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Work in Progress / Open Source MMORPG Project

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Cash Curtis II
19
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Location: Corpus Christi Texas
Posted: 15th Jun 2007 08:10
Looks awesome. The plants really bring the environment to life.

I want to throw a pipe bomb in that building and destroy it though Also, I think that it would be better without the border around the screen. It doesn't look bad in and of itself, yet I don't think that it adds to the game at all.

I always look forward to seeing more


Come see the WIP!
tha_rami
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Location: Netherlands
Posted: 15th Jun 2007 13:01
And really, the house texture could use some work - auch. It took me minutes to see it's actually a house with doors and a window.

I love that sky, but you might want to cartoonify it a bit to keep a consistent look.

Can't wait to see more .

Gil Galvanti
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Location: Texas, United States
Posted: 15th Jun 2007 21:15
Looking great . I'm a bit concerned about the FPS though, around 40 in an open field with no other players on. And like tha_rami and Cash said, the house needs work. I could remake it for you quickly if you want .


Bongadoo
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Posted: 16th Jun 2007 01:27 Edited at: 16th Jun 2007 11:27
It's looking good

"I haven't failed. I've just found ten thousand ways that don't work." - Thomas Edison
Inverted
17
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Location: Oregon
Posted: 16th Jun 2007 02:30
Looks great except.
That building is hideous


Lawl
RiiDii
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Location: Inatincan
Posted: 16th Jun 2007 11:36
Thanks for the comments everyone. The border and the house really were never intended to be the focus. The border is just a place holder for a hud area. The building was just thrown in to demonstrate how the statics automatically use the default dirt under placed objects like a tree or a house. Think of it as placing something slightly better than a cube on the terrain to demo the statics effect.

Of course, better models are always welcome.


Open MMORPG: It's your game!
tha_rami
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Posted: 16th Jun 2007 14:19
We understand it is a placeholder, but next time PLEASE use a cube .

I did understand what the border was for (you wrote it a few pages back, I think).

RiiDii
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Posted: 17th Jun 2007 23:51 Edited at: 19th Jun 2007 17:03
Here is the promised update: Trailblazing!
While it is not working as well as I had expected, I hope that it is only a matter of fine-tuning a few settings. Trailblazing is scriptable for each terrain type, so you won't have paths appearing in the middle of a rock-solid road or in sand (unless desired for whatever reason).

This Screenshot is of a path created by the new trailblazing code.



PS. The border has been cropped off so no one has to worry about their underwear getting all bunched up over silly little things.


Open MMORPG: It's your game!
tha_rami
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Posted: 18th Jun 2007 02:13
Trailblazing as in if many many players use the same path, the grass disappears? That is so totally awesome. No really, that is a most creative idea - players could create their own trading routes!

Where did the border go? I miss the border...

Shadow heart
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Posted: 18th Jun 2007 03:32
it look sso nice. looking GrEaT!!!!

to the ones thats trapped inside of you, this is it!!
RiiDii
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Location: Inatincan
Posted: 19th Jun 2007 17:10
Quote: "Trailblazing as in if many many players use the same path, the grass disappears? That is so totally awesome. No really, that is a most creative idea - players could create their own trading routes!"


That's part of the idea. The second part is for a more realistic tracking system. The higher a character's tracking skill is, the more 'advanced' a trail will look, so the easier it will be to track critters. Basically, a character with a deity-level tracking skill looking at a path walked over once by a rabbit might see a dirt path, while Joe the Drunk that never tracked in his life would see nothing out of the ordinary.

NPC's path's can also be 'nudged' to follow an existing path, so both players and NPC's can create trails. A "grow-back" code might be added for grass that is less than 50% squished.


Open MMORPG: It's your game!
tha_rami
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Posted: 20th Jun 2007 03:09 Edited at: 20th Jun 2007 03:10
Personally. I'd add it for all grass, lol. I can see some idiots making a quest out of squashing all the grass.

Cash Curtis II
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Location: Corpus Christi Texas
Posted: 20th Jun 2007 07:53
Haha. That would show anyone that had tracking skill

BTW, I think that's a fabulous idea. Seems really CPU intensive, but wonderful!


Come see the WIP!
Kohaku
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Location: The not very United Kingdom
Posted: 20th Jun 2007 18:31
Looks hot RiiDii. Keep it up!


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Commander in Chief
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Location: Carbondale, PA, USA
Posted: 21st Jun 2007 07:08
The site appears to be down....

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
alien master
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Posted: 24th Jun 2007 06:08 Edited at: 24th Jun 2007 06:13
WoW i will be more than happy to join your team.

but really great work (thumbs up!)

Alienmaster
RiiDii
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Posted: 16th Jul 2007 17:30
Bump. Not dead, just slow. Things will pick up soon as I expect to have more time in the near future.


