Jump to content


Photo

Special effects


  • Please log in to reply
906 replies to this topic

#201 Florian

Florian

    Goblin

  • Members
  • 904 posts

Posted 23 January 2007 - 10:01 PM

Isn't there a little poison icon that comes up in the corner?

Sure there is.

I would not support coloring the ENTIRE view area at all, any shade.

Make it configurable. Some people might like the "magic mushroom" color effects.

#202 Roja

Roja

    Unicorn

  • Admin
  • 8802 posts
  • Gender:Not Telling

Posted 23 January 2007 - 11:06 PM

Something like this isn't worth being configurable. You can only config so many things.

#203 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 26 January 2007 - 06:54 AM

Poison: I have a somewhat subtle but nice looking poison effect already created. Little bits of green and black float around your skin. When it damages you, there's a faint puff of it.

Status: Website work is winding down, but I'll be working on it intermittently for the next week or two, I'm sure. Tonight is the first chance I've had to go back to EL effects. Working on the wrapper right now.

Edited by KarenRei, 26 January 2007 - 06:59 AM.


#204 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 05 February 2007 - 08:39 AM

Good news, which I think this screenshot sums up:

http://www.daughters...ts/ec_pic01.jpg

That is, to say:

1) I've got the eye candy system building with EL
2) I've got the start of a wrapper for the eye_candy system
3) I've got the effect (mostly) merged into the EL world -- enough that I can tell it to spawn a teleporter effect at an arbitrary point in the world, and, well, you see it there :)

Oy, this was tricky. Lots of segfaults early on due to trying to make the C and C++ mesh properly. Had to work all weekend to get it to work out. :P As for #3, luckily I already had the effects scaled properly for the world :) Unfortunately, I used different axes than EL -- the world was the XZ plane in mine, while it's the XY plane in EL. A bit of playing with a glRotatef and some tweaking of the coordinates passed to the wrappers did the trick.

You may notice that the FPS in the upper right is funky (so is all text). Also, I think I messed up the lighting somehow, so I'll need to track that down. After those bugfixes, I'll wrap all of the other effects based on my teleporter wrapping, and then it'll be a case of calling the wrappers where they belong. I'd probably want to do a few "extras" as well -- for example, when a person teleports, shift their model's alpha to fade them out and then back in.

Anyways... encouraging news right now. :)

#205 Acelon

Acelon

    Bear

  • Moderators
  • 5012 posts
  • Gender:Male
  • Location:My secret house in Palon Vertas

Posted 05 February 2007 - 09:27 AM

Great news! The beam effect looks great in that screen shot.

Hope the bug fixes go well.

#206 Roja

Roja

    Unicorn

  • Admin
  • 8802 posts
  • Gender:Not Telling

Posted 05 February 2007 - 02:28 PM

great work!! This is really exciting, can't wait to see the effects in action :P

#207 Entropy

Entropy

    teh G0d

  • Admin
  • 14251 posts
  • Gender:Male
  • Location:USA

Posted 11 February 2007 - 08:42 AM

That's excellent news. I am working at integrating Schmurk's collision code in the server, that will allow not only for missiles but for new spells as well, such as icebolt and fireball (I didn't implement them because it would be stupid for them to go through obstacles).
By the end of the year EL will be so much better, hopefully :)

#208 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 12 February 2007 - 08:55 AM

Just a big heads up: tomorrow night or the day after, I should be releasing a (very big) patch to add preliminary support for the eye candy. All FX are wrapped, the aforementioned bugs (and others) are fixed, and only two (out of many dozens) of effects -- only those which have multiple targets for spells -- have anything left to do with them (and that, only because I'm too tired to finish tonight). I just need to finish them up, then clean things up for release and diff it all up. Todos that will remain:

1) Build systems other than Linux: I have no way to develop the Makefiles for them, as I only run Linux.
2) the libeye_candy library needs to be installed into a lib path, either systemwide or temporary. I've been setting my LD_LIBRARY_PATH for now.
3) Incorporating the textures into the binary distribution.
4) The biggie: having the special effects be triggered at the right times. I'll undoubtedly need some serverside help with this.

There are two big (commented out) blocks of eye candy test code in multiplayer.c. You can try out a given effect and see how it's called just by uncommenting a line or two.

Anyways, as I mentioned, either tomorrow night or the day after I'll be releasing this, and we can go from there. :( I'm very pleased how everything is looking. Especially the fireflies and blowing leaves effects; it's really nice ambiance, and I can't wait to see them hooked into appropriate maps.

#209 Entropy

Entropy

    teh G0d

  • Admin
  • 14251 posts
  • Gender:Male
  • Location:USA

Posted 12 February 2007 - 09:46 AM

Excellent.
One question though: Why does it have to be a lib, and not just the source code?

