(2008.10.08 10:55 PM)ggadwa Wrote: [ -> ]I'll do my best to try to get out a windows build with the next beta.
Update: I'm taking a little break from the physics and conquering networking, to at least get LAN based games back in order. I have a couple new game types I was going to try to script out for testing, and want to make headway on that, also.*
I'm doing another experiment (like with the better fonts) to see how well I can do the setup interfaces in a more of a on-the-fly way. The problem is every time I add or subtract a tab, or change a button, or add a screen, everybody has to rush and make more graphics. I actually bought UT2003 ($20 at amazon!) and have been going up and down it's networking/setup etc to see how "professional" games do it. It's setup is pretty stark. I'm not going to copy it, but it works very well and I'm trying to stay away from making the start-up costs (or when I make changes, redo costs) to high.
The UT networking works extremely well -- that's my target -- to be that good or better.
* I want to have working scripts for deathmatch, team deathmatch, CTF, and I was thinking of a "tiki grab" game where a random number of tiki appear (always odd), and you can pick up a certain number and deposit them at your base. If you die, you drop all your tiki where you die. Once all the tiki are in, the team with the most wins.
[>] Brian
Good.
Don't worry about the UI graphics; I'd rather have a better interface and have to make a few more graphics than have a shitty interface with fewer grahics.
Good to know that you're finally getting to improving networking. I'm looking forward to a working multiplayer.
This "tiki" game sounds like it could be a lot of fun and would be a neat addition to the Multiplayer aspect of Dim3.
Collecting Tikis?
Reminds me of that awesome game for OS 9 that I played years ago... :P
Brian--for the buttons in the interface, it would be nice if it could use the default button picture if there was no "button_selected" image.

(2008.10.09 12:22 PM)ccccc Wrote: [ -> ]Brian--for the buttons in the interface, it would be nice if it could use the default button picture if there was no "button_selected" image. 
I've done this.
A couple more updates: I've added some new features to the HUD so you can "tint" interface elements. This is something I completely missed until playing UT. Basically, it's impossible to tell what team you are on
Now you can have interface elements that tint to your screen color (and they have a default color for single player.) It's all automatic, and I'll have some examples for the next beta.
[>] Brian
Another progress report:
I've done some minor physics fixes and editor/animator fixes (will be doing more editor work.) While I was at that, I took a break and started to work full-force on networking.
I've uncovered and fixed a large number of bugs, and I'm testing with a Intel and PPC mac, so I'm also catching any network byte-ordering issues. I've added some new stuff to make much stronger game type support and changed some of the scripts to act better (for instance, the capture the flag script will hide the flag if it's not a CTF game.)
I've also done a fair deal of work on the interface and other related networking items, and more work on making sure it's very fault tolerant. As I said earlier, I bought a copy of UT2003 and the smoothness of that is my target.
Networking has been something that "worked" for some and was completely un-functional for others. I'm hoping to get past that for the next beta.
[>] Brian
when you're relatively done, you should team up with some of the great modelers on this site and make a new awesome demo game!
(2008.10.13 11:40 AM)dashzed Wrote: [ -> ]when you're relatively done, you should team up with some of the great modelers on this site and make a new awesome demo game!
The "team up" idea has been suggested here many, many times. It always comes to nothing. The great modelers on this site have their own awesome games they're working on, so they can't contribute as much to a group project. Also, organizing and orchestrating a project, and coming up with ideas that an entire team will be willing to work on is not an easy thing to do, and it takes up time and effort that people could spend working on their own games.
Frankly, I'd rather see some great
actual games than a great demo project.
(2008.10.13 12:49 PM)cyst Wrote: [ -> ] (2008.10.13 11:40 AM)dashzed Wrote: [ -> ]when you're relatively done, you should team up with some of the great modelers on this site and make a new awesome demo game!
The "team up" idea has been suggested here many, many times. It always comes to nothing. The great modelers on this site have their own awesome games they're working on, so they can't contribute as much to a group project. Also, organizing and orchestrating a project, and coming up with ideas that an entire team will be willing to work on is not an easy thing to do, and it takes up time and effort that people could spend working on their own games.
Frankly, I'd rather see some great actual games than a great demo project.
Exactly.
You also need:
*Great Texture artist (VERY important)
*Great Level designers
*Great writers
*Great sound designers
*Great music designers
The models are just the tip of the iceberg. In the end, the more real games the better. Eventually, there won't be any need for a specific demo game, instead the dim3 demo will contain elements of real games that people will lend.
(2008.10.13 01:50 PM)Alexander Smith Wrote: [ -> ] (2008.10.13 12:49 PM)cyst Wrote: [ -> ] (2008.10.13 11:40 AM)dashzed Wrote: [ -> ]when you're relatively done, you should team up with some of the great modelers on this site and make a new awesome demo game!
The "team up" idea has been suggested here many, many times. It always comes to nothing. The great modelers on this site have their own awesome games they're working on, so they can't contribute as much to a group project. Also, organizing and orchestrating a project, and coming up with ideas that an entire team will be willing to work on is not an easy thing to do, and it takes up time and effort that people could spend working on their own games.
Frankly, I'd rather see some great actual games than a great demo project.
Exactly. 
You also need:
*Great Texture artist (VERY important)
*Great Level designers
*Great writers
*Great sound designers
*Great music designers
The models are just the tip of the iceberg. In the end, the more real games the better. Eventually, there won't be any need for a specific demo game, instead the dim3 demo will contain elements of real games that people will lend.
Myself, I'd rather see the people here finishing their games and getting them out. Making a game -- especially a good one -- is a very long and involved endeavor, and one good game from any of these guys will do much better for dim3 than any demo I could produce, even with good assets.
My best bet is to keep plowing forward and support the people when they need it.
[>] Brian
Hey brian, I noticed a problem where specular isn't being displayed correctly (I think it's specular).
Behold the WTF-ness:
![[Image: Picture1-11.png]](http://i160.photobucket.com/albums/t191/Zeoman1001/Picture1-11.png)