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Re: Wasteland, the Clanwars (reworked)
[Re: DoC]
#94300
10/25/06 16:16
10/25/06 16:16
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Joined: Jan 2003
Posts: 4,305
Damocles
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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.
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Re: Wasteland, the Clanwars (reworked)
[Re: PHeMoX]
#94301
10/25/06 16:16
10/25/06 16:16
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
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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.
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Re: Wasteland, the Clanwars (reworked)
[Re: Matt_Aufderheide]
#94302
10/26/06 17:14
10/26/06 17:14
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Joined: Jan 2003
Posts: 4,305
Damocles
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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)
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Re: Wasteland, the Clanwars (reworked)
[Re: Damocles]
#94307
03/06/07 19:37
03/06/07 19:37
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Joined: Nov 2004
Posts: 888
beegee
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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
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Re: Wasteland, the Clanwars (reworked)
[Re: beegee]
#94308
03/06/07 19:52
03/06/07 19:52
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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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
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Re: Wasteland, the Clanwars (reworked)
[Re: Germanunkol]
#94309
03/06/07 20:36
03/06/07 20:36
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Joined: Jan 2003
Posts: 4,305
Damocles
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(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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