Omicron - prerelease 0.5 "In the swamps..."

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azekill_DIABLO
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Re: Omicron - prerelease 0.4 "Aquatics"

by azekill_DIABLO » Sat Sep 08, 2018 19:26

That's really unfortunate... If the game's compiles whtout errors and if craft ng runs on your system the problem may come from open Gl... Try using the same method as the one i told to texmex above. Tell me if it still persists after :)

EDIT : viewtopic.php?f=14&t=20478&start=100#p329890

For the signature i can understand it bother you but understand i wish to make the game much bigger... Why should i don't write just my name? It's planned to get removed once I manage to give a proper UI to the game. Understand i give TOTAL credit to the creators of craft and craftng for the ground work. It's not to be pretentious.

h


EDIT2 / DEVLOG: I rebased ocean system. Water now generates accordingly to normal mapgen, meaning water will generate under a certain level (45 in this case). It allows to have smooth slopes going into water and proper beaches all around. It's easely tweakable, looks nicer and runs much better.

Full code: (much much smaller code :D)
Code: Select all
// Ocean new prototype (generates water at a low level)
            for (int y = 22; y < 45; y++) {
            func(x, y, z, Item_WATER * flag, arg);
         }
           
            // ice on frigid biomes
         float biomen = simplex3(-x * 0.0005 * (1 / BIOME_SIZE), -z * 0.0005 * (1 / BIOME_SIZE), q * 0.001, 2, 16.0, 1);
         if(biomen > (4.0f/5.0f) && biomen < (5.0f/5.0f)) {
            // 2 ice layers on water
            if (simplex2(x * 0.0004, z * 0.0004, 8, 1.5, 2) > 0.6) {
               func(x, 43, z, Item_ICE * flag, arg);
               func(x, 44, z, Item_ICE * flag, arg);
            }
            }

EDIT3: Update soon boiz! I think I'll try to change something about transparency to make water-chunk-border glitch disappear. And maybe add a new biome!

EDIT4: Transparency done, see by yourselves:
Image
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screenshot-debbuged-water.jpg
No chunk border weird things :D
No bugs with water removal :D
No (big) performance loss :D
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Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sun Sep 09, 2018 16:07

OMICRON pre-release 0.5 "In the swamps..."


Image
And a new update! A lot of improvements regarding previous updates have been made. Water render has been improved again... and plenty other things were added!

  • Mapgen
    • Oceans have been totally rebased! They now have proper sloped beaches and look much better and deeper.
    • Re - Addition of icebergs in taiga biomes.
    • Addition of swamp biome (contains trees with vines, special grass, mushrooms).
    • Addition of mushroom patches in swamps and plains.
    • Addition of ferns in taiga.
  • Blocks
    • Addition of clay.
    • Addition of sandstone and sandstone bricks.
    • Addition of ferns, swamp grass, mushroom, mushroom patch.
    • Addition of cobble and stone bricks.
    • New water texture taken from this minetest TP and modified.
  • Block renderer improved (no more chunk border bugs in water).

*red is important.

Screenshots of the new content:
Image
New blocks in use (water and cobble have changed since).

Image
A presentation of the swamp blocks and new textures.

Image
Just an older screenshot to show the lack of rendering glitches in water.


Note: I received complaints about GLSL shaders version being unable to run well on some systems like Mac or Linux... If you have such a problem, please read the top part of this post to avoid further problems.

Have fun with the 0.5 update! And remember to tell me about anything you'd like to change in the game! Thanks!
Attachments
screenshot-update-0.5.jpg
Enjoy the 0.5 blocks :D
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Re: Omicron - prerelease 0.5 "In the swamps..."

by crazy_baboon » Mon Sep 10, 2018 15:35

"And remember to tell me about anything you'd like to change in the game! Thanks!"

IMO, the best thing you could add is decent lighting and shadow mapping. Everything else is already in Minetest.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Mon Sep 10, 2018 18:27

crazy_baboon wrote:IMO, the best thing you could add is decent lighting and shadow mapping. Everything else is already in Minetest.

