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LbaNet Multiplayer version of LBA1

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  #101  
Old 2009-07-08, 00:38
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Neko Neko is offline
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that was awesome.
this is too fun to not work out further. The 3d view is awesome


Also nice to hear my own music in the lba world. Now i can beta test for other projects with this 'do i like grooving around in lba to this tune?', I know i do

Last edited by Neko; 2009-07-08 at 00:56.
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  #102  
Old 2009-07-08, 08:15
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Sorry guys, somehow my internet connection broke down during i was assleep.

So, I decided to let the server run today the whole day, enjoy!

Edit: for those interested, here is a document about the game architecture (simplified version).
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File Type: pdf LBANet_architecture.pdf‎ (37.7 KB, 169 views)
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Last edited by Rincevent_123; 2009-07-08 at 11:11.
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  #103  
Old 2009-07-08, 13:10
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Some more ideas:
  • Mini-map of current map
  • Member profile screen (with current location and stuff)
  • More characters: grobos, rabibunnies, spheros, funfrock(!)
  • New map called 'Portal' where you always start.
  • Counterstrike style graffiti that you can paint on walls.
  • Simple interactivity with environment such as getting money from objects
  • Some NPC's (non standard, made by us)
  • Quests (probably not in the near future, haha)
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  #104  
Old 2009-07-08, 13:59
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* The ability to leave little notes at locations for people to read would be good, and lead to player-created game play. (eg, players could make treasure-hunts for each other).

* Ferry can be used to switch maps. (just triggers and option)

* A very basic money system. Not going for anything like an MMO, just the ability to collect and swap money with people. This could be used as a base's for a "score" for some user-created games. (eg, the end of a treasure hunt has some money hidden).

So, engine wise, that would be the ability to carry/swap and hide money at a location (eg, bin).
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  #105  
Old 2009-07-08, 14:06
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if we get this to work as flawless as the original lba, we could do all the prequel and tgr games directly in this engine. Imagine the possebilities
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  #106  
Old 2009-07-08, 18:45
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All right folks, I've got a new version of my fixed LBA 1 world for you.
You can
- go back inside the Citadel
- go to the water tower and back
- use the (invisible) ferry between Citadel and Principal island
- go inside the Temple of Bù (I made all Temple of Bù scenes exterior scenes for now, because you can't jump, climb stairs and use elevators so it's impossible to move around without Dino-Fly.)
- go to the mutant factory using the underground transporter
- use telepods. I created a network of telepods around the planet which are all connected to the teleportation center in Brundle Island. You can then use the telepods there to go to five different places around the world. See the attached image. - I spelt Hamalayi wrong there though.

Unzip the file into your Data folder, then select LBA1ExitFixed as your world when starting the game.
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Name:	LBANet telepod network.jpg‎
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File Type: zip Lba1ExitFixed3.zip‎ (13.0 KB, 160 views)
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  #107  
Old 2009-07-08, 19:05
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You what?!
 
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Fantastic! Kobold, you're good at maps, I think you should make an inside of FunFrock's Fortress once that area is available.

Jesse how come your music is on there?
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  #108  
Old 2009-07-08, 19:38
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I just tried this for the first time and I have to say, I liked it a lot! Great job! I'd really like to see this get a lot bigger!
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  #109  
Old 2009-07-08, 20:06
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Yeah, that's a very neat job there !
Can you quickly implement choosing a character to play (at least a few ones), and DF's money idea ? Just so we can have some fun before it gets bigger...
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  #110  
Old 2009-07-08, 20:15
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Hi there,

Thank you for all the suggestions.
I am pretty happy that you guys seems to like the game.

All your ideas are nice, but most of them will take a good amount of time to implement. I like to do it step by step with a lot of small releases.
But one day you can be sure that this game will be big, you just need to be patient

Link: actually i could be pretty easy to replace twinsen by any other character. However the problem i have with doing that is that other character do not have all animation for example to run, jump, dino fly, etc.
The only think i could do on short term is to allow to choose between twinsen in prisonner, in nurse or with the blue tunic. It might also be possible to change colors.

For the money idea, Iam actually not that far, I would like first to concentrate on the basic moves (like making twinsen able to jump, take ladder, etc.)

For interaction you will have to wait a bit but it will be anyway implemented one day.
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  #111  
Old 2009-07-08, 20:15
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Telepads are cool , but there should be a 1/10 chance you exit as a fly
(or, well, maybe lbas equivalent)
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  #112  
Old 2009-07-08, 20:52
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Quote:
Originally Posted by Kitarii View Post
Fantastic! Kobold, you're good at maps, I think you should make an inside of FunFrock's Fortress once that area is available.

