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Work in Progress / Pirates of Port Royale: New Thread

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Gingerkid Jack
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Posted: 5th Aug 2009 00:42
No because it's the 1001th post that counts. So I get the demo!

TheCleverGuyz
Darth Vader
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Posted: 5th Aug 2009 02:47
Quote: "i win! 1000th post!"
Damn you! That was so meant to be me!
lol

Darth Kiwi
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Posted: 5th Aug 2009 15:03
Good work Gil It must be nice to go back and re-do everything more carefully than you did the first time, since you'll be able to rely on all the "under the hood" engine code more than before.

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
mike5424
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Posted: 5th Aug 2009 16:33
Quote: "No because it's the 1001th post that counts. So I get the demo!"


NEVA! It's mine. ALL MINE! *Evil laugh*

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tiresius
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Posted: 5th Aug 2009 20:09
Give it a rest guys, no need to spam like it's the posting competition thread.

Gil, are you doing some code design out on paper or are you just looking at the code in a general sense and seeing what needs reworking or cleaning up? Have you started with a new basic project or are you working with all the old code still there, replacing bit by bit? I've refactored a couple projects and I'm interested in how others do it.

I'm not a real programmer but I play one with DBPro!
mike5424
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Posted: 7th Aug 2009 11:53
Come on, Surely you can't find every bug in your game. There are still bugs to be found on atmosphir and there are around 10,000 registered BETA testers.

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Green Gandalf
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Posted: 7th Aug 2009 15:46
Gil Galvanti

Ages ago you mentioned you were having problems with seams on skyboxes. If you're still having problems with that let me know. I might be able to fix it. (Sorry if this has already been fixed - don't have time to read every page since that post!).
Darth Vader
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Posted: 8th Aug 2009 06:43
Quote: "Gil Galvanti

Ages ago you mentioned you were having problems with seams on skyboxes. If you're still having problems with that let me know. I might be able to fix it. (Sorry if this has already been fixed - don't have time to read every page since that post!). "
1,007 posts, I don't blame you!

From what I've read (Most of this thread) I don't think he mentioned anything about fixing it.

Also completely off topic (sorry Gil send Rami to get me later) how's your computer going GG?

Green Gandalf
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Posted: 9th Aug 2009 14:06
Quote: "Also completely off topic (sorry Gil send Rami to get me later) how's your computer going GG?"


Extremely well. I'm very pleased with it and it copes with everything I throw at it. The community did me a real favour there and I'm extremely grateful. I hope to return the favour with a nice batch of shader demos later in the year - it's a somewhat daunting task as I have dozens of inconsistent versions of most of my demos on different machines. But I'll get there once the summer gardening season is out of the way. The key thing is for me to avoid distractions when I eventually start ...
Gil Galvanti
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Posted: 10th Aug 2009 04:27 Edited at: 10th Aug 2009 04:31
Quote: "Good work Gil It must be nice to go back and re-do everything more carefully than you did the first time, since you'll be able to rely on all the "under the hood" engine code more than before."

Thanks, yes it will be nice to have a clean, efficient engine to build other games off of as well .

Quote: "Gil, are you doing some code design out on paper or are you just looking at the code in a general sense and seeing what needs reworking or cleaning up? Have you started with a new basic project or are you working with all the old code still there, replacing bit by bit? I've refactored a couple projects and I'm interested in how others do it."

I'm starting with an entirely new project, but copying and pasting some of the code from the old one. I figure that will make it easier for me to structure it from the ground up rather than just try and fix what I have.

Quote: "Come on, Surely you can't find every bug in your game. There are still bugs to be found on atmosphir and there are around 10,000 registered BETA testers."

When did I say that I would find every bug in my game?

Quote: "Ages ago you mentioned you were having problems with seams on skyboxes. If you're still having problems with that let me know. I might be able to fix it. (Sorry if this has already been fixed - don't have time to read every page since that post!). "

Good question, haha. It seems I came up with a solution, but that it led to another problem...only now I can't remember what that solution and problem was . I'll let you know if I come across it or remember, thanks for the help . What fix were you going to suggest?

Quote: "Also completely off topic (sorry Gil send Rami to get me later) how's your computer going GG?"

Haha, no problem, I was just confused because I thought you mean me (Gil Galvanti) when you said GG, and I was wondering why you were randomly asking me how it was working .


A bit of an update: I've just been working on a UI Editor for the engine lately, that will allow me to create and export UI's that the engine can load. It will allow for scriptable buttons, variables, and images rather than having to hardcode it all, making it possible to mod and change.


