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Work in Progress / Open Source MMORPG Project

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The admiral
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Posted: 3rd Aug 2006 01:34
Its starting to look very polished well done.

The admiral
Xenocythe
19
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Location: You Essay.
Posted: 3rd Aug 2006 02:01
Oh my god, I just scanned and my computer is infested. I hate this computer and its inability to detect viruses!!!!!! AGHHHH!!!!!



But the game looks great.

Applyby has Flies in his Eyes.
Gil Galvanti
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Location: Texas, United States
Posted: 3rd Aug 2006 05:58
looking good, I'm updating it now .

Quote: "Oh my god, I just scanned and my computer is infested. I hate this computer and its inability to detect viruses!!!!!! AGHHHH!!!!!
"

hehe, have fun with that, I just had to wipe my other computer cause it caught a virus I couldn't get off

Pirates of Port Royale
Live the life of a pirate.
RiiDii
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Posted: 3rd Aug 2006 10:24
@Cash, you posted before I edited. Anyway, thanks again.

@Everyone, thanks for all the comments! We are fairly close to being able to finalize the playable demo. Then we start on the actual game; most of which will be modeling and animating and making multiple zones. The next update will have actual enemy agents (like goblins or something) that will be agressive against the player character.


Open MMORPG: It's your game!
TDP Enterprises
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Posted: 3rd Aug 2006 15:55 Edited at: 3rd Aug 2006 15:56
Quote: "That's utterly stunning, RiiDii. Very well done indeed - you and the lads have created something quite beautiful. "

Ditto
Quote: "This project is looking absolutely fabulous I look forward to seeing the finished product!"

Ditto
Quote: "Wow, this has really come a long way. You are doing an amazing job for such a limited crew. Keep it up."

Once more, ditto.


This project is...wow, everything looks and feels very, very professional.


Quote: "Oh, and sky has been added in for TDP."
Which looks very cool and completes the scene.

Snow Wars is making its return, check out the Game Design Theory board for more info...
Kenjar
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Posted: 3rd Aug 2006 16:49
One of the few programs where the clouds appear to be more than just an animated plain with cloud textures. Did you use actual models?


[href]www.openoffice.org[href]
RiiDii
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Posted: 3rd Aug 2006 20:47
Yes, but they are basically mini-terrains (MilkShape, Make Terrain, Reduce the Polys, an Presto). So, while not flat, they are 'plains'. And then thanks to Sinfay and Nev for the actual artwork, they came out pretty cool.

@TDP: Thanks. You ever going to join back up again? After all, it is your game.


Open MMORPG: It's your game!
TDP Enterprises
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Posted: 4th Aug 2006 01:59
Quote: "
@TDP: Thanks. You ever going to join back up again? After all, it is your game."

Haha, I've thought about it, but like you said, you're looking for media, and quite fankly, thats my weakest area. And I'd like to join up again, but with the time and effort it'd take I think I'd end up being a hinderence for you guys

But if you ever do need or want any help, let me know, and I'll do what i can.

Snow Wars is making its return, check out the Game Design Theory board for more info...
RiiDii
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Posted: 4th Aug 2006 07:42
Quote: "but with the time and effort it'd take I think I'd end up being a hinderence for you guys"


Actually, I am helping teach Slayer to code (I like to think so anyway), and in return, he is coming up with some fantastic work. So it is paying off. It may seem like a hinderance, but I've got a lot of patience to see the long term return on investments.


Open MMORPG: It's your game!
izaboo
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Posted: 4th Aug 2006 08:02
still looking great RiiDii, the opensoruce mmorpg team is doing a awesome job!
Slayer93
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Posted: 4th Aug 2006 08:06 Edited at: 4th Aug 2006 08:08
Quote: "Actually, I am helping teach Slayer to code"


That makes it sound like i dont know how to code lol

And here is the code im working on http://forum.openmmo.co.uk/index.php?topic=466.0. Pretty much a script system so try it. Look for a download of the project and tell me of any bugs or suggestions coding wise or feature wise.

Edit: Izaboo you posted when I was writing

Naruto is the ninja...not really

Gil Galvanti
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Posted: 4th Aug 2006 08:28
hmm...i get an "OMMORP has encountered a problem and has to close" send error report thing when i try to run the new exe

Pirates of Port Royale
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izaboo
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Posted: 4th Aug 2006 08:39
Quote: "Edit: Izaboo you posted when I was writing"


lol sorry
Steve J
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Posted: 4th Aug 2006 13:17
If you want here is a simple skysphere backdrop

http://www.milkpaton.com/
http://phoenixophelia.com

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Slayer93
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Posted: 4th Aug 2006 18:38
Quote: "Quote: "Edit: Izaboo you posted when I was writing"

lol sorry"


Nothing to be sry about it just seems to happen to me alot

Naruto is the ninja...not really

RiiDii
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Posted: 4th Aug 2006 20:32
Thanks Steve!

