
Moribundus
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Abandonen Gamesroom (LucasA. and Sierra)
Moribundus replied to Lord_La_forge's topic in Outside Interests
Hmm, it seems they removed all of their links and are starting out fresh and clean. Maybe this is because of the licensing issues LaForge mentioned... -
Who? Me, or JanDeis? AFAIK Blender can export models into .X files (it's one of those python export plugins). Lua documentation can be found on it's official site - http://www.lua.org/. And you don' have to know a thing about C++, or OpenGL. It's being used only for the engine core, not for the rest of the game. Lua is quite minimalistic, but very powerful and flexible. Like other scripting languages it has garbace collection and automated memory management, dynamic types and so on. You can go with Blender if you wish, but it won't be any easier. Terra doesn't have nearly as much documentation as Blender, nor has that much features (yet), but you can relay you wishes/question directly to it's creator (me ). Besides there are certain things Blender doesn't do for you (and which Terra or I will ), like networking or AI and you'd have to make those from scratch, which might a problem for some people without deeper knowledge. And if something is hard to make it just work, it's even harder to make it work properly (no exploits, no cheating in multiplayer etc.) Ok, I will I just have to finish this scene graph first... Edit: There might not be many tutorials on this, but there are lots of books covering this topic and this is also the stuff they teach at university However I can tell you that projects stars with lot of thinking (this phase is called analysis). You take a paper and a pencil and write down all the things you want the program to do. Then you try organize things a bit and think about possible pitfalls and implementations. In the end you might even find out that you've wasted several notepads and pencils And this is also what I'd like you to do. Leave the engine specific questions for later and instead focus on the actual game itself. Not just settings and factions, but on all the mechanics (resource management for example, even differences between multiplayer and singleplayer), then on the GUI, units and so on. Once you really know what (and have a rough idea how), then you can start thinking about implementation. You might consult Terra's design document for inspiration
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Slowly, but I'm making progress. I changed the structure a bit to "decouple" renderer from the actual engine. Model rendering is basically done and now I'm working on scene graph organization (spatial subdivision, it's abstraction and such). Next is GUI and input subsystem
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I hope GL drowns in all his money and stops with this "Yeah but it's Star Wars" crap.
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http://www.frozenreality.co.uk/comic/bunny/index.php?id=241 "The bunny was a little short for a stormtrooper..."
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I believe the limit is not on the number of characters per side, but on the total number of characters in the resource file.
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Ha! As soon as Bethesda finishes raping Brian Fargo's child, they will rape their own as well. Then you might be able to come pretty close to MMORPG playing Elder Scrolls game(s) .
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Why not? People behind the game have to pay for server costs, game staff, team of devs working on updates and so on. This should guarantee certain quality of gameplay (hopefully). On the other hand paying for the whole system seems like paying twice for my internet conection. Why? I'd rather pay someone to make my gaming experience more enjoyable, than pay for being able to use the service at all. Besides community will surely produce (ehm) some kind of public server in time.
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I'm pretty sure you must have messed something up. The fact that you have the tools doesn't necesarily mean that you know how to use them. Also posting about uninstalling the game and your bad experience will surely help the team.
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Here's another mighty pirateninja http://www.goblinscomic.com/tf8.html
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Ninjas, of course! Cha, that's because they don't want you to know . This just shows how perfect are their deception skills
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Well, basically any 3D editor that can export .X files (with bones) and text editor for writing Lua scripts will be enough I want to write a lot of scripts for Terra, so you will be able to reuse them and enrich them with better graphics. Maybe you'll like the templates I have some nice ideas... You might also want to contact Lord La Forge and the Reloaded team. They probably have lots of artwork for the Thrawn era you might find useful.
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Hmm, if you're losing the grip quite too often, then you might consider slowing down your drinking habits. But unless you're havig real social problems (like making debts, or getting fired from school/work) I wouldn't worry too much. But still, I'd slow down a bit if I were you Btw. I drink mostly on fridays/weekends and mainly beer (at least from the start).
