direction
if direction=1
turn object left obj_num,pObject(obj_num).Velocity/pObject(obj_num).Mass
endif
if direction=2
turn object right obj_num,pObject(obj_num).Velocity/pObject(obj_num).Mass
endif
endif
endif
endif
pObject(obj_num).Direction=object angle y(obj_num)
endfunction