Green Gandalf
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Posted: 10th Aug 2009 20:58
Quote: "Haha, no problem, I was just confused because I thought you mean me (Gil Galvanti) when you said GG, and I was wondering why you were randomly asking me how it was working "


Perhaps he was? I completely missed the other obvious possibility.

Quote: "What fix were you going to suggest?"


The UUPF.
Darth Vader
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Posted: 12th Aug 2009 10:46
Quote: "Quote: "Haha, no problem, I was just confused because I thought you mean me (Gil Galvanti) when you said GG, and I was wondering why you were randomly asking me how it was working "

Perhaps he was? I completely missed the other obvious possibility. "
Just to be sneaky I'm not going to tell you who that was directed at............

Damn I couldn't do it for long!


Darth Vader
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Posted: 11th Sep 2009 02:46
I hate to double post but I really don't want this to get an automatic lock! It's almost been a month since the last post (Which was mine for clinically blind).

Again sorry about the double post!

Darth Kiwi
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Posted: 11th Sep 2009 16:52
I too would hate to see this thread get auto-locked. Any news, Gil?

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Gil Galvanti
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Posted: 18th Sep 2009 00:28
Quote: "I hate to double post but I really don't want this to get an automatic lock! It's almost been a month since the last post (Which was mine for clinically blind).

Again sorry about the double post!"

No problem, thanks, I was actually thinking about how it might autolock soon if I don't post.

Quote: "I too would hate to see this thread get auto-locked. Any news, Gil?"


No news, unfortunately. I started my 2nd year of university a few weeks ago, and it's been more difficult than last year. Add to that the fact that I have somewhat of a social life back at school, since that's where my friends are, and I just don't have much time to work on PoPR (or any other games). I have done a bit of designing for it, designing reusable "modules" that I could code. For example, the AI Module would be comprised of a bunch of functions (ie: AI_createAI(AI,object#), AI_setIdle(AI), AI_goTo(AI,x,y,z), etc.) that could be reused in other games I create. So when I do get a chance to work on it, I plan on working on making everything more modular, so to build the game you are basically just putting a bunch of prebuilt blocks of code together.


mike5424
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Posted: 18th Sep 2009 18:59
soooo...... we've got to wait longer for a demo? *runs off crying*

---
Mike5424
Darth Kiwi
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Posted: 20th Sep 2009 20:10
What? You have a life? And a social life at that!?

I'm liking the module method. Re-usability and flexibility is good.

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mike5424
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Posted: 20th Sep 2009 22:43
Quote: "What? You have a life? And a social life at that!?"

he's a one-in-a-million XD

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Mike5424
mike5424
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Posted: 3rd Oct 2009 10:05
sorry for the double post.

don't want to see this get locked

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Mike5424
Alfa x
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Posted: 13th Oct 2009 15:53
Hi,
Im writing because I don't want to see this locked and because I offered to finish a DLL in your other thread, if you need.

AlfaX
mike5424
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Posted: 17th Oct 2009 23:00
Bump FTW!

Come on guys, we need to keep this thread alive!

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Mike5424
Gil Galvanti
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Posted: 18th Oct 2009 01:03
Quote: "Hi,
Im writing because I don't want to see this locked and because I offered to finish a DLL in your other thread, if you need.

AlfaX "

Hey, sorry, I've been busy with school. After playing around in DBP some, I don't think I'll need your plugin, but if you want to continue developing it, it might still eventually be useful for me and the community.

Quote: "Bump FTW!

Come on guys, we need to keep this thread alive!"

Mike, I appreciate you trying to keep this alive, but it doesn't get auto-locked until a month after the last post, so you don't need to post until then (and I usually monitor it and post myself if no one else does).

Schoolwork has kept me very busy lately, so I haven't had much time to work on PoPR lately. I'll let you know if anything develops.


mike5424
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Posted: 22nd Oct 2009 22:51
but it was almost on the second page.

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Mike5424
wickedly kick it
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Posted: 23rd Oct 2009 01:32
Sorry only goes to the 1001th poster Gil, you need to work on this!

mike5424
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Posted: 15th Nov 2009 11:52
this time i have to bump it! it's almost been a month! (1 week left)

so then gil, any updates yet?

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Darth Vader
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Posted: 15th Nov 2009 14:59
mike5424 I don't know if you're aware but Gil happens to be a CoD fan. And MW2 was just released... Put two and two together and what do you get?

mike5424
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Posted: 17th Nov 2009 17:22
Quote: "mike5424 I don't know if you're aware but Gil happens to be a CoD fan. And MW2 was just released... Put two and two together and what do you get?"


We must destroy CoD! First it stops the progress of POPR then... THE WORLD *evil laugh

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Azunaki
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Posted: 2nd Dec 2009 06:05
...i'll nuke you in CoD if you even try.

