rakiru wrote:Rakiru, I do have patience, but not enough time.10se1ucgo wrote:Why? I'm guessing he doesn't have a lot of experience in writing games/4D apps, so it would probably be rather inefficient compared to an existing engine.ZEB 99 wrote:im confused about this. Is it a finished game? If so how do you uise it?Jordach wrote: HOWEVER, THERE IS NO CLIENT AS I'VE BEEN DECIDING ON WHAT 3D ENGINE I SHOULD / WILL USE.Read please :(
I convinced him to use pure ogl :3
Lets make "Build and shoot" game.
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Jordach
Deuced Up - Posts: 43
- Joined: Thu Dec 20, 2012 8:03 pm
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Matej
Deuce - Posts: 8
- Joined: Fri Mar 08, 2013 6:38 pm
What about custom CUBE2 engine + Sauerbraten mod?
http://www.youtube.com/watch?v=dKng8p4YNlM
CUBE2 engine is damn fast and runs pretty fast even on my netbook...
http://www.youtube.com/watch?v=fl-aPV8BHaY
Bulild in editor:
http://www.youtube.com/watch?v=wmkkA87CWOQ
Even it has coopedit player mode...
http://www.youtube.com/watch?v=84Q7iDwaGlA
What I will or what I can do:
characters - "ace of spades" like soldiers (md3 file)
textures - nice textures (seamless texture generator)
music - I will do chipmusic / 8bit music (samples created on my atari 8bit, gameboy, sega megadrive)
maps - I will do maps (in Cube2 editor)
3D models - in blender3D (md3 export)
server - I will make server from old notebook
What I cant do:
mod CUBE2 - ingame realtime voxel like placing cubes (instead of using build in editor)
http://www.youtube.com/watch?v=dKng8p4YNlM
CUBE2 engine is damn fast and runs pretty fast even on my netbook...
http://www.youtube.com/watch?v=fl-aPV8BHaY
Bulild in editor:
http://www.youtube.com/watch?v=wmkkA87CWOQ
Even it has coopedit player mode...
http://www.youtube.com/watch?v=84Q7iDwaGlA
What I will or what I can do:
characters - "ace of spades" like soldiers (md3 file)
textures - nice textures (seamless texture generator)
music - I will do chipmusic / 8bit music (samples created on my atari 8bit, gameboy, sega megadrive)
maps - I will do maps (in Cube2 editor)
3D models - in blender3D (md3 export)
server - I will make server from old notebook
What I cant do:
mod CUBE2 - ingame realtime voxel like placing cubes (instead of using build in editor)
contactmatej#gmail.com
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Sonarpulse
Coder
- Posts: 443
- Joined: Thu Dec 13, 2012 7:18 pm
You also realize you have no code committed that wouldn't be rewritten: you can't write main first for something like this.
I wise first step would be to get the documentation lensmen & rakiru made and build a dummy client that connects to the server and dumps packets to stdout. Get the networking down as that is what we need most.
I wise first step would be to get the documentation lensmen & rakiru made and build a dummy client that connects to the server and dumps packets to stdout. Get the networking down as that is what we need most.
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Jordach
Deuced Up - Posts: 43
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Sonarpulse wrote:You also realize you have no code committed that wouldn't be rewritten: you can't write main first for something like this.I know the networking is most important, as GM said himself; but why did Ben use stupid formats?
I wise first step would be to get the documentation lensmen & rakiru made and build a dummy client that connects to the server and dumps packets to stdout. Get the networking down as that is what we need most.
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ZEB 99
Post Demon
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- Joined: Fri Feb 22, 2013 10:03 pm
Rydogger wrote:he didnt say the bears thing. Thats me(exept russian part)Matej wrote:I am 3D artist (maps, objects, weapons), music composer (FX, soundtracks) and AOS player (skAOS, Jun, Matej, Horn3t - deuces), and i am russian. i fight kodiak bears and drink lot of vodka. i drive car and fight people when crash.FTFY
Lets make better AOS based on fast voxel engine. With strategy elements (mining iron for bullets and weapons changes, minning rocks for building material, sending medkits like "shoting someone", jetpack - mining fuel cubes, cars, planes etc etc etc). With better characters (simple but skinable from menu - character editor).
With better textures, with sky JPG, with semi-transparent cubes (leafs, grass)?
Fully opensource, free to play etc etc. With our psyspade like server app.
Super fast running on old computers...
Lets crowddevelopment this. With "BuildAndShoot" name aka "B&S".
Calling alland
to build that!!!
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Cajun Style
Deuced Up - Posts: 145
- Joined: Fri Dec 07, 2012 11:04 am
OP could submit music to Iceball. Also if you're comfortable using voxels (and the primitive tools to edit them), you could make some (item) models.
Maps planned: Z-Fighting, Hallway Lite, Chaos Redux, Random Maze, FHQ Infiltration, Greece Push, Dracula's Castle, New York.
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GreaseMonkey
Coder
- Posts: 733
- Joined: Tue Oct 30, 2012 11:07 pm
Jordach wrote:I know the networking is most important, as GM said himself; but why did Ben use stupid formats?Because Ken Silverman made said "stupid" formats, and his VOXLAP engine uses them, and Ben Aksoy decided to use VOXLAP, so the formats logically followed suit.