Thanks for the comments everyone.

Gil: Hard to say what the problem is. Check in the Game\Source folder. There may be a file called "Debug.txt" If there is, can you post it? Thanks. There is a new upload yesterday. Give it a shot.

[hr]

Enemies added (we can now add any enemies, and the AI will handle them). Specifically: Goblins. They are pretty tough (or would be if the PC wasn't invulnerable at this point). I will be toning them down.

Goblin burrows. The goblins are very very small.


He's right in front of me. You have too look real close as they blend in with the grass.


Woohoo! Now there's goblin loot! You can get an ear, or you can get a boot!


It's not a good idea to wander into goblin territory. I am getting raked over the coals!



Open MMORPG: It's your game!
izaboo
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Posted: 4th Aug 2006 21:29
the goblin blend into the grass you can barly see them in the those screens. yet the goblin 12 gives their position away lol
Gil Galvanti
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Posted: 5th Aug 2006 00:51 Edited at: 5th Aug 2006 00:56
cool, well with the new update it works .
EDIT: just so you know, when I looted a cow, it said "object does not exist on line number " something really big like 68000 something.

Pirates of Port Royale
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RiiDii
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Posted: 5th Aug 2006 12:22
Izaboo: Yep. We will probably make the goblins a little larger, but I kind of like that they are sneaky goblins. They also need to be toned down a bit.

Thanks Gil. Was the cow dead when you came up to it, or did you kill it? I think that happens when something else killed the Agent that you are looting. I will check into it some more.


Open MMORPG: It's your game!
Steve J
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Posted: 5th Aug 2006 12:46
Looking very good.

http://www.milkpaton.com/
http://phoenixophelia.com
zzz
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Posted: 5th Aug 2006 14:10 Edited at: 5th Aug 2006 14:11
Quite nice. I think IĀ“ll try to make a model for this.
The demo was quite buggy: Wierd gravity and jumping, the grass repositioned itself even if it was in the middle of the visible area, no camera collision. But you probably already know all this.
I think IĀ“ll begin with that model now.

Bizar Guy
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Posted: 5th Aug 2006 18:45
Looking good, like how the goblins have a sort of natural defense. Make sure they don't get too much taller than the grass, or the camouflage may just look silly.

68000 Lines!!!

Gil Galvanti
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Posted: 5th Aug 2006 18:55 Edited at: 5th Aug 2006 21:40
Quote: "Was the cow dead when you came up to it, or did you kill it? I think that happens when something else killed the Agent that you are looting. I will check into it some more."

I killed it then looted it .

EDIT: This time it worked with the cow, but happened with the grole, and it was line 1698 where it said object doesn't exist.

EDIT2: heres the debug file:
Quote: "08/05/06 : 12:05:48
Load Error: Safe Load Image File does not exist; 'AI Entities\Media\'.
3
2
"


Pirates of Port Royale
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The crazy
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Posted: 5th Aug 2006 20:55
I may just be dumb, but I can't figure out how to loot a dead character.

Gil Galvanti
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Posted: 5th Aug 2006 21:21
right click on them .

Pirates of Port Royale
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The crazy
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Posted: 5th Aug 2006 22:04
ah ok thanks. I was trying to left click and then use buttons on the menu...

TDP Enterprises
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Posted: 6th Aug 2006 02:53 Edited at: 6th Aug 2006 03:02
Quote: "Actually, I am helping teach Slayer to code (I like to think so anyway), and in return, he is coming up with some fantastic work. So it is paying off. It may seem like a hinderance, but I've got a lot of patience to see the long term return on investments."
Yeah I'll be happy to lend a hand where I can, I'll start by checking on the Open MMORPG forums to see what needs any help, but otherwise, if you have anything else you need that you think I'm capable of, let me know.

Anywho, things are looking great!

EDIT: Just checked up on the forum, on wow, the site and forum has come a long way since i checked in last, kinda makes me regret leaving the project. Oh well, back to looking over everything on there...

Snow Wars is making its return, check out the Game Design Theory board for more info...
RiiDii
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Posted: 6th Aug 2006 06:48
Quote: "Looking very good."

Thanks! At 68000 lines, we had hopes it will start looking good

Quote: "But you probably already know all this."

Yep. Thanks anyway. If we miss something... well its better to say it more than once than not at all. These things will be fine-tuned as the game goes along and we learn more. Though, the gravity was kind of done on purpose because... well... it seems I don't remember why. But I think it had to do with timer based movement would cause the pc to jump odd heights, so there are a lot of compensators in place.

Quote: "I think IĀ“ll begin with that model now."

Looking forward to it! Thanks!


Quote: "Make sure they don't get too much taller than the grass, or the camouflage may just look silly."

