Outpost Universe Forums
Projects & Development => Inactive Projects => GORF => Outpost 3D => Topic started by: Celledor on January 14, 2009, 04:17:06 AM
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As this is an open-source project all the files and document will be avalible to download from here. More an more content will be added as it is finished, only stable content will be released.
The code is written in .Net 3.5 using C# and is powered by the Truevision 3d middleware engine.
Feel free to download and continue working on it as I currentley are unable to but be sure to let me know if you do.
Released:
- Beta demo 0.34 (http://www.veus.se/Outpost3D/Outpost%203D%20Demo.zip) (09-10-13)
- AI files (http://www.veus.se/Outpost3D/Tutorial01AI.zip) (09-09-27)
- http://www.veus.se/Outpost3D/Outpost%203D%20Beta.zip (http://www.veus.se/Outpost3D/Outpost%203D%20Beta.zip) Source code
Planned content in demo:
- Vehicle movment (pathfinding & obstacle avoidance)
- Vehicle vs structure combat
- Vehicle vs vehicle combat
- Vehicle vs turret combat
- Construction
- Research
- Training
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During this or next week I should be ready to release a first beta version of the main menu which is using the new code structure (a two layered approach, will be three when I add the data layer) and a scripting/style system to create the interface.
Both the scripts and style files uses xml files with a special content which is more or less simple to change (still working on the editor for these files so that will come later).
Right now buttons only have the commands: open/show other controls and quit but I add more almost every day.
The release will contain the launcher and the main menu.
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Progress!
Should we fetch you a few towels?
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Save them for later, but a cold beer...
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(thumbsup)
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well any thing looks like progress compared to the other op3s all of which have failed to produce much of any thing.
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The main menu demo version 0.1 is out and can be downloaded... not much to do int it but hey. Tell me all problems you may have running it.
Download from the fist post or click here (http://www.veus.se/Outpost3D/Outpost%203D%20Main%20Menu%20Demo%20.zip).
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On attempting to run the thing, I get a .NET Framework error.
Says "The specified module could not be found. (Exception from HRESULT:0x8007007E)
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Sounds like some dll is missing... run the Dependency walker (http://www.dependencywalker.com/) on the MTV3D65.dll and download the missing dlls from say here (http://www.dll-files.com/).
Or just try to install the latest direct x, should work...
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works fine for me
still there is no 3d object so you "cant see" the 3d i guess ^^
but still i like that maybe in the next patch for OP2 they should include that launcher instead the OP2 original lauchner ^^
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good what FPS you got?
The planet and Conestoga model will be added later, but the space background is a 3d skysphere (will perhaps make it move slowley).
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i had 50 fps and i dont think there was anything messd up but cant be sure since there was nothing to actualy see the 3d room so i can only guess ^^
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Uploaded a new version that has the 3d planet and moon in it plus some more interface functionality.
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got at the new one 30~ fps at a resolution of 1200x1024
and my pc isnt a realy new one so thats realy ok ^^ looks realy nice almost like op2 in 3d realy nostalgic
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I got almost 1000 fps (lol) but saddly, i had a weird text problem: Click Here (http://img5.imageshack.us/img5/6924/glitchj.jpg)
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I'm using XP SP2 on 32 bits, might help.
Out of curiosity, should the MTV3D65.dll be counted as a loaded assembly, by any chance? The error report says nothing of it, only Game.dll and Outpost 3D Betta (along with other framework/assembly files (mscorlib, System.Windows.Forms, System and System.Drawing)
Did you make use of any .NET Framework things when making the demo? I'm using a framework version 2, so if any newer version was used, it might cause something like this.
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Out of curiosity, should the MTV3D65.dll be counted as a loaded assembly, by any chance?
Not sure...
It uses .NET 3.5... will test it on vista to see if that causes any problems, it shouldn't but who knows... worked for me on vista after downloadning the d3dx9_40.dll.
Spikerocks101 if you can, try installing .NET 3.5 everything seems to run fine except the positions of the text and some of the colors.
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I wager it's the .NET framework thing, since the error seems .NET specific.
