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Re: Wasteland, the Clanwars (reworked) [Re: DoC] #94300
10/25/06 16:16
10/25/06 16:16
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
The Fog is simply painted twice a second,
this is part of the function:

....

while(j<64)
{
while(i<64)
{

if(check_fog_of_war(i,j)==1)
{
pixel_to_bmap(terrainbitmap,i,j,pixel_bright);
}
if(check_fog_of_war(i,j)==.5)
{
pixel_to_bmap(terrainbitmap,i,j,pixel_grey);
}




i+=1;
}
i=0;
j+=1;
}

bmap_unlock(terrainbitmap);

Twice a second:

all parts of the fog that where not uncovered before get
paited grey,


Then the player-units uncover the Fog, with a circle around them,

All this is stored in an array, and the painter manipulates the fogterrain.

The tricky thing might be to recalculate the unitposition to the
position on the 64x64 Bitmap of the Fog, its just a simple calculation though.


I will worry about using a shader for the fog later, whenever I want to improve the
scene.


Dennis made me a buggy, as seen in the Jobrequest.
Anyway, I need more Models in the future, as
I have 28 different units and Buildings then,
and the map also needs ambient models.

@Doc
Ich kenn mich leider Auch nicht mehr mit dem alten Code so gut aus.
Warscheinlich ist der unittyp nicht bekannt, wenn die Panels das Unitbild anzeigen sollen.
Du mußt Dich mal durch den Code durchhangeln, wo die Panels für die Einheiten angezeigt werden,
da muß der neue Unittyp denn mit eingetragen werden.

Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #94301
10/25/06 16:16
10/25/06 16:16
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

In.MaskCoord , is that a pre-defined thing or is this where you tell the shader what coordinates to mask?




thats just texcoord0 passed from the vertex shader.


Sphere Engine--the premier A6 graphics plugin.
Re: Wasteland, the Clanwars (reworked) [Re: Matt_Aufderheide] #94302
10/26/06 17:14
10/26/06 17:14
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
There is an updated online,

Music: well some cheesy MidiMusic, but at least it is small

An ally Player: the red player is a friendly AI, and attacks the
others.

Grafix: some more ambient models, and a circular FOW.

AI: the AI does need resources now, to build ground-units, I forgot that before.
and it attacks the player, also when he moves the base.

please post bugs, and performance-issues, as the
content and units now grew a lot.

It is not balanced, so I dont know if it is to hard,
But you can also watch the red-AI player without playing...

(actually I get overrun everytime.. but it is testing the AI anyways,
you really need to buildup baracks and bunkers quickly,
until the redAI can reduce the yellow Base to help you)

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94303
10/27/06 22:22
10/27/06 22:22
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline
Serious User
AlbertoT  Offline
Serious User
A

Joined: Oct 2006
Posts: 1,245
Damocles

Compliment for your demo
Just a curiosity
Do you code everything in c-script or are you going to use also c++ ?
thanks in advance

Re: Wasteland, the Clanwars (reworked) [Re: AlbertoT] #94304
10/28/06 10:53
10/28/06 10:53
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
All done in C-script.
Although there are parts like the pathfinding, that could
be faster using a dll...

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94305
01/16/07 18:55
01/16/07 18:55
Joined: Mar 2005
Posts: 82
Switzerland, Oberriet
proteK Offline
Junior Member
proteK  Offline
Junior Member

Joined: Mar 2005
Posts: 82
Switzerland, Oberriet
Hi Damocles

Is there a old download link, for the old demo :-) or the newest playable demo. On your page is only a picture :-)


Cybertron G Studios Switzerland A7.06 Pro http://www.cybertron.ch Contact us protek@hispeed.ch
Re: Wasteland, the Clanwars (reworked) [Re: proteK] #94306
02/11/07 22:23
02/11/07 22:23
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
Here the are the full scripts:
Check the readme in the zip.

http://www.wasteland.at/WL_scripts.zip

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #94307
03/06/07 19:37
03/06/07 19:37
Joined: Nov 2004
Posts: 888
B
beegee Offline
User
beegee  Offline
User
B

Joined: Nov 2004
Posts: 888
Off-Topic:
I just want to inform you that there exists a ego-shooter with the name of your game's name.

go here!(german)


Fratch - Newer statistics panel for GameStudio
Re: Wasteland, the Clanwars (reworked) [Re: beegee] #94308
03/06/07 19:52
03/06/07 19:52
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Yeah, but damocles' game will be much better and no one will ever know the other one ...
no, sorry... Damocles, are you ever going to continue with this? It was a great start, and you even got pretty far... don't tell me you gave up, please! this was worth it, and you even had AI and everything ... it's such a cool game!

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: Wasteland, the Clanwars (reworked) [Re: Germanunkol] #94309
03/06/07 20:36
03/06/07 20:36
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
(I was first .... well actually the Wasteland Adventure from the 80s is the original one)

Oh well, I will continue whenever I have the fun to do that.
As it is pretty far already. The main Problem is to get enough Art Content
that has a consistent Style.

Also making an RTS without a decent Multiplayer is also a bit lame.
I have tried it originally, but 3dGS is just not suitable for this approach.
(making it work over the internet especially)

I have a lot of Ideas and Story Elements though for Wasteland, but
the project would be to big for me to finish.

RTS making is fun though, so you can have a look at the code to see
how it is done.

Last edited by Damocles; 03/06/07 20:37.
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