DevBlog

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Revision as of 21:09, 18 October 2007 by Ghoulsblade (Talk | contribs)

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2007 October

Ghoulsblade 23:07, 18 October 2007 (CEST) : i just added support for directly uploading and embedding videos here and in a few other wikis, see http://wiki.freegamedev.net/index.php/MediaWikiExtensions for details

Ghoulsblade 15:19, 16 October 2007 (CEST) : some notes from a chat with kaelis : PlanetsInGameplay

Ghoulsblade 02:45, 10 October 2007 (CEST) : not much news this and next week, busy with studies, sorry. started working on a combo system last weekend for combining objects and constructing things from multiple components using tools, and specifying that in a somewhat human readable syntax to make modding easier for non-coders. first syntax draft and a few notes : writable/combos.txt

also i worked on a tile-free walk system on a tilebased map for iris this week, that might also be interesting for sfz. short video from iris : http://www.youtube.com/watch?v=Tbf6_ByFD-A

hagish 17:08, 3 October 2007 (CEST) : last night i worked on ode binding and tried to add a little testbuggy on a heightfield. ode buggys are complicated than i imagined. so i first needed to improve the binding to be able to handle the complete collision in lua.

Ghoulsblade 22:59, 2 October 2007 (CEST) : sfz planet walk experiment (just simple tilebased at first)

2007 September

Ghoulsblade 03:12, 29 September 2007 (CEST) : also as you can see we now have youtube support in the wiki, thanks to hagish

hagish 01:21, 29 September 2007 (CEST) : Yeah, we got the first ode heightfield to work


link to youtube.com

Ghoulsblade 23:40, 25 September 2007 (CEST) : the geometry editor prototype now supports materials/skins, and you change the skin of a side by clicking it.

hagish 14:45, 25 September 2007 (CEST) : the new ode binding (nearly a 1:1 binding the the ode.h) starts to work. You can test it with the flag -ot. Rightclick to move the camera, leftclick to add a force to a box and space to reset the scene.

Ghoulsblade 21:07, 23 September 2007 (CEST) : hah ! i found out how to detect them, now it works the way it should =)

Ghoulsblade 19:50, 23 September 2007 (CEST) : geom edit triangle generation starting to work, but we still have to remove inner triangles, i currently have no idea how to detect them :(

Ghoulsblade 15:52, 23 September 2007 (CEST) : we're currently experimenting with a simple geometry editor where you can turn on and off the edges of a cube to describe the geometry of a ship-part, this allows to create ramps, pyramids and similar shapes with a relatively easy interface.

Ghoulsblade 02:04, 22 September 2007 (CEST) : more heightfield tweaking, now with a nice cc-by texture from the blender repos (see readme)

Ghoulsblade 23:01, 21 September 2007 (CEST) : first experimental heightfield on planet :


Ghoulsblade 04:33, 19 September 2007 (CEST) : first very simple planet landing

Ghoulsblade 01:27, 18 September 2007 (CEST) : threads are working now, and the keepalive message for online games that is sent via http to our masterserver (a php script which just keeps track of running games) is now sent using the threaded http netmessage util, so the game doesn't hang anymore while the connection is established =)

Ghoulsblade 03:08, 17 September 2007 (CEST) : starded playing with boost threads, made 2 threaded utils :

  • sending a simple network request and waiting for the answer
    • e.g. for loading a php page via http, like for our online-game keep-alive message.
  • loading a big file to memory

Both are i/o operations, so making them threaded prevents the game from hanging. I haven't finished the lua bindings for them and haven't tested them yet, but making them threaded was very easy with boost. I made it so that our code can be compiled without boost and without thread support, in that case they still work, but are blocking operations.

hagish 03:11, 16 September 2007 (CEST) : worked on the mission system and improved the ui (mission display, waypoint) a bit. first little kill mission added. you can create the test mission using the F9 key.

Ghoulsblade 12:09, 15 September 2007 (CEST) : we worked a bit on sfz last night, we had to kick the boost::timer as it was very unreliable, (varying second length, depending on wether i move the window partly outside the screeen...) and hagish convinced me to finally look up the SDL code and extract the essential bits for timing and it was easier and shorter (win:1 line, linux:3 lines) than i though, and now we have a good timer that needs no extra lib. hagish started redesigning and extending the mission system, things might currently be a bit broken though. I improved the file-browser-dialog code a bit, and now you can navigate directories. It's still rather ugly as it is not easy to make scrolling support in our current gui, but it's better than before. Also i cleaned some rather old code in lib.timer.lua, that is now easier with the listener system.

hagish 16:25, 9 September 2007 (CEST) : Last night i implemented basic rocket support and started enemy groups handling code for kill missions.

Ghoulsblade 00:07, 6 September 2007 (CEST) : i tried adding the stuff from the ogre cellshading demo to sfz, it worked, but looks bad, and does not support textures, only plain color materials. so this won't do, we'll need something completely different if we decide to use a slight celshading effect.

Ghoulsblade 03:18, 4 September 2007 (CEST): just added some new models from kaelis and classic_traveller_diehard :

Ghoulsblade 02:30, 4 September 2007 (CEST) : we've now got an ingame bug reporting system : when an error occurs for the first time, you are asked if you want to send in a bug report, you can do so with one click on the SEND button, no copy-pasting needed, and you can see the info that will be sent.

hagish made an irc lib and i just built it in, now when you start sfz you can chat in our irc channel. the username used for irc is auto-detected from your system user, should work on win and linux, and a 3 digit random number is appended just to be sure.

i also made a new win binary updated the downloads on the mainpage =)

Ghoulsblade 01:03, 3 September 2007 (CEST) : we now have a master/gamelist-server. when you click "host game" the game is announced on that server, and other players can connect to it, if your firewall/router allows incoming tcp connections on port 6666. The currently open games are listed on the start menu screen. you can customize the game name by adding a line like this to data/config.lua :

 gGameName = "YOURNAME's game"

hagish 21:09, 2 September 2007 (CEST) : I experimented a bit with ode. Ode itself works quite well and the basics are very easy. I tried to implement a good ode-based ship movement but i experienced problems with the correct roll/pitch of the ships. They did nothing or circled around like crazy. I'll look inti this another time. Lugre got a basic IRC implementation (very basic, you can login, join and chat :) ) for our lobby.

Merlin 03:56, 2 September 2007 (CEST) : If your energy consumption is higher then your production and your energy equals zero one of the energy consuming entities is unequiped

Merlin 21:49, 1 September 2007 (CEST) : I just started helping with sfz and implemented my first feature. If you press "left alt" the names of all objects will be shown and there are some modificators (press and hold "left alt" and in addition)

  • "a" shows only asteroids
  • "s" shows only ships
  • "b" shows only planets and space stations (b stands for base)
  • "e" shows only enemies


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