Croza Posted March 17, 2011 Author Share Posted March 17, 2011 Update: Pathfinding worked, ish. Final map loading complete (lots of lists involved). Next step to 'smooth' corners. Awesome! Looking at this fast progress, I'm guessing there's going to be an alpha out soon? We'll bring out a pre-alph soonâ„¢ Also, i forgot to welcome Annonymouse and McStudz to the team :D Link to comment Share on other sites More sharing options...
Croza Posted March 30, 2011 Author Share Posted March 30, 2011 Making slow progress... If anyone wants to make textures for walls, they wouldn't go amiss :P Link to comment Share on other sites More sharing options...
je007 Posted April 26, 2011 Share Posted April 26, 2011 I'll make some textures. They may not be very good, but hopefully better than current ones. Link to comment Share on other sites More sharing options...
Anonymouse Posted April 29, 2011 Share Posted April 29, 2011 Why is this in Overhaul Mods? Request move to Open Rock Raiders / Project Discussion. Edit: Thank you :) Link to comment Share on other sites More sharing options...
je007 Posted May 3, 2011 Share Posted May 3, 2011 Not sure where to post... this topic or the other RR2 topic. I'll post here; its longer. I worked on some wall textures. I'll leave WHAT wall types they are up to you. [posted in gallery] external links to images: https://docs.google.com/leaf?id=0BzVVDATQueAtODhhMzA4ZWMtZTBhMS00NmI3LWFmOTMtNTg1MGFkYmE3YTVj&hl=en https://docs.google.com/leaf?id=0BzVVDATQueAtNzNhMTU3ZGMtYmIyNy00YTlhLTk2MjktZGFhNWUyZTQzM2M4&hl=en Link to comment Share on other sites More sharing options...
Anonymouse Posted May 4, 2011 Share Posted May 4, 2011 Not sure where to post... this topic or the other RR2 topic. I'll post here; its longer. I worked on some wall textures. I'll leave WHAT wall types they are up to you. [posted in gallery] external links to images: https://docs.google.com/leaf?id=0BzVVDATQueAtODhhMzA4ZWMtZTBhMS00NmI3LWFmOTMtNTg1MGFkYmE3YTVj&hl=en https://docs.google.com/leaf?id=0BzVVDATQueAtNzNhMTU3ZGMtYmIyNy00YTlhLTk2MjktZGFhNWUyZTQzM2M4&hl=en The shapes are good and stuff, but it doesn't really look good as a texture on a 3D wall... Thanks though :) Link to comment Share on other sites More sharing options...
Amauros Posted May 8, 2011 Share Posted May 8, 2011 have you tried the vanilla LRR textures? Link to comment Share on other sites More sharing options...
Croza Posted May 8, 2011 Author Share Posted May 8, 2011 Yes, but we don't want to distribute them (copyright :L ). I know Lego probably don't give a damn over Rock Raiders any more, but RRU has permission somewhere from Lego to make open source versions of their games, as long as we make everything ourselves and don't distribute lego's own stuff However, if you have the original game files you can use them - and we would advise to, cause they are the best ^_^ And those textures are awesome but I'm not sure if they'd tesalate properly (sorry for bad format, on mobile) Link to comment Share on other sites More sharing options...
STUDZ Posted May 8, 2011 Share Posted May 8, 2011 OK, on the RRU wiki, it says for RR2 that I am planning to help in some way... Unfortunately, this will not be happening. I can't get Panda3D to run on my Cr@ptop (something to do with shading not registering on my video drive or something). On top of this, I am a TOTAL N00B when it comes to programming ANYTHING. It took me TWO HOURS to set up Singleplayer Commands on Minecraft. So, I will probably be a hindrance to the entire project. That and I have a life school stuff to do right now (primarily preparing for a National Band Festival in two weeks), so I probably wouldn't be able to help much anyways. Sorry guys. Link to comment Share on other sites More sharing options...
