Author Topic: Hey Particle [Official Oldworld 2 Thread]  (Read 5870 times)

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Omnicidal

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Hey Particle [Official Oldworld 2 Thread]
« on: February 20, 2009 06:30 pm CST »
hey particle, i heard you were looking to move to tribes2rpg

might be worth it to check out my project - Oldworld 2, based off of steves oldworld (gonna make it alot more user friendly)

theres alot that has been done already. here are some screenshots:

oops just realized my ow2 old webhost shut down and i dont have my pics so i'll add them in a bit when i show it to wicked

edit: oldworld2 is on torque, not tribes2 and I have a license :D

Particle

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #1 on: February 20, 2009 06:31 pm CST »
Is OW2 a fork of TRPG or T2RPG?

Edit:  You did an edit before I posted lol
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Omnicidal

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #2 on: February 20, 2009 08:22 pm CST »
If you get on #oldworld2dev on irc.tribalwar.com I can give you an early alpha build
« Last Edit: February 20, 2009 08:30 pm CST by Omnicidal »

Omnicidal

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #3 on: February 20, 2009 08:32 pm CST »
found some old screenshots





« Last Edit: February 20, 2009 08:47 pm CST by Omnicidal »

Particle

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #4 on: February 20, 2009 11:05 pm CST »
Hey, that's pretty neat.  What would seriously add to the fields:  grass effects
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Omnicidal

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #5 on: February 20, 2009 11:15 pm CST »
Thats just a heightmap of rpgmap1 :)

i'm also improving torque's foliage replicator.

check it out some time, its very trpg-esque.

i've already got a leveling/experience system, barebones skill system, mysql saving/loading, own username/password login system too. AI is pretty basic atm and is trappable but its close to maybe a closed beta test
« Last Edit: February 20, 2009 11:18 pm CST by Omnicidal »

Particle

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #6 on: February 21, 2009 12:26 am CST »
You really should add in MSSQL support as well.  Some of us prefer it.  :)
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Dyre

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #7 on: February 21, 2009 12:45 pm CST »
Awesome.  This is perhaps even better than the prospect of T2RPG.
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JayJay

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #8 on: February 21, 2009 09:36 pm CST »
Sounds great, I can definitely help with creating new textures/skins.  I used to make skins for both T1 and T2 and have some experience that dust off and put to use.  I can revive the old artsy JayJay, heh.  I have Adobe CS3 Design Premium that I got for 299 through my school, so you know I have years of photoshop experience.
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A field covered with dead dandelions would look pretty sweet.  Gnomes popping out trying to kill you would be even sweeter.
« Last Edit: February 21, 2009 09:39 pm CST by JayJay »

Omnicidal

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #9 on: February 21, 2009 10:53 pm CST »
If you use IRC just join up the dev channel and I can send an early alpha of the game (which is pretty playable)

irc.tribalwar.com #oldworld2dev

Dyre

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #10 on: February 22, 2009 08:22 am CST »
Assuming you want to code in variable weather and time of day, I have an idea on how to pull that off:

I don't know about the vanilla Torque engine, but I know that T2 featured cloud layers as well as the sky.  Now I'm not sure if this is completely possible, but what if you added the function used to color just about everything in T2 (#, #, #) to color the cloud layers?  Could those functions shift as time passed?  You could theoretically change the three layers to anything you wanted, and even use some scripts to change them.

If it's a clear day, the sky and one cloud layer could both be blue, then the lower layer could be white.  If it's overcast, you could have a grey sky with white and gray clouds.  If you really wanted to, you could have a yellow sky with orange and purple clouds (and I'm curious what kind of weather would go with that!).

Is this doable?  Would you be able to script a variable funtion in to change the day time/weather?
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rjm003

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #11 on: February 22, 2009 03:53 pm CST »
Full night and day effects are possible in torque, with a rising and setting sun and moon. Ive seen screens of the sky fading in and out of colors. This was acomplished quite some time ago on the torque forums, its up to omni to pull off the code for it though.

