[MMO] The first demo (Windows ONLY)

Admin

This is a really early tech demo, not intended to be significantly playable at all.

Requirements:

1) Directx 9c or later, eg from
http://www.softpedia.com/get/System/OS-Enhancements/DirectX-9.0c-Redistributable.shtml
or from
http://www.majorgeeks.com/DirectX_End-User_Redistributable_d2924.html

If you have Vista, you should already have this. I found that the installer only extracted the files, didn't run the setup, do I had to run dxsetup.exe myself once it had extracted. Requires a reboot to install.

2) Ageia PhysX, from:
http://www.ageia.com/drivers/drivers.html
This shouldn't need a reboot.
(As an aside, things are looking interesting on the accelerated-physics side of things. NVidia just bought out Ageia, so it's likely the next gen of NVidia videocards will contain hardware accelerated physics. Microsoft is also planning to include a physics acceleration layer into DirectX, "DirectPhysics", which should make coding this stuff a *lot* easier).

3) The demo itself.
Download it here (3.7Megs)
It's singleplayer. No networking, no action, no nothing, just a room with some tables. No HUD, just a display of things like polygons, FPS and stuff like that.

Other than that you've got a little collision detection and movement controls. That's about it.

To install, just unzip it and run "room.exe" (might just show up as "room" on some systems).

If it fails to run, please let me know what error messages you get.

If it runs OK, please let me know what value you get for "FPS" (I get a steady 60 fps on most machines), and whether the textures show up on the walls and floor - if not, please let me know what videocard you have. I'm also interested in how much CPU it uses.

--Yet another geek.

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Re: The first demo (Windows ONLY)

Admin

Here's my "roadmap".
Items marked "Y" were planned and have been done.
Items marked "*" were not planned but they just sort of happened as I went along.
Items marked "N" are not yet done.

Y Flat client with walking.
Y Load a map.
Y Room w static tables and collision.
* Head bob.
* Trivial text HUD.
* Mouse input.
* Mouse hide/show control.
* Save/load keymap.
* Rightclick menu.
* Esc menu.
* Loading entities.
* Polite sleeping when lose focus.
(release as tech test demo)
N Static skybox.
N Strafing.
N Crouching.
N Jumping.
N Rightclick create entities.
N Fix Bug: speed changes when look up/down.
N Fix Bug: speed scales with fps
N Fix Bug: uses 100% CPU.
(release tech test demo 2)
N Networking - connect to test channel, get namelist and gamelist and display as text.
N Display people as items
(public test r1).
N Respect change messages for above.
N Accept user chat input
(public test r2).
N Allow challenge (space@person).
N Allow accept.
N Play ThudGame itself
(public test r3).
N Save world changes to server.
N Rightclick on item and display menu.
N Allow various mesh move/scale/rotate operations from rightclick.
(public test r4)
N Add item browser with credits and derivation.
N Allow create/place item from rightclick.
(public test r5)
N Add texture browser with credits and derivation.
N Allow create/place/move texture from rightclick.
(public test r6)
N Allow submit textures and items with credits and derivation.
N Sound/music browser.
N Zone/entity placement.
N Graphical HUD.
N Dynamic skybox.
N Loading resources over the net.
N Cacheing stuff loaded.
N Marking resources with date used, and culling old cached stuff.
N Option in texture/item browsers to download items (browser just displays "thumbnails" unless local copy exists).
N Option to download entire library.
N ...and so on. But by this point, it may have "exploded", so I can't project beyond here.

I am hoping to have at most a week between releases.


--

Yet another geek.


Re: The first demo (Windows ONLY)

Bronze MemberLibrarian

i can't find the room.exe. i've got a temp.exe, which can't be started because d3dx9_35.dll is missing, a source and a world folder. in the source folder there's 3 .dba's (loadworld, room and types) and a room.dbpro. in world there's 3 bitmaps, a keys.dat, room.3dw and room.dbo.


--

When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain

Save the rats, eat a dwarf!


Re: The first demo (Windows ONLY)

Librarian

ditto what the ratster said


--

I know, lets all jump of the white cliffs of Dover holding hands!


Re: The first demo (Windows ONLY)

DruidThudmeister

I also had the same prob as Ratty and hex.


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Where are we going and why am i in this handbasket?...
...Oh! always try to look on the bright side...
... Um anybody got any marshmellows.?


Re: The first demo (Windows ONLY)

~64 FPS Textures show up fine.

It may be way early to consider asking for Dxdiag.txt but otherwise you are going to see some wildly varying FPS values.


Re: The first demo (Windows ONLY)

Admin

I'm actually getting ~64 across the board now, which is nice.

I forgot to rename the exe, so yes, it's called temp.exe not room.exe

I'm hoping the "missing dll" problems will be due to running with an old version of DirectX? Try updating it with the link I gave in the first post and see if it fixes it.