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Gingerkid Jack
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Posted: 2nd Dec 2009 22:19
Meh, not if I nuke you first got a 3 nuke streak so far. Hehe. (No seriously I do)

TheCleverGuyz
Gil Galvanti
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Posted: 12th Dec 2009 11:47
Well, believe it or not I'm still alive, and have made quite a bit of progress in the last couple weeks in the new PoPR World Editor. Unfortunately, a lot of it is behind the scenes work, so it's hard to show you.

Things that I have done that I can actually show you:
*Importing objects
*Moving/manipulating objects
*Saving/loading the world
*Adding and editing interiors
*Viewing/editing object properties
*Functional windows/toolbar
*Prettier and less buggy in many aspects (UI, object manipulation, etc.)

Things behind the scenes:
*Created lots of functions to create/manipulate and the toolbar windows easily (which used to programmed manually)
*Created lots of functions for doing repetitive or specific tasks (like finding a free object number, loading objects, debug output, etc.)
*Fixed many bugs that were in the old editor through better coding and addressing them as they came up rather than working around them
*Massively improved UI speed through use of D3D functions

For now, I'll just give you a screenshot, but hopefully I'll have a video sometime in the next few weeks (but no promises!), since my winter break starts next week.

So here's the screenshot, I tried to fit as many of the new features as I could. As you can see, I'm going with simpler is better this time around, sticking with a color scheme of white, black and blue. Hope you like it, more to come soon (hopefully).



JLMoondog
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Posted: 12th Dec 2009 12:26 Edited at: 12th Dec 2009 12:27
He's alive!

I'm glad your still sticking with this, and the new editor looks very functional. Keep it up.


mike5424
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Posted: 13th Dec 2009 10:11
wow this looks amazing! but do tree's really grow that bent back (talking about the one at the back)

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Gil Galvanti
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Posted: 13th Dec 2009 13:06
Quote: "
I'm glad your still sticking with this, and the new editor looks very functional. Keep it up.
"

Thanks .

Quote: "wow this looks amazing! but do tree's really grow that bent back (talking about the one at the back)"

Thanks, and yes, tropical palm trees do:
http://imagecache5.art.com/p/LRG/21/2114/8VHED00Z/tropical-leaning-palm-tree.jpg


Today I worked on it for several more hours, and got the engine to load the saved world from the world editor and also got moving in and out of buildings working in the world editor.

The development process is incredibly fast and efficient compared to the last time, which was what I was hoping for. It's hard for me to show anything that will impress anyone but myself, unfortunately, because no one else knows how much of an improvement it is over the last version. Things that took me 200 buggy, messy lines and several days to program before, now take 50 clean lines and a couple hours with almost no bugs.

It's also hard to impress people with just a new version of an already existing feature, whereas the first time through I could make a video on an entirely new feature, now I would feel like I was just reshowing what I've already showed before.

Anyways, keep checking for more updates in the coming days/weeks.


Darth Kiwi
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Posted: 13th Dec 2009 14:42
That's great news: it sounds like your decision to take a step back and tidy up what you've already done is really paying off! It's great that you can now do things so much easier: hopefully this will not only shorten your development time, but also improve your morale so you don't get "developer's block".

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Darth Vader
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Posted: 15th Dec 2009 04:39
Quick question, why aren't you using the really nice models that someone made for you a little while back? There were comparison pictures not to far back in the post, and they looked awesome!

Not saying your models aren't any good...

Gil Galvanti
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Posted: 15th Dec 2009 07:15
Quote: "Quick question, why aren't you using the really nice models that someone made for you a little while back? There were comparison pictures not to far back in the post, and they looked awesome!

Not saying your models aren't any good...
"

Haha, those are the new models...this was the old one:
http://i16.photobucket.com/albums/b45/Gil_Galvanti/Shipyardoriginal.jpg

Still not great looking, but much better than before .


Darth Vader
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Posted: 15th Dec 2009 14:02
ok now I feel really bad... I actually didn't see properly and I think it has something to do with no Anisotropic Filtering enabled...

Hey do I get to mess with this version?

Braude Interactive
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Posted: 4th Jan 2010 02:33 Edited at: 4th Jan 2010 02:34
wow wow wow. Nice progress Mr Galvanti this is looking great.

Really nice to see it still going!
Deathead
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Posted: 4th Jan 2010 17:48
Just wondering Gil, are you using multi-textures for them buildings? See I tried to import a model with multi-textures and it messes up.



Gil Galvanti
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Posted: 6th Jan 2010 07:13
Quote: "Hey do I get to mess with this version? "

Haha, hopefully eventually .

