Author Topic: Outpost 3d Development  (Read 26480 times)

Offline Celledor

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« Reply #150 on: July 13, 2009, 11:54:07 PM »
I will  :D, it was when I was borded I started replay outpost 2 and got the idea to make the remake in the first place.

Offline Celledor

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« Reply #151 on: July 28, 2009, 02:00:32 PM »
Damn, spent the whole day rewiting core stuff for the interface. The parent/child relations between diffrent components didn't work in all situations but now this should be fixed now... was a bit tricky.

Offline Celledor

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« Reply #152 on: August 04, 2009, 01:23:01 PM »
I have started to code the landscape handler so this will be in the next release. And I'm working on a way to move the tutorials ingame in form of extra text boxes and such. Before the instructions where in a separate file.

I think recreating the tutorials one by one is a good way to go but wtill in a way that is as generic way. Will hopefully be able to fit the entire first tutorial in the next release.

Offline AmIMeYet

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« Reply #153 on: August 04, 2009, 02:15:12 PM »
Great news :)
 

Offline WooJoo

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« Reply #154 on: August 04, 2009, 07:24:18 PM »
news are allways great ^^

Offline Celledor

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« Reply #155 on: August 20, 2009, 12:30:16 AM »
The computer is in for repairs and will be so until next week but I have a question for you... As I was working on the landscape handler I found that I have to decide between two ways of displaying the landscape.

As it is in 3D and you can rotate the camera you are able to see outside of the play area so the question is. Should I code so that the landscape extends outside the playarea or should it just end?

I think most modern games have so that the landscape is extended, this is more work but will in the end look better.

Do the border where the playarea ends need to be marked with a line or such or is in enough that the player cant place buildings of move units there?

Offline Kayedon

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« Reply #156 on: August 20, 2009, 01:39:32 AM »
Quote
The computer is in for repairs and will be so until next week but I have a question for you... As I was working on the landscape handler I found that I have to decide between two ways of displaying the landscape.

As it is in 3D and you can rotate the camera you are able to see outside of the play area so the question is. Should I code so that the landscape extends outside the playarea or should it just end?

I think most modern games have so that the landscape is extended, this is more work but will in the end look better.

Do the border where the playarea ends need to be marked with a line or such or is in enough that the player cant place buildings of move units there?
Have the camera angle limited. And just have it so you can see a little beyong "invisible wall" but you can't look to the stars.
"Trust me, I'm crazy."

Offline WooJoo

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« Reply #157 on: August 20, 2009, 02:10:42 AM »
maybe you can create a effect to make it look like a horrizon?

Offline AmIMeYet

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« Reply #158 on: August 20, 2009, 08:08:15 AM »
Yeah, extended mode would be best, if you're willing to make it.
Just make sure the cursor changes to let you know you can't go/build there.

Are you going to have a minimap of some sort?
If so, it might be worth it to show some kind of line on that.

Will these playable areas be rectangular, or will there be _shapes_ ?

Offline Kayedon

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« Reply #159 on: August 20, 2009, 06:32:35 PM »
Also, my personal update. The Client/Server is going slow, due to half of it being coded in ways I haven't bothered to look into before but for the most part it's all stuff I know just put together in a way I haven't tried before. It should be done within the next decade or three.
"Trust me, I'm crazy."

Offline Celledor

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« Reply #160 on: August 23, 2009, 04:40:14 AM »
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Have the camera angle limited. And just have it so you can see a little beyong "invisible wall" but you can't look to the stars.
I will play around with the camera angles to see what works best.

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maybe you can create a effect to make it look like a horrizon?
There will be a fog system that will make the transition to the view distance look better so you can only look a certain distance. It will kind of look like a horrizon. But if I change the camera angle you won't see much of it but that might be the best in the end.

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Are you going to have a minimap of some sort?
Yes there will be a minimap over the playable area.

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Will these playable areas be rectangular, or will there be _shapes_?
Rectangular or square.

Quote
Also, my personal update. The Client/Server is going slow, due to half of it being coded in ways I haven't bothered to look into before but for the most part it's all stuff I know just put together in a way I haven't tried before. It should be done within the next decade or three.
Well that you are working on it is good enough.