Open MMORPG: It's your game!
Dr Manette
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Location: BioFox Games hq
Posted: 17th Jul 2007 03:12
Wow, the scenary looks amazing. I do agree with Cash, however... Ctrl+Alt+Delete the texture and go for a less blotchy image.

Alquerian
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Location: Reno Nevada
Posted: 17th Jul 2007 04:53
Hey OpenMMO Gang, this is looking nice, and I have some free software which may aide you in development. It comes with plenty of free media as well, I have decided to allow those who alpha test this with me to have access to over 30 alpha mapped flowers taken and created by myself.

The program is specifically designed for creating grass and ground-cover. It will export both DBO objects and billboard alpha maps, which would probably be right up your alley. Here is the link to WeedWorks:

http://forum.thegamecreators.com/?m=forum_view&t=107362&b=8

Visit the Wip!
RiiDii
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Posted: 17th Jul 2007 05:08
@Alquerian: Thanks! I saw your thread earlier and was thinking the same thing. I like your work. Definately looks like Statics. The only thing "extra" we are looking at for Statics is a small plot of ground under the grass. Can that be added without too much work?

I will post a sample when I get home.


Open MMORPG: It's your game!
Alquerian
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Location: Reno Nevada
Posted: 17th Jul 2007 05:22
RiiDii - If I am understanding you correctly, adding a base object would be something that should be fairly easy to add. If you could clarify it a little, perhaps with an illustration, I will see about adding it in for you It is still in Alpha, so I am definitely listening to the community for additions and improvements!

Visit the Wip!
RiiDii
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Location: Inatincan
Posted: 18th Jul 2007 07:25
Here's a sample of one of the static model. You can see the curved base. This covers the actual terrain for up-close detail.


Open MMORPG: It's your game!

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Alquerian
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Posted: 18th Jul 2007 08:27
Cool, I got it. I will add it to the next release of WeedWorks. I will keep you posted Also, if you have the chance, try out the alpha and see if it works on your system

Visit the Wip!
RiiDii
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Location: Inatincan
Posted: 18th Aug 2007 18:15
Bump. Still alive. I am currently playing with, and stress-testing, the Criterion Coding System, which will be the base tool/engine for the OMMORPG. Stop by the ANNEngine demo to see the test. Other than that, the project is at a bit of a standstill due to business in real life. I expect things will pick up soon though.


Open MMORPG: It's your game!
RiiDii
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Posted: 21st Sep 2007 01:50
Bumping this thread with an interesting test. Though it may not seem relevant at first, this little side project will help out this game a great deal.

The problem lies in trying to accomplish an MMO using "pure" DBPro since DBPro's built-in multiplayer commands only supports up to 256 players at the same time. Here's the work-around;

Using multiple instances of DBPro executables running on the same PC, each instance can accommodate 256 players. Run four instances, and you can support about 1000 players. This has been tested and does seem to work (actually having 1000's of players is the next test to be sure).

It is at this point, we run into another roadblock; Multiple instances of DBPro cannot communicate very well with each other. They cannot share memory, nor can they share files. This leaves two possibilities I can think of; 1) Use the Multiplayer Commands or 2) Use the clipboard. There are several issues when trying to use the multiplayer commands, the least of which is that they can be very slow. This really leaves using the clipboard as the only remaining viable option.

Thats where this test comes in. We need a clipboard data sharing code and format that is fast enough to handle lots of data being transmitted back and forth between 5 to 9 executables (4 slaves +1 central processor, or 8 slaves +1 central processor for 1k to 2k players).

Before we get to the multiplayer stage, clipboard sharing will also allow us to create a Debug routine that will write Debug information to the clipboard, which can be displayed on a separate executable. So, even if this is not the solution for an MMO on "pure" DBPro, it will still have its use.

So, here's the test. Run both the Left and the Right executables. It doesn't matter which is run first. The default setting is 40 spheres sharing x & y coordinate information as well as red, green, and blue color information. So, that is 40x5 data points moving across from the left to the right. The Left screen has the FrameRate set to about 45. The Right screen is the test screen to see how fast the data can be read and interpreted, so the Frame Rate is set to 0. It's pretty cool to see the sort-of default timer-based movement on the right .

Next steps will be to see if this can be sped up to accommodate 1000's of data points at a reasonable speed.

Oh, and sorry, no screenshots. When I take the screenshot, the clipboard is quickly overwritten.


Open MMORPG: It's your game!

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Aaron Miller
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Playing: osu!
Posted: 21st Sep 2007 09:47
@RiiDii
Quite a pickle you are in! Yet I have a solution, which might be faster than using the clipboard, the solution is the "Make Memory" command. This, in combination with pointers will allow you to share memory between apps. You speak of having a single "central processor", this can be used to make the initial memory, and pass it's pointer around to the slaves. The pointer would be written to a file ONCE (Per execution of the central processor thingy), and then the other apps would only read that pointer once, and use it as any other pointer. I'll set up a demo if you are interested.

