Author Topic: WebGL soldat map renderer  (Read 20533 times)

0 Members and 1 Guest are viewing this topic.

Offline themangokid

  • Major(1)
  • Posts: 11
Re: WebGL soldat map renderer
« Reply #20 on: March 08, 2015, 03:40:15 pm »
awesome!!! :D!! more of this:)

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: WebGL soldat map renderer
« Reply #21 on: March 08, 2015, 07:58:29 pm »
http://soldat.thd.vg/en/gather << this "still exists". :P

Except that "web app" I made with MM in ~2010 no longer has the soldat servers or the backend daemons running.
There are other worlds than these

Offline Furai

  • Administrator
  • Veteran
  • *****
  • Posts: 1908
    • TransHuman Design
Re: WebGL soldat map renderer
« Reply #22 on: March 09, 2015, 04:49:34 am »
http://soldat.thd.vg/en/gather << this "still exists". :P

Except that "web app" I made with MM in ~2010 no longer has the soldat servers or the backend daemons running.
Hence quotes around "still exists". I wasn't sure if it's even playable. And btw, you have been working on it with me. I was your alpha/beta tester. :P
"My senses are so powerful that I can hear the blood pumping through your veins."

Offline urraka

  • Soldat Developer
  • Flagrunner
  • ******
  • Posts: 703
Re: WebGL soldat map renderer
« Reply #23 on: March 09, 2015, 11:35:02 am »
The map viewer now has some options to switch scenery, polygons, wireframe, etc

http://urraka.github.io/soldat-map/

I also have in mind adding options to highlight specific polygon types (deadly, etc) and to show objects (spawn points, flags, etc).

By the way, anyone knows what the "active" field means in the PMS format? (check here http://wiki.soldat.pl/index.php/Map). Some structs like PMS_PROP have this field. Should I not render stuff that is not "active"?
urraka

Offline duz

  • Flagrunner
  • ****
  • Posts: 586
  • Old nick: HunterZ
Re: WebGL soldat map renderer
« Reply #24 on: March 09, 2015, 12:40:15 pm »
The map viewer now has some options to switch scenery, polygons, wireframe, etc

http://urraka.github.io/soldat-map/

I also have in mind adding options to highlight specific polygon types (deadly, etc) and to show objects (spawn points, flags, etc).

By the way, anyone knows what the "active" field means in the PMS format? (check here http://wiki.soldat.pl/index.php/Map). Some structs like PMS_PROP have this field. Should I not render stuff that is not "active"?


How hard is to put a player with the same Soldat movement, 3 weapons (auto, m79, barret) +secondary and the network things?
2002-2007 / 2009-2012
HunterZ The Movie I / II / III
Awards

Offline urraka

  • Soldat Developer
  • Flagrunner
  • ******
  • Posts: 703
Re: WebGL soldat map renderer
« Reply #25 on: March 09, 2015, 12:49:47 pm »
How hard is to put a player with the same Soldat movement, 3 weapons (auto, m79, barret) +secondary and the network things?

VERY hard :)
urraka

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: WebGL soldat map renderer
« Reply #26 on: March 09, 2015, 03:41:10 pm »
How hard is to put a player with the same Soldat movement, 3 weapons (auto, m79, barret) +secondary and the network things?

VERY hard Challenge accepted. :)

Fixed that for you :P
There are other worlds than these

Offline urraka

  • Soldat Developer
  • Flagrunner
  • ******
  • Posts: 703
Re: WebGL soldat map renderer
« Reply #27 on: March 09, 2015, 05:01:01 pm »
Haha very funny. I think it would be easier to find a way to compile soldat source to javascript. It's a trend to compile things to javascript these days.

On a different note, mr. %%%%%% noted me that the wireframe mode is barely visible when polygon texture is disabled, so I made it render darker when texture is unchecked.


Edit: added options to highlight specific polygon types
« Last Edit: March 09, 2015, 07:17:06 pm by PerroAZUL »
urraka

Offline urraka

  • Soldat Developer
  • Flagrunner
  • ******
  • Posts: 703
Re: WebGL soldat map renderer
« Reply #28 on: March 10, 2015, 08:47:07 pm »
Added options to switch colliders and object spawns http://urraka.github.io/soldat-map/

Only thing missing is the bot waypoints, but it doesn't sound like a very useful thing.
urraka


Offline Toumaz

  • Veteran
  • *****
  • Posts: 1904
Re: WebGL soldat map renderer
« Reply #30 on: April 02, 2015, 03:58:03 pm »
Bit of a bump. Hi.

I did the heatmap stuff a looong while back for #soldat.realistic. Since that site won't be online for much longer, here's a generated image for posterity's sake.

If anybody wants to play around with some data for heatmaps or the like, I've attached a CSV with about five million game events. Columns are map, event, team, x, y, weapon. Feel free to do whatever you like with it.

Offline urraka

  • Soldat Developer
  • Flagrunner
  • ******
  • Posts: 703
Re: WebGL soldat map renderer
« Reply #31 on: April 02, 2015, 08:39:26 pm »
That's pretty cool, I might try something with that stuff later. Thanks for the data!
urraka

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: WebGL soldat map renderer
« Reply #32 on: April 02, 2015, 09:18:54 pm »
Bit of a bump. Hi.

I did the heatmap stuff a looong while back for #soldat.realistic. Since that site won't be online for much longer, here's a generated image for posterity's sake.

If anybody wants to play around with some data for heatmaps or the like, I've attached a CSV with about five million game events. Columns are map, event, team, x, y, weapon. Feel free to do whatever you like with it.

Knew it was you! Thanks for those links.

Also, welcome back. xD

Also also, I'll give you free web hosting to keep that online. That's cool as hell.
« Last Edit: April 02, 2015, 09:22:24 pm by jrgp »
There are other worlds than these

Offline SyavX

  • Soldat Beta Team
  • Camper
  • ******
  • Posts: 338
Re: WebGL soldat map renderer
« Reply #33 on: April 03, 2015, 03:24:36 pm »
If anybody wants to play around with some data for heatmaps or the like, I've attached a CSV with about five million game events. Columns are map, event, team, x, y, weapon. Feel free to do whatever you like with it.

In addition to this, here is an attachment with same data in a format of SQLite database.

Offline xmRipper

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 742
    • Personal
Re: WebGL soldat map renderer
« Reply #34 on: April 17, 2015, 04:57:10 am »
That's a lot of hard work, great. So what is next, web based Soldat game? :P
Co-Founder / CTO @ Macellan
Founder Turkish Soldat Community

Offline urraka

  • Soldat Developer
  • Flagrunner
  • ******
  • Posts: 703
Re: WebGL soldat map renderer
« Reply #35 on: April 17, 2015, 08:12:39 am »
That's a lot of hard work, great. So what is next, web based Soldat game? :P

I'm almost there! http://urraka.github.io/estampida/


(not really)
urraka