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Work in Progress / i world - latest demo!!!

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PowerSoft
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Posted: 24th Nov 2004 02:07
why is this stickied?



[good work though]


Create? Play? YOU Decide
FoxBlitzz
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Posted: 24th Nov 2004 05:57
Hmm... I've done some more experimenting with this program.

- There is a problem with the cars suddenly stopping for no reason, holding up traffic, so I have to drive the offending vehicles off the road, but by then the cars that have been held up don't start moving again, and those cars hold up more cars, etc.

- When you select New from the menu, at first it flattens the matrix and removes all objects, but when you go to place a tile, it all pops back up again. You need to fix that.

- Sometimes when starting the program it plays an annoying, looping screeching sound that only stops under certain conditions.

- When you get in a car, it doesn't remove the player shadow, so the vehicle and player shadows "fight" each other, and it looks weird.

- You should make it so that the trees become invisible from a certain distance. That could improve speed.

- Like I stated, add a delta time method to always make the gameplay run at the same speed. That will help a lot.

- I think you should add in a random city generator, like you did with The City. That would add replayability, being able to explore a new city you don't know about every time you play.

- With the winter theme I think you should make it snow, and maybe have festive Christmas lights! That would be a nice touch as it is getting close to December. You don't have to put in the lights, but at least make it snow.

- The Smooth tool doesn't seem to work. The rough tool does work, however.

- There should be a way to recover health.

- There's a bug when using the desert theme that changes the Grass option to the Pavement option in the Select Tile menu. That means there is no way to erase a tile with this theme unless you get it to bug up somehow by painting pavement and then dirt over it.

- You should add an option to flatten the height like in GeoScape 3D. It's as if once you raise or lower land you cannot get it level again.

- You can zoom in so much that you go through the ground. You should add a limit for zooming to prevent this.


Despite all the stuff I mentioned above, I have made a map in this program. It was easy and fun to make. You can download it by clicking the Download button in the bottom right of this post.

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hmm
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Posted: 24th Nov 2004 06:25
Thanks for all the feedback. Looks like you've done a thourough job of checking the program out. Some things i'll definately fix/alter, like all the main bugs.

I have actually implemented a delta time system, but it is very primitive and obviously not very effective. Had nevere really thought to update it, and it had only been there originally to stop things going too fast.

The 'new map' bug, i just realised that i left out a pretty vital piece of code resetting the matrixheight() array to zero! - now fixed.

As for tree hiding, i could easily add that as an option for the user to boost speed if they need to.

shadow bug and desert theme bug both sorted.

Random maps. That was a thought, but due to the nature of the building models it would be pretty different, so a lot of modification would be involved. It would be pretty cool though, and save people the effort of making their own maps.

oh, and the cars suddenly stopping and holding up traffic have actually been bumped by other cars, therfore crashed and stopped, and then following cars may have crashed, and stop moving. I have to say the current occurence of this is a lot less than it had been earlier, but I'll see if any changes may be made to make sure it doesn't happen.

BTW; loved to see the map Evil Monkey! Liking the idea of other people making stuff with my program . Please, anyone else whos done something cool with 'i world' please post it. As the maps are in txt, you could even copy and paste!

coincidence? how about pure cosmic convergence!
Nicholas Thompson
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Posted: 25th Nov 2004 01:44
Thats fecking ACE!! I cant believe that was done in DB!!

I love the car physics, BUT.. None of the settings do anything!!! Lol.. The No Police leave police on.. I can die after I select Invincible

Apart from thatr 100 out of 10!

David T
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Posted: 25th Nov 2004 02:04
Hi,

Nice work hmm, I remember your first criminal:randomcity game!

Just wondering, why is this stickied? Your project is grea,t but there are loads of others and I was just wondering if there was a reason.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
hmm
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Posted: 25th Nov 2004 03:15
Nicholas Thompson Make sure you select the settings before you run the map, otherwise nothing happens.

David T I dont actually know why the thread has been stickied either, though I'm far from angry about it.
Its wierd having people remember my previous work, especially when it was never really finished and properly available for download! 'i world' is kind of the 'finished' product of all the randomcity projects (there were quite a few), as i've applied all the experience gained through making them to producing this program.

coincidence? how about pure cosmic convergence!
Dr Crazy
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Posted: 25th Nov 2004 03:41
hey Hmm! I was playing your game the other day 'Lionheart' and I really like the 3rd engine on it . I know it's a bit much to ask but please please can you give me the source for it as I'm making a Rpg/Adventure Game called Sacranum.

Cheers,
Nick.

Ps. Your game i-world KICKS ASS!!!!!! xD I like the physics on the cars. i-world reminds me of Gta

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hmm
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Posted: 25th Nov 2004 03:59
Cheers Nick. Glad you like my projects.
As for the code, is it the player control code that you want? Cos I made a collection of 3rd person control methods and posted it here;
http://forum.thegamecreators.com/?m=forum_view&t=40396&b=19
Its a code snippet with various control methods which you can use for whatever. The same control system as that used in Lionheart is there, maybe with a few features missing. Hope it helps.

coincidence? how about pure cosmic convergence!
Nicholas Thompson
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Posted: 25th Nov 2004 07:08
I think he meant the 3D Engine.. See he posted about this in the DBPro forum I think and it got locked fairly instantly..

