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1076053 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 06:04:41 AM
TIGSource ForumsFeedbackDevLogsDelver
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Absinthetic
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« Reply #2180 on: March 05, 2013, 09:01:12 AM »

I bought Delver through the HumbleBundle and no matter what I do, I get only .65 for the Android. Says it's supposed to be .66b and I can't get that. Am I being punished for stupidity? Wouldn't be the first time Smiley Can ye help?



It finally auto-updated. I was simply being punished for stupidity. Thank you anyway Smiley
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9joseph9
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« Reply #2181 on: March 07, 2013, 09:22:12 AM »

this is a really great game ,but mabey you could tone it down on the wands ,i find two more before i even run out of charges on the first one lol.
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« Reply #2182 on: March 07, 2013, 11:41:11 AM »

I've been working on expanding the Entity -> Entity collision system lately to support static entities like bridges better. Before the Entity -> World and Entity -> Entity collision systems were different, now things will be more unified and should act the same.

MikeRatzlaff has been proven to be a Cool Dude, and given a fork of the Delver code to work on to try out some improvements he had been asking me for, he's been working on some cool stuff like exposing more properties for modding, angled walls and better doors:



I'll be merging bits of his work back into the main codebase, looking forward to some of this stuff Smiley

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« Reply #2183 on: March 07, 2013, 11:49:37 AM »

I've been working on expanding the Entity -> Entity collision system lately to support static entities like bridges better. Before the Entity -> World and Entity -> Entity collision systems were different, now things will be more unified and should act the same.

MikeRatzlaff has been proven to be a Cool Dude, and given a fork of the Delver code to work on to try out some improvements he had been asking me for, he's been working on some cool stuff like exposing more properties for modding, angled walls and better doors:



I'll be merging bits of his work back into the main codebase, looking forward to some of this stuff Smiley



When is the decal update coming out?
« Last Edit: March 07, 2013, 12:00:51 PM by ninja » Logged

Delver is awsome!!!!!!!!!!!!!!!!!!!!!!!
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Gimym JIMBERT
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« Reply #2184 on: March 07, 2013, 12:41:35 PM »

Fuck yeah, angled wall! I wonder how this is stored in the map?

I mean original delver had drawn heavily on map system like Tomb raider or system shock: each cell has wallID + ceiling/floor height + extra slope height for each, how the hell you can add slanted wall?

Also the minimap still show square data, yet the room is rather roundish Huh?

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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss) ! GЮЯЦ TФ ДЯSTӨTZҚД!
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« Reply #2185 on: March 07, 2013, 02:14:21 PM »

Whoa. Great work guys!
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ImHereForDelver
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« Reply #2186 on: March 08, 2013, 06:39:33 AM »

Wow, I haven't posted here in a while. Grats Chad for getting so much publicity(I have a lack of a better word) for this game, I hope you get it on Steam, That would be a big boost. Btw, Can you still not figure out why some people can't see the crystals?
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« Reply #2187 on: March 08, 2013, 10:09:01 AM »

Fuck yeah, angled wall! I wonder how this is stored in the map?

I mean original delver had drawn heavily on map system like Tomb raider or system shock: each cell has wallID + ceiling/floor height + extra slope height for each, how the hell you can add slanted wall?

Also the minimap still show square data, yet the room is rather roundish Huh?



Slanted walls end up just being an enum added to the tile. Instead of a tile just being solid / nonsolid now there's a bunch of enums: EMPTY, SOLID, ANGLED_NE, etc...

MikeRatzlaff also updated the map system later to show angled rooms. Instead of it being one pixel per tile, now it's something like four pixels per tile:



Wow, I haven't posted here in a while. Grats Chad for getting so much publicity(I have a lack of a better word) for this game, I hope you get it on Steam, That would be a big boost. Btw, Can you still not figure out why some people can't see the crystals?

In the next version I'm batching static models like crystals into one larger model per world chunk, a weird side effect of that process is that it also seems to fix the crystal rendering.
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« Reply #2188 on: March 08, 2013, 10:39:46 AM »

Now that's what I call a "feature". Good job on crystals. I never would have even known they existed without this thread.
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Gimym JIMBERT
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« Reply #2189 on: March 08, 2013, 11:15:34 AM »

Oh thank you for answering, that map look really amazing!
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss) ! GЮЯЦ TФ ДЯSTӨTZҚД!
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« Reply #2190 on: March 08, 2013, 11:58:01 AM »

 :shrug2:two questions, approximate release date, and will the new textures be used in e next version?
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« Reply #2191 on: March 08, 2013, 12:06:59 PM »

:shrug2:two questions, approximate release date, and will the new textures be used in e next version?

Those textures are part of MikeRatzlaff's UW mod, not the base game.
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« Reply #2192 on: March 08, 2013, 01:33:16 PM »

:shrug2:two questions, approximate release date, and will the new textures be used in e next version?

