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Quakes new Beta??


Re: Quakes new Beta??

Postby Moose or Chuck » Apr 22, 2001 @ 6:08am

Carpe, why not make it use some kind of array that is created using a one of those Westwood-ish map creators. Each ... 8x8, 16x16 tile could be a seperate number in the array which the game would search through and replace with the tile ingame. It woudl then be relativily easy to make AI avoid certain numbers in the array, and to make resources or buildable terrain. (Please notice I said relativily. And I'm betting you already thought of this method anyway, and since I haven't made a game I really wouldn't know). Just trying to be helpful Carpe, please don't get mad at me :( :(
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Re: Quakes new Beta??

Postby CARPEDIEM » Apr 22, 2001 @ 6:54am

Thanks moose, that's what i think most RTS games use, and that's also why all the maps look the same.<br>I would implement that way to make maps but i still don't have the tiles so im still in trouble.<br>Besides if i can make my game load jpg maps the map problem would be solved. (Currently the game is over 4 megabytes and includes a single 1024x786 map).<br><br>But well... we'll just have to wait and see if someone is willing to make some maps for it. The engine is nearly finished so maps is a top priority now<br><br>
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Re: Quakes new Beta??

Postby randall » Apr 22, 2001 @ 7:45am

Commandos is an example of an isometric game that doesn't use tiles- it uses a single large image as the map, much like Carpe's game. <br><br>I am glad Carpe implemented it the way he did- the maps will look much better and richer.<br><br>I am not sure how Commandos implements collision detecting though. I think it uses a second image (similar to a bump map) to determine where the characters can and can't go. The second image doesn't need to be any more than 16 colors though since the player never sees it; it is strictly used internally.<br><br>Each color represents a different type of obstacle.<br><br>red: solid (not passable by any)<br>blue: water (only swimmable can swim through it)<br>grey: high objects (only flyable can fly over it)<br>...<br>...<br>...<br>green: normal ground (all land and flyable)<br><br>Of course the engine doesn't see a color, but reads the 4-bit value as a flag.<br><br>I am sure Carpe already has this all planned out, especially since he has already moved on AI. It sure does look good though.<br>
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Re: Quakes new Beta??

Postby The FreeCraft Project » Apr 22, 2001 @ 8:22am

Hi, <br><br>There is FreeCraft a free source realtime strategy engine, which work with WarCraft graphics or with its own graphics. It already works on many platforms.<br><br>http://FreeCraft.Org<br><br>We are looking for porters to WinCE.
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Re: Quakes new Beta??

Postby randall » Apr 22, 2001 @ 10:29am

FreeCraft is tilebased like Blizzards games- does it only work with WarCraft, or does Warcraft II work as well?<br><br>Looks like a pretty cool tile-based engine, although I see Freecraft is earnestly seeking artists.<br><br>Carpe's engine shows enormous potential to blow away all existing RTSs on a handheld device, as long as he can nail the AI.
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Re: loading jpg images

Postby chris baxter » Apr 22, 2001 @ 3:28pm

Carpe<br><br>You mentioned a problem loading jpg images.  Have you considered using imgdecmp.dll<br><br>chris
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making maps

Postby Pelorus » Apr 22, 2001 @ 5:04pm

Wanna post an example of a map and maybe we can get some people working on it. There's a heap of maps out there - Myth people make huge numbers of them - I dabbled with it for a bit and I'd like to have a go.
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Re: Quakes new Beta??

Postby myccroft » Apr 23, 2001 @ 4:40am

Kickass! RTS Rules!
Keep up all the good work.
Later... Myccroft
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Re: Quakes new Beta??

Postby CARPEDIEM » Apr 23, 2001 @ 5:51am

i will be using imgdecmp.dll but i don't know how to use it yet, so if any of you guys has some source code ready please post it, that way i can speed things up a little bit.<br>
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Re: Quakes new Beta??

Postby Shapeshifter » Apr 23, 2001 @ 9:36pm

Sorry, my email is shapeshifter@webpim.at
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Re: Quakes new Beta??

Postby Dan East » Apr 24, 2001 @ 2:07am

I would recommend using BMP image format and compressing it with zlib. JPEG is lossy, among other things. The reason PQ loads compressed pak files slow is because it seeks hundreds of times while reading. You'd be reading straight through, which would be very fast. BMP files can be easily incorporated directly into your app as resources, etc.<br><br>Dan East
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Re: Quakes new Beta??

Postby Starcraft Freak » Apr 25, 2001 @ 10:00pm

Hey those graphics are copied from StarCraft!!! :(
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Re: Quakes new Beta??

Postby Dan East » Apr 26, 2001 @ 10:03am

Carp, if you've got your heart set on using jpeg, then here's a starting place for using imgdecmp.dll:<br>[sub][/sub]<br><br>Dan East
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Re: Quakes new Beta??

Postby CARPEDIEM » Apr 26, 2001 @ 2:43pm

Thanks a lot dan, but i think the map issue is now solved, i will be teaming up with Fredrik Malmer, the author of weeboo.<br>We will be using a voxel engine to generate the map, the demo's are looking good so far.<br>
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Re: Quakes new Beta??

Postby Shapeshifter » Apr 28, 2001 @ 9:28am

Could you post a pic of the latest demo?<br>thx
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