Author Topic: WebGL soldat map renderer  (Read 10160 times)

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Offline themangokid

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

Offline jrgp

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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.
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Offline Furai

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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
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Offline urraka

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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"?
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Offline duz

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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?
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Offline urraka

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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 :)
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Offline jrgp

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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
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Offline urraka

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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 »
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Offline urraka

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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.
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Offline Toumaz

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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

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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

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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 »
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Offline SyavX

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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

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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
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Offline urraka

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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