Also, as I said, I use XP Sp2
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umm.... i tried downloading .net 3.5 and i got a setup error
Edit: N/m, i got it working. Still having the same problem, but now i get 850 fps instead of 750 fps :P
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It might that the values from the .gis files are getting read wrong (the gis file are xml files).
You could try to change the commas from , to . in the Styles.gis file
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I really don't want to update the .NET Framework, since last time I tried things went wrong fast.
And the , to . doesn't help a bit.
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Hmmm this is odd, I have uploaded a new version where I have change the way the text position is calcuated and some other stuff.
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Good, works fine now. Text is in place, but I'm back to ONLY 750 fps (lol)
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btw, just wondering, are you going to add the constago back?
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btw, just wondering, are you going to add the constago back?
http://www.razaelstree.com/resources/Conestoga.lwo (http://www.razaelstree.com/resources/Conestoga.lwo)
I hope so :)
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well hello fenrusul, i thought you went inactive. what was the file you sent? a mesh or something (becuase you have alot of meshes)
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well hello fenrusul, i thought you went inactive. what was the file you sent? a mesh or something (becuase you have alot of meshes)
yea; it was the mesh for this thing
(http://www.razaelstree.com/resources/NewTerra_Icon.png)
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Good, works fine now. Text is in place, but I'm back to ONLY 750 fps (lol)
Good, but the color are still wrong or? With high fps even the smallest change will make it to drop but with low fps you will not notice it.
btw, just wondering, are you going to add the constago back?
Yes it will be there, perhaps even rotating a bit...
That looks like a great model will try it out later... could you export that to .3ds? I need to convert it to .tvm and i'm not sure I can do that from .iwo.
Perhpas I could use that image to make a new icon for the game.
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http://www.razaelstree.com/resources/ (http://www.razaelstree.com/resources/)
me casa et su kasa
i also did one of the evac ship (phoenix voyager) if you want that.
(http://www.razaelstree.com/cinema/compare.jpg)
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thoes look sweet
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Well, here is a screen of when I added the Conestoga (very simple texture, no light or shadowing) http://www.veus.se/Outpost3D/MainMenuComplete.jpg (http://www.veus.se/Outpost3D/MainMenuComplete.jpg)...
Will work but unfortunately it feels that the model is a little high poly (bit over 68000 triangles after conversion to .tvm) for what is needed. I'm thinking more low poly (i'm sure a model around ~10000 or less triangles will do just fine) and with a better texture...
This one is more for cutscenes.
Did make a nice icon of it http://www.veus.se/Outpost3D/op3d.ico (http://www.veus.se/Outpost3D/op3d.ico).
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i think the ship could be more striaght and farther back. now you need things like astroids at random time s***ting the planet, and the blight taking over the planet :P if your that good, you get an extra cookie.
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Will change the model in the screen to a low poly version I made with the other one as template, it looks almost the same.
i think the ship could be more striaght and farther back. now you need things like astroids at random time s***ting the planet, and the blight taking over the planet if your that good, you get an extra cookie.
Oh me like cookies... I can do it, but the question is if it can be done to look good, but I give it low priority right now.
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Will change the model in the screen to a low poly version I made with the other one as template, it looks almost the same.
i think the ship could be more striaght and farther back. now you need things like astroids at random time s***ting the planet, and the blight taking over the planet if your that good, you get an extra cookie.
Oh me like cookies... I can do it, but the question is if it can be done to look good, but I give it low priority right now.
Yea.. that conestoga mesh was meant to be down-scaled in the polygon department :P Also I guess the UV's didnt make it across; i hate 3DS.
(http://www.razaelstree.com/images/newterra_render.jpg)
http://www.razaelstree.com/resources/newterra_sphereUV.jpg (http://www.razaelstree.com/resources/newterra_sphereUV.jpg)
put these to use for me please :P As much as I love mars.
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i did overwright the texture of the planet with the postet one and it looks like freaking google earth lool xD (thumbsup) (thumbsup) (thumbsup)
but i think the first one does look more like "the red planet" thing dont know which on eis rly better since that is a matter of taste which i dont got
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i did overwright the texture of the planet with the postet one and it looks like freaking google earth lool xD (thumbsup) (thumbsup) (thumbsup)
but i think the first one does look more like "the red planet" thing dont know which on eis rly better since that is a matter of taste which i dont got
Yea; i left it a bit pale because its easier to adjust colors; especially if the intent is to have purple **** growing all over it.
