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Real Life Castle Construction Crew

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Postby Brian on Tue Oct 28, 2003 7:50 pm

Crystal Space experience rocks - so it sounds like we've got some people who know that. Now we just need to figure out how to get an initial setup going. If anyone has experience with that, share. ;)
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Postby Dreamer on Tue Oct 28, 2003 7:50 pm

You can't beat a Tarrasque, Fixer. That is SO for another thread. I have seen tarrasque discussions go on for months. And Io.
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Postby Sir Spankspeople on Tue Oct 28, 2003 7:50 pm

We'll have to see about hosting. I'm not entirely sure how much of the engine would have to be server side and how much client side... that'd have to be looked into programming side.

And Dreamer: When I get home tonight I can throw together a few models for a simple area to test the engine, and maybe a little floating box or something to represent a player for now, but someone who does coding would have to tell me what I'd have to convert it to from Max, and what I'd need to use, and stuff, so I'll have to talk to whoever's interested in the coding tonight maybe to see what we can get started on and when. I can probably make a simple room for whoever wants to do coding to play around with, learn the engine... it'll probably take a bit to get off the ground, but once it's running it should be a bit easier.
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Postby Brian on Tue Oct 28, 2003 7:52 pm

Dreamer";p="199489 wrote:Okay, whoever replies next and knows this stuff. What is step 1? diagram? I would probably say diagram. Let's get on that. Perhaps we can entertain a few ideas for a starter room? post your pictures here? We will worry about the coders after that. Just want to know what a reasonable first step would be.


Here are some of my thoughts as to initial steps - and these could be done concurrently in a sense.

* Figure out how to set up CS so that we can log in remotely, and handle multiple people. There are generic areas offered, so someone could use those to figure it out.
* Get an initial area going. I think Fixer is right in doing an indoor area first, since it's going to be easier. The gaming room does sound like a good place to start. Drafting up simple objects for it sounds like it wouldn't be too bad.
* Find a place to host it. I think I've got this one covered, at least for now, at the University. This won't go belly-up anytime soon, I already run a MUD there sorta and have for months with no problems. Their bandwidth is nice too, always a plus.
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Re: Real Life Castle Construction Crew

Postby Ash on Tue Oct 28, 2003 7:53 pm

Oh yea,

DarkBasic Pro

I got a 90 day trail version with NO restrictions, it supports multiplayer, up to 200 people on at one time. This is the easy'iest and VERY powerfull, i would recommend this.

The coding is also easy. Example:

Rem Setup sync
Sync On
Sync Rate 30

Rem Make Cubes and place randomly
For x = 1 to 5
Make object cube x,100
Position object x,Rnd(2000),0,Rnd(2000)
Set object collision to boxes x
Next x

Rem Make sphere
Make object sphere 10,50
Position object 10,-100,0,-100
Set object collision to spheres 10

Rem Main loop
Do
Rem Store Object angle Y in aY#
aY# = Object angle Y(10)

Rem Control input for camera
If Upkey()=1 then Move object 10,10
If Leftkey()=1 then Yrotate object 10,Wrapvalue(aY#-5)
If Rightkey()=1 then Yrotate object 10,Wrapvalue(aY#+5)

Rem Detect collision
If Object collision(10,0)>0 then position object 10,X#,0,Z#

Rem get player object position and store in X# and Z#
X# = Object position x(10)
Z# = Object position z(10)

Rem get new camera position and store in cZ# and cX#
cZ# = Newzvalue(Z#,aY#-180,100)
cX# = Newxvalue(X#,aY#-180,100)

Rem position camera
Position Camera cX#,75,cZ#

Rem point the camera at the player object
Point camera X#,25,Z#

Rem Refresh Screen
Sync
Loop

This creates several squares and a small circle you walk around with, notice there is also collision detection.
Last edited by Ash on Tue Oct 28, 2003 7:55 pm, edited 1 time in total.
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Postby Brian on Tue Oct 28, 2003 7:53 pm

Sir Spankspeople";p="199502 wrote:We'll have to see about hosting. I'm not entirely sure how much of the engine would have to be server side and how much client side... that'd have to be looked into programming side.

And Dreamer: When I get home tonight I can throw together a few models for a simple area to test the engine, and maybe a little floating box or something to represent a player for now, but someone who does coding would have to tell me what I'd have to convert it to from Max, and what I'd need to use, and stuff, so I'll have to talk to whoever's interested in the coding tonight maybe to see what we can get started on and when. I can probably make a simple room for whoever wants to do coding to play around with, learn the engine... it'll probably take a bit to get off the ground, but once it's running it should be a bit easier.


