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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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I have recently found out that the engine i was useing has a bug in it`s networking code, sadly this means i shall have to make my game single player only (which would suck) or change engines. I have decided to go the xna route for now but i may change over to the c4 engine or unity if they ever finish the windows platform for it  I shall keep people updated with progress on the new engine.
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| 19 Aug 2008, 14:49 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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is that bug not fixable respectively is their no only development or support for this old engine?
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| 19 Aug 2008, 14:59 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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yes it is fixable but conites are focusing on new terrain editors and other features, the yhave decided to let multiplayer lag in development sadly  no biggie though i was already toying with xna so i`ll be able to plug along just fine 
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| 19 Aug 2008, 15:05 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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The two programs that Strings made before he disappeared (His combat system and the model viewer) used .xna, Jig. They might have been little programs, but they were impressive. You never know, this change might turn out to be a blessing in disguise...  I've got backup copies of both of the programs if anyone wants them. The model viewer comes with a small number of Federation, Klingon, Romulan, and Minor Race models in the .xna format Jig, so that might be of particular interest to you.
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| 24 Aug 2008, 00:09 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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xna uses .x and .fbx, but his meshs looked nice s oi`ll have em if there going, plus his code if you have it :0
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| 24 Aug 2008, 08:04 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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@ Jig, is it possible to revert x. format to some other format like 3ds.?
_________________ Carpe Diem
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| 24 Aug 2008, 08:29 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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ya of course it is 
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| 24 Aug 2008, 08:37 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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My mistake; the models are in .xnb filetype. Anyways, here's the links, jig:
In both of those links, click on the blue "Click to Download" link on the left to start the download. You might want the combat system since it's got the models of the Defiant and the Asteroids as well.
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| 24 Aug 2008, 11:13 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Sry Jig my mistake i was tkinking on xnb not x format, so can we convert strings models to 3ds?
_________________ Carpe Diem
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| 24 Aug 2008, 13:19 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I'm not sure about .xnb, but to my knowledge, there is currently no way to convert a .xna file into another filetype. that's one of the main reasons why supporters of it use it. It prevents hacking and converting. Idiots. 
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| 24 Aug 2008, 13:58 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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well strings demo has no source code, shame really. As for file formats i dunno why there is .xnb files when i add files to the content pipline i can use .x or .fbx, there is no mention of .xnb so far 
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| 24 Aug 2008, 14:26 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I wish there was a way to contact Strings and see if we could get him to continue development of the programs, help you, or at release his source code. This programs were really promising and it wouldn't hurt to have another competent programmer working with us. I've sent him PMs and emails but he's not even read them. 
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| 24 Aug 2008, 15:30 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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.xnb is what all resource files get changed to when you publish the game, does not make for a moddable engine does it  perhaps i`ll try dx studio but it is meant to be a bit slow.
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| 24 Aug 2008, 17:34 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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| 26 Aug 2008, 13:04 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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were there`s a will theres a way, i can begin to code with xna and switch engines easily enough to unity (which i will once it is windows supported) both use c# and .fbx so no big deal there. As c# is a new language for me (having worked in c-script) i`m going to be on a learning curve as i go, so don`t expect massive progress for a bit  Is your demo based around the flythrough tutorial strings? i`d like a look at your collosion detection code, do you use abb or polygon detection for it?
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| 26 Aug 2008, 13:26 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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| 26 Aug 2008, 15:03 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Nice, i use a similar one for mine though it needs some work to make it look and act correctly i feel.
Regards Wolfe
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| 26 Aug 2008, 15:18 |
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iwulff
Fleet Admiral
Joined: 18 Sep 2004, 01:00 Posts: 884 Location: Germany
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Is it official now, Jig? Better make a new article then. How are things with C# going? I am familiar with C# and so are others on this forum, so if you need any tips or help, you are free to ask us. 
_________________ "Logic is the beginning of wisdom; not the end." -- Spock (Star Trek VI)
Q: The trial never ended. We never reached a verdict. But now we have. You're guilty. Picard: Guilty of what? Q:Of being inferior.
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| 27 Aug 2008, 18:16 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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@ STRINGS- we have lost your ships because of sharepoint, Botf 2 Site and my hard drive failure. Please can you upload your Malon and Vulcan ships to some hosting site it would be a shame to the people if they don't see such nice ships in the game. Thanks
_________________ Carpe Diem
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| 28 Aug 2008, 08:30 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Sorry for the thread hi-jack  here they are again, with the 270x255 .pngs Malon Freighter (3 tanks version) and Malon Freighter (no. 2 / "the double decker") Poly: 3290 & Poly: 5566 respectively .PNGs Downloads Comparison shot 
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| 28 Aug 2008, 12:57 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Thanks mate, nice ships i think it would be good to represent them on main site page but that is job for Iwulff. P.S. Second link doesn't work and i am waiting for Vulcan ships too. 
_________________ Carpe Diem
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| 28 Aug 2008, 13:11 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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Oops, didn't notice the upload to my ISP's webspace got stuck at 99%, it works now.  About the Vulcan ships, I noticed Ken has made a D'kyr-class, and it looks great, the mesh is really detailed, and I think we should use his model. But the textures could be re-hued to be a bit less red though. Here's a pic of it. Maybe ask Ken to send it to you. As for the Sh'Raan/Suurok/Surak class (just different names/spellings, but it's the same ship), I still have the re-texture job I did on the model that was on SharePoint. Here it is if you need it.
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| 28 Aug 2008, 13:39 |
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