I might remove this sentence in the future if the only answers I get are of the kind 'you're game's not worth minetest'. And really obviously it's planned.

EDIT: BTW guys thanks for the poll you really help me. 9 vs 9. Well i'll see. thanks for voting anyway :D
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by texmex » Tue Sep 11, 2018 15:54

Hi azekill,
I tried editing the files according to your instructions but now it throws me "gethostbyname: Undefined error: 0" and crashes.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Tue Sep 11, 2018 17:38

texmex wrote:Hi azekill,
I tried editing the files according to your instructions but now it throws me "gethostbyname: Undefined error: 0" and crashes.

Thanks for reporting back. At least the shaders are no longer in question… However this error is quite surprising, Inever saw it for this game… Can you successfully compile and run CraftNG? Honestly, if you can't run craft NG that means there's a deep hidden problem.

Please give me:
> Presice OS specs (os, version, distro, version of GCC [no idea how to get that] and any other small information you judge neccessary like special programs installed)
> Full debug since the start of the compilation.
> A small explanation of how you tried to build and run the game, to see if you maybe missed a step, or if the doc needs to be actuated (very likely it'll have to).
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Fri Sep 14, 2018 18:04

DEVLOG: Tiny devlog, added a greener sky to swamp, and made the sky transition much smoother. The atmosphere changes quite slowly, it's not really noticeable if you don't pay attention. I really like the feeling it gives!

Image
It's green. Very green. Maybe... I'll make it darker don't know.

EDIT / DEVLOG: Corrected the ulgy bug of text background not showing. It's now same as the original, so much easier to read. Sorry if it disturbed people, I forgot a test OpenGL function in the code.
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screenshot-swamp-sky-greener.jpg
And sky changes smoothly now :D
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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Sun Sep 16, 2018 07:49

There is a makefile... But I think azekill_DIABLO already released some compiled builds ?
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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sun Sep 16, 2018 10:16

Arelon Lightweaver wrote:How do I compile Omicron?

I'll omit CraftNG part, becuz it's not my project. In case of problems with it, contact twetzel on his github page.


[url]https://github.com/azekillDIABLO/omicron/#omicron-by-azekill_diablo
[/url] this link should give you all the info needed to compile on multiple platforms. However, the linux executable is already inclued!

LMD wrote:There is a makefile... But I think azekill_DIABLO already released some compiled builds ?

Yep! the linux one is inculed in the download! However I can't compile for other platforms... :(
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Thu Sep 20, 2018 18:55

CONCEPT: Today I discussed with 2 awesome friends. They gave me really nice ideas for the game in long term. Here's the result of the 'brainstorming'!


The idea of tha game would be:
You spawn in a village do small quests and wander around for a while… And a major attack would change everything. Something like an orc raid in the concept. You would then have a choice:
- start a long lasting battle against evil, trying to find allies
- rejoin evil and conquer the world, to eventually become the lead of bad guys
- become a lone wolf, trying to survive in the corrupted lands, being nor good nor evil.

The whole concept is really terraria like: A kind of 'Corruption' that's starting to cover the whole world that contaminates earth, water, entities… Until you fight them and find a way to restore them. Or help it to spread and become the world's master. Or do nothing and just try to survive alone.

Other notable features or objects that could ba Added in-game:
- a 'purificator', with a seriously enormously expensive craft (enjoy the exageration)
- a specific material; ore, plant from corruption that you must get to achieve purification
- medieval vehicules, carts trackted by horses for example, allowing to carry your stuff in quantity (chests and beds)
- medieval firearms, rifles with long reload (sniper), very innacurate but powerful shotguns (one shot = one reload), and heavy artillery pieces on wheels carried by horses. Siege towers could be Added too.