I've been working on getting much better physics on the player controller: this has given me a surprising number of headaches, mostly because all the "Dark PhysX" functions I needed were undocumented. But I've almost got it apart from crouching, which I want to be non-instant, and to change the player height for collision detection. That part at least should be relatively simple (I'll probably just switch to a "crouched" player object, though I might have to delete and recreate the object from scratch). I hope to have an update out sometime tomorrow.

After that, a few more "boring" bits of code, and then I can start making something a bit more interesting, interactive, and networked.


--

Yet another geek.


Re: The first demo (Windows ONLY)

Bronze MemberLibrarian
Dewi Morgan wrote:

I'm hoping the "missing dll" problems will be due to running with an old version of DirectX? Try updating it with the link I gave in the first post and see if it fixes it.

i'm pretty sure i'm running that version of directx already. i think that's what we installed with the drivers of my new graphics card only some weeks ago. but i'll check again tonight.


--

When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain

Save the rats, eat a dwarf!


Re: The first demo (Windows ONLY)

Bronze MemberLibrarian

just checked, it is indeed directx 9.0c


--

When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain

Save the rats, eat a dwarf!


Re: The first demo (Windows ONLY)

Admin

In that case, I don't know what could be causing it to not find the DLL. I shall ask on various programming forums, but if anyone here has a clue to throw me, that would make be happy too Smile

What version of windows are you running?


--

Yet another geek.


Re: The first demo (Windows ONLY)

Admin

Aha! Seems there are two things that could cause this.

First is that the dll just didn't get registered properly. If the file exists on your machine somewhere, then Start -> run -> "dxdllreg d3dx9_35.dll" may well fix this.

If that doesn't fix it, because it doesn't exist, then you have an old "DirectX 9.0c". There are apparently many versions of "DirectX 9.0c" going back for about four years, earlier ones didn't have this DLL, later ones do. You'd think they'd change the version number when they update it, but apparently not.

Downloading the latest version either from microsoft.com or the links above should fix you up. I think I'll see if there's a way to autodetect the DX version and offer to upgrade if it's not recent enough. Depending on where you get it from, the file you download might just unzip the files, not install them, so you might also need to run "DXSETUP.exe" from the folder it unzipped to.

*mutters about Microsoft*


--

Yet another geek.


Re: The first demo (Windows ONLY)

Bronze MemberLibrarian

ok, so installing from one of the links did the trick. it's working perfectly fine. fps is variing between 63 and 64. textures are there i assume (radeon x1650pro). i took a screenshot.


--

When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain

Save the rats, eat a dwarf!


Re: The first demo (Windows ONLY)

Admin

Perfect, thanks! So, the basics work. Now once I have finished entity loading and player physics and networking, I can get the fun stuff done.


--

Yet another geek.


Re: The first demo (Windows ONLY)

Admin

This version has the "finished" character controller. At least, as "finished" as I can get it. I am happy enough that the remaining bugs are either insoluble (with my level of knowledge), or cosmetic.

Features:
* Forward, back, strafe left/right, turn left/right. Typical WASD stuff.
* Crouch - changes height of the character controller smoothly over time at a configurable speed. Crouching can be configured to affect a number of things including walk speed, jump height, and bob height.
* Gravity - player falls at the correct (configurable) acceleration and no longer flies.
* Jump - Correctly collides with ceiling and floor and tracks velocity. Can only jump when standing on something, not while jumping/falling.
* Third person camera toggle.
* Head bob. I find it annoying but people like it, so I'll have it turnoffable in the settings.
* Auto-Crouch. When you move towards a low ceiling you will duck under it.
* Auto-Stand. When you are crouching and move somewhere you can stand up, you will stand unless you are holding down the crouch key.
* Sliding collision on meshes and primitives.
* Always-vertical.

Known bugs:

* When using the third person camera it does not respect mesh collision.
* When climbing steps the camera is not smoothed.
* When using mouselook, the camera is not smoothed.
* A better system than raycasting is needed for auto-stand. In certain circumstances you can stand when under the corner of a table and have all of the rays miss the corner. Then you get pushed into the ground as you stretch.

Despite the bugs, I consider this "finished", at least for the time being. Next, I want people able to map their own keys and configure a few settings, (which should be a lot faster to code than the player controller was, since it's just GUI, not physics), and then I'll work on networking, seeing other people in the room, and chat. Once that's all in, I think it'll start getting interesting instead of merely academic, as it is at the moment.

For the time being, the controls are WASD and cursors. Alt-F4 or Esc to quit. I'll update the link in the initial post.


--

Yet another geek.