Jesse how come your music is on there?
I didn't edit any maps to create new exits.
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  #113  
Old 2009-07-08, 22:23
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new release v0.37: http://www.mediafire.com/?mzuzidqlxxy

-The feature to teleport between places has been added
-now it is possible to decide for each musics if you want it to loop or not in the xml file

The icon image for the teleport feature is kind of ugly, but i did not have anything better for now.
Actually, if people are interested with providing nice icons to replace the existing one, feel free to do so.

Edit: also here you will find a new pack of textures in order to remove some of the black holes of the lba1 maps: http://leoboe.le.funpic.de/1st-fix.zip
It is the work of leoboe, thank to him. Just unpack the thing into your data/Bricks/Lba1 directory
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  #114  
Old 2009-07-08, 22:44
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cool
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  #115  
Old 2009-07-08, 23:06
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Wow it's nice to see how's this project going on and on.
Unfortionately I'm not at home (writing from a friend's Laptop) so I can't try the new patches but I'm sure that they're great work.
When I'm back home in about a week, I'll make you the chatbox-template with my design ready.

Also nice work Kobold,
great we have a real teleportation center now.

Hope you all have fun, I'm trying to go online a few times the next week - hope I can see some progress
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  #116  
Old 2009-07-09, 12:43
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kitarri:

just replace the mp3's with your own, no rocketscience
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  #117  
Old 2009-07-09, 18:56
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Hi guys. Forget everything I said before online, it IS actually possible to use LBArchitect to create your own maps on LBANet. I just overlooked the tool that Rincevent released to convert a HQR to a proper map file.

Of course I went right ahead and created a little scene to test that function:


And I present to you the latest version of my world, now called "LBA1Expanded" and no longer compatible with the original LBA 1 world:
- I created a scene for the bunker on Desert Island (as seen above) and connected it to the teleportation center.
- The teleportation center now has four additional telepods, one of which I used for Desert Island. If you have any other destinations you want to reach via telepods, tell me and I'll add them.
- I added the party music to the Twinsun café.
- You now start in Twinsen's house as opposed to the Citadel.

As always, unzip the attached archive into your Data folder, then start the game choosing "LBA1Expanded" as the world to play in. Enjoy.

If you need any help converting your scenes properly, or have suggestions on what I could add (weren't you talking about a hub area, Bot13?), just go ahead and notify me in this thread.
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  #118  
Old 2009-07-09, 19:19
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Quote:
Originally Posted by Kobold View Post
Hi guys. Forget everything I said before online, it IS actually possible to use LBArchitect to create your own maps on LBANet. I just overlooked the tool that Rincevent released to convert a HQR to a proper map file.

Of course I went right ahead and created a little scene to test that function:


And I present to you the latest version of my world, now called "LBA1Expanded" and no longer compatible with the original LBA 1 world:
- I created a scene for the bunker on Desert Island (as seen above) and connected it to the teleportation center.
- The teleportation center now has four additional telepods, one of which I used for Desert Island. If you have any other destinations you want to reach via telepods, tell me and I'll add them.
- I added the party music to the Twinsun café.
- You now start in Twinsen's house as opposed to the Citadel.

As always, unzip the attached archive into your Data folder, then start the game choosing "LBA1Expanded" as the world to play in. Enjoy.

If you need any help converting your scenes properly, or have suggestions on what I could add (weren't you talking about a hub area, Bot13?), just go ahead and notify me in this thread.
phat!
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  #119  
Old 2009-07-09, 19:33
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Nice work kobold!

Btw, server is on
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  #120  
Old 2009-07-10, 11:04
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Hey, great progress on this project so far
I am wondering if this program needs OpenGL to run?
If so what version is required?
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  #121  
Old 2009-07-10, 15:13
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Basic idea of the portal. It's simple and huge. Also there's just one portal, going to the teleportation center. I think there can be 40/50 people in this map at the same time without it getting too crowded.

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  #122  
Old 2009-07-10, 15:26
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Quote:
Originally Posted by Bot13 View Post
Basic idea of the portal. It's simple and huge. Also there's just one portal, going to the teleportation center. I think there can be 40/50 people in this map at the same time without it getting too crowded.
I have my doubts about the server handling that many people though. Also the chat log would be pretty messed up with the current system.

Well it's good! Simple and clear for the beginning of the game. When you're finished, you can send it to me and I can convert it and implement it as the starting point of the fixed world.
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  #123  
Old 2009-07-10, 16:27
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Wouldnt everyone be fighting over the teleporter?
Kinda a bottle-neck no?
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  #124  
Old 2009-07-10, 16:34
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Currently there's no collision between players.
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  #125  
Old 2009-07-10, 17:48
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I think at some point there should be no? Best plan ahead.
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