Offline Kayedon

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« Reply #161 on: August 23, 2009, 01:39:49 PM »
Quote
Quote
Also, my personal update. The Client/Server is going slow, due to half of it being coded in ways I haven't bothered to look into before but for the most part it's all stuff I know just put together in a way I haven't tried before. It should be done within the next decade or three.
Well that you are working on it is good enough.
Just don't ask for a copy yet, lol. It makes the Leaning Tower of Piza look like it was built on stable ground.
"Trust me, I'm crazy."

Offline Hidiot

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« Reply #162 on: August 24, 2009, 12:06:41 AM »
1. It used to be stable when they built it. (From their point of view)
2. What stretch of land has always been and will forever be stable on this planet?

Just take care not to make it too messy, so you can return to fix it if needed later. Without spending 3/4 of the fixing time finding the issue.
"Nothing from nowhere, I'm no one at all"

Offline Kayedon

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« Reply #163 on: August 24, 2009, 01:47:03 AM »
Quote
1. It used to be stable when they built it. (From their point of view)
2. What stretch of land has always been and will forever be stable on this planet?

Just take care not to make it too messy, so you can return to fix it if needed later. Without spending 3/4 of the fixing time finding the issue.
...damn ye, almighty Smart one...

And don't worry, I usually fix things after I break them.
"Trust me, I'm crazy."

Offline Celledor

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« Reply #164 on: September 01, 2009, 11:30:27 PM »
The computer should be fixed today or tomorrow it was the motherboard that had crashed in some way and needed to be replaced... but production will be up again soon.

Offline Celledor

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« Reply #165 on: September 08, 2009, 11:28:22 PM »
Finaly... the computer is back and I have already started to work on the next release and its starting to look good. Have changed the camera a bit and I like results, but it still needs some work.

Offline Hidiot

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« Reply #166 on: September 08, 2009, 11:57:21 PM »
Glad you fixed your PC issue. Hope it didn't burn a hole in your budget as well.

I'll be waiting to try the next release, but I'm wondering if that error will go away.
"Nothing from nowhere, I'm no one at all"

Offline Celledor

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« Reply #167 on: September 09, 2009, 04:05:38 AM »
It didn't cost that much... whar error was that?

Offline Hidiot

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« Reply #168 on: September 09, 2009, 06:37:07 AM »
The error me and another person posted about in Source Files on pages 1 and 3.
"Nothing from nowhere, I'm no one at all"

Offline Celledor

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« Reply #169 on: September 10, 2009, 07:45:55 AM »
Ah, that error... will try to find out what causes it.

Offline Hidiot

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« Reply #170 on: September 10, 2009, 08:38:05 AM »
I think you shouldn't bother too much yet, until someone who's had the error decides to install .NET Framework and then test.

It's been on my mind, but I still don't want to risk breaking anything...

Then again, for a game it is best to not depend on anything more than what resources it provides within its own package, plus graphics, processing power and the other standards.
"Nothing from nowhere, I'm no one at all"

Offline Celledor

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« Reply #171 on: September 10, 2009, 11:39:51 PM »
True and at a later time I will see what I can do about it.

Offline Celledor

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« Reply #172 on: October 28, 2009, 01:40:39 AM »
I'm afraid I haven't been able to get much done in a while now, to much work and other stuff gets in the way but during this week I plan to atleast test a new shadow system.

Offline Celledor

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« Reply #173 on: December 08, 2009, 03:00:28 AM »
Time is against me, its so fun to sit dwon and work on the project but no time so do it more than an hour here and there... so I'm thinking on releasing the code I have so far but I'm not sure thats a good idéa as I would like to have much more done before. It might be hard for you guys to do stuff right now but perhpas the best way is to let you look at the code.

Offline Celledor

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« Reply #174 on: January 23, 2010, 03:20:27 AM »
Using a program to visual studio called resharper to clean up the code a bit, I can really recommend it for those that is programing in c#... it cost money but I got it through work. And I'm working on changeing the way I sav things in the game to files.