Technopolies

Started by rolz, October 21, 2004, 04:03:43 PM

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rolz

much clever implementation for static object shadows.

Regards,
Andrei

Remo

Looks nice! keep up the goos work.

rolz

items are now shown as 2d sprites on the ground. Looks better than 3d models

Regards,
Andrei

EgonOlsen

Your progress is astonishing... :shock: But what about gameplay? I think it's looking very nice now as it is and it seems to be time to add some more gameplay. What do you have in mind gameplay wise?

rolz

:) thanks.

Sure, good gameplay is not something that could be implemented from the scratch. And it was easier to develop/ test client engine without bothering for gameplay. This is the reason for being so slow with gameplay development.

My fault, i dont think i have a clear concept for the game, just several unique ideas and a wishlist. Anyway it is a good point to start with, the game engine will be evolving as new ideas and wishes come.



TODOs for the next two weeks:

- add experience
- add levels for player and NPCs
- add money
- add more objects (bushes, rocks, trees, buildings)
Regards,
Andrei

rolz

Finally things calmed down on my day job, hopefully for me it would result in having more fun with technopolies development ;)

- added stackable items (ammo, potions, money sacks)

- added money

- you can now earn some money by selling Muton Heads to Military officers in A1 and A2 sectors ;)

- or alternatively kill some civilians and take these money off their cold hands  :twisted:

- you can talk with military officers and ask them to heal you for 1 coin.



Regards,
Andrei

rolz

- picking up stackable items now adds them to the stack (i.e. if i pick potion, it will stack to other potions of same type in inventory)

- added limit for stackable items of same type. (i.e. if i have 10 potions in a stack, and the limit for potion is 10 then picking additional potion will not add it to the stack)

- added Tips of the day that are shown when you enter new zone

- added location map (toggle with "M" button)

- added music support via LWJGL and FMOD. added some midi files from commodore64 games.

- added "Pick closest item / search closest corpse" command. Press G to activate it.

- added "Rest" command. Press R to activate. Resting will recover some HP over time. When you rest, you are unable to attack or do anything.

- added experience. Players now receive experience for kills. Experience amount depends on difference in levels, and other players who assisted the kill.

-improved performance for precise Z coordinate calculation on ground.
( adjustable by game.disable.fast.placement parameter in techno properties)

Changed
object3d.calcMinDistance(v1, v2) (2000ms)
to
object3d.calcMinDistance(v1, v2, n) (500ms)

still it is not as efficient as accessing avg heights data (<10ms)


One more thing, I've tried to unleash 2000 bots on 10 locations and let them roam for 12 hours. The server remained stable and running, it looks like that I've finally managed to fix all memory leaks. Memory consumption has never went above 30mb, and the CPU usage was 10-11% avg. Can't wait to test it on a real environment.

Babylon attacks :)  
Regards,
Andrei

EgonOlsen

Quote from: "rolz"
-improved performance for precise Z coordinate calculation on ground.
( adjustable by game.disable.fast.placement parameter in techno properties)

Changed
object3d.calcMinDistance(v1, v2) (2000ms)
to
object3d.calcMinDistance(v1, v2, n) (500ms)

still it is not as efficient as accessing avg heights data (<10ms)
Are you using an octree on the terrain?  calcMinDistance may benefit from it (apart from the rendering itself).

rolz

I've added Object3D.setOctree(), played with parameters.
Got optimal values with

       OcTree ocTree = new OcTree(rezult,100,OcTree.MODE_OPTIMIZED);
       rezult.setOcTree(ocTree);


Got slightly better results, but without significant increase.

"Fast" method gets an average height for a tile.
"Old precise" method uses object3d.calcMinDistance() without breakIfLarger parameter
"New Precise" method uses "breakIfLarger" parameter


Fast: 0
Old precise: 1867
New precise: 460


What these tests do - looking for Z coordinate on the ground for 2000 random points. Performance dropdowns with "precise" methods are noticiable in crowded places (10+ moving objects).
To beat this, the code recalculates Z coordinate every N ms (100-200) instead of every frame - it produces better results than with "fast"  method but still costs lots of time. ;(
Regards,
Andrei

rolz

Regards,
Andrei

rolz

Regards,
Andrei

rolz

0.94 is out , after 2.5 weeks

available at http://212.98.171.182:3298/Download/techno_2005-10-20.zip


Note, that the this archive contains only WIN32 LWJGL binaries

New features:

- new big map (10 sectors are currently available)
- player can now travel between adjacent locations
- added water
- added experience
- added money
- added stackable items (muton heads)
- added NPCs
- added first simple quest (collect muton heads)
- added shop
- added roads
- new look for items on the ground
- added sounds and music (LWJGL + FMOD)
- added shadows for static objects
- added some enchancements for grass and dirt decorations
- some new items / static objects
- added "tips of the day"
- added "Rest" command. press R to regain HP  if wounded.
- added "Grab Nearest" command - press G to search nearby bodies / pick nearby items
- added "Attack Nearest" command - press A to attack nearest visible enemy
- dead bots are removed from the ground after 1 minute
- items on the ground are now removed after 2 minutes
- fixed memory leaks on server
- fixed calculation of bullet trajectory on server
Regards,
Andrei

rolz

- added A* pathfinding for human players.
Regards,
Andrei

rolz

- added boots
- added heavy armor
- added head armor - baseball hat and helmet
- addded decreased movement speed for loitering bots. When bots see enemy, they act at full speed.
- added "effects" feature,  added basic "leg trauma" effect.
- fixed equipping "equip /unequip item" command on client. It caused the whole model to be rebuild when something new has been equipped.
- fixed inventory / shop updates - the whole screen was updated when something was changed in inventory/shop (causing hickups)

Regards,
Andrei

Champ

Really silly question.  I'm new to this Java thing.  How do I run this game after I've extracted the archive?  I try the run.exe file but nothing happens.