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Yea; i left it a bit pale because its easier to adjust colors; especially if the intent is to have purple **** growing all over it.
You will treat the Blight with more respect or We will infect you.
Errr...
Anyways, yeah, the current New Terra/moon texture is crap, but I didn't say anything since I assumed it was just for show.
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if you ever want a destruktiv opinion on anything just ask sirbomber :ph34r:
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Ok, new version out... I changed the planet texture, I couldn't decide on which one so I merged them both :P
The low poly Conestoga model is in, now also with some basic lightning and shadow. Will try to put in a light map for it to, it stil has a simple texture(s).
Will also see if I can make some nice shadowing effects and small glow for the planet/moon.
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your making the menu so awesome, no ones going to want to play the game :P
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Oh, good then I don't need to code the rest :D
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Please don't tell me you're listening to him.
3D Graphics and stuff is mostly eye candy. We here don't like Outpost 2 because of its graphics, we like it because of its game play. And because a project such as this leaves plenty of hopes for future development of the game, because there wouldn't be a need to dissect the game to make bug repairs and other improvements.
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i personaly think the more fast the tools&stuff get out the more fast you will see major steps couse what i think the ppl here are best is the creative work on content so what im waiting for is the release of an "mod-package" or something where i or anyone else without specific prog.language knowlage can instantly work with and add stuff to the main pool of stuff which improves the project itself
but atm there these doors are closed for now at least
felling like sitting on the bench screaming "give me the ball coach" xD
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Please don't tell me you're listening to him.
I get the feeling Celledor was joking, Hidiot...
Edit: You realize, of course, that if you finish this, the moment you release any "customization" tools Tankn00b IS going to be added to the game, right?
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Hehe, yes that was a joke... the gameplay is the most important of this game (but the grafics of op2 is really nice).
I will only add "original" game content but the tool will allow all sorts of things to be added. But first things first I will get the rest of the main menu functionality working and the interface editor.
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Will try to upload a new version this or next week that will contain functionality on listboxes, and that the game preferences can be saved and loaded by the game. I might have time to add so that the campaign briefing and objectives work.
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we might need to kick hooman out of the chair of god of programming, becuase your kicking some serious butt. j/k, your both great.
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A new version is up.
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the texture of new terra look better somehow ^^
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hmm, the only changes I made was to alter the rotation of the planet, moon and conestoga so that they look more like the movment shown in the intro.
There is still some more work on the main menu but most functions are there.
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Just a quick question..As to the old Outpost 2, you was able to build a space station and rockets and such, will there be otter space colonization? say like for bigger maps you have many star systems and planets to visit and build on. This could expand the universe for this game and or perhaps make this in to a MMO? lol. I think it would be fun..lol making diplomacy and or galactic war with other empires across the galaxy judging the terrans did come from earth.
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Okay, I dont know but I am running Microsoft Windows XP Professional Version 2002, Service Pack 2.
Pentium® 4 CPU 1.80GHz, 768 MB of RAM.
I download the 0.3 beta souce files you have there and extracted the files from its zip in to its own folder. (Did not place files into Outpost 2 main folder) So, I double click Outpost 3D exe and I get this..
Microsoft .NET Framework
Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.
The specified module could not be found. (Exception from HRESULT: 0x8007007E).
Details Log-
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IO.FileNotFoundException: The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Outpost3D.Form1.InitializeGame()
at Outpost3D.Form1..ctor()
at Outpost3D.frmLauncher.cmdPlay_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Outpost 3D Beta
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Vide/My%20Documents/Downloads/Outpost%203D%20Main%20Menu%20Demo/Outpost%203D%20Beta.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Game
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Documents%20and%20Settings/Vide/My%20Documents/Downloads/Outpost%203D%20Main%20Menu%20Demo/Game.DLL
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
----------------------------------------------------
Now is this built for only Vista or should this work on both OS, windows and vista. I just downloaded and installed Framework 3.5 but yet still get this same continueing error.