Note: Those features will only be available or useful in certain conditions: the cart will be more useful for lone players that go solo, siege towers will be useable only if you have a big army behind you, the artillery peices will likely be rare and legendary/unique items that are rewards for world exploration and quests.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sun Sep 23, 2018 17:33

DEVLOG: Added the hud as twetzel did on his dev build. I'll modify it in order to get an ingame main menu. For now a little cute heart is showing at the bottom left of the screen... role? Nothing!

Image

EDIT: I need help! How to get a font (or a converter) which is stored in a 512 by 512 pixel .png like the font already in Omicron? I'm searching a pixely font for the game but I can't find a proper format for font... How can I get similar .png fonts?
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Your a healthy boi :D
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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Sun Sep 23, 2018 19:37

Here comes your help : https://github.com/magicctf/java-helper ... tters.java
(a Java program which renders a font as characters, sure you can find out how to make it work/tweak it, if not, reply here.)

aargh - I really want to contribute but got so much other stuff running and find it hard to find my way into this...
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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Mon Sep 24, 2018 11:11

Thank you LMD, i'll look at this :D
Don't worry if you can't help... There will be work for long.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Wed Sep 26, 2018 19:01

Image
Hardcoded java gui from a java application i once made...
hope you don't feel as lone anymore :)
EDIT : probably take a look a MTPC's GUI, it's simpler.
Probably I can help you with a GUI, I've wasted spent alot of time creating unique GUIs...
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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Thu Sep 27, 2018 18:47

Hey I know this app I got it :D I didn't recognize it when I first saw it but that's funny!

In java you can create guis more easely it seems. anyway, the little heart you see will allow me to do a real gui. The hardest part will be making buttons. Thanks for helping me out LMD!
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Thu Sep 27, 2018 19:05

np ! making gui won't be that hard. but you have to show the cursor - without cursor, no buttons !
so you have to temporary stop Omicron from making the cursor stick in the middle if the user presses ESC key to enter inventory...
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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Fri Sep 28, 2018 16:09

LMD wrote:np ! making gui won't be that hard. but you have to show the cursor - without cursor, no buttons !
so you have to temporary stop Omicron from making the cursor stick in the middle if the user presses ESC key to enter inventory...

Oh should be easy enough. actually, if I remember, Omicron has a simple function I can modify called handle_mouse_input. Fairly easy :D Then a few position test and click detection and boom!
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Sat Sep 29, 2018 08:34

I wonder whether I could recreate something similar using OpenGL 2 and FreeGLUT...
But I don't think so xD
BTW which libraries does it use ?
*Considering using a library for the GUI...*
Have you thought of a Discord Channel for Omicron ?
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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sat Sep 29, 2018 11:00

LMD wrote:I wonder whether I could recreate something similar using OpenGL 2 and FreeGLUT...
But I don't think so xD

xD I'm pretty sure you can

BTW which libraries does it use ?
*Considering using a library for the GUI...*

Uh. idk... GLEW, OpenGL and SQlite. I didn't find any reliable lib.

Have you thought of a Discord Channel for Omicron ?

Yep I'll do one later!
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Tue Oct 02, 2018 17:27

Couldn't prgram this Week-end… :C

However I made fast some concept textures for buttons and else. Still very wip, I Wonder how it will look in-game!
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sat Oct 06, 2018 18:52

DEVLOG: Found a way to make different game states and made a small variable to switch between them. So i can do a menu and an in-game state. (I just added an int a if). At least I found the good place!
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sun Oct 21, 2018 17:53

I'm still alive and working on this project ;P
I had a lot of work recently, sorry.

I have some working things on the menu, I just have to try render to render a background and then I'll do buttons.

EDIT / Dev' Images:
Image
A very wip proof of concept. Cursor is handled. The heart is a placeholders for eventual buttons.
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More than it seems...
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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Tue Oct 23, 2018 10:00

DEVLOG: I created a new font for the game, it's much smaller than the last one, and for the moment, it's rendered too small, I must find a way to tweak this. Anyway here it is:
Image
It's only 128 * 128, every character being 16 pix * 8 pix (prefered size is 5 * 7)
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font.png
128 * 128 pixels
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