Author Topic: Very Helpful Stuff+ Devs Wiki  (Read 11374 times)

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Offline FliesLikeABrick

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Very Helpful Stuff+ Devs Wiki
« on: June 09, 2006, 08:30:48 am »
I'm making this topic as kind of the "inode" of the Dev. Corners stickies.  I want to keep the number of stickies in this forum to a minimum.

Soldat Admin source code
Map Maker source code
REFRESH parsers and packet info

ASE parsers:
PHP - http://forums.soldat.pl/index.php?topic=12200.0
PHP - http://forums.soldat.pl/index.php?topic=2928
VB - http://forums.soldat.pl/index.php?topic=11909.msg134101#msg134101

PMS Parsers:
C++ - http://forums.soldat.pl/index.php?topic=23068.0
PHP - http://forums.soldat.pl/index.php?topic=14438.0

File downloading via Soldats file port:
http://forums.soldat.pl/index.php?topic=11035.0
(/logs/gamestat.txt is now supported, useful for PHP scripts)




More information can be found (and added by you!) in the soldat devs wiki @ http://devs.soldat.pl
« Last Edit: October 12, 2008, 03:03:26 am by jrgp »

Offline swebonny

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Re: Very Helpful Stuff
« Reply #1 on: June 10, 2006, 06:45:40 am »
Yes yes i remember thoose list and i love it...(hate search)

Offline boer

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Re: Very Helpful Stuff
« Reply #2 on: June 10, 2006, 11:37:25 am »
Since I am making my own 2d game right  (doubtfull it will ever be released) i have a question regarding the mapmaker :

Why does a map need to be compiled? in my 2d game i have triangle's that is the colliders. everything is fine , until the player gets into a space where two triangles overlap, the (last checked) triangle will "bouce" the player into the other since it was already collition checked, then you fall through.

 Is maps compiled to compute the intesection points , and adjust accordingly?

Offline Anna

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Re: Very Helpful Stuff
« Reply #3 on: June 12, 2006, 10:17:30 am »
@boer: In Soldat maps, compiling generates 'sector' data. Basically the map is split up into a 50x50 sector grid, and for each sector compiling calculates and saves the number of polys intersecting the sector followed by the indices of the polys that intersect the sector. That way collision detection only has to be done on the polys in the sector that the player is in, instead of checking all the polys in the map (at least that's what I think it's for).

Offline boer

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Re: Very Helpful Stuff
« Reply #4 on: June 12, 2006, 11:12:00 am »
Thats brilliant!! , in my game , even if i try to optimize everything by only checking those polygons which overlap the objects area, it takes a hell of atime to check through 500 polys to see if they need to be collition checked. ... so it whould be helpfull if i give every indice an sector Id acc to where it is , and the objects  sector id  is obviously the sector in which it is, so now i do 1 check instead of 8! but then again, checking in which sector an object is takes time...

Offline digitaldeath

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Re: Very Helpful Stuff
« Reply #5 on: September 07, 2006, 06:18:02 pm »
I remember writing an old 2D application that used polys as terrain just like Soldat. I split the map into sectors, and only did collision checks for the polys in the sector that the player resided. Then, if the player collided with a poly, I did a check to see if the player had "entered" the poly's bounds and if so, pushed him back out. It worked really well and you wouldn't notice any "slow downs."

Regards,
Digi.

Offline FliesLikeABrick

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Re: Very Helpful Stuff
« Reply #6 on: March 06, 2007, 09:13:33 pm »

Offline Coolio

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Re: Very Helpful Stuff
« Reply #7 on: May 02, 2007, 12:19:49 am »
I don't get it. What can u do with the Source codes. SOmebody please tell me. How do u use the codes?
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Offline DeMo

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Re: Very Helpful Stuff
« Reply #8 on: May 02, 2007, 09:48:14 pm »
Coolio, you can make your own admin program (like ARSSE and ESA), your own mapmaker (like Polyworks) and you can query the servers for information (players, scores, map, nextmap etc) with the ASE parsers. This stuff is for people with knowledge of programming only, otherwise they'll be useless to you.

<@Evil-Ville> Expect a picture of Chakra` holding his fleshlight soon!