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Just a quick question..As to the old Outpost 2, you was able to build a space station and rockets and such, will there be otter space colonization? say like for bigger maps you have many star systems and planets to visit and build on. This could expand the universe for this game and or perhaps make this in to a MMO? lol. I think it would be fun..lol making diplomacy and or galactic war with other empires across the galaxy judging the terrans did come from earth.
No only in the way Outpost 2 has it by sending things from the space port. But I have some ideas to create a kind of extra gameplay where you can build colonies on the entire surface fo the planet and send resources, tanks etc. between and such but that is just ideas and it will be long before I start coding anything like it. But yes that would be coool.
(Did not place files into Outpost 2 main folder)
No need to, OP3d has its own code... try run the dependency walker on the exe to see if you are missing any dlls.
http://www.dependencywalker.com/ (http://www.dependencywalker.com/)
Now is this built for only Vista or should this work on both OS, windows and vista. I just downloaded and installed Framework 3.5 but yet still get this same continueing error.
It should work on both Vista and XP, will try to see if I could find the bug but I will be too busy next week I'm afraid.
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Looking at your error report it seems either you messed up the download somehow, or you're missing some .dll's.
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I get the same error type (maybe not the same HRESULT address, though). And I'm pretty sure it's not an OS compatibility thing.
Of course, with differing HRESULT addresses, it might be anything. I don't know enough to figure it out.
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As much as I respect that you are trying to help but ... How in the world could of had I download the file wrong? "Click..download extract". Nope, no wrong there. lol..
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so what happend? got quite silend here ^^
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When it goes silent it usually means don't dig up the topic unless you're somehow related to it...
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I'm still here...
Vide: did you run the dependency walker?
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same error as vide here... i checked the dlls, and everything but still getting an error (I tested on windows vista and windows 7, both the same error)
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It might be a problem with the .Net framework... Outpost 3D uses .Net 3.5 make sure you have that installed.
Think this should be it: http://www.microsoft.com/downloads/details...&displaylang=en (http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en) but read the instructions.
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Just a note, Celledor:
When you finish it up, it IS possible to "package" a small .NET component that will install itself only to run the program. Which is a LOT smaller than having to install the entire framework. At least I remember reading that, Google around and correct me if I'm wrong.
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New version that includes the start of the ingame menu (it only got limted content right now) just try start a tutorial, colony game or mission to get to it.
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Very nice. It looks great. I do have a question thou, do you think you can make it able to run on smaller monitors, like, say, 800 x 480?
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I'm sure it looks great, though truth be told I'm waiting until there's something more than a menu demo before I download anything. Keep it up though!
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Very nice. It looks great. I do have a question thou, do you think you can make it able to run on smaller monitors, like, say, 800 x 480?
It should be able to run at any resolution at least in windowed mode, but there will be (is) a minimum size though.
I'm sure it looks great, though truth be told I'm waiting until there's something more than a menu demo before I download anything. Keep it up though!
I don't blame you right not its not much to test anyway... but these are things that must work before the rest. But I don't think there is that much more functions to add. So I should just need to add the rest of the menus and then start on the fun stuff.
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Woohoo, it works finally... The menu looks nice.. and the background.. now I cannot wait for the in game part.. lol, I dont think I would get over it.
Thoughs having trouble running the Outpost2 3D and had not installed Net Framework 3.5, I suggest do so, because since I have installed that, the outpost2 3d work just fine for me after that.
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Um, not sure but you might have added this and I just cannot see it anywhere but how about the version number added to the game menu somewhere. This way all of us would know if there is a newer version came out yet or not.
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Great!..
Sure will add a version number on the launcher or the main menu.
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How goes the creation of Outpost 2 3d? Its been a good while since I had .31, anything new? lol
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Unfortanly I have electrical hardware problems with my computer and until that is fixed (hopefully in 3-5 days) development is halted. THe harddrives with all code and stuff is fine so don't worry about that... How I will survive without a computer that long I don't know.
The last thing I was working on was the landscape handler and it was up and running.
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New version is up, it includes the ingame camera and basic landscape.
Start any of the tutorials, use asdw to move, hold shift to rotate camera...
