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LbaNet Multiplayer version of LBA1

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  #1  
Old 2017-04-02, 04:55
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Gizmo Gizmo is offline
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LBANET needs to come back !!

i was so into lbanet ! i really hope it comes back one day
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  #2  
Old 2017-04-02, 20:14
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You may want to look at this https://github.com/realmevx/LBA2HD/releases (made by MevX)
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #3  
Old 2017-04-02, 21:14
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Quote:
Originally Posted by xesf View Post
You may want to look at this https://github.com/realmevx/LBA2HD/releases (made by MevX)
Although I'm humbled by your suggestion, I don't think my project would be able to attract people like LBANet did.
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  #4  
Old 2017-04-02, 21:17
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LBANet also managed to use the rooms of LBA 2, which my project certainly doesn't. And that's just a few of the cool things it has going for it.
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  #5  
Old 2017-04-03, 09:26
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How did LBANet manage to import those rooms anyway? It seems like it would be a complicated process.
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  #6  
Old 2017-04-03, 22:44
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Yeah, Rincevent wrote a complete converter, then bulk imported everything from the original games. It was very impressive.
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  #7  
Old 2017-04-03, 23:53
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Originally Posted by Polaris View Post
Yeah, Rincevent wrote a complete converter, then bulk imported everything from the original games. It was very impressive.
That does sound really impressive. Do you know if he ever made that converter public?
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Last edited by MevX; 2017-04-04 at 00:02.
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  #8  
Old 2017-04-04, 09:02
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Hmm... I know he was encouraging people to test their mods on his engine...
Try asking DarkOnistar, he made a full world for LBANet, or Mazaka151, worked a lot, mainly promoting it. There was also Leoboe, who did the GUI.
Here are some downloads, apparently, there's a map importer.
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  #9  
Old 2017-04-04, 10:29
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Quote:
Originally Posted by Polaris View Post
Hmm... I know he was encouraging people to test their mods on his engine...
Try asking DarkOnistar, he made a full world for LBANet, or Mazaka151, worked a lot, mainly promoting it. There was also Leoboe, who did the GUI.
Here are some downloads, apparently, there's a map importer.
Alright, thank you.
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  #10  
Old 2017-04-04, 22:36
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All code is available here: https://github.com/Rincevent/lbanet
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
[Discuss]|[Download]|[Changes]|[SourceCode]|[Issues]


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  #11  
Old 2017-04-06, 06:58
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Seeing as I've been learning much programming as of recent, I wouldn't mind in helping bring it back if you guys are really up for it. I think it'd be a good way for the members to stay in touch, actually. It could be a good way to talk to others at the same time. Plus, it was fun! I still might have the original download of LBANet somewhere (but I can't be certain - twas years ago - I use a different computer today).

Since I've been understanding the island and building files - it'd be possible to ultimately make your own places. Some things were different in LBANet than the original LBA series though (besides normal things like screen resolution, blurry textures, new GUI, etc). For one thing, I remember that the collisions for LBANet were actually dependent on the model geometry. In LBA, all collisions were boxes (though you couldn't see them - you somewhat 'felt' them when Twinsen would run up to them).

Now that I'm understanding the models better, I could change the colors on most of the models so then the character could be even more customizable than before. It still pisses me off that I can't figure out the hex of the first 32 bytes for an LM2 file - everything else is in the bag.. but this... oh man.

Glad to see that some people (might) bring it back!
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Last edited by MrQuetch; 2017-04-06 at 07:12.
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  #12  
Old 2017-04-06, 07:13
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Quote:
Originally Posted by xesf View Post
All code is available here: https://github.com/Rincevent/lbanet
That's awesome that you've got the link for all of the code.

Have you managed to look at the unknown part of the headers for LM2 model files?
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  #13  
Old 2017-04-08, 01:37
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Was floating about and noticed an update in this section.

I can't say I know the inner workings of LBA.net , however most of the maps I made for LBA.net were made using exisiting tools such as LBArchitect.