Anonymouse Posted May 9, 2011 Share Posted May 9, 2011 OK, on the RRU wiki, it says for RR2 that I am planning to help in some way... Unfortunately, this will not be happening. I can't get Panda3D to run on my Cr@ptop (something to do with shading not registering on my video drive or something). On top of this, I am a TOTAL N00B when it comes to programming ANYTHING. It took me TWO HOURS to set up Singleplayer Commands on Minecraft. So, I will probably be a hindrance to the entire project. That and I have a life school stuff to do right now (primarily preparing for a National Band Festival in two weeks), so I probably wouldn't be able to help much anyways. Sorry guys. Remove it if you like. You can still help otherwise, of course - we'll probably be wanting sounds, definitely models and textures... So do whatever you can and want :) Link to comment Share on other sites More sharing options...
Anonymouse Posted May 18, 2011 Share Posted May 18, 2011 Sorry about this but... I'm quitting the project. It looks promising and I did spend quite a lot of time on it and am satisfied with the results, but I have come to hate panda so much that I will stop working on it. Panda's API is too ugly and its use too non-pythonic for me. I will still help, fixing something if Croza's stuck, but won't actively participate in its development. Link to comment Share on other sites More sharing options...
Croza Posted May 18, 2011 Author Share Posted May 18, 2011 Sorry about this but... I'm quitting the project. It looks promising and I did spend quite a lot of time on it and am satisfied with the results, but I have come to hate panda so much that I will stop working on it. Panda's API is too ugly and its use too non-pythonic for me. I will still help, fixing something if Croza's stuck, but won't actively participate in its development. another one bites the dust... I shall just have to go on without you :'( Link to comment Share on other sites More sharing options...
je007 Posted May 19, 2011 Share Posted May 19, 2011 I dislike certain graphics APIs too! I made an attempt to get panda3D working. nothing yet, and I'm too lazy/preoccupied to try more. Once I get it up and have a chance to decipher the source, I might try to contribute some code. Link to comment Share on other sites More sharing options...
Anonymouse Posted May 20, 2011 Share Posted May 20, 2011 Mind, I will still contribute a little code, just won't be as active and will only do anything as long as it doesn't involve the graphics. Link to comment Share on other sites More sharing options...
Croza Posted May 21, 2011 Author Share Posted May 21, 2011 I dislike certain graphics APIs too! I made an attempt to get panda3D working. nothing yet, and I'm too lazy/preoccupied to try more. Once I get it up and have a chance to decipher the source, I might try to contribute some code. Yay Do you know python? Mind, I will still contribute a little code, just won't be as active and will only do anything as long as it doesn't involve the graphics. Cool, any contributions better than no contributions :D Link to comment Share on other sites More sharing options...
je007 Posted May 21, 2011 Share Posted May 21, 2011 Yay Do you know python? Ish. It's not THAT different from everything else. Link to comment Share on other sites More sharing options...
je007 Posted May 22, 2011 Share Posted May 22, 2011 I'm not sure if this is the right topic, but I'm having problems loading the game. I [have Windows and navigate to the folder and then] type "python main.py". A black window pops up and then dissapears after a few seconds. Link to comment Share on other sites More sharing options...
Croza Posted May 22, 2011 Author Share Posted May 22, 2011 I'm not sure if this is the right topic, but I'm having problems loading the game. I [have Windows and navigate to the folder and then] type "python main.py". A black window pops up and then dissapears after a few seconds. Either make a .bat similar to the one below (use notepad or something to save it as a .bat file, edit as applicable) or use the command prompt and run it from there. This means that if there is an error, you can see what it was ^_^ And most likely it's because the wrong map is in the config... file.py pause Link to comment Share on other sites More sharing options...
je007 Posted May 22, 2011 Share Posted May 22, 2011 In config: testing_map: data/maps/ten.zip is that right? Command Prompt: C:\...\RR2>python main.py DirectStart: Starting the Game. Known pipe types: wglGraphicsPipe (all display modules loaded.) C:\...\RR2> (NOTE: I put the ... in the C:\... It'snot actually there.) Link to comment Share on other sites More sharing options...
