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Thread: Sup driggers, I'm back, and I'm still slaving away.

  1. #1

    Sup driggers, I'm back, and I'm still slaving away.

    UPDATE 6----
    I've been busy because of Xmas but I had some time today to work on stuff. I ported all the new physics features to the server and got that all working and then I messed with inventories and items and stuff. Here's the vidya.
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    UPDATE 5----
    So a LOT was worked on today in a pretty short amount of time. Most importantly I have worked on the physics BSP so it is now almost 100 times faster than before. The physics BSP of Portent is 41k triangles unoptimized and it is running pretty smooth. The engine now supports convex hull collision objects. Basically you can make a convex hull for a gun or a vehicle of a piece of scenery and then it will have physics and roll around and shit. It's really easy to do, takes about 2 minutes in 3ds max. I also ported Portent over as well. I only made a couple of shaders (making shaders is a bit time consuming) but it's looking pretty nice. I've noticed some bugs in the lighting engine but that's a task for another day. Cheers everyone, and thanks for following the project.
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    UPDATE 4----
    I did some work today. Got hitscan collision detection working so now I can have bullets.
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    UPDATE 3-----
    Just finished some work for the day, mods now work. Quick video demonstration:
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    UPDATE 2-----
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    UPDATE----
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    ----

    Old shit:

    I fell into a time rift for the past few months but now everything is back to normal and I'm back working on 12D. Nothing "visual" to show sadly. All the work I've done in the past 3 days has been cleaning shit up. All tags are now using the same universal syntax that's sort of like my version of JSON called 12Tag.

    The project is still alive and well. I'll post updates as they come. I have a weel job now though so it'll be less frequent, but I have a schedule for work on the engine/game.

    As for changes, here's what some of the tags look like right now. Whenever a object is just named "object 0" that means it's handled as an array of whatever length you want. You can just keep adding shit to it as you please.

    test.scenery
    Code:
    property name "test scenery object";
    property model "multipurpose/model/box.model";
    property collision "multipurpose/model/box.collision";
    
    object effects {
        object 0 {
            property name "bubbles";
            property tag "multipurpose/effect/bubbles.effect";
            property attach "default";
            property auto true;
        }
    }
    bubbles.effect
    Code:
    property name "Bubbles Effect";
    property loop false;
    
    object parts {
        object 0 {
            property type particles;
            property tag "multipurpose/effect/bubbles.particlesystem";
            property loop true;
            property start 0;
            property repeat 30;
        }
    }
    bubbles.particlesystem
    Code:
    property name Bubbles;
    
    object particles {
        object 0 {
            property tag "multipurpose/effect/bubble.particle";
            property start 0;
            property end 30;
            object amount {
                property min 1;
                property max 3;
            }
            object velocity {
                property min 0.1;
                property max 1.1;
            }
            object distribution {
                property shape radial;
                property spread 0;
                property equation random;
                object angle {
                    property x 0;
                    property y 0;
                    property z 0;
                }
                object center {
                    property x 0;
                    property y 0;
                    property z 0;
                }
                property radius 3;
            }
        }
    }

    bubble.particle
    Code:
    property name Bubble;
    property geometry facing;
    property shader "multipurpose/effect/shader/bubble.shader";
    
    property collision false;
    property attached false;
    property gravity -0.0005;
    property drag 0.93;
    property bounce 0.9;
    
    object life {
        property min 90;
        property max 260;
    }
    
    object size {
        property min 0.3;
        property max 0.9;
    }
    
    property scale 1.0;
    basic.ui
    Code:
    property name menu;
    property usemouse true;
    
    object frames {
        object 0 {
            property name main;
            property activescript "";
            property initscript "";
        }
    }
    
    object elements {
        object 0 {
            property type "element";
            property name "12dlogo";
            object frames {
                property 0 0;
            }
            property shader "ui/basic/shader/12dlogo64.shader";
            object bounds {
                property x 0;
                property y 0;
                property w 128;
                property h 128;
            }
            object align {
                property horizontal right;
                property vertical top;
            }
        }
        object 1 {
            property type "button";
            property name "resume button";
            object frames {
                property 0 0;
            }
            property shader "ui/basic/shader/butresume.shader";
            object bounds {
                property x 0;
                property y 128;
                property w 128;
                property h 32;
            }
            object align {
                property horizontal right;
                property vertical top;
            }
            property clickscript "";
        }
        object 2 {
            property type "button";
            property name "quit button";
            object frames {
                property 0 0;
            }
            property shader "ui/basic/shader/butquit.shader";
            object bounds {
                property x 0;
                property y 160;
                property w 128;
                property h 32;
            }
            object align {
                property horizontal right;
                property vertical top;
            }
            property clickscript "console(quit);";
        }
    }
    console.ui
    Code:
    property name "Console";
    property usemouse false;
    