Physics coder
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Posted: 25th Nov 2004 09:05
Cool!
The police started chasing me, I got out of my car and they just tried to run me over, so an improvement would be to have the police get out of there car(s) and arrest the player(and have a jail spawn point or something)
Awesome game!

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Coldnews
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Posted: 27th Nov 2004 04:42
yes this is really cool, but unfortunately its very slow. Maybe an option to change resolution to something a little lower. Its really crawling on my screen. And I think that the camera needs to be closer to the player and lower to the ground. It would make it look really cool and show off the amazing graphics. Great stuff though. If you want some music for the car Radios then I'd love to help you out! (i played this with the sound off so if you already had this then I'm sorry.). Love it. Sim City meets GTA!! Cool!
FoxBlitzz
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Posted: 27th Nov 2004 13:18 Edited at: 27th Nov 2004 13:18
Quote: "I have actually implemented a delta time system, but it is very primitive and obviously not very effective. Had nevere really thought to update it, and it had only been there originally to stop things going too fast."


Well, there are two options for you. There is Timer-Based Movement, where you add a multiplier to all movements based on the time between rendered frames, but that requires more work on your part, does not apply to all objects, and it does not update movements that would happen inbetween frames. The other option is Timer-Based FOR Looping. This is where you add all your DO loop code into a FOR loop (Except sync) and have the loop run different lengths depending on the time inbetween frames. This is what I use, and it is very global. It does all the calculations that would have happened inbetween frames, preventing certain collision systems from messing up, but because FOR loops can only run for a whole number of loops, it isn't nearly as accurate as Timer-Based Movement. Not only that, but running FOR loops too many times per frame could make your game run slightly slower.

Here is code for Timer-Based FOR Looping:



If you want a bit of smoothing, use this code:



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hmm
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Posted: 27th Nov 2004 20:57
Thanks for the code. I'd never thought of the FOR loop method. Was very anxious about having to apply a delta time system to every movement calculation! I'll have a go at implementin the system.

coincidence? how about pure cosmic convergence!
hmm
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Posted: 28th Nov 2004 03:38 Edited at: 28th Nov 2004 03:41
Update: A new download will soon be available. I implemented a totally differnt control method using mouselook for both on foot and car.On foot you can strafe etc. I much prefer it as it allows total control over the view, though some may dislike the mouselook in car mode. I'll upload it to see what you think. Shooting stuff is loads better though.
I just need to sort out some bugs and change the controls and add a rightclick 'lock on' feature.

Some screens of aim system:









coincidence? how about pure cosmic convergence!
hmm
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Posted: 28th Nov 2004 03:42
Oh, and the target size varies as it checks where it will intersect an object, and repositions the target accordingly.

coincidence? how about pure cosmic convergence!
Nicholas Thompson
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Posted: 28th Nov 2004 08:02
(1) Good idea with the targetting!
(2) Is that a rocket I see?
(3) VERY nice trails!! HOW?!?!?

hmm
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Posted: 28th Nov 2004 09:33
(1) yes, it feels much better to play.
(2) yes, that is a rocket (+/- = change weapon!)
(3) Trails are simply ghosted plains that are positioned then acted upon by whatever forces/scaling/fading effects that I have set for it. Then plains pointed towards camera.

coincidence? how about pure cosmic convergence!
FoxBlitzz
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Posted: 28th Nov 2004 14:20
Quote: "I implemented a totally differnt control method using mouselook for both on foot and car.On foot you can strafe etc."


So you'll implement the customary FPS style controls, With the WSAD keys and everything? Sounds cool.

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Physics coder
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Posted: 28th Nov 2004 15:34
Cool rocket effect

In the third shot down, with the car on fire, is that a person completely flat on the road?

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The Wendigo
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Posted: 28th Nov 2004 15:55 Edited at: 28th Nov 2004 16:07
LOL, this game is so much fun! It's great when you are flying down the road and just as you are about to go over a hill a cop bumps your car and you go flying 80 feet in the air! It's also fun trying to blow up the cop cars witht he RPG without accidentally blowing yourself up too

[edit]

Quote: "Was very anxious about having to apply a delta time system to every movement calculation"


That's why you should always modularise code as much as possible. assuming global FrameTime is the time between frames, you could write this code:



Then to move any object forward you would call:


I use functions probably ridiculously often, but it helps me out a lot once I'm upgrading different systems. With the amount of code you wrote for this game, I bet it would be tough to change everything to a newer system, but just keep it in the back of your mind for future games .

Someone said something about importing height maps? Great idea! Then people will want to use Strata Works for your game!


