New game: Top down city!

Talk about any other games here
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JernejL
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Re: New game: Top down city!

Post by JernejL »

Good news: I've gotten hold-throw added for grenades / molotovs, etc.. this allows for some control on where the object will fall.

I also added another distance model for weapon particles, now it can have effect on center of object or on the closest edge of it - this will allow for landmines and to work and in future, oil slicks.

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Got tank drive-over logic done and i can now show how molotovs are thrown :)


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Re: New game: Top down city!

Post by Logofero »

JernejL wrote:
12 Nov 2019, 17:40
Got tank drive-over logic done and i can now show how molotovs are thrown :)

I see you still added the tank the ability to ride on the roofs of vehicles :-)

Progress is good. However, damage to the vehicles on which the tank is still needed.

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Damage has been added :) so what do you say - could you make graphics for dummy editors?

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jericho
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Re: New game: Top down city!

Post by jericho »

Looks very awesome.

Btw, why are pedestrians (and player) are thrown out of car when it explodes? Is this a kinda limitation of the peds state machine - it cannot be in both 'dead' and 'sitting-in-car' states simultaneously?

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Re: New game: Top down city!

Post by Logofero »

JernejL wrote:
14 Nov 2019, 10:55
Damage has been added :) so what do you say - could you make graphics for dummy editors?
About the icons. I did not answer because now I have nothing to answer you.

The fact is that I still have a difficult financial situation. I was looking for many options on how to earn income, but not one was not justified. Engaging in free GTA art is simply irrational for me, but I don’t want to charge you. Since we all have a completely different course on this site, this work is not burdened with money and obligations.

I hope you understand me. I would love to draw these icons if I had more free time.

Now I started studying Unity, and there is no time left for another. Since I still dream of placing my game for a living, in order to have money for subsistence (for food, housing and personal items).

I am a creative person, but in the country where I live, they try to limit us (creative people) and make it impossible to earn with our intellect. Therefore, many have left and continue to leave the country, but I have no place to go, but the main thing is that I do not want to leave my homeland. Therefore, one has to face the walls of not understanding and harmful effects (in other words, pressure).

For example, now in connection with the political confrontation, the freedom of the Internet is in question and I do not know how long I can be in touch with you.

Therefore, if I suddenly disappear for a long time from the network, most likely I have no way to connect to the site or not to use the network.

But we will be optimistic. In any case, I wish your project success and the first mass beta test with an online minimum of 100 people. Let TDC fill its niche in 2D online games and get the love of old school GTA fans. When you decide to start the server, you can freely use without restrictions all my mods created for TDC on the server.

Perhaps later you will implement the auto-download modification function when people enter the game. This will be a very useful feature. Wish you luck! I will still follow your releases. If possible, I will release an update for TDC DLC, but I will comment on something. I will keep the status of an observer only.

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JernejL
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Re: New game: Top down city!

Post by JernejL »

jericho wrote:
14 Nov 2019, 12:48
Looks very awesome.

Btw, why are pedestrians (and player) are thrown out of car when it explodes? Is this a kinda limitation of the peds state machine - it cannot be in both 'dead' and 'sitting-in-car' states simultaneously?

It's just a workaround to make some things easier and to fix some crashes from a long time ago - mainly in cleanup routines.
it will be removed, as it's not ok to keep it this way.

Logofero: no worries, i hope you get your finances in order.

And auto-download of mod packs is planned, it's not yet written but i set up mechanisms to allow for this because i really want that a person can connect to a game and automaticly download all needed files, this is integral for supporting mods.

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Re: New game: Top down city!

Post by elypter »

and please add ipv6 support. i got fucked by my isp and only have ds-lite now. so no gta2 online and no hosting other games.
yur sa'nok ngeyä

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JernejL
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Re: New game: Top down city!

Post by JernejL »

I can link to ipv4 enet internet library in source code form that works stable ( this version: https://github.com/rasberryrabbit/enet-freepascal ), and i have a version that supports ipv6 but it has sort of a strange disconnect bug - i will probably get this resolved in future (i don't see why i couldn't modify the working enet i have to ipv6 version myself)

This is my bug report in ipv6 enet: https://github.com/BeRo1985/pasenet/issues/1 - the dude also suggest another library he wrote, i implemented that too but could not get it to fully work yet, the thing is, i have no intention to be stuck on ipv4 only, so this will be a priority to get it working in the future.

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Jericho: I managed to clean up the hacks that blocked death and vehicle states from working together, i can say game mechanics feel better with this.
It even supports entering car with dead person in it, you just pull them out and corpses stay on the ground.

I managed to update map editor to have a basic map text file export and import, this way it can import maps from other games or serve as a better intermediate format - for calculating map differences or distribution, this does not yet contain the rest of map data (areas, paths, objects) but it is a good start.

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Some progress made:

I've finally added a basic minimap and finished GUI fixes - finally removed frontend interface and fixed a bunch of pickup issues.
Cars were all upgraded to new shape system - that allows for really complex vehicle shapes and multiple pieces, this also allows for correct setting up truck trailer hitchup areas :)

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JernejL
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Re: New game: Top down city!