    object frames {
        object 0 {
            property name main;
            property activescript "";
            property initscript "focus(input console)";
        }
    }
    
    object elements {
        object 0 {
            property type "input";
            property name "input main";
            object frames {
                property 0 0;
            }
            property shader "ui/console/shader/inputBox.shader";
            object bounds {
                property x 0;
                property y 0;
                property w 1024;
                property h 13;
            }
            object align {
                property horizontal left;
                property vertical bottom;
            }
            property text "";
            property clickscript "";
            property activescript "console(getInput(input console)); clear(input console);";
        }
    }
    Last edited by Not Inferno; December 28th, 2013 at 02:51 AM.
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  2. #2
    Don't worry, Jelly's here Jelly's Avatar
    Join Date
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    cool halo
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  3. #3

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Added this to OP.

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  4. #4
    Neanderthal Dwood's Avatar
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    Sep 2008
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Now make it so that when the object underneath moves, that the object on top moves with it unless it hits a certain acceleration rate.
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  5. #5

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Welp, just finished for today. I completely revamped Logging and added multiple options for filtering/log levels/organization. Useful stuff for debugging.
    I also just went ahead and deleted all the old network classes and began implementing KryoNet to replace the Native Java Socket. KryoNet is based on NIO so it'll be lots faster than Java Socket and it already seems more stable in some regards.

    It's going to be a lot of work to move the engine over but it'll give me a chance to modularize packets / network ticks and a few other things and reduce latency in general at the same time.

    I'll be working tomorrow as well.
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  6. #6

    Re: Sup driggers, I'm back, and I'm still slaving away.

    A log from a quick server test.

    Quote Originally Posted by server test log
    Loading engine...
    Initializing console...
    Executing config.cfg... Done!
    Console initialized!
    Network ready!
    Command Line ready!

    Engine ready!
    /load scenario/mp/hangemhigh/hangemhigh.scenario
    Total world size: {-374.73187,-483.0743,-231.44029}
    Chunks to generate: 3 4 2 = 24 ...
    Done!

    Map: scenario/mp/hangemhigh/hangemhigh.scenario loaded sucsessfully.
    /netstart
    - Server Information -
    ++ Name: Default Server Name
    ++ MOTD: A whole lot of nothing
    ++ Password:
    ++ TCP Port: 2004
    ++ UDP Port: 2005
    ++ Players: 24
    - Starting Server -
    00:00 INFO: [kryonet] Server opened.
    - Server Running -
    00:37 INFO: [kryonet] Connection 1 connected: /127.0.0.1
    brodudemaster-773047952 connected.
    brodudemaster-773047952 joined the game.
    brodudemaster says: sup foggits
    /say fuk u nigar
    SERVER says: fuk u nigar
    brodudemaster says: lel umad
    02:01 INFO: [kryonet] Connection 2 connected: /127.0.0.1
    leRedditle-1687762481 connected.
    leRedditle-1687762481 joined the game.
    leRedditle says: le hi le guys
    brodudemaster says: lmfao u fukn faeg
    brodudemaster says: gtfo u casul
    leRedditle says: :
    leRedditle says: le i want le play le games le
    brodudemaster whispers: "if u dnt gtfo i weel raep u irl i swer on me mum " to leRedditle
    leRedditle says: omgee pls no
    /say brodude ur a foggit gtfo
    SERVER says: brodude ur a foggit gtfo
    brodudemaster says: make me faggit
    /kick brodudemaster because hes a foggit
    SERVER says: Kicked brodudemaster. Reason: because hes a foggit
    04:49 INFO: [kryonet] Connection 1 disconnected.
    leRedditle says: thanks ;D
    /whisper leRedditle np honey baby girl
    SERVER whispers: "np honey baby girl " to leRedditle
    leRedditle says: cya later sexy pants
    05:37 INFO: [kryonet] Connection 2 disconnected.
    New networking is way more stable and the new implementation is much easier to work with. All of the major connection handeling is done so next I just need to implement the game world update packets. Should be able to do that on Monday.
    Last edited by Not Inferno; November 23rd, 2013 at 11:46 PM.
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  7. #7

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Improved a lot of stuff on the server side.
    Also a note, you can disable mod downloading in the config.cfg > set allowdownloading false

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  8. #8
    Senior Member
    Join Date
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    This is pretty cool stuff so far. What is your goal with it exactly though? To replicate Halo's engine in some fashion using Java?
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  9. #9

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Higuy View Post
    This is pretty cool stuff so far. What is your goal with it exactly though? To replicate Halo's engine in some fashion using Java?
    A flexible and easy to work with First Person game engine. My current goal is to get 100% feature complete. Next is optimization and fixing things up. After that I plan to fully port Halo CE multiplayer over. After that I will begin work on my own game that I have been planning for AGES.
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  10. #10

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Just finished some work for the day, mods now work. Quick video demonstration:
    NEED A DISPENSER HERE
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