CS offers a max2cs utility on their website. :)
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Postby Fixer on Tue Oct 28, 2003 7:53 pm

GAH! Ok, steps in design process:
  1. Idea.
    Ok, we have done this.
  2. Identify Resources.
    We are now working on this.
  3. Design.
    Not that far yet.
  4. Allocate available resources to projects.
    Maybe in a week. Maybe a little more.
  5. Create test build on basic principles on a simple room.
    I give this one a month or two at least. Depends on the programmers.
  6. Go back and fix what didn't work.
  7. Repeat steps 5 & 6 until satisfied
  8. Tackle next room/area.
  9. Repeat steps 5-8 until completed.

Anybody who thinks this will take less than 6 months is dreaming.

I just nominated myself project manager, didn't I? :roll:
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Postby Sir Spankspeople on Tue Oct 28, 2003 7:54 pm

Wonder if a Real Life hosting account would work/be sufficient... =P

And I can supply models, and simple ones I can whip up like nothin'. Someone just needs to give me the criteria for conversion for use in the engine. When I'm at home... I may be able to waste time at work discussing this, but I don't have any of the resources I need here. =P

Maybe I should start working on some practice models tonight... it's been a while since I've worked in 2D... I can even get basic textures done, though someone else will maybe have to work on them later. Details in 2D elude me to this day.
Last edited by Sir Spankspeople on Tue Oct 28, 2003 7:56 pm, edited 1 time in total.
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Postby mikehendo on Tue Oct 28, 2003 7:56 pm

It looks like I am a little late on this.. I was goign to offer to help with the blueprint.. who knows, I might still be able to do that, if Fixer wouldnt mind the help.. If only I could get him to sign on ICQ so that we could discuss the blueprint in real time
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Postby Ash on Tue Oct 28, 2003 7:58 pm

Fixer";p="199510 wrote:GAH! Ok, steps in design process:
  1. Idea.
    Ok, we have done this.
  2. Identify Resources.
    We are now working on this.
  3. Design.
    Not that far yet.
  4. Allocate available resources to projects.
    Maybe in a week. Maybe a little more.
  5. Create test build on basic principles on a simple room.
    I give this one a month or two at least. Depends on the programmers.
  6. Go back and fix what didn't work.
  7. Repeat steps 5 & 6 until satisfied
  8. Tackle next room/area.
  9. Repeat steps 5-8 until completed.
Anybody who thinks this will take less than 6 months is dreaming.

I just nominated myself project manager, didn't I? :roll:


I can get step 5 done today with Crystal Space, im not that good with DBP yet but if i work on the tutorials(on the DBP website) i can get it all done in a few months ^^;.
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Postby Brian on Tue Oct 28, 2003 7:58 pm

I vote Fixer as PM :D
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Postby Sir Spankspeople on Tue Oct 28, 2003 7:59 pm

I heard that Darkbasic was really hard to use... though the guy I was talking to about it IS known for complaining about most things...

Isn't DB not free though? Would the game created by it be free, or would people have to pay for it once it's done?
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Re: Real Life Castle Construction Crew

Postby Ash on Tue Oct 28, 2003 8:00 pm

DarkBasic Pro: http://darkbasicpro.thegamecreators.com/
Crystal Space: http://crystal.sourceforge.net/tikiwiki ... ticles.php

CS has the tools needed to convert models and levels with it, the only problem is that the tutorials STINK and worded wrong, and CVS is freakin' hard to get working if your not familiar with it.

I would reccomend using the stable build because it has a snapshot available. And, well, its stable.
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Postby Brian on Tue Oct 28, 2003 8:00 pm

I vote no to DBP but that's just because basic is, well, basic. ;) CS uses C++, plus it sounds like Ash already knows that well enough to draft up stuff fast, so I think that'd be our best resource.

CS for the engine sounds like the best route. We get speed and precompiled binary for free, it doesn't get much better. DPB costs, eventually.

I can set up hosting that won't go away soon. Fixer also talked of doing this.
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Postby Ash on Tue Oct 28, 2003 8:02 pm

Brian";p="199533 wrote:I vote no to DBP but that's just because basic is, well, basic. ;) CS uses C++, plus it sounds like Ash already knows that well enough to draft up stuff fast, so I think that'd be our best resource.

CS for the engine sounds like the best route. We get speed and precompiled binary for free, it doesn't get much better. DPB costs, eventually.

I can set up hosting that won't go away soon. Fixer also talked of doing this.


Sounds good to me, now i just need to setup CS again...*shudders*

I lost it in a format...

*shudders* i HATE seting up CS...... haaatteee.
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