Allegiance 2 Development

Allegiance discussion not belonging in another forum.
Vegeta
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Location: Fayettevill ARK

Post by Vegeta »

Ok..so not great with all the progrmming etc..but If you guys are ctually working on an " Alleg2" a in a new game based off alleg, and you need ship modelling, Faction concept etc help...im so willing to help..incase you didnt know I did dreg and TF..this has me really excited...And for the FB marketing..ARTS is the gnre f game type alleg would fall into
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_xJammer_
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Post by _xJammer_ »

Awesome to hear from you Veg :P In Factoids case (AFAIK) it would help to have models without light baked in (as the engine will do dynamic lighting itself).

But ultimately, for all of the projects, a new set of models would be required "no matter what". I do not know what KGJV uses for their engine, but both Djole's and Factoid's projects are able to support the standard set of modern features - i.e. normal/bump/specular maps and high-poly models.

I am not very familiar with Factoid's choice of render, but in Djole's case OGRE is the choice with the following feature set :
http://www.ogre3d.org/about/features


In any case, we will ultimately have to use an independent set of models if we were to separate ourselves from MS, and this gives an opportunity to upgrade the model set to something a lot more modern without alleg's limitations.
factoid
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Location: Winnipeg, Canada

Post by factoid »

Free Allegiance's rendering engine is Open Scene Graph, which appears to be fairly flexible, supports a wide variety of formats and Open GL versions. We're firmly in the relm of programmable shaders, so really we can do anything. Right now in the "decompiled" folder is all of the art assets from classic alleg that I've extracted and converted. All models are OBJ files, all textures are PNG files, and the graph structure (LOD, Light data, etc...) is in a JSON document. So if anyone wants to update the visuals, all they need is to replace the OBJ and PNG files with something better. Because of the baked lighting, everything is currently "unlit" (full white), so if you create unbaked textures things will look like ass up front, but I can add a command line flag for dynamic lighting mode once the content starts rolling in.

http://www.openscenegraph.org/
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
SpaceJunk
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Location: Collision orbit

Post by SpaceJunk »

Gonna repost this here in case anyone wants to make new assets: http://www.blendswap.com/blends/view/17601
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_xJammer_
Posts: 307
Joined: Thu Nov 11, 2010 7:10 pm

Post by _xJammer_ »

I guess I should assemble my "lego" library that Iv been working for a while and commit it as well. But that looks quite good SJ!

Although brushwork usually takes ~30% of the time you spend working on a model.
Last edited by _xJammer_ on Wed Apr 09, 2014 4:05 pm, edited 1 time in total.
yiggz
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Location: Moon of Kahazarri-IX

Post by yiggz »

QUOTE Built a release version of the binary that I confirmed worked on a clean system, provided you install the vcredist_x86.exe package below. The client is here:

https://www.dropbox.com/s/meomslx4a5x1wtq/FreeAlleg.zip

You'll need the VC++ 2013 Redistributable. I could include this, but then you wouldn't get updates for it from Microsoft, the final game would grab this as part of the install procedure.
http://www.microsoft.com/en-ca/download/de...s.aspx?id=40784

The 32 bit version is the one you'll want (does not matter if your os is 64bit Windows). It should be called vcredist_x86.exe
Once that is installed, the game should just run when unzipped into a folder.

Please try it and let me know if it works.
- / = for throttle down/up
spacebar - toggle virtual joystick on/off
mouse - pitch/roll when virtual joystick is on (no cursor on screen)[/quote]


It worked fine for me, didn't think I was moving at first until I crashed into an astroid :D

Last edited by yiggz on Wed Apr 09, 2014 5:37 pm, edited 1 time in total.
factoid
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Location: Winnipeg, Canada

Post by factoid »

I just now implemented the callbacks that handle warping and cluster changes. You can now fly from sector to sector (Well, you could before, you just couldn't see that you had). The code will be up on github later, but I won't bother building a binary at this time. I want to get weapon systems in and launch a few extra ships. I'm hoping that will be a literal two weeks. I'm really giddy about this because the way the core was implemented, there are some well defined callback interfaces that are used by the client/server to do everything. So I've just been writing little glue methods to reactivate features. It's weird to be coming from a place where the game is already "done", I'm just hooking up the input/output to the simulation.

If anyone is actually interested in getting involved programming wise, please let me know and I can start to put together documentation for the build environment and stuff. It's not hard, but it's not simple either, so I'm sure some step by step instructions are in order for anyone who's already a decent C++ hacker. Otherwise that's just stuff that'll keep me from moving ahead.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
peet
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Post by peet »

Can you play it on a Raspberry PI? That would make an ideal test / experiment platform, runs with a modified version of Debian.
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factoid
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Post by factoid »

I have not built for it, but it is a project goal once the game is fully working.
"I make it a point not to chat with AP off... space is vast, but it's never vast enough for my scout."
peet
Posts: 4972
Joined: Sun Jul 16, 2006 6:57 pm
Location: Holland

Post by peet »

Let me know, I have a rasp pi model B. Even tho it's very(!) cheap, it has enough power to run a freePBX voip telephone exchange. Yes, inclusive webserver, database, ssh server and astrix.

It seems like a great source for new players, since there is not one good space game for that platform. Disclaimer: as far as I know. And they know how to tinker with settings and hardware, so the steep learning curve of alleg is not scary for them.

Also interesting to look at their latest "compute model", but I think the "model B" is best suited for Alleg.

http://www.raspberrypi.org/raspberry-pi-co...le-new-product/

Getting a functional playable alleg in their respitory seems like a great goal to me.
Last edited by peet on Thu Apr 10, 2014 1:30 pm, edited 1 time in total.
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