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LbaNet Multiplayer version of LBA1

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  #51  
Old 2009-07-05, 02:01
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Gawd, this lags terribly on my PC. I can hardly even walk. Couldn't you add a mode, which would work faster on graphics cards, which aren't ATI, or GeForce? No offense, but assuming, that everyone has a modern graphics card is really bad. I'd greatly appreciate it, if there could be added a rendering option, that works acceptably on my hardware.
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  #52  
Old 2009-07-05, 11:05
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Hi battler,
Could you give me your pc configuration:
- operating system
- processor frequency
- RAM
- graphic card
- graphic card memory

I am afraid than on old machine the game will not work properly. Indeed the graphic engine is now completly in opengl, and I will not be able to change that.
Maintaining 2 display engine would simply be too much of work, and I already have a lot to do without that.

However, before saying anything i would like to know your pc configuration, maybe it is only a driver issue.
Also does it lag directly in the prison map, or only in the citadel map?

Edit: you could also try to lower the resolution of the game. To do that just open the config.client file with a text editor
and replace the lines :
ScreenSizeX=1024
ScreenSizeY=800
by
ScreenSizeX=640
ScreenSizeY=480


Thanks,

Rincevent

Last edited by Rincevent_123; 2009-07-05 at 14:33.
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  #53  
Old 2009-07-05, 11:54
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Quote:
Originally Posted by leoboe View Post
So although Rincevent has gone to sleep I have remade the Logo now with LAN-Cable instead of USB.
I think it actually fits the style even better.
Spoiler:
Great work.
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  #54  
Old 2009-07-05, 14:09
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New release v0.21: http://www.mediafire.com/?15mzywzdzq1

- corrected few bugs
- added music
- fixed invisible wall problem
- now you can choose the world to connect to

Enjoy!

edit: I attached a local version of the game. Darkflame could you try to replace the exe of the game by this one and see if it solves your issue. The game will only work locally then.
Attached Files
File Type: zip LBANet.zip‎ (78.7 KB, 146 views)

Last edited by Rincevent_123; 2009-07-05 at 14:26. Reason: added local game for people having problem with multiplayer
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  #55  
Old 2009-07-05, 14:17
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This takes forever to download.
I can't wait.
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  #56  
Old 2009-07-05, 15:31
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It's very awesome. I had a blast playing it.

I hope LBArchitect will have the option to export to XML soon, and having fixed the 64x64 problem. Hopefully we'll be able to add our own areas then one day.

A friend of me got excited by the idea and didn't even play LBA! He's downloading right now.
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  #57  
Old 2009-07-05, 15:36
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Here's one suggestion by me
I really hope we can edit the Islands ourselves soon that could give us really cool possibilities.
Spoiler:



Last edited by leoboe; 2009-07-05 at 15:53.
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  #58  
Old 2009-07-05, 17:23
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- Rincevent: I'm using Windows XP Professional Volume License Edition, on an Intel Celeron 2400 MHz, with 1.5 GB of RAM (PC3200, but running at 333 MHz), and an on-board SiS graphics card.

And I'm going to try running it at a lower resolution, thanks.
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  #59  
Old 2009-07-05, 17:28
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Battler: with this machine configuration I think it is more a driver issue. Are you sure you have the lattest driver for your graphic card? If not try to download it.

The drivers have to support opengl. I think what happen now is that your graphic card driver does not support opengl, so then every calculation is done by your processor which emulate a graphic card, that is why it is so slow.
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  #60  
Old 2009-07-05, 17:32
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I am creating a new post because this a a completetly different topic.

I finished the first draft of the documentation about how the map information are stored in the game.
I attached the documentation to this post.
In the zip file you will also find the xml example used in the documentation, try to add it to the data directory of the game and restart the game.

Have fun with creating your own world

Edit: here you will find the tool i used to create the big citadel map : http://www.mediafire.com/?oyzzhrgwwmy
You can also use it to create other island if you whish

Edit2: here is the tool i used to generate Lbanet map format out of the hqr file: http://www.mediafire.com/?inztnwdnket
With this tool you could potentatily first edit the hqr with lbarchitect, then convert the modified hqr file into lbanet map format
Attached Files
File Type: pdf LbaNet map file information.pdf‎ (149.5 KB, 161 views)
File Type: zip myfirstworld.zip‎ (582 Bytes, 147 views)
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Last edited by Rincevent_123; 2009-07-05 at 21:04.
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  #61  
Old 2009-07-05, 17:38
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- Rincevent: I'm using a 2007 Standard Microsoft driver for it. I'm now downloading the 2004 driver from the manufacturer's site (it's the latest one from them, no newer ones exist), and, as soon, as I'm going to finish installing it, I'm going to tell you, how it works.
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  #62  
Old 2009-07-05, 19:38
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Quote:
Originally Posted by Rincevent_123 View Post
New release v0.21: http://www.mediafire.com/?15mzywzdzq1

- corrected few bugs
- added music
- fixed invisible wall problem
- now you can choose the world to connect to

Enjoy!

edit: I attached a local version of the game. Darkflame could you try to replace the exe of the game by this one and see if it solves your issue. The game will only work locally then.