Thank you! That's my take on it too.

Quote: "68000 Lines!!!"

Wow! I lost count a long time ago.

@Gil. Thanks. That helps a lot. Seems to be an inventory image error. I will get on it.

Quote: "Yeah I'll be happy to lend a hand where I can"

Welcome back!


Open MMORPG: It's your game!
treborguy
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Posted: 7th Aug 2006 02:38 Edited at: 7th Aug 2006 02:38
looking good riidii, i like the hud and the hobbit holes

one thing, the bridge on the previous page looks massive compared to your guy, you should try and make the railings and the textures a lot smaller like this quickly modelled example maybe?



keep up the good work!

Brains are for idiots.
RiiDii
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Posted: 7th Aug 2006 04:31
Yes. I was playing around with the bridge to make it fit across the river. I'm not really a modeler, so... well you saw the results.


Open MMORPG: It's your game!
Cash Curtis II
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Posted: 7th Aug 2006 06:16
You should take the distance across the river and model according to that. Also, you should have a dummy reference character in the 3D modeler that you use to make sure everything comes out the right size. A lot of modelers don't do this, like that Steve guy from Arteria games, with those crappy houses that he sells. All of the doors and windows and stairs are grossly out of scale with a character that would be inside the building.


Come see the WIP!
izaboo
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Posted: 7th Aug 2006 21:21 Edited at: 7th Aug 2006 21:58
yeah cash is right haveing the right scale to models will make the game alot more appealing.

The models that are already on the game. (house, tower thing, etc.) seem to be scaled right and they look great!

Edit: also the goblin npcs are CRAZY! they make me dizzy rofl
RiiDii
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Posted: 8th Aug 2006 09:07
We can have folks work on that bridge model; and that is sound advice Cash. The AI stop range seems to be off for some reason. Need to look at that as well. A few more bugs to update...


Open MMORPG: It's your game!
Nevereverend Slaine
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Posted: 8th Aug 2006 21:23
Ok People, it is another update time for the OpenMMORPG Project...

We've just posted another update to SVN, so you folks should get busy clicking to check out the new features.

We've got:

- A custom Mouse Pointer added. What we have is just in place for the demo, but the system allows you to use whatever image you want simply by changing out the Pointer.png file in the HUD\Media folder.
- Sky Spheres, finally. Thanks guys for all the great skysphere posts and general inquiries!
- Updated Agent placement. This paves the way for adding in our quest system because now we can place a single agent in a specific location. This is a very big step...
- Static Terrain has been updated. The statics extend further into the distance and the "flashing" effect has been fixed.
- A Quest system that has been put in place but not yet activated. The next update should have quests enabled for all you adventurous types!


Please keep in mind that some features -- such as character generation -- are only included right now as place holders. They will be completed and finalized in future updates.

Hope you all enjoy it. The OpenMMORPG Community has worked hard to get this far, and there is certainly more to come.

If you do not know how to use the SVN update, or would like to download and check it out for the first time, then please see this post.

Thank you

Jerok
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Posted: 9th Aug 2006 04:02
the project looks amazing one thing i noticed though is your fps is at 21 i dont know the computer's specs but once you start multiplayer the fps might become a real problem.
Steve J
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Posted: 9th Aug 2006 05:08
Your welcome for the skyspheres=)

http://www.milkpaton.com/
http://phoenixophelia.com
Gil Galvanti
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Posted: 9th Aug 2006 06:53
Cool, I'll update it tonight, but while I'm thinking about it, some problems I had playing it before:
-Collision on pathways is shaky
-The table in the cottage is off the ground
-Going underwater drops the FPS to around 10, I'd suggest not using whatever water effect (which appears to be a lot of transparent plains), and finding something more effective.
-The FPS also seems to be an issue, while I'm getting around 45 now, what about when there are entire cities? and it's online?

Pirates of Port Royale
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Nevereverend Slaine
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Posted: 9th Aug 2006 08:00
Ok, I hope this is not a double post... I dropped a can of soda on the keyboard and my response went away into a newly loaded page. My apologies if it is.

Jerok -- Glad you like the look of the project. The picture you noted is already a few versions out of date. It was during a pitched battle with several nasty goblins and the inventory screen was openned for looting. We've had some issues with the looting system, and that could have been affecting fps. Also, we are always trying to streamline things to speed up the game, so don't hold that picture as indicative of all gameplay. I encourage you to download our current testing version and give it a try.

Gil Galvanti -- I can't say too much about the shaky collision issue (I'm just the Art monkey...), however I know that there have been some shakiness issues caused by a temporary kludging of the camera system to keep it in a generally fixed position during development and testing. RiiDii could likely give you a better answer.