Home of DOOP, Strata Works, and Height
Wiggett
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Posted: 28th Nov 2004 16:48
sorry was away the past few days, anyway yeah there should be a post on these forums somewhere, maybe in wip i dunno, just search tundra.

hmm
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Posted: 28th Nov 2004 18:33
That map looks great. Happy to see the collision works with your objects too.

coincidence? how about pure cosmic convergence!
Zedane
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Posted: 28th Nov 2004 18:36 Edited at: 28th Nov 2004 18:41
I'm actually downloading i world right now but i think what you've made will really help the community out and this is "pretty darn good" with the time and effort your putting into this.
well that was my 2 cents... since the D/L is done im gonna play it.. and tell you what i think

EDIT!
okay well the first thing i saw... and this may of been said before.. was that i did <file> <load> then changed my mind and hit <cancel> and the game quit on me.. saying could'nt load the file.. yea i think i know whats going on soo you proably should include a check in the game source to make sure that doing that does not crash the game

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hmm
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Posted: 28th Nov 2004 18:44
Yeah, i only recently spotted that bug. Its now sorted though.

coincidence? how about pure cosmic convergence!
Zedane
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Posted: 28th Nov 2004 18:51
Alright Yea so after running a quick demo through manhatten... the few things i realized
* please make a run feuture(i dont care if i spelled that right!)
* i shot a guy.. he pulled out his gun... and shot me like no end to tommorow.. i mean those shots were going so fast... there was no way i could dodge them( just something i noticed)
* no readme included... (am i missing something?)
* DID YOU REALLY MAKE MANHATTEN USING YOUR EDITOR?
* i dont know how to adjust my camera view
* wow this is really amazing
well thats what i came out with after looking through i world
- keep up the hard work this will really turn out to be something

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hmm
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Posted: 28th Nov 2004 22:16
Thanks. I am sorry for all the problems caused by not documenting controls as well as I should have. There is a 'run' feature (\ or z in your version). Those fast bullets will be sorted with the new delta time system.

coincidence? how about pure cosmic convergence!
Nicholas Thompson
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Posted: 29th Nov 2004 04:11
Considering this is a WIP I think it is a BRILLIANT game!! Certainly better than a LOT of actually released proper games!! Hehe..

FoxBlitzz
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Posted: 29th Nov 2004 04:16
I, like many others before me, have discovered how stupid and ruthless the police are in this game. I have made a video to demonstrate (And yes, I am crazy):

http://www.alpha-works.com/IWPoliceLow.wmv

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Baggers
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Posted: 29th Nov 2004 05:13
HAHA, Just watched the video very nice
....you can stop clapping now...
Baggers

@hmm: damn good show old bean, keep up the great work !
Physics coder
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Posted: 29th Nov 2004 05:17 Edited at: 29th Nov 2004 05:27
Lol funny video

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hmm
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Posted: 29th Nov 2004 07:13 Edited at: 29th Nov 2004 07:15
stupid police eh?.....ha, thats what they want you to think
And their only ruthless cos its likely you blew up a car or killed some people to get their attention. They hate scum like you!
And by driving of cliffs, their just showing how devoted they are to keeping the streets of [enter city/coutry/town/village here] clean...

But in all fairness, the police in the GTA games arent that much smarter, y'know, colleague killing and cliff diving wise.

coincidence? how about pure cosmic convergence!
FoxBlitzz
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Posted: 29th Nov 2004 08:02
Heh, I remember one time I was trying to get a police car to drive off the cliff, but it bumped my car into this pit, and then there were two police cars, my car, and an officer in the pit with me. The police cars kept bumping into each other, which caused an explosion that wiped out all three cars and the officer (I had the health cheat on)... then I just climbed back up the slope out of the pit. XD

Quote: "And by driving of cliffs, their just showing how devoted they are to keeping the streets of [enter city/coutry/town/village here] clean..."


Lol, you would think though that they would just stop at the cliff edge, get out of the car, and arrest you.

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Wiggett
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Posted: 29th Nov 2004 14:55
thanks for checkin out the maps, and yeah collision on the models i put in is great, it even lets you walk up teh stairs and go inside, but i can jump out a window by walking through it . still I love the engine keep up the good work, I've emailed the guy I'm working with but he hasn't contacted me so i dunno what's up. but i will get back to ya soon.

lase
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Posted: 5th Dec 2004 04:35
is the game full screen or windowed

wacko 1.0 new OS
PowerSoft
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Posted: 11th Dec 2004 23:30
Liberty: Fight for Freedom


[C]Liberty: Fight for Freedom[/C]
Bob 3456
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Posted: 22nd Dec 2004 04:14
I've got a sugestion/improvment, if your aimer for the rocket launcher went over a person or vehicle that it turned green, I don’t think that would be too hard with pick object.
aks74u
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Posted: 24th Dec 2004 14:57 Edited at: 26th Dec 2004 13:21
hey i was just wonderingels for the games. thats all great job!


edit [ * wondering were you got the models for the games ]

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