New game: Top down city!
Re: New game: Top down city!
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.
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.
Re: New game: Top down city!
Got tank drive-over logic done and i can now show how molotovs are thrown
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:51, edited 1 time in total.
Re: New game: Top down city!
Damage has been added so what do you say - could you make graphics for dummy editors?
Re: New game: Top down city!
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?
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?
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:52, edited 1 time in total.
Re: New game: Top down city!
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.
Re: New game: Top down city!
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
Re: New game: Top down city!
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.
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.
Re: New game: Top down city!
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.
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.
Re: New game: Top down city!
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
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
Re: New game: Top down city!
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
Re: New game: Top down city!
https://gtamp.com/tdc/tdc_demo.7z
Here's first public release in 2020, give this a try and report any errors / bugs
Here's first public release in 2020, give this a try and report any errors / bugs
Re: New game: Top down city!
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.
Re: New game: Top down city!
Hi JernejL
No fun on WIN10 Home: 1903
No fun on WIN10 Home: 1903
Always wear safety glasses while programming.
Re: New game: Top down city!
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
Re: New game: Top down city!
Should i use RunClient or RunServer to execute?
I just double click on exe atm.
I just double click on exe atm.
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
$0040DD74
I'm sorry, please report this.
Always wear safety glasses while programming.
Re: New game: Top down city!
Your error stack trace makes no sense, did you run it with a custom script?
Re: New game: Top down city!
B-$hep: try re-downloading the file again, the exe is updated - i'm not sure what exactly happened but maybe the crash is solved.
Re: New game: Top down city!
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
New errors, after i click yes, it again throws an exception for line 816 in game_Gui.pas and then closes
Always wear safety glasses while programming.