[LBArchitect - Building maps for LBAnet]
https://www.youtube.com/watch?v=ngQQwhZAOws

If memory serves correctly, Rincevent created a map-editor version of the LBAnet.exe which allowed me to add the teleport and climb scripts in the game.

*When uploading the video above I found this too.
[LBAnet: Colozen - Tech Island tour]
https://www.youtube.com/watch?v=T8yCcVqhogw
_____________

I think one of the biggest limitations I found was that I wasn't sure how to add new custom tilesets and/or the knowledge of how to create my own tilesets so that I could create some new interesting environments.
I felt quite limited and often improvised with the assets I had at hand.
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  #14  
Old 2017-04-08, 04:43
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Thanks for the uploads

Watching the Tech Island video makes me very impressed with the amount of work that went into making a virtual chat room for LBA fans. I have still yet to know if there was any real reasons for LBANet to be pulled, wether it be copyright issue or economic.
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  #15  
Old 2017-04-08, 18:15
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Quote:
Originally Posted by DarkOnistar View Post
Was floating about and noticed an update in this section.

I can't say I know the inner workings of LBA.net , however most of the maps I made for LBA.net were made using exisiting tools such as LBArchitect.

[LBArchitect - Building maps for LBAnet]
https://www.youtube.com/watch?v=ngQQwhZAOws

If memory serves correctly, Rincevent created a map-editor version of the LBAnet.exe which allowed me to add the teleport and climb scripts in the game.

*When uploading the video above I found this too.
[LBAnet: Colozen - Tech Island tour]
https://www.youtube.com/watch?v=T8yCcVqhogw
_____________

I think one of the biggest limitations I found was that I wasn't sure how to add new custom tilesets and/or the knowledge of how to create my own tilesets so that I could create some new interesting environments.
I felt quite limited and often improvised with the assets I had at hand.
Very cool stuff... I can model, UV, and texture - that there is already enough to making isometric assets for the LBA series. So, if chances are that LBANet does come back, it'd very well be possible that I could start making stuff for it.

Like I said before... For LBA2 outside scenes, I've got a height map editor for it - so we can make our own outside settings (with the addition of buildings as well).

By the way, that 'Colozen' area is huge!
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  #16  
Old 2017-04-08, 18:37
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I had ideas to expand further as I scribbled ideas for much bigger islands with Tech Island being an equivalent to Citadel Island.

Looking back the idea was a tech race landed on a colony ship, the musquibees were local and you as the players are clones (lore excuse for there being multiple players with no given side).


The project stopped when Rincevent got a job and family from what I recall, so real life takes presidence.
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Last edited by DarkOnistar; 2017-04-09 at 04:01.
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  #17  
Old 2017-04-09, 20:12
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Awesome!!!
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  #18  
Old 2017-04-17, 19:38
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If I remember correctly, in one of the last updates Rincevent managed to get LBA2-Maps working (at least for the most part) with the client.
Tools for Map-/Quest-making and even NPC-scripting were working - and DarkOnister did some great things with them. I also remember an awesome Christmas-event we had with custom 3D-models etc.

Quote:
The project stopped when Rincevent got a job and family from what I recall, so real life takes presidence.
Yep that's pretty much true, although LBANet was already quite deserted at that time.
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  #19  
Old 2017-04-17, 20:24
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Quote:
Originally Posted by leoboe View Post
If I remember correctly, in one of the last updates Rincevent managed to get LBA2-Maps working (at least for the most part) with the client.
Tools for Map-/Quest-making and even NPC-scripting were working - and DarkOnister did some great things with them. I also remember an awesome Christmas-event we had with custom 3D-models etc.


Yep that's pretty much true, although LBANet was already quite deserted at that time.
Very cool stuff - but it's too bad the custom models weren't Lm2 formats though; nobody has still figured out the header (first two lines) of those files. It's kind of ticking me off right now... But, I'll see if I can keep working on it.

I've gotta admit that the Lm2's are by FAR the most complicated format in all of LBA2. Without them, there would simply be no LIFE in the game. Thank goodness for early articulation by Fred.
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