Post by JernejL »

I worked over holidays and re-implemented most of scripting integration, the whole point of this is, that i completely changed the mechanism on how script talks to the game - it is now in its own thread, and should no longer be blocking the game itself. This now enables me to complete scripting part and write actual test missions :)

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JernejL
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Re: New game: Top down city!

Post by JernejL »

https://gtamp.com/tdc/tdc_demo.7z

Here's first public release in 2020, give this a try and report any errors / bugs :)

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Re: New game: Top down city!

Post by Sektor »

I just did a quick test. First changes I noticed was no more separate frontend, a cool minimap and more sounds effects. Thanks for the updates. I will keep testing and report back.

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Re: New game: Top down city!

Post by B-$hep »

Hi JernejL
No fun on WIN10 Home: 1903
Image
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JernejL
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Re: New game: Top down city!

Post by JernejL »

B-$hep wrote:
26 Jan 2020, 10:44
Hi JernejL
No fun on WIN10 Home: 1903
Can you please post the log file that it generates?

Edit: Can you re-download the files? i've updated the exe with one that should give more meaningful error message.

https://gtamp.com/tdc/tdc_demo.7z

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Re: New game: Top down city!

Post by B-$hep »

Should i use RunClient or RunServer to execute?
I just double click on exe atm.

Image

Code: Select all

Debug Log:
>> initializing: Trigger objects
>> initializing: particle struct
>> initializing: Car objects
>> initializing: Actor struct
Tactor instance size 568, TNetwork_packet_actor 10 bytes basic - 6 bytes extended - 48 bits
Tcar instance size 464, TNetwork_packet_vehicle 16 bytes basic - 5 bytes extended 40 bits
TParticle instance size 240, TParticleInstance 25 bytes basic - 0 bytes extended 0 bits
TDC process loaded! Compiled with FreePascal 3.0.4 on: 2020/01/25:12:27:35
Build options: compiler_optimizations off, compiler_io_checks off, compiler_range_checks on, compiler_overflow_checks on, compiler_stack_checks on, compiler_vmc_checks on, compiler_assert_checks on With Debug Symbols 
Running by LTR on LAPTOP-VMLRH6AH
[Engine: Support threads changed from 0 to 4]
>> loading settings
>> settings applied!
>> TDC: graphical engine starting up..
Loaded GL Library: opengl32.dll
>> WinMain - SYSinit..
Creating Window
Window_Handle: 1901666
Pixel Format: 5
Color Bits: 32
Depth Bits: 24
Stencil Bits: 8
Pixel Type: 0
SetPixelFormat: 0 GetLastError: 
GL_Rendering_Context: 65536
wglMakeCurrent: 0
WGL Extensions:
WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_WGL_INTEL_cl_sharing WGL_NV_DX_interop2 WGL_ARB_create_context_robustness WGL_ARB_context_flush_control 
>> Setting up openGL..
>> setting up GL extensions
Loading Extensions
EXT: SGI Auto Mipmapping is availible!
GL_MAX_TEXTURE_SIZE = 4096
EXT: card supports DXT/S3TC
EXT: NO support for NPOT images!
EXT: Fragment shaders are availible!
EXT: Enumerating texture compression: ($83F0, $83F2, $83F3, $83F1, $86B0, $86B1, $8E8C, $8E8D, $8E8E, $8E8F, $9270, $9272, $9271, $9273, $9274, $9275, $9276, $9277, $9278, $9279, $93B0, $93B1, $93B2, $93B3, $93B4, $93B5, $93B6, $93B7, $93B8, $93B9, $93BA, $93BB, $93BC, $93BD, $93D0, $93D1, $93D2, $93D3, $93D4, $93D5, $93D6, $93D7, $93D8, $93D9, $93DA, $93DB, $93DC, $93DD)
>> Renderer: 
OpenGL 4.5.0 - Build 24.20.100.6286 by Intel
Device: Intel(R) HD Graphics 620
>> Loading GUI
>> Loading Background Mesh...
>> Creating FRONTEND...
[ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
>> Frontend Created.
>> LOADING GAME
>> Creating GUI...
new screen 0
Enumerating display: \\.\Display1
An Runtime error 201 ( Range check error ) had occurred in function   $00469AC4 (Address $00469AC4) :

Function call trace: 
  $00469AC4
  $0046A685
  $0046A6E1
  $0046989B
  $0046830C
  $0041BD95
  $00417DB9
  $00422756
  $004693F3
  $0046937F
  $00422A4B
  $00441E94
  $00441238
  $004417FD
  $004230D3
  $0040DD74

I'm sorry, please report this.
Always wear safety glasses while programming.

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JernejL
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Re: New game: Top down city!

Post by JernejL »

Your error stack trace makes no sense, did you run it with a custom script?

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JernejL
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Re: New game: Top down city!

Post by JernejL »

B-$hep: try re-downloading the file again, the exe is updated - i'm not sure what exactly happened but maybe the crash is solved.

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Re: New game: Top down city!

Post by B-$hep »

No custom things. I just unpack the archive and double click on tdc.exe
New errors, after i click yes, it again throws an exception for line 816 in game_Gui.pas and then closes
Image
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