[WIP] Another MMO (no working name as of yet) (32 posts)

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    Hmmm… Well… guess the title says it all.

    I have been working on a d&d(ish… am I allowed to say d&d O.o ) MMORPG since early alpha. Its coming along quite nicely.

    Features worth mentioning:

    –Player scripting language for creating custom hot-button commands (with in-game documentation… who woulda thunk it)–
    i.e. (say for casting)
    /stand
    /target
    /cast 3
    /pause 7
    /sit
    –Fairly robust skill & spell systems
    –Fairly robust crafting system for player made items
    –Grouping & Raiding interfaces
    –Well balanced scale-able attack system
    –Fairly good NPC AI & AI pathing (always improving of course)
    –Extensive character & inventory slots
    –NPC hirlings & pet system

    Features worth not mentioning: =)

    –Graphics are extremely placeholder-ish (as seen below)

    and I guess that’s it for the moment.

  • Profile picture of Addez Addez63p said 4 months, 1 week ago:

    Man thats awsome!!
    Looks REAL cool :D

    I think the graphics are very nice actually, really like the gui :)
    Good job!

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    Thanks a ton for taking a look! I have no clue how long this will take me to complete (or if I ever will be able to… as I am not the best at creating sheeeet in Blender)

    A couple of the things I’m in need of doing:

    1. Updating my method of collision detection – I implemented my own collision detection system, as I am not using bullet physics (just some simple physics I wrote). I really need to ditch my 7-point ray collision for triangle collision, however, the link in documentation to implementing simple collision detection using shape collision is a broken link and I’m not completely sure how to respond to the collision results. I’m sure I’ll figure it out once I tackle updating the collisions detection. Mine works fine in most cases (i.e. I can continue development on functionality without worrying about updating this for now)

    2. Finish implementing character creation – I’m completely stoked about this, as I created the fundamentals for object creation with how I planned on implementing saving/loading/transporting characters/objects/etc to make it as SIMPLE as possible. Well, today I finally decided to test this theory (was terrified that my initial premise was wrong). So 12 lines of code later (for saving and loading characters) and HOLY CRAP!!! It worked without a hitch >..<

  • Profile picture of normen normen1291p said 4 months, 1 week ago:

    Wow, looks nice. And the feature set sounds very impressive, congratulations :)

    You can use bullet for “simple collision detection” as well, using physicsSpace.rayTest() and sweepTest(). They are a bit more flexible and faster than geometry collision but they require a (kinematic) collisionShape/rigidBody. Using geometry collision however also creates additional data in the background, you might want to try around with what works best for you.

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    @normen I was hoping there would be a way to do this, as you guys are MUCH better developers than I will ever be.

    Is there anything I should keep in mind when changing over to this? (The reason I as is… I am still stuck using alpha 4 until the next stable reason–ATI card issue from another post–and want to plan ahead from when I can update).

  • Profile picture of normen normen1291p said 4 months, 1 week ago:

    Hm, nothing much but attach your controls, and set them to kinematic mode. Obviously, add/remove them to/from the physics space properly (you can also remove them by disabling the control with setEnabled(false)) and mind the collision shapes. By default a hull collision shape is created for rigidBodies with mass and a mesh collision shape for objects without mass, its created when the control is attached to the spatial based on the spatials geometry (sub)nodes.

  • Profile picture of pspeed pspeed822p said 4 months, 1 week ago:

    @t0neg0d said:
    @normen I was hoping there would be a way to do this, as you guys are MUCH better developers than I will ever be.

    Is there anything I should keep in mind when changing over to this? (The reason I as is… I am still stuck using alpha 4 until the next stable reason–ATI card issue from another post–and want to plan ahead from when I can update).

    Trying to be sure that I understand this correctly… you are using 8 month old JME because of that one shader issue? Seems like it would be easier just to patch the shader locally or just temporarily use a version copied into your assets folder. But maybe there was some other issue?

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    @pspeed said:
    Trying to be sure that I understand this correctly… you are using 8 month old JME because of that one shader issue? Seems like it would be easier just to patch the shader locally or just temporarily use a version copied into your assets folder. But maybe there was some other issue?

    Oh… no. I had to take an extended break from development do to moving to a new state and such. I just got back to work on this recently.

  • Profile picture of pspeed pspeed822p said 4 months, 1 week ago:

    @t0neg0d said:
    Oh… no. I had to take an extended break from development do to moving to a new state and such. I just got back to work on this recently.

    Yeah, but I’m trying to understand why you can’t run beta.

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    The shader issue is not the problem. I have that patched locally for the time being. The issue is in this thread:

    Issue

    The original post has the error in it.

  • Profile picture of pspeed pspeed822p said 4 months, 1 week ago:

    A new stable will probably not fix that. My guess is that you have an old lwljgl on your path somewhere that is being used instead of the newer one or something.

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    @pspeed said:
    A new stable will probably not fix that. My guess is that you have an old lwljgl on your path somewhere that is being used instead of the newer one or something.

    Unfortunately, the “or something” part is what is holding me up. I would LOVE nothing more than to be using alpha… well.. that’s not totally true… I would love nothing more than to continue writing this game. So, I am really not sure how to proceed =(

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    Ugh… can’t edit my post… I did mean “using beta”

  • Profile picture of t0neg0d t0neg0d135p said 4 months, 1 week ago:

    @pspeed How would I go about checking version of lwljgl that is in use?

    And… what version should I be expecting to see?

  • Profile picture of pspeed pspeed822p said 4 months, 1 week ago:

    If it’s windows you can try searching your whole drive for the lwjgl dll. You can find out what it’s called but looking in the directory where you run your game, I guess.

    I’m not familiar with where these things might normally end up… but I know for a while the SDK was dumping it somewhere under the user’s home directory and then that was fixed. If you have an old one hanging out there it will cause issues.