Nope, unfortunately same problem

Did you try including those headers microsoft said was causing the problem?

Dont worry about it too much, not many people use 2000 these days.
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  #63  
Old 2009-07-05, 19:59
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I am afraid it will not work under windowns 2000 then :-(
Indeed i found this post here: http://www.zeroc.com/forums/help-cen...ws-2000-a.html

I am using Ice library and that is what is causing the trouble.
I can not simply include those 2 files you told me as i would have to include them directly into the ice library and not into my own source code.

I am actually planning a port on linux, then for those having trouble with windows, you would just need to boot on a linux cd a run the game from there in the worst case.


Edit: attached is a file adding a world with the whole principal island, just unpack the zip file into the game directory
Attached Files
File Type: zip Data.zip‎ (127.6 KB, 139 views)
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Last edited by Rincevent_123; 2009-07-05 at 20:08. Reason: adding principal island
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  #64  
Old 2009-07-05, 20:02
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I already got Ubuntu installed, so I'll switch to that when its ready
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  #65  
Old 2009-07-05, 20:17
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If you find any optimisations for brick display, like removing black parts or reducing number of vertices/faces, let me know !
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  #66  
Old 2009-07-05, 21:13
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Wow, again, awesome game!
Just spend an hour with some members, just exploring areas - I had no idea you can explore the whole hemisphere! Too bad you can't go to other hemispheres yet.

Also sometimes there are people standing next to me while they are in fact in another map at that time. Some kind of lagging going on there.

But wow :O Great stuff! One of the best (and certainly most fun) LBA projects I've ever seen!
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  #67  
Old 2009-07-05, 21:41
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Ok, since everybody seems to enjoy the game, here is an overview on the next release.

The next workpackage will focus on the multiplayer part / chat part
  • make chat use tab
  • have different font than now so that it accept foreign character but also have clearer display of player name
  • have an easier way to choose in which channel we are talking on
  • add color to text
  • holding backspace should work to erase the sentence
  • (possibly being able to select text to remove)
  • (possibly copy/paste functionnality)
  • having a list of connected player somewhere
  • and as always a little add-in, make the user being able to teleport from island to island then you can really explore everything ;-)
  • port of the game to linux depending of the time


The releases I make are also depending of people wishes and suggestions.
So if you have some please do not hesitate to write them on the bugtracker or on this forum.
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Last edited by Rincevent_123; 2009-07-05 at 21:55.
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  #68  
Old 2009-07-05, 23:23
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Every map has a file for the location of the objects, right? Is it possible to, instead of placing the original LBA sprites, make it place 3D models at the same place?
So very simplified it wouldn't be:
x: 123, y: 14, obj: plant.layout/brick/sprite
But:
x: 123, y: 14, obj: plant_model.x

I have no idea how you construct maps, but this is just an idea.
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  #69  
Old 2009-07-06, 00:13
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Wow, how have I missed this :O this looks freaking cool! gotta try it.
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  #70  
Old 2009-07-06, 08:57
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I havnt been able to play this yet, but does it use IRC for the chat functions?
(I ask because I heard talk of channels).

If so, how easy is it to implement IRC-enabled communication in software?
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  #71  
Old 2009-07-06, 09:46
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Bot13: in theory it should be possible to import 3D object in the scene, however I am not so happy to do it for 2 reasons:
- I want to keep the lba1 style
- it would complexify a lot the colision engine
But actually that could be still be a nice idea do do, just add it as a suggestion in the bug tracker.


Darkflame: the game does not use IRC but its own chat mechanism. However it should be easily possible to create a small chat application connecting to the chat server without the graphics. But again it would not work under windows 2000 for the same reason as before (Ice is my communication library).
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  #72  
Old 2009-07-06, 12:36
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it would be handy because if this engine can get improved, it might be a great basis for fangames
think of the massive credits
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  #73  
Old 2009-07-06, 13:02
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Nice work there, couldn't try it myself yet because I don't have an internet connection at home. But it looks nice.
Although, I wonder, as I started a similar project last year (LBAOnline), wouldn't it be possible to gather our efforts in a single project ? I guess our implementations for the network layer and 3D are pretty different. Also, LBAOnline is based on LBA2 first, then it will slowly add support for LBA1, whereas your project is based on LBA1.
I know LBAOnline didn't release any demo yet, that is because we decided to make it as professional as possible, even if it takes more time to design and implement things, it will be an advantage in the future to have a strong basis.
If you're not completely against the idea of merging the 2 projects, I will contact you in PM later so we can discuss how to do that.
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  #74  
Old 2009-07-06, 14:14
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You what?!
 
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It wouldn't be that bad to have both, one for LBA1 and one for LBA2.
But I think if you did combine your efforts you could create something much greater.
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  #75  
Old 2009-07-06, 14:18
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But I think if you did combine your efforts you could create something much greater.
That's my point.
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