dvoid
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« Reply #120 on: January 12, 2013, 04:48:29 PM » |
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Yes the terrain has different lodlevels. theres two kinds of lod systems, all heightmap data is transmited from the server , so heightmaps far away is transmitted at lower detail , also i generate lodlevels for each tile (about 128x128m) . Press F1 to toggle mouse capture, i think it says so in the bottom right corner. FPS wise i have not done any optimization at all, kind off. it runs fine on my computer (100-200 fps)..thats about it . i might do more opmizimation in the future.
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devMidgard
Level 1
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« Reply #121 on: January 12, 2013, 05:31:46 PM » |
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Tested it and looks really good, it haves fluid controls and I really feel like I'm controlling this guy in another world :O
Gonna keep an eye here. Looks very very nice. Looking for how it progresses.
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dvoid
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« Reply #122 on: January 17, 2013, 11:57:09 AM » |
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Test with a lot of lights with shadows. Another sunset =D
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pluckyporcupine
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« Reply #123 on: January 17, 2013, 05:10:26 PM » |
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Looking good. The design for that vehicle doesn't look to bad either!
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dvoid
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« Reply #124 on: January 18, 2013, 09:14:10 AM » |
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Looking good. The design for that vehicle doesn't look to bad either!
=), about the vehicles. will probably go for a more open design for future ships, i want the player to be able to move easy over the ship and between ships. especially the bigger ones, imagine an old classic pirate duel , but with big ass flying ships , people using grappling-hooks and jump-jets to jump between the ships etc.
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dvoid
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« Reply #125 on: January 22, 2013, 11:20:27 PM » |
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Started working on engine tools, some work to be done here. so far the world is generated, and stuff in it is created from a blueprint system ( in unity they call it prefabs ) . These blueprints are XML files that i have created by hand, this works fine until one want a very complex blueprint, Say a blueprint for a house with doors, lights, furnishing etc. So its time to create some tools for ZeroFps , in the past we have had a quite powerful level editor in ZeroFps called ZeroED. ZeroED was a massive pieces of software much like Unitys everything-in-one editor. To make the engine less monolithic and more flexible, the idea for this new version of ZeroFps is to create many smaller tools that can work together. How this will work remains to be solved, but there will probably be some kind of network backend for communication between the tools.
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dvoid
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« Reply #126 on: February 05, 2013, 11:10:18 AM » |
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Creating this blueprint editor is taking longer time then i expected, 2 reasons: #1 i have never worked with QT before, so its taking some time to solve some problems. #2 Work, i have been very busy at work, shipping our latest game =). but soon, soon the editor will be complete, and i will be able to create better, more detailed game objects!!
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dvoid
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« Reply #127 on: February 10, 2013, 04:43:57 AM » |
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Still working on the blueprint editor, its almost done now =) would you be able to understand and use it?
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pluckyporcupine
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« Reply #128 on: February 10, 2013, 05:10:59 AM » |
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would you be able to understand and use it? I won't lie. At first, I cringed a little. Then I actually made an attempt to read it. Doesn't look TOO bad.
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dvoid
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« Reply #129 on: February 10, 2013, 08:34:09 AM » |
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would you be able to understand and use it? I won't lie. At first, I cringed a little. Then I actually made an attempt to read it. Doesn't look TOO bad. haha =D , dont know if thats good or bad. but i can almost use it to create game objects for Tolroko now, a few missing pieces though. and its alot better then hand editing xml files :D
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Quarry
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« Reply #130 on: February 10, 2013, 08:45:55 AM » |
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Reminds me of Roblox with the subfolder system
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dvoid
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« Reply #131 on: February 10, 2013, 09:00:20 AM » |
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Reminds me of Roblox with the subfolder system
hum.. "Roblox, stylized as ROBLOX, is an massively multiplayer online game " ? it has some kind of editor i can see on wikipedia.
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Derqs
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« Reply #133 on: February 10, 2013, 12:14:03 PM » |
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Awesome I'm definitely following this! The background lore also sounds really good. (and reads easily for me as a non-native english speaker)
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Panurge
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« Reply #134 on: February 11, 2013, 10:34:57 AM » |
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Thanks! All kudos to dvoid for generating a world that is really fun to write about.
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dvoid
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« Reply #135 on: February 21, 2013, 11:30:33 AM » |
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Hello, its BUILD TIME!!! Its been a very long time since i made a public build of Tolroko, but alot of stuff has been done. Like new render system, new tools, some new gameplay, better weather effects and so on. Please try it and tell me what you think and/or give me ideas for future features =). Tolroko-0.30.exe http://goo.gl/ONn8i
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dvoid
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« Reply #136 on: February 23, 2013, 03:07:14 PM » |
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Today i have added water to tolroko =)
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S-ed
Level 0
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« Reply #138 on: February 28, 2013, 12:39:31 PM » |
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Hm. Tried to play, but: - There is no Ground texture (all transparent).
- Gui cutted on lower resolutions
- Resolution settings applied only on client restart.
- No close button in stashes (boxes) while mouse cursor exist.
- Client stucking on attempt to connect to server, and if fails music stops.
Can't go far away cause of invisible wall. Log + Server Log.
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« Last Edit: February 28, 2013, 01:17:15 PM by S-ed »
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RTFM
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dvoid
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« Reply #139 on: February 28, 2013, 02:00:07 PM » |
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yea some ati cards seems to have problems with the lateest build, i dont have access to any ati cards so cant fix that atm =(. who uses low resolution anyway? :D, yea may be alot of problems with the gui there, i dont really have time to fix that. the stach gui needs some fixes, close button etc, you can press I to close it, not very userfriendly , im very well aware of that invisible wall? what? you can actually go on forever, the world is generated as you move.
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