If you like feel like it free to mess around with the files to change the map:
- Tutorial01.map (map info file)
- Tutorial01.jpg (map heightmap)
- Tutorial01Splatt1.png (map texture map)
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works like butter for me 36~ fps at the menue 20-30 fps at mission looks just damn fine ^^
will there be an angle or zoom?
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*bows* all hail the mighty height map *bows again*
Edit: As far as frams go, I was getting 750fps~
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works like butter for me 36~ fps at the menue 20-30 fps at mission looks just damn fine ^^
will there be an angle or zoom?
20-30 fps sounds a bit to low for me to be that happy as other things will be added to. But I guess that depends on what computer you use as long as there is no lag and everything works.
I removed this (angle and zoom) as it caused problems with the player looking beyond the map itself but I think I will add it back in as I got an idea on how to re use the same map in a paging system. The terrain beyond the acctual map dosn't need to be uniqe just look like its there.
*bows* all hail the mighty height map *bows again*
Edit: As far as frams go, I was getting 750fps~
Thats more like it, but it would be nice if both of you hade like 100fps... yeah the heightmap system is really nice and very simple to implement using truevision 3d.
The map in the demo is not made for a real game map as it is to much small hills and stuff and not enough build area. But I want to be able to have big height diffrences in the terrain.
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for my maschine setup i got a athlon xp 3200+ which got only 2.2 ghz and 2gb ram with an windows xp pro sp3 os running gcard is a nvidia 6200 with 256 mb of ram i think. for me 30 to 20 fps are a fair stat since most stuff runs by 15 fps for me even on low options ^^
as for the angle system cant you make it look like a horrizon like you watch at a ball there would be a sky map shown so it would look like the view of an satelite?
i hope you understand my idea on that^^
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You mention in the post that you have Vehicle combat, I boot up the game all I see is land, is there suppose to be units or only just land for the moment?
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for my maschine setup i got a athlon xp 3200+ which got only 2.2 ghz and 2gb ram with an windows xp pro sp3 os running gcard is a nvidia 6200 with 256 mb of ram i think. for me 30 to 20 fps are a fair stat since most stuff runs by 15 fps for me even on low options ^^
as for the angle system cant you make it look like a horrizon like you watch at a ball there would be a sky map shown so it would look like the view of an satelite?
i hope you understand my idea on that^^
My computer is Intel Pentium 4 1.7Ghz bus 99.7Mhz.
DDR 768 ram, Dram Frequency 132.9Mhz.
Video 128 5500 Geforce.
I get about 40-50 FPS while playing on the map and from main menu. I don't see how you get such lower FPS.
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simple answer i got skill
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Lower FPS = skill?
Lower FPS = your computer sucks.
LOL N00B
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Lower FPS = skill/your computer sucks.
well ... i dont know what it says but it does say it
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as for the angle system cant you make it look like a horrizon like you watch at a ball there would be a sky map shown so it would look like the view of an satelite?
i hope you understand my idea on that^^
Not sure I understand, there is a problem with having both the fog that you can see now and a skymap as the fog hides the sky but I will play around with this.
You mention in the post that you have Vehicle combat, I boot up the game all I see is land, is there suppose to be units or only just land for the moment?
The alpha version I worked on before had a prototype of combat but it will be recoded now that I'm working on the beta. The alpha was just a test to play around with.
In the nex release I will start to add objects to the map that are loaded from the map file.
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My computer got 750fps as I said, heres what I have:
6600q (2.4ghz Quad-Core)
4gb ram (800 clock)
9800gt+ (its really good)
2 Raid 7200 hard drives
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New release 0.33
The landscape has had a small remake and there is path finding in it!
Just left click anywhere on the map and it will try to find the path from the camera rotation point to where you clicked. Hold down shift to rotate the camera, I will fix the landscape beyond the map area later... As the path is drawn as a with line it might be a bit slover because of this but it is just for show and will not be in the actual game (no need for it).
If you don't download the AI files the game will generate this for you the first time you load a map and this can take some time so just wait for it (will add a loading screen later). The AI files should be placed in the foler ..\Maps\AI\
Still working on the map object loading
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It was about 1 minute to make the AI files. Frams are the same, but I kinda found the mouse to semi-unresponsive, and showing the cursor is not really needed. Overall, keep up the good work (how much do we pay you again?).