Well, OK, the .vxl format we get is actually a headerless version of Ken's original format (seriously Ben, why the fuck did you remove the header, the larger/smaller maps solution was sitting right in front of you), but it's actually a pretty good format, despite the fact that nobody uses the lighting byte in their maps (hell, AoS 1.0 just sets it to 0xFF and leaves it at that).
The formats were designed to be rendered quickly in software, and I've actually had some joy in using the .vxl format internally for the Iceball software renderer. Not only that, but it's easy to find the topmost block given an x,z coordinate.
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GreaseMonkey
Coder
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- Joined: Tue Oct 30, 2012 11:07 pm
ffffffffffffffff stupid edit button doesn't let me quote previous posts so double posting here
If you have any edge cases where it plays differently in Impulse Tracker compared with libsackit, please send me the files, as, well... not everything is implemented yet.
Cajun Style wrote:OP could submit music to Iceball. Also if you're comfortable using voxels (and the primitive tools to edit them), you could make some (item) models.Please use the Impulse Tracker (*.it) format if you wish to contribute music to Iceball. I will be using this library (libsackit) when/if we ever get music support. Please check your output against Impulse Tracker itself (DOSBox will help here) if you want it to be in any way accurate, and please don't use resonant filters yet as those aren't supported by the mixer at this stage (I'm working my way up to IT 2.14p3 which adds them in, currently up to IT 2.12 near-accuracy).
If you have any edge cases where it plays differently in Impulse Tracker compared with libsackit, please send me the files, as, well... not everything is implemented yet.
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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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Jordach wrote: Rakiru, I do have patience, but not enough time.rakiru*
I said nothing about patience, or time for that matter.
However, if you do not have time, as you claim (which I am not doubting), then you shouldn't waste the small amount you have constantly posting about your awesome new client.
I'd also like to point our that your current client is already going to take up over 192MB or memory, which is pretty fucking excessive, especially when you go on about Android/iOS and stuff too.
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Matej
Deuce - Posts: 8
- Joined: Fri Mar 08, 2013 6:38 pm
@ALL - CUBE2 - sourcecode:
http://sourceforge.net/projects/sauerbraten/?source=dlp
1. download sauerbraten game
2. install sauerbraten game
3. search src folder
4. bingo there is source code...
@ZEB99 - I am EU so no kamchatka brown bears here, just small brown bears...
http://sourceforge.net/projects/sauerbraten/?source=dlp
1. download sauerbraten game
2. install sauerbraten game
3. search src folder
4. bingo there is source code...
@ZEB99 - I am EU so no kamchatka brown bears here, just small brown bears...
contactmatej#gmail.com
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Buffet_of_Lies
Mapper
- Posts: 402
- Joined: Tue Nov 20, 2012 11:25 am
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Matej wrote:@ALL - CUBE2 - sourcecode:I don't think Saurbrauten is a voxel-based project. I don't know too much about all this development stuff but it seems to me something like PolyVox would be a more appropriate place to start.
http://sourceforge.net/projects/sauerbraten/?source=dlp
1. download sauerbraten game
2. install sauerbraten game
3. search src folder
4. bingo there is source code...
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Jordach
Deuced Up - Posts: 43
- Joined: Thu Dec 20, 2012 8:03 pm
rakiru wrote:Let me point out most phones these days have 1GB of ram, 512mb at best.Jordach wrote: Rakiru, I do have patience, but not enough time.rakiru*
I said nothing about patience, or time for that matter.
However, if you do not have time, as you claim (which I am not doubting), then you shouldn't waste the small amount you have constantly posting about your awesome new client.
I'd also like to point our that your current client is already going to take up over 192MB or memory, which is pretty fucking excessive, especially when you go on about Android/iOS and stuff too.
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White Hot
Deuced Up - Posts: 360
- Joined: Tue Nov 06, 2012 1:33 am
Jordach wrote:192 is a lot even for computers. Personally I wouldn't even go to phones because phones don't have mice, and a touch to shoot kind of thing is pretty OP compared to using a mouse.rakiru wrote:Let me point out most phones these days have 1GB of ram, 512mb at best.Jordach wrote: Rakiru, I do have patience, but not enough time.rakiru*
I said nothing about patience, or time for that matter.
However, if you do not have time, as you claim (which I am not doubting), then you shouldn't waste the small amount you have constantly posting about your awesome new client.
I'd also like to point our that your current client is already going to take up over 192MB or memory, which is pretty fucking excessive, especially when you go on about Android/iOS and stuff too.
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rakiru
Coder
- Posts: 1349
- Joined: Sun Nov 11, 2012 12:26 pm
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Jordach wrote:Let me point out that the Android OS has a per-app memory limit of 16 or 24MB (depending on the version). Getting around that is a massive pain in the arse and requires you to do a lot of memory management stuff yourself. Also, memory is relatively slow, compared to the CPU/graphics chip (if your phone has one), and efficiency is clearly important on such a low-powered device.rakiru wrote:Let me point out most phones these days have 1GB of ram, 512mb at best.Jordach wrote: Rakiru, I do have patience, but not enough time.rakiru*
I said nothing about patience, or time for that matter.
However, if you do not have time, as you claim (which I am not doubting), then you shouldn't waste the small amount you have constantly posting about your awesome new client.
I'd also like to point our that your current client is already going to take up over 192MB or memory, which is pretty fucking excessive, especially when you go on about Android/iOS and stuff too.
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ZEB 99
Post Demon
- Posts: 2028
- Joined: Fri Feb 22, 2013 10:03 pm
Whenever its a working game someone please tell me.
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