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Daimonin Forum  |  Development  |  Daimonin project  |  3D client  |  Topic: Ranged attack « previous next »
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Topic: Ranged attack  (Read 1911 times)
polyveg
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« on: January 01, 2007, 09:17:47 pm »

I have started to code the ranged attack...


Its planed to divide the skeletons of all human controlled lifeforms into 2 parts.
1 upper part and 1 lower part, so that you can run around while shooting on michtoen.
And of course the arrows/darts/... will fly in a nice ballistic way.

in the screeny you can see some strange yellow gfx's. Thats because cat666 asked for smilie support. Its very simple to add new graphics:  
Just draw them into client3d/media/textures/Imageset.png and put the pos/size into client3d/media/xml/GUI_ImageSet.xml
Code:
<ImageFntExt name= "FontExtensions">
        <State name= ":)"  posX=  "0" posY= "414" width= "10" height= "10" />
        <State name= ":("  posX= "11" posY= "414" width= "10" height= "10" />
        <State name= ":D"  posX= "22" posY= "414" width= "10" height= "10" />
</ImageFntExt>
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smacky
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« Reply #1 on: January 01, 2007, 09:42:36 pm »

Nifty. I've always wanted to shoot Michtoen while running. Smiley

Quote
And of course the arrows/darts/... will fly in a nice ballistic way.

What exactly does this mean? IIUC (which I quite likely don't) Client3D will introduce a functional third dimension, a Z-axis, to Daimonin. So would it be possible to, say, fire your arrows steeply into the air to drop them on targets hiding behind walls? Will gravity decrease an arrows height as it travels horizontally (a feature in, for example, the Elder Scrolls games which I absolutely love) so you need to fire above a distant target to hit it (I can see this would be difficult to achieve in a third person view though)?

Quote
in the screeny you can see some strange yellow gfx's. Thats because cat666 asked for smilie support. Its very simple to add new graphics:

Just static graphics like Smiley or animated ones like :roll:?
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polyveg
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« Reply #2 on: January 01, 2007, 10:09:40 pm »

Like in the 2d version you wont have much influence on the flight path, but it will look more realistic.
Depending on the weight of the missile you will see it follow an arc shaped course.
If you can reach enemies behind a wall or not - is totally controlled by the server.

just static. I don't like flickering things in my output window.
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DuToit
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« Reply #3 on: January 01, 2007, 10:30:31 pm »

nice...it sounds cool.so if teh dart,arrow..ect. misses teh target it will hit the groud,walll it will disappeaer after a few munits.and will the arrows break in half if liek hitting a wall.
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grommit
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« Reply #4 on: January 01, 2007, 10:31:55 pm »

That green health bar - is it reducing from left to right? Because I think one expects it to go the other way. (all looks very nice BTW).
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polyveg
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« Reply #5 on: January 01, 2007, 10:42:00 pm »

@DuToit
something like that. and it will also stick in the body of an enemy.

@grommit
hm, if people get confused by it - I will change it.
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smacky
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« Reply #6 on: January 01, 2007, 10:56:17 pm »

I must admit I hadn't noticed the health bar on a static screenshot but ingame I'm sure I would. I agree with Grommit.
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gring0
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« Reply #7 on: January 08, 2007, 03:58:02 am »

is there a 3d linux client?
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grommit
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« Reply #8 on: January 08, 2007, 12:35:48 pm »

Quote from: "polyveg"
hm, if people get confused by it - I will change it.

Maybe it would be ok for when you implement the Hebrew and Arabic right-to-left versions...  :wink:
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polyveg
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« Reply #9 on: January 08, 2007, 08:17:15 pm »

@gringo: daimonin is platform independent

@grommit: I have decided to use mandarin text for the health status Wink
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gring0
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« Reply #10 on: January 08, 2007, 08:55:49 pm »

where can i download it then?
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polyveg
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« Reply #11 on: January 08, 2007, 09:04:44 pm »

http://sourceforge.net/svn/?group_id=53415
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Unislash
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« Reply #12 on: January 09, 2007, 12:31:39 am »

Polyveg: last time i checked (night of CVS->SVN migration), Codeblocks wasn't updated--or at least brought a ton of errors. I noticed that setup.bat wasn't doing anything though (as in not taking a bit of time and making files in the codeblocks folder)... does it work for you?

It is fixed; i needed the .tgz packages from another source (i used the old CVS folder on my computer). Apparently, they take up too much space and are being put elsewhere?

Cheers,
Unislash
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polyveg
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« Reply #13 on: January 09, 2007, 05:45:11 pm »

I would like to say RTFM, but there was a typo in it.... so I will remain silent Wink
You need the binary build pack to compile the client3d (located on the sf dl page).
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tehill
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« Reply #14 on: January 09, 2007, 06:44:45 pm »

Unislash must have had a bad day, spelled his own name wrong.  :lol:
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Daimonin Forum  |  Development  |  Daimonin project  |  3D client  |  Topic: Ranged attack « previous next »
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