Quote: "wow wow wow. Nice progress Mr Galvanti this is looking great.

Really nice to see it still going! "

Thanks .

Quote: "Just wondering Gil, are you using multi-textures for them buildings? See I tried to import a model with multi-textures and it messes up."

Multi-textures as in multiple individual textures as opposed for one UV-wrapped? Yes I am . I just use 3DWS to create them and then export as a .dbo file which loads perfectly into DBP. Is that what you're doing?


A bit of progress lately: I'm working on simple object physics (moving around/dropping objects), implementing Harry Potter Online's dynamic scripting/talking system (scroll down about 1/3 of the page to find a explanation of it), and implementing TERSCULPT (which VanB has so graciously allowed me to use) into the world editor.


Deathead
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Posted: 6th Jan 2010 11:58 Edited at: 6th Jan 2010 15:15
Quote: "Is that what you're doing?"

No, I don't own 3DWS. I use blender, it can load up the model fine but DBPro doesn't respond if I put 2 or more textures on a object.lol

Great work btw, I like the new GUI.



Gil Galvanti
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Posted: 18th Jan 2010 03:52
Quote: "I use blender, it can load up the model fine but DBPro doesn't respond if I put 2 or more textures on a object."

Oh, sorry, I don't have much experience with blender .

Quote: "Great work btw, I like the new GUI."

Thanks!


Today I finally finished implementing the talk and scripting system into PoPR. I'll wait and save that for a video because a screenshot can't really show how it works very well . So now I have 2 major things left to redo from the old game-crafting and trading. Things are going much better this time around, as I hoped, and all of the code seems a lot "lighter" (if that makes sense). Now I'll probably work on some more simple object physics, equipping items, crafting, or trading, whichever I'm in the mood for . I'll keep you posted, and I've decided to save a video until I have several features to show everyone.

Thanks for everyone who is bearing with me, it's probably very frustrating to have been following this project for 3+ years only to see it keep being restarted and making such slow progress. Hopefully it will all turn out well in the end and then hopefully I can get some kind of organized team together for my next project so it won't take 6 years to do alone! .


zapakitul
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Posted: 18th Jan 2010 13:57
Good to see that you are still working on it! We've waited 3 years, 1 more won't hurt that much! Keep it up Gil!
mike5424
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Posted: 18th Jan 2010 17:09
Quote: "it's probably very frustrating to have been following this project for 3+ years only to see it keep being restarted and making such slow progress."


Frustrating for us? What about you? We aren't the ones re-writing a huge project like this!

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tiresius
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Posted: 19th Jan 2010 05:28
I find it inspiring that work still continues. And it sounds like you're a much better programmer than when you started, which is always the goal.


A 3D marble platformer using Newton physics.
Darth Vader
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Posted: 19th Jan 2010 14:28
Quote: " And it sounds like you're a much better programmer than when you started,"
Gil is arguably one of the most talent DBPro programmers here.

As long as I get to play this game before I die then that's ok .
Just kidding

BlueKlayman
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Posted: 20th Jan 2010 00:16
Quote: "As long as I get to play this game before I die then that's ok .
Just kidding "


So, you don't want to play this before you die?

Enjoy me, I am JDmino.
Darth Vader
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Posted: 20th Jan 2010 12:46
Quote: "So, you don't want to play this before you die?"





Gil Galvanti
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Posted: 21st Jan 2010 06:19 Edited at: 21st Jan 2010 06:20
Quote: "Good to see that you are still working on it! We've waited 3 years, 1 more won't hurt that much! Keep it up Gil! "

Thanks .

Quote: "Frustrating for us? What about you? We aren't the ones re-writing a huge project like this! "

Haha, true.

Quote: "I find it inspiring that work still continues. And it sounds like you're a much better programmer than when you started, which is always the goal. "

Thanks . I have definitely improved my programming skills (as in gone from knowing how to do almost nothing to being able to do almost anything) through PoPR.

Quote: "Gil is arguably one of the most talent DBPro programmers here."

Hehe, I don't know if I'd say that, there are some out there much better than me, but thanks .

I've started working on redoing the crafting system today, I redesigned the UI (the old one was horrendous) and am now coming up with a script system for defining new crafts (they used to be hard-coded, another example of why rewriting everything). Once I get crafting redone (could be anywhere from a couple days to a couple weeks, you never know ) I'll make a video of progress so far.


Darth Vader
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Posted: 22nd Jan 2010 04:17 Edited at: 22nd Jan 2010 04:17
Quote: "Hehe, I don't know if I'd say that"

That's why I said arguably

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