Those textures are part of MikeRatzlaff's UW mod, not the base game.
And the answer to the first question is?  You know I will take I don't know for an answer, I would just like to know that you saw my question.
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« Reply #2193 on: March 08, 2013, 01:38:03 PM »

:shrug2:two questions, approximate release date, and will the new textures be used in e next version?

Those textures are part of MikeRatzlaff's UW mod, not the base game.
And the answer to the first question is?  You know I will take I don't know for an answer, I would just like to know that you saw my question.

I don't have any hard date right now. I'm almost done with the static decorative model support but I'll still need to actually make some assets and populate the levels with them to show off the new feature.
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« Reply #2194 on: March 08, 2013, 02:33:31 PM »

I don't have any hard date right now. I'm almost done with the static decorative model support but I'll still need to actually make some assets and populate the levels with them to show off the new feature.

PM me man, maybe we can come to an arrangement on those assets Smiley
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« Reply #2195 on: March 10, 2013, 05:25:09 AM »

These new features will be worth the wait!!!
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« Reply #2196 on: March 12, 2013, 10:10:00 AM »

DelvEdit 3-12-13

Here's the next version of DelvEdit for those that want to start messing around with it. Major features:

  • Entity selection and placement
    • x, y and z keys will lock movement to that axis
    • shift will lock movement to the x & y plane
    • alt will duplicate an entity
  •    Entity editor
    • right click on a selected entity and use 'edit properties' to bring up a properties pane for that entity
    • choose textures, lighting modes, collision sizes, etc
  • Static mesh support
    • Add a model entity, choose the model and texture, set to 'isDynamic = false' to have the model use the static mesh batching pipeline
    • Static meshes will render faster, have better lighting, and will receive decals
  • Projected decal entities
    • Projects the chosen texture onto surfaces
    • Choose either projected or orthogonal mode
  • C key displays / hides collision boxes for entities

« Last Edit: March 12, 2013, 10:20:41 AM by Interrupt » Logged
MikeRatzlaff
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« Reply #2197 on: March 13, 2013, 10:08:55 AM »

The trap looks fantastic in that!
Meh, it looks alright on the ground.  I don't like the way it looks when it sets off.  I'd need to adjust the color values in the graphic.  But I no longer care to work on it.

Defiantly gives a very medieval look, and is that trap a pentagram?
Indeed it is.

Mother of God...  Cool
Eh, doesn't take much to impress you, does it? Wink
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MikeRatzlaff
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« Reply #2198 on: March 13, 2013, 10:31:48 AM »

MikeRatzlaff has been proven to be a Cool Dude, and given a fork of the Delver code to work on to try out some improvements he had been asking me for, he's been working on some cool stuff like exposing more properties for modding, angled walls and better doors:
WOOT! Recognition!  By name!  I'm no longer "Someone working on an Ultima Underworld mod for Delver"!  Smiley

Fuck yeah, angled wall! I wonder how this is stored in the map?

I mean original delver had drawn heavily on map system like Tomb raider or system shock: each cell has wallID + ceiling/floor height + extra slope height for each, how the hell you can add slanted wall?

Also the minimap still show square data, yet the room is rather roundish Huh?
Funny you should mention System Shock - I'm storing the wall angles in the exact same way.  SS keeps each map square data in a 16-byte entry (128 bits).  Take the value of the first 3 bits of that (or 4 if you prefer even numbers) and cap it at a value of 5.  What you have left is exactly how I'm storing the diagonals for delver.

Also, you seem rather excited about diagonal walls.  I bet you'd crap yourself if you ever saw a curved.  Oh hey look at this:



I suppose I owe you a new pair of shorts now.  Sorry about that.  My bad.

But seriously, Chad has said he has no interest in putting curved walls in the base delver engine.  After seeing how much work is it going to be to get diagonal walls in, I can see why:  They are purely cosmetic, add little value to gameplay, and add stress to the collision detection, path-finding, and other systems, plus the actual work to code and debug them.  I'm all for adding features but not at the cost of simplicity and speed of the engine.  I'll be focusing my efforts elsewhere.
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Gimym JIMBERT
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« Reply #2199 on: March 13, 2013, 10:52:59 AM »

Well I knew about system shock because of delver (he mention it somewhere in the thread) then I got on investigation about this map format. The reason angle surprise me is because the room is basically a double heightmap (ceiling/floor) with further height data for corner. Now if you have slanted wall you have (I thought) two distinct triangle plane to raise (floor1,floor2). Just thinking about a bit much told me I was silly since it's a derivative of plain wall (no floor/ceiling), you don't have a second raised plane, it's a mixed with a wall in a corner(no elevation) and a plane in the other corner, we just loose a single corner data. Now I think curve wall work in similar way, except the diagonal is tessellate a bit further as we still manipulate 3 corners.
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ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss) ! GЮЯЦ TФ ДЯSTӨTZҚД!
sonic the heidegger (Überall Geschwindigkeit)
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