#210 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 12 February 2007 - 07:11 PM

It's C++, and so I found it easier to wrap as a library, based loosely on the cal3d wrapper. I imagine I probably could link it without it being a library, but I'd have to play around with it. I'll try it out.

Edited by KarenRei, 12 February 2007 - 07:13 PM.


#211 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 13 February 2007 - 08:47 AM

Yeay -- I got it done tonight :P Patch is up on the website:

http://www.daughters...candy.patch.bz2

It no longer builds eye candy as a library, so that issue is taken care of. The necessary eye candy graphics files are in eye_candy/textures, and need to be in your EL binary directory/textures/eye_candy. As a sample, to see some effects at the beam location, go into multiplayer.c, and you'll find two comment blocks -- one starting just before line 500, and the other just before line 600. Uncomment effects, and they'll spawn at the beam point. As an example, uncomment ec_create_breath_fire (~494), ec_create_bounds_list (~583), and ec_create_wind_leaves (~609). Leaves will dance around the beam point, and every minute, you'll get a dragon's fire breath.

#212 Roja

Roja

    Unicorn

  • Admin
  • 8802 posts
  • Gender:Not Telling

Posted 13 February 2007 - 03:43 PM

Sounds great ;)
Just one thing though, to stay consistent with the directories..can the texture files be put in the particles folder?

#213 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 13 February 2007 - 06:32 PM

Sure, if that's where you'd rather they be. It just takes changing (in eye_candy_wrapper.cpp):

eye_candy.load_textures("./textures/eye_candy/");

to:

eye_candy.load_textures("./particles/eye_candy/");

However, the particles directory has a bunch of .part files, while these are literal textures (PNG files loaded by SDL), so I didn't think that was the right place for them.

#214 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 16 February 2007 - 02:59 AM

Out of curiosity, what is the gameplan here? Since I can't access serverside code, I can't really finish this on my own. If there was a signal that was sent to the client for when to create each effect (and when to recall them if necessary), with where to center everything and the like, I'd gladly hook it into the client.

#215 Entropy

Entropy

    teh G0d

  • Admin
  • 14251 posts
  • Gender:Male
  • Location:USA

Posted 16 February 2007 - 06:16 AM

That's really good because soon (a few weeks, maybe?) we'll have a working collision detection code integrated in the server. Right now, it is in the server, but not tested at all, whatsoever.
So after we do some extensive testings, we can start implementing spells like fireball that will have a collision detection, and maybe you can implement that on the client with your special effects.

As for the things already existing, can you please make a list, if possible with screenshots, of everything you did, so we find some use for them, so that the server will send a message?

#216 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 16 February 2007 - 06:57 AM

Sure thing. I'll do that this weekend. That'll be a lot of screenshots :devlish:

#217 KarenRei

KarenRei

    Boar

  • Members
  • 792 posts

Posted 19 February 2007 - 06:50 AM

Oy, that took a long time! But here we go -- documentation with screenshots of pretty much everything (didn't get shots of the sword FX because they require moving swords, and I didn't want to take the time to hook them up to a moving object just to get screenshots). Also, since these FX are all about motion, you don't really get the full effect -- but you should get an idea.

http://www.daughters.../eye_candy.html

I also improved/bugfixed some effects (part of the reason it took so long; the rest of the reason is that there are just so darned many effects!) I made a new release of the patch; it also contains the documentation, so it's bigger than the previous patch:

http://www.daughters...-1.1.0.diff.bz2

In case the diff is too hard to use, this time I included a tarball of my entire EL source directory:

http://www.daughters....-1.1.0.tar.bz2

Remember: I only have a Linux testbed, so that's the only makefile I've tweaked.

Need anything else, just ask!

Edited by KarenRei, 19 February 2007 - 07:18 AM.


#218 Schmurk

Schmurk

    Boar

  • Members
  • 701 posts
  • Gender:Male
  • Location:France

Posted 19 February 2007 - 07:46 AM

Wow, I looked at all the screenshots and the effects are really awesome!
I'm looking forward seeing them ingame, great job! :icon13:

#219 Entropy

Entropy

    teh G0d

  • Admin
  • 14251 posts
  • Gender:Male
  • Location:USA

Posted 19 February 2007 - 08:46 AM

Wow, that's an excellent work!
I am going to add some server messages soon, after this week's update (so in a few days).

#220 Acelon

Acelon

    Bear

  • Moderators
  • 5012 posts
  • Gender:Male
  • Location:My secret house in Palon Vertas

Posted 19 February 2007 - 05:00 PM

WOW

I think that about sums it up.

I really like the dragon breath and harm spells!




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users