Omnicidal

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #12 on: February 22, 2009 05:22 pm CST »
doan you worry about my coding skills ;) thats very doable and can be done right from script i believe.

jayjay, yeah we need a texture guy pretty bad, I have a few finished buildings that need skinning ect.
if you know anybody who does modelling/rigging you should try to get his help. I have a small dev team already on IRC so feel free to idle, channel is in above post

I'm planning on making this trpg2, not just oldworld 2 if anyone dislikes ow's gameplay (nubs) ((jk))

Dyre

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #13 on: February 22, 2009 11:04 pm CST »
Cool, I might have several ideas then, considering you'd be working with the torque engine, you should have quite a bit of freedom with what you're doing.

A few questions and suggestions:

Are there any object limits with Torque like there was in Tribes 2?  If not, we could completely rework mining to make it much more interesting.  Instead of mining from a crystal, how about players actually being able to DIG mines?  Ever played Wurm online?  You could start digging into a cave entrance, and turn it into a maze of tunnels, or even a huge cavern.  I'm thinking we could do something similar in TRPG2.  Have a simple cave entrance, and as you mine into the cave, you can find treasures and such, and create your own dungeon while you're at it.  Each block would take a good couple thousand wacks to dig out of course.  And there'd have to be a special function that would allow players to create an exit through the surface again.  Bonus points to make it so that the deeper the cave, the better the riches, and the more enemies that spawn (maybe around veins of ore?).  You might also want to consider adding cave-ins to sort of "reset" tunnels that have been dug.  Obviously, there are a couple issues here.  First, I think digging out a chunk of rock should take a pretty decent amount of time, but obviously be faster with higher mining (larger chunks of stone instead of "small rocks", large chunks could also be used to craft stuff!).  Second, if cave ins are added to reset older caves that haven't been accessed, they should obviously happen while players aren't around so that they don't get locked in.

Can the terrain be adjusted real time?  Another feature in Wurm online, players could dig up dirt and move it.  You could literally move an entire mountain if you had the man power and the time.  A guild actually raised an island straight out of the sea, it was pretty cool.  I don't know if Torque could support something like that, but it might be interesting.  If the mines are possible, though (which they should be, as long as the object count is practically limitless), that might be enough.

Again, depending on the item count, players could actually build their own houses, or even entire towns.  Of course, something like that should be a major undertaking.  Underground cities anyone?

I think the majority of better items should be crafted, and probably even require a few RL's to make.  In fact, your chance to make an improved item could rely heavily on lck (+1, +2, dextrous, etc).  Only the first few weapons should be purchasable.  This would help support a player based economy.

I also think the RL system should be based around the individual skills, instead of in general.  For example, instead of remorting at level 101, you'll remort your individual skills as they get high (depending if you keep skills as they work now, 1000? and maybe increase it with each remort?).  You'll also receive lck for completing various tasks (quests?) as well as for remorting a skill.  The benefits to a system like this is obvious.  It would encourage a more focused class based system, but allow players to still create a more freeform class eventually.

I'm sure you can see that I'm fairly excited about the prospect of more freedom for TRPG.  I don't mean to intrude on your ideas, I'm just tossing out some suggestions.
« Last Edit: February 22, 2009 11:15 pm CST by Dyre »
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Omnicidal

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Re: Hey Particle [Official Oldworld 2 Thread]
« Reply #14 on: February 23, 2009 12:27 pm CST »
Unfortunatly, torque's terrain system is basically a height map, as in it can only go up and down and would take significant changes.

item count is unlimited (seeing as how I had to code my own inventory system he he) and theres no dts limit either, but obviously too much will take resources.

Once I can spare enough income I will upgrade to torque advance which has huge terrain, similiar to what world of warcraft has, and will be able to make huge maps.

I am planning on having a house building system and eventually towns (I will have an auto update feature so people can get updates anytime)