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The core of the engine is written in C++/OpenGL and sripting is done in Lua (it includes even the scene graph management). it's supposed to be full 3D, not pseudo 3D like EAW, but more like homeworld (and Ascendancy for the startegic part). However the framework should be flexible enough to allow multiple approaches to be built on top of the same engine. Modularity is most important. So it will be what you want it to be I'll give you an example. The game tree (you might call it a scene graph) consists of Entity objects and each object has a Form (model instance and/or graph), a set of States (describing the entity) and some Actions (and other children Entities). If the entity is told to react to some event/action, it looks the events name up in it's internal association tables to see, whether it has any Action object associated with it (whether it knows what to do). If it has, it executes that Action object, otherwise it ignores the event (ie. battleship wil react to the "draw" event, while AI controller will not). Actions can of course check for certain values/parameters contained in entity's states and react according to them. I hope this will make the engine flexible enough even for development of games like Reb2, which might contain two or three fundamentaly different "subengines". Terra currently uses Microsoft's X file format fror models and XML for materials (and GLSL for shaders). The only modification to the X files is that you have to use the EffectInstance tag to define which xml material to use. MS effect files are not suported. However it shouldn't be so hard to modify blender's .X exporter (which is written in python) to do this for you. Maybe you could work on the Rebellion mod (Rebellion Reconstructed...hmm?) while I would simultaneously work on improving the framework Hmm, maybe i should start a mod wiki or something. I've never been good at organizing stuff (and advertising ) Edit: Huf huf, I managed to put together some kind of mini-wiki here's the link: http://terrastrategy.wiki.sourceforge.net
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I asked elsewhere without response...
Moribundus replied to Peregrinus's topic in General Discussion
Check out the RebEd section here and it's card database. There should be even the original cards for the game. -
Hi, it's great to see someone else is interested in active development of Rebellion 2 As Nordwindranger mentioned, my project (Terra Reconstructed) is still alive. It's main goal is to provide framework for a space RTT(B)S game (much like Rebellion). I decided only to make the engine and to leave the actual game content up to someone else. Besides my knowledge of the SW universe is limited to the movies and wookiepedia, so I suppose that there are better people for this. So if you'd like to work together (which would be nice, unless you decide to use some other more finished engine), just let me know.
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What are people's 5 ESSENTIAL wants for Reb2?
Moribundus replied to Chimera's topic in Rebellion 2 Ideas
Besides, strategy games need the least amount od raw data compared to the other game genres (maybe with the exception of puzzle games ). Players don't require the same level of detail as FPSs have when they're commanding their SSD armada. Imho most of the space on the dvd is stuffed with FMV cutscenes for the game's single-player campaigns anyway (and I somehow doubt you could use SW footage for this, unless you're GL in disguise of course ) -
Eh, hello there and welcome
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What are people's 5 ESSENTIAL wants for Reb2?
Moribundus replied to Chimera's topic in Rebellion 2 Ideas
You gotta be kidding me, right? I also made a mention somewhere on this forum (in the form of thread I guess) that am working on an engine (game framework) for a Rebellion 2, if you're interested. -
Minimal Hardware Requirements for Terra (and Reb.2)
Moribundus replied to Moribundus's topic in Rebellion 2 Ideas
I just checked realtech database and even old Radeons 8500 support ARB_shading_language extension, so it should be possible for owners of these cards to play games based on terra engine too (with latest drivers), but I guess they'd hit other hardware constraints like max. number of instructions/registers per shader, texturing units, etc. And DX10 (or OpenGL equivalent) is not going to happen anytime soon from two main reasons. First, I don't have DX10 capable hardware, and second, I don't have enough artists...yet (and experience with the high-end shaders). So I hope that owners of those lovely GeForce 8Ks won't be disappointed And thank you all for your votes -
China vs English language (Chinglish)
Moribundus replied to Lord_La_forge's topic in Outside Interests
That made me cry I wonder how they learn english (or from what), it seems f-words are quite popular over there (especially in connection with food ). Suffer the loss by theft carefully! Hell yeah! -
Heh, I used to have three alarm clocks too, but they became victims of my bad mornings
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Well, here are some news about my current progress and other stuff. First, there probably won't be any interactive demo by the end of August, maybe September (but stay with me, don't hang up...) Second, website of Terra Reconstructed is up (yay!) so check it out The address is terrastrategy.sourceforge.net. It contains short summary of my current progress and one nice screenshot. Third, if anyone tried to check out Terra's SVN repository, he (or she) probably found out, that it's very outdated and incomplete. That's right, as I mentioned on the web, changes in the code are so frequent and drastic that it is useless to commit anything now. And finally...that little screenshot. All I have so far is bunch of loaders and one code to bind them all (ehh). So I managed to render my spaceship model and put some texture/normal map on it to show what the engne is capable of Ok, that's all (I hope). It's almost 5am here, I should finally go to bed I almost forgot I wrote some info about the storyline and game factions. It's on the website now and I will put it to the design doc. tomorrow. Edit: Typos, typos...
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10-12 hours during holidays. I am a night person, so I'm usually up until morning and then sleep until late afternoon. But I should really do something about it
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Alliance Request: Clan Godz Minnionz
Moribundus replied to xgmx's question in Questions from Newbies
What the heck? It looks like some kind of retail list of sorts. And what is "Vavoom"? A hoover ad? Frets on fire?!