Croza Posted May 23, 2011 Author Share Posted May 23, 2011 In config: testing_map: data/maps/ten.zip is that right? Command Prompt: C:\...\RR2>python main.py DirectStart: Starting the Game. Known pipe types: wglGraphicsPipe (all display modules loaded.) C:\...\RR2> (NOTE: I put the ... in the C:\... It'snot actually there.) You need to run RR2.py not main.py to get it to work And if installed properly, you don't necessarily need the python bit before main.py, but that is just personal preference And i wouldn't get too accustomed to the code, there is going to be a monster rewrite soon... Edit: By monster i mean big, there will be no actual monsters. Link to comment Share on other sites More sharing options...
je007 Posted May 25, 2011 Share Posted May 25, 2011 ah. that would make sense. Thx you! EDIT: going to be a monster rewrite soon how soon? Link to comment Share on other sites More sharing options...
Croza Posted June 3, 2011 Author Share Posted June 3, 2011 ah. that would make sense. Thx you! EDIT: going to be a monster rewrite soon how soon? I'd say next month some time, cause i have school exams for a while, so no free time, but after that i should be able to spend more time on stuff :D Link to comment Share on other sites More sharing options...
Croza Posted June 15, 2011 Author Share Posted June 15, 2011 Ok, big bit of the re-write complete (that means very basic map loading, and i also included a very early map converter) Next will be finishing the map loading (height again etc.), then it's time for some mining :D Link to comment Share on other sites More sharing options...
Croza Posted June 30, 2011 Author Share Posted June 30, 2011 Latest release: here First pre-release is now here To run: If you happen to have a working copy of Panda3D installed (unlikely) and working properly, you can try the .bat in the game directory (it runs RR2.py). Otherwise, open RR2.py in the game subdirectory (".../game/RR2.py") with python.exe which is found in the python directory (".../python/python.exe") To edit: Have a look at the .cfg files in game/data/config/ (with a text editor). They should be simple enough, but here is the basic outline as it stands now: The main.cfg tells the program which bit goes where - as in it pieces the other .cfgs together. Under main, the only part that are in use currently are the wall_config_file - which is the path to the walls.cfg file to be used. wall_types tells what the hex value of each byte in the Surf.map file means. So, by default a 00 value in the Surf, will point to 0, being ground. The name on the right corresponds with the name found in walls.cfg. The walls.cfg is all the data for each separate file type. If you wish, you can add in extra types by using another as a template, and changing the main.cfg accordingly. user.cfg and unit.cfg are currently un-used, and are in development, but are to show what they could be like. Hope that this helps, and happy testing looking around :D Link to comment Share on other sites More sharing options...
Anonymouse Posted July 1, 2011 Share Posted July 1, 2011 Latest release: here First pre-release is now here To run: If you happen to have a working copy of Panda3D installed (unlikely) and working properly, you can try the .bat in the game directory (it runs RR2.py). Otherwise, open RR2.py in the game subdirectory (".../game/RR2.py") with python.exe which is found in the python directory (".../python/python.exe") To edit: Have a look at the .cfg files in game/data/config/ (with a text editor). They should be simple enough, but here is the basic outline as it stands now: The main.cfg tells the program which bit goes where - as in it pieces the other .cfgs together. Under main, the only part that are in use currently are the wall_config_file - which is the path to the walls.cfg file to be used. wall_types tells what the hex value of each byte in the Surf.map file means. So, by default a 00 value in the Surf, will point to 0, being ground. The name on the right corresponds with the name found in walls.cfg. The walls.cfg is all the data for each separate file type. If you wish, you can add in extra types by using another as a template, and changing the main.cfg accordingly. user.cfg and unit.cfg are currently un-used, and are in development, but are to show what they could be like. Hope that this helps, and happy testing What is there to test? Or are you just posting this to show your progress so far and annoy everyone by having them try to install panda? Link to comment Share on other sites More sharing options...
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