Re: The first demo (Windows ONLY)

Bronze MemberLibrarian

working fine. nice work.
head bob is this up and down of everything on the screen when i walk? i find it highly irritating...


--

When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain

Save the rats, eat a dwarf!


Re: The first demo (Windows ONLY)

Librarian

I think that the use of the NUM pad in games is generally good, and leaves the keyboard open, although I am aware that some people dont have NUM pads (laptops etc.) so this may not work well.

I would suggest NUM 8 instead of w
NUM 2 as oppose to s
NUM 4 as oppose to a
NUM 6 as oppose to d

And NUM 5 is left open for an action e.g. crouch, jump, fight, enter door

Just an idea

Hexmeister


--

I know, lets all jump of the white cliffs of Dover holding hands!


Re: The first demo (Windows ONLY)

Druid

Windows ONLY?? Blasphemy!
"Yet another geek", yeah right... Evil

I did a test run however. Had to install DX as well, even on this fairly new Vista laptop (dual bootable!). 64 FPS all along, with occasional lower count when walking around, though only to 47 FPS lowest. And 32610 polygons.

Starting point was facing the wall and where a table should be, so there was none there. It ended up upside down perched on and in between two other tables. I can provide you with a screenshot if needed, just holler.

Happy Thudding!
Axe Board Club


--

"What a mess the world is in... The meek shall inherit the world it is said. What have those poor people done to deserve that?"
- Captain Vimes, Feet of Clay
Visit OB's Thud pages


Re: The first demo (Windows ONLY)

Admin

Oh yeah, I moved the tables around to demonstrate the "auto-crouch" (you should automatically crouch if you go under the high table) and the "auto-stand", and jumping and such.


--

Yet another geek.


Re: The first demo (Windows ONLY)

Bronze MemberLibrarian

i'm not sure it went auto-crouch for me. i think i just ran against it. but maybe i didn't try hard enough, will try again later. crouching manually as well as jumping on the table worked though.


--

When we remember we are all mad, the mysteries disappear and life stands explained. – Mark Twain

Save the rats, eat a dwarf!


Re: The first demo (Windows ONLY)

Druid

It does, at least for me. Only if I approach the higher of the two tables though, not the lower one. However, it (I?) crouches under the lower one when I approach it from under the higher one. Do I still make sence?
So it performs a two step crouch, first one then the other, but not two at once.


--

"What a mess the world is in... The meek shall inherit the world it is said. What have those poor people done to deserve that?"
- Captain Vimes, Feet of Clay
Visit OB's Thud pages


Re: The first demo (Windows ONLY)

Admin

Excellent. When you walk up to a table, you do not expect to duck under it, so you do not. When you approach a low archway, you do expect to duck, so you do.

But if you're already ducking and you approach a table, you *do* expect to pass under it, if you can duck low enough. The normal tables are too low, so you can't, but the upturned table is just high enough, so you can, with a little effort. If you manually duck, it's easier.

The idea is that it does what you intend in all cases, intuitively, so you don't have to think about it. If you aren't holding the duck key and walk out from a low area, you straighten up.

The "auto-duck range" is something that should/shall be user-configurable, of course, as are the other behaviours, like automatically stepping up small steps without needing to jump Smile You can step for floor to chair, and from chair to table, without jumping up - or you can jump manually directly onto the table. The duck behaviour is sort of the opposite of this.


--

Yet another geek.


Re: The first demo (Windows ONLY)

All the functions appear to work as intended still getting ~64 FPS.


Re: The first demo (Windows ONLY)

Bronze Member
Hexon wrote:

I think that the use of the NUM pad in games is generally good, and leaves the keyboard open, although I am aware that some people dont have NUM pads (laptops etc.) so this may not work well.

I would suggest NUM 8 instead of w
NUM 2 as oppose to s
NUM 4 as oppose to a
NUM 6 as oppose to d

And NUM 5 is left open for an action e.g. crouch, jump, fight, enter door

Just an idea

Hexmeister

ASDW are pretty standard keys for movement, especially in MMORPG's (I've played a few in my time! Mr. Green ) as most people use their mouse with their right hand, and so you want the keyboard stuff you use on the left side of your keyboard!

@ Dewi > I would guess the option to remap the command keys (or have more than one command key per action) would be quite a good idea at some point?


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"You can't go around building a better world for people. Only people can build a better world for people. Otherwise it's just a cage."


Re: The first demo (Windows ONLY)

Admin

Yup! My roadmap for this app at the moment goes roughly:
1) Remappable keys (50% done).
2) Networking.
3) Object creation.

I'm also working on the terrain generation app in parallel, though.

Unfortunately every time I sit down to work on either of these, someone gives me other work instead. This is becoming really, really annoying.

Tomorrow I start my new job, so this is only going to get worse Sad


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Yet another geek.


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