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Messages - DoorKnobHandle

#1841
Advanced Technical Forum / Re: AGS 3D
Sat 20/08/2005 22:39:42
Quote
Any object in the room, and any GUI, is drawn on top of the 3d. So that should work fine. Your weapon can be drawn Wolf/Doom style.

That's wierd, I could've sworn (sp?) that objects are drawn behind. Anyways, it's better this way... I'll recheck what I did to draw my object behind the RawDraw lines/triangles.
#1842
Advanced Technical Forum / Re: AGS 3D
Sat 20/08/2005 21:54:50
Since Steve is offline at the moment, I'll just reply to the best of my knowledge. If something is wrong, then feel free to correct me.

Quote
> Would it be possible to have objects follow paths (the bad-guy space ships)

As far as I know Steve is currently working on allowing MoveCharacter commands for 2d sprites or characters in the game world. By using those commands it should be pretty much possible to script flying enemy ships etc. just like you'd script them in standard 2d.

Quote
> would it be possible to put an 'over-lay' graphic that wouldn't move with the 3D stuff (the window panes of the gun turrets and the guns themselves)

The only problem you can encounter is that room objects are drawn beyond RawDraw stuff - thus your enemy ships would be in front of your gun. Either use GUIs or maybe even draw the edges of the own ship and the gun in 3d as well. Building those using simple cubes and maybe even a cylinder for the gun will add feeling and won't be too slow as long as you don't use too many spheres...

Quote
> would it be possible to have actual 3D 'weapons' (lasers, missles) that would, when colliding with other objects cause them to go boom?

Sure, with a little bit of self-scripting. ;) Again, with the right functions to draw those missiles or lasers from the Script Module it will be pretty much the same than doing it all in standard 2d. Maybe I'll even go ahead and release some small tutorials with the Script Module ( if I can find the time that is ).

Quote
> lastly, would it be possible to use a background (starfield) that would loop/scroll (AGS can already do this) so that as Cosmo navigates around the scene the stars would be moving in the background?

This will depend on how exactly the 3d functions will work in the "final" release. But I am sure there will be SOME way to create the effect. Once again you could always go ahead and create your own addition. I am thinking of something like this: Right before you call your 3d drawing functions to draw enemy ships and your ship/gun, you simply RawDraw some stars to the screen, that will (pretty much like in a particle system) all have their own z-coordinate. Then when moving the camera every star will move "against" the camera direction depending on how large his z-coordinate is. With a little tweaking that could already create a rather realistic looking, smooth starfield.
#1843
Advanced Technical Forum / Re: AGS 3D
Sat 20/08/2005 20:02:07
Awesome, Steve. Once again... ;)

I did not encounter any bugs yet, the collision detection gives the whole scene a lot more "feeling".

What else are you planning to implement before releasing it as Script Module? I can only think of Texture Mapping, but since that is almost impossible with the current version of AGS and since I think you can create good looking worlds with the flat-shaded colors, I think this point should not have the highest priority. I also thought of some kind of model format importer. I recently wrote an MS3D and MDL file importer using C++ and OpenGL, but that is still going to be a hard task. But it just might pay off big time... ;D Anyways, I'll see what I can do.
#1844
Advanced Technical Forum / Re: AGS 3D
Wed 17/08/2005 19:23:57
Awesome ( needless to say, I think... :) ), this is going to be a great script module once it's ready, I sense...

Where do you take all the time to work on this, Steve? ;) An amazing update every night... :o

Anyways, keep it up.
#1845
Advanced Technical Forum / Re: AGS 3D
Tue 16/08/2005 18:56:39
Still amazing, Steve, I just downloaded the newest version. Worked great.

The only thing I really miss is collision detection, then you ( or we if you could need help :) ) should just put all this in an easy-to-understand-and-use script module and release it for all users.

And from now on there shall be 3D in AGS...

You really make me proud for having started this "little" project, it would've never came this far without your amazing work.

I know, I will create a little wolfenstein or doom-like ego shooter with AGS after releasing that script module.

Keep up the great work!
#1846
Advanced Technical Forum / Re: AGS 3D
Mon 15/08/2005 20:15:06
Amazing work, Steve. By now I have to say you gave this project more progress than I did. Looking great.

I noticed the PAGE UP and PAGE DOWN keys are working the wrong way, but that maybe due to my german keyboard. Also, going inside the blue box results in returning the error, that Pablo kindly reported.

I hope that I can still do some things for the project.