This is in theory, but it should work well


Cheers,

-naota

DBP, $80. DBP's plugins, $320. Watching DBP Crash, Priceless.
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Lukas W
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Posted: 21st Sep 2007 11:15
RiiDii,
right.exe is crashing on me. It doesn't matter if I open it first or last.
My system specs are: WinXP, P4 3.0ghz, 512mb Ram, Intel Extreme Graphics2 (integrated stuff), It's a laptop from work.

I don't have dbpro installed here, so I'm unable to debug the problem.

The application crashes after about 3 seconds of run time.

I allways afraided from a clowns. aww..
RiiDii
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Posted: 21st Sep 2007 18:11
Quote: "right.exe is crashing on me. It doesn't matter if I open it first or last."


I discovered that yesterday as well and spent about 4 hours resolving it. It was caused by memory leak. Any string arrays that are dynamically resized use new memory instead of reallocating memory, causing the leak. I initially ran the test on a 2 gig pc, so the problem was not immediately obvious. I tried on my one gig pc, and ran into the same problem you did.

I do have a fix and I will post it soon (I am on my laptop at the moment).


Open MMORPG: It's your game!
RiiDii
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Posted: 21st Sep 2007 19:36
Here is the fix. I also resized the windows and adjusted the camera position; another problem I found when using it on a different PC. This should be consistent on any system.

Quote: "Yet I have a solution, which might be faster than using the clipboard, the solution is the "Make Memory" command. This, in combination with pointers will allow you to share memory between apps."


I played around with it for a while. Memory does not get shared between programs. The same pointer location is actually a relative pointer within the program's allocated memory by Windows. One program cannot access another program's memory as a protective measure. Although, if you can accomplish that. it would be great.

I have, in the meantime, created a String <-> Memblock converter, which should help speed up string searches and manipulation required by the clipboard parser, allowing it to handle a lot more data being passed. I think I have the number of balls set to 100, and as you can see, that will slow down the right side significantly. My goal is to be able to handle at least 1000 spheres at a minimum of 30 FPS.


Open MMORPG: It's your game!

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Lukas W
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Posted: 21st Sep 2007 21:22
I am now using my personal computer (which has 3gb of memory installed), but right.exe is still crashing (this time it crash before anything is rendered).

I will see if I can make some changes to the dba files, but I'm going to the cinema now so it'll have to wait until later.

I allways afraided from a clowns. aww..
RiiDii
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Posted: 21st Sep 2007 22:19 Edited at: 21st Sep 2007 22:19
I took a step back and re-thought the process by which data was being transmitted via the clipboard and figured that it was quite inefficient. So, back on the drawing board, I developed a plan to write all the pertinent data to a memblock, convert the memblock to a string, pass the string through the clipboard, read the string into the destination executable, convert the string into a memblock, and finally read & apply the data accordingly. I also decided to practice my run-on sentences.

This presented yet another frustrating problem, but it was a learning experience, so I feel I came out ahead. A string cannot have any byte set to 0. If it does, that marks the end of the string. I did not know this simple fact before today, but it makes perfect sense (I always wondered how to determine the end of a string). I remedied this by rigging the Make_String_From_Memblock function change all 0's to 1's. Probably not the best solution, but it seems to work. Now just to remember this rule when using this function in the manner described above.

The final results are in, assuming Lukas can get it to work
1000 Spheres and my FPS is in the mid-100's (140ish).

Warning: this took up almost 500mb of ram, so unless you have about 2gb on your system, you may want to lower the number of balls.

@Lukas; what did you go see, and was it any good?


Open MMORPG: It's your game!

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Lukas W
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Posted: 22nd Sep 2007 01:45
Now it works! I get from 40-50 fps in right.exe which is half of what you get.
You print out the memblock size in both windows, which in my case is 13000. What is this number for, the amount of memory used?

I went to see Bourne Ultimatum, or whatever the name was. I wouldn't recommend it. It was very boring, and when something finally happened the camera was too blurry and shake too much so you couldn't see what was happening :/

I allways afraided from a clowns. aww..
RiiDii
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Posted: 22nd Sep 2007 08:48 Edited at: 22nd Sep 2007 09:02
That number (13000) was originally used for debugging. I wasn't getting all the balls moving, and it was odd, some were only moving some of the time. The problem was trying to send a 0 value through the memblock to the string, which basically told the internal code that the this was the end of the string. So, I used the memblock size on both screens to tell if I was getting the whole memblock or not. I didn't take it out yet.

Edit: Here is a screen-shot finally. I had to run a skip in the code to avoid writing to the clipboard while taking the shot. Anyway, if you run it, the balls move from the right window to the left window and vis-a-versa.




Open MMORPG: It's your game!

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