Regarding Collision in general, what we have in place is a basic framework to hold us through the early phases of development (by early, I mean the production of the demo, and early in the RPG phase). We figure that more thorough (and efficient) collision will be added in time. Again, we are constantly streamlining to increase fps (or to keep fps within a reasonable range as we pile on feature after feature).

As for the floating table, there is obviously a ghost there propping it up I suggest you use the search function next time through. Actually, the whole terrain setup currently included in the SVN files is just a testing region. Its is most certainly not what will be included in the demo or subsequent releases.

We know about the water issue, and RiiDii is (was?) working on it.

Thanks for the questions!

RiiDii
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Posted: 9th Aug 2006 09:36
FPS has been increased a bit. Also, if the game is running slow on a particular pc, well... that's why we put in the windowed mode; the FPS runs a little bit better than in full screen mode.

As far as the FPS underwater is concerned, I suggest not going underwater. You're a dwarf. Dwarves don't like water; they sink like rocks. Get it? Actually, it has been a known issue for some time, but it really isn't a show stopper. Also, in windowed mode, the underwater FPS is only a slight drop from the above water FPS. We will be looking at this to try and get the FPS up. But if we have any underwater effects at all, it will drop the FPS - even slightly; that's the nature of the beast.

The Looting crash (Object does not exist) has not been fixed as of yet, but we have found out what causes it. The problem occurs when the corpse is selected (left-click on the corpse and a yellow highlight name appears above it) and then the corpse is looted. The object is deleted and the poor little yellow lettering doesn't know what to do since its object went away.

I'd like to also take a moment to make sure a big THANKS goes out to the entire OMMORPG Crew. Talk about Team Work. This project would not be successful without the all the great talent working together. We will be adding in the credits list again - next update.


Open MMORPG: It's your game!
Steve J
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Posted: 9th Aug 2006 09:44
The game looks great. I like the grass, adds good detail. I dont like how the water looks, looks to dbp clache. Oh, and I love the skysphere, who made it.

http://www.milkpaton.com/
http://phoenixophelia.com
SteveJ, less, and less Controversial!
RiiDii
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Posted: 9th Aug 2006 10:01
Skyspheres look awesome!

Some other FPS factors we will be looking at:
The Statics (grass) will have a range setting in an .ini type file, which the user can change to improve the FPS or improve the graphics as desired.
The collision will also have a similar setting. Right now the collision is running at 80%, which is causing the jumpiness, but is savinga bit on FPS when near collidable objects (Geometry). Leter, we will add this in an .ini file. Setting collision to 100% will reduce the jumpiness to almost nothing and improve collision detection, but it will drop FPS, or inversly, it can be reduced to improve FPS.

Of course, settings aside, we will be looking at other ways to improve performance.


Open MMORPG: It's your game!
RiiDii
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Posted: 14th Aug 2006 21:17 Edited at: 14th Aug 2006 21:17
Good news: The quest system is finally integrated into the game. The code still needs a bit of cleaning up, and a few more graphics will be added, but the next update should be coming around in a day or so. There are also a few surprises in store, so check back.

Anyone for a carrot?



Open MMORPG: It's your game!
DarkBasic Pro Guy
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Posted: 15th Aug 2006 23:14
is this the same mmorpg that was in the dbpro board?

Slayer93
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Posted: 16th Aug 2006 01:29
If you mean this http://forum.thegamecreators.com/?m=forum_view&t=58871&b=1 then yes

Naruto is the ninja...not really

DarkBasic Pro Guy
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Posted: 16th Aug 2006 06:03
It made it to wip... kool, What is the latest?

Gil Galvanti
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Posted: 16th Aug 2006 06:29
download it and see for yourself .

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zzz
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Posted: 16th Aug 2006 16:27
Can I play it online yet? I havenĀ“t found any info about this.

izaboo
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Posted: 16th Aug 2006 18:12
no the project is currently in the standalone rpg phase
Slayer93
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Posted: 16th Aug 2006 22:35 Edited at: 16th Aug 2006 22:35
Hey all we made our first newsletter which you can view here http://www.openmmo.co.uk/newsletter/issue1/Newsletter1.html

Tell us how you like it

Naruto is the ninja...not really

Nevereverend Slaine
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Posted: 21st Aug 2006 07:07
Well folks, it's update time again at the OpenMMORPG Project. We have several new and expanded features with this update, with the foundation set for much greater things to come! There are also a few things added that we will keep as a surprise for you to discover on your own.

However, if you update to the newest version, you will find:

* Quests! While the quests right now are still pretty simple, a full system for quests has been implemented and will grow, grow, grow!

* Renown! We've added a reknown tracking system that works in conjunction with the Quest system.

* New Creatures! See if you can find them (and beat the snot out of them).

* NPCs!

* New Buildings and Structures!


So hurry and download this latest update and see what has been added.

If you don't know how to download or update from our SVN system, then please read the third post here:

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