Oh and next time some newbie asks whether 3d is possible with AGS, we all will actually have to think twice... ;D
#1847
Advanced Technical Forum / Re: AGS 3D
Sun 14/08/2005 13:04:13
Your work is amazing, Steve. I'd love to devote myself more into this project, but since work on the Indy: FoY demo is really demanding at the moment, I don't think I have enough time. Anyways, if I can find the time, then I'll make sure to continue this project.

EDIT:

I just did some minor updates on your version.

I included the following:

- Mouse look ( you rotate the camera by moving the mouse )
- Added a small cube at the light position to represent a light bulb
- Added the functionality to move the light around in all three dimensions with all lighting and the little cube updating to the new position
- Better keyboard controls
- Resetting the scene works better now

Here is the LINK!

You might have to copy&paste or drag&drop the link into a new window for it to start downloading...
#1848
I come across this error from time to time, and I'm still not quite sure what causes it. I always thought my < 200MB free hard drive space would be the reason...

Anyways, to prevent it, simply don't use the "Test Game" option in AGS but use the windows explorer to locate your created game EXE and launch it from there. That does the trick for me.
#1849
:) No hard feelings here, but I have to say, that I did think of that way, and I must say it would propbably be even easier and quicker to hack this .dat file than to change your computer clock.

The only really safe way would be a correct working AGS function, and that does not exists.

But anyways, who really cares about "cheaters"... 8)
#1850
General Discussion / Re: F.E.A.R.
Tue 09/08/2005 22:17:16
I just played the demo and have to agree with what the others here said before.

It has nothing new to offer, the only thing that is outstanding in this game is how shameless it copies other people's ideas. The bullet time is almost exactly like in Max Payne and it copies a lot of other Half-Life stuff. This long haired girl reminds me totally of The Ring.

Seems like those developers don't get paid for creativity or originality anymore. Time for me to make one of those. Aw, where did I leave that introduction to OpenGL again.....
#1851
Quote from: KingMick on Tue 09/08/2005 21:30:15
Thanks for all your help.  You don't happen to know if there's any way to avoid the cheating method I mentioned above, do you?

I'm afraid not, since even Windows can be "cheated" that way, I don't think AGS has a different way of getting the time.
#1852
This is straight out of the manual. Please read it next time before posting here.

Code: ags

DateTime *dt = DateTime.Now;
Display("The date is: %02d/%02d/%04d", dt.DayOfMonth, dt.Month, dt.Year);
Display("The time is: %02d:%02d:%02d", dt.Hour, dt.Minute, dt.Second);


Oh, and if you have three questions in a row, then rather post them all in one thread than creating three ones at the same time.
Thanks.
#1853
The only possibility to create an AGS game with multiplayer is using the TCP/IP protocol plugin.

But it requires "heavy" coding as well as patience and no game was ever released yet, that uses this plugin.

Don't even think about it as "newb"...
#1854
Well, it would be A LOT easier to help you if you'd consider posting (some of) your code here... ;)
#1855
Quote from: Ishmael on Mon 08/08/2005 13:37:48
If I were you I wouldn't even dream about something requiring as much scripting as a Pac-man clone needs, if I hadn't got even the slightest sense of more advanced coding. I tell you, practice with something simpler. Someone just giving you the code doesn't help at all, as what do you learn there? About nothing. Or well, maybe your copy&paste speed improves, but...

Which is basically what I said in the first reply... ;)
#1856
Critics' Lounge / Re: Some music to C&C
Mon 08/08/2005 13:27:58
Did a friend of yours ever kill anybody else or himself? I guess not, cause then you wouldn't write such nonsense.

Back to the topic: The soundtrack is great, I love the echos in the beginning. Maybe you could try to make the snare sound a little softer, right now it sounds to hard for my taste. But then again I am not able to create something like this... ;)

Good work, seems as if your game will not ONLY stand out because of its great graphics...
#1857
It is very possible, but will require some ''heavier'' coding.

Giving you code is not gonna help you, since a project like this is something to maybe write a tutorial about but not a reply in a forum.

If you're not into AGS and general programming, it's better to practice scripting with less intense projects like - like - maybe... a normal adventure..? :)
#1858
VERSION UPDATED!

If you were interested in the source code, then simply re-download the zip-file again.

It now has everything heavily commented out, that should make it A LOT easier for you to understand everything.

NOTE: You still need to copy&paste or drag&drop that link into a new window for it to actually work!

Thanks.
#1859
Don't worry, it's my evil code.  :P
#1860
lakerz:

I have programmed this short game (?) and it should definately NOT freeze up when choosing no. It does not freeze on my system.

Can you reproduce the error? (Does it still happen/everytime?) Please let us know so we can maybe release a fixed version.
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