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In the final release the AI files are included in the game, this is just to reduce download size as they are quite big (think there is over 65000 pathfinding nodes to store info about for a 256x256 map)... will look over the camera code to see if I can see anything. The cursor will be replaced with the cursors from op2 at some point.... 100$ an hour?
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Carry the 1, and... we are in dept for everything we owe you :(
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The structure loading process is almost complete so I will probably release a new version this weekend or next week. The pathfinding will work great to find path between buildnings.
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New release 0.34
Now you will see some structures and units loaded... you can't interact with them yet. The shadow system from the alpha version is in but I will hopefully be able to replace it as its very slow, it can by switch off in the main menu.
The pahfinding has been optimized to only return the start, end and corner nodes in path, greatly reducing the number of nodes needed to be kept in memory for each path.
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^^ full screen 9 fps xD
but at window 39 fps REALY nice landscape almost to good to be true ^^
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Cools. Only glitch I seen was the shadows go threw hills if you put a hill between you and the object getting a shadow (thou its not important)
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as... uncomplete... as this is... it is still lightyears beyond... alot of of projects on this site. Great job!
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^^ full screen 9 fps xD
but at window 39 fps REALY nice landscape almost to good to be true ^^
Yeah, I guess thats with shadows on or... if so, what do you get with shadows off.
I will look into multithread if that can help me get some more speed rendering the objects and landscape. Perhpas implement some kind of LOD (Level Of Detail) for the structures and units and not just on the landscape.
Cools. Only glitch I seen was the shadows go threw hills if you put a hill between you and the object getting a shadow (thou its not important)
That is a known problem, not sure why though...
as... uncomplete... as this is... it is still lightyears beyond... alot of of projects on this site. Great job!
Hehe, its getting there one step at the time.
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well i looked for the shadows on/off option but couldnt find it
also at 9 fps the screen doesnt reply to movement of the mouse and keyboard so the cam angle keeps being the same ^^
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It should be in the main menu under preferences... strange, did you hold down the shift key while movning to mouse to pan? (A S D W to move camera).
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hay try useing the sage Engine (Generals Zero Hour)
The diffrence between a good game and a Bad game is Windows Vista
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Because the sage engine costs. And how does Windows Vista effect the quality of a game?
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hay try useing the sage Engine (Generals Zero Hour)
The diffrence between a good game and a Bad game is Windows Vista
Seriously, shut up.
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Okey so thing didn't work out the way I wanted... way to many things to do on the same time. So here is all the source that I have right now, if anyone want, be my guest to keep coding but only if you do so under opensource.
This code and any based on it should be open and avaliable for anyone to use.
http://www.veus.se/Outpost3D/Outpost%203D%20Beta.zip (http://www.veus.se/Outpost3D/Outpost%203D%20Beta.zip)
If I get more time in the future I will get back into this project but as of now I won't be able to work on it for an unknown time.
I still belieave that it is posible and hopw my code will help others.
I will ask any question about the project and code as often as I can.
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You have failed. Your colony is ON U[size=0] [/size]R NE[size=0] [/size]ES SO[size=0] [/size]LGR.
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Harsh Sirbomber, harsh.
Oh, and there's that bug. On line 283, change the b to a c before invoking the overloaded operator, and suddenly you have a completely working project! ... j/k :whistle:
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change the b to a c
That was really confusing to read at first. Nevermind the 0100 time and caffeine crash.
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That's why I cut out most soda and just drink juice for the most part, heh
Good luck to you with the stuff keeping you busy cell. I'd work on this, but I'm not a programmer...so I don't know much of anything about coding.
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I don't know much of anything
There, I fixed that for you.
When I get VS setup again and a little more free time I might pick up work on this (again... :D) and see if I can't do anything completely useless.
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...I know how to abus....er...USE my admin abilities to disable you from posting...
not to mention that I saved a bird today, so your argument is invalid :P
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not to mention that I saved a bird today, so your argument is invalid :P
I had chicken for dinner, so I guess we balance each other out.
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I did too, chicken quesodilla, heh