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DanielRTRD

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May 18, 2014 at 1:14 PM - TorbenC: So it's more of a catch 22, arguing is pointless.
May 18, 2014 at 1:15 PM - nilllzz: Oh hey Torben
May 18, 2014 at 1:15 PM - nilllzz: havent seen you in a while
May 18, 2014 at 1:15 PM - TorbenC: Ahoy Nilllzz! :)
May 18, 2014 at 1:15 PM - TorbenC: Nice to see you too.
May 18, 2014 at 1:16 PM - TorbenC: What are you up to?
May 18, 2014 at 1:16 PM - nilllzz: doing some little improvements to the overall experience of the game
May 18, 2014 at 1:17 PM - nilllzz: mostly sounds
May 18, 2014 at 1:17 PM - nilllzz: I added a bunch again
May 18, 2014 at 1:17 PM - TorbenC: I saw that :)
May 18, 2014 at 1:17 PM - TorbenC: That's awesome.
May 18, 2014 at 1:18 PM - nilllzz: well I mean after those in the twitter post
May 18, 2014 at 1:18 PM - TorbenC: I was just talking to MrHippocrit about the engine and such earlier.
May 18, 2014 at 1:18 PM - TorbenC: Oh cool
May 18, 2014 at 1:18 PM - nilllzz: what about the engine?
May 18, 2014 at 1:18 PM - nilllzz: apart from that its crappy
May 18, 2014 at 1:18 PM - MrHippocrit: How many thousand lines are you at right now?
May 18, 2014 at 1:19 PM - TorbenC: Ha ha, nah I have been getting curious about inner workings again.
May 18, 2014 at 1:19 PM - nilllzz: the code alone?
May 18, 2014 at 1:21 PM - TorbenC: We discussed how it's closed source, I was wondering if that is because of what happened to that Pokemon MMO a while back or if it was because of the multiplayer capabilities and not wanting that info to get out/go through the effort of removing it from source for open source release (that's my new assumption).
May 18, 2014 at 1:21 PM - TorbenC: Then we discussed the combat system, he mentioned you didn't like working on it :p
May 18, 2014 at 1:21 PM - nilllzz: what happened to PokeMMO?
May 18, 2014 at 1:22 PM - TorbenC: Not that one, a different one
May 18, 2014 at 1:22 PM - TorbenC: A long while ago
May 18, 2014 at 1:22 PM - jianmingyong: nilllzz, did you plan to add sound effect for textboxes?
May 18, 2014 at 1:22 PM - TorbenC: Shut down, they didn't take any money but they were the only open source mmo for Pokemon at the time (all others are still fine but they are closed source)
May 18, 2014 at 1:23 PM - nilllzz: shut down by nintendo?
May 18, 2014 at 1:23 PM - TorbenC: Yeah
May 18, 2014 at 1:24 PM - nilllzz: well, the reason I dont want to open source right now is the multiplayer aspect as you guessed
May 18, 2014 at 1:24 PM - nilllzz: but I also dont know why I would do the open source thing
May 18, 2014 at 1:25 PM - TorbenC: Open source greatly helps the community, it allows for future code maintenence, expansion, optimization and not to mention it offers great educational value.
May 18, 2014 at 1:26 PM - nilllzz: I can understand the educational thing, of course
May 18, 2014 at 1:26 PM - nilllzz: but I dont know how others would benefit from it otherwise
May 18, 2014 at 1:27 PM - TorbenC: Perhaps not the general users, until modifications were made by 3rd party programmers, but eh. :p
May 18, 2014 at 1:28 PM - nilllzz: well, P3D supports ContentPack and GameModes
 

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May 18, 2014 at 1:28 PM - TorbenC: Ever thought about making a single release of the code with multiplayer stripped out, as a one time thing so people can check it out?
May 18, 2014 at 1:28 PM - nilllzz: that provides nearly everything you need to make everything you want
May 18, 2014 at 1:28 PM - TorbenC: Yes indeed :)
May 18, 2014 at 1:28 PM - nilllzz: and yeah, I thought about that
May 18, 2014 at 1:28 PM - nilllzz: but filtering out all multiplayer code isnt that easy
May 18, 2014 at 1:29 PM - nilllzz: I would have to remove the GameJolt connection and Servers connection
May 18, 2014 at 1:29 PM - nilllzz: as well as the client startup
May 18, 2014 at 1:29 PM - TorbenC: Very true. Hmm, even an unbuildable version (simply removing all source files partaining to multiplayer).
May 18, 2014 at 1:29 PM - nilllzz: yeah, that could work
May 18, 2014 at 1:30 PM - nilllzz: and you want to have that to look at the engine?
May 18, 2014 at 1:30 PM - TorbenC: It would be great if you would consider that :) I've been wanting to sink my teeth into it for a long long time.
May 18, 2014 at 1:30 PM - nilllzz: what parts, actually?
May 18, 2014 at 1:30 PM - TorbenC: Yes indeed :)
May 18, 2014 at 1:31 PM - nilllzz: just rendering?
May 18, 2014 at 1:32 PM - TorbenC: Well, anything I could honestly, rendering, logic if possible, scripting, battle systems
May 18, 2014 at 1:32 PM - nilllzz: rendering is really basic actually
May 18, 2014 at 1:32 PM - nilllzz: lots of the complicated stuff are there because of the game, not because the rendering in itself is complicated
May 18, 2014 at 1:33 PM - nilllzz: building something that renders some blocks in XNA is pretty easy
May 18, 2014 at 1:34 PM - TorbenC: Interesting, is there any culling involved?
May 18, 2014 at 1:34 PM - nilllzz: done by XNA
May 18, 2014 at 1:34 PM - TorbenC: That's a nice feature
May 18, 2014 at 1:34 PM - TorbenC: Does P3D run on a fixed timestep or variable?
May 18, 2014 at 1:35 PM - nilllzz: timestep?
May 18, 2014 at 1:35 PM - TorbenC: How often game logic is updated.
May 18, 2014 at 1:35 PM - nilllzz: oh 60
May 18, 2014 at 1:35 PM - nilllzz: times per second
May 18, 2014 at 1:36 PM - TorbenC: Normally games will render whenever possible, but game logic will update either once every x ms (fixed timestep) or, like rendering, as often as possible (variable timestep)
May 18, 2014 at 1:36 PM - TorbenC: Ah okay
May 18, 2014 at 1:36 PM - nilllzz: XNA defaults to 60 FPS
May 18, 2014 at 1:36 PM - nilllzz: which means updates then draws
May 18, 2014 at 1:36 PM - nilllzz: and that 60 times a second
May 18, 2014 at 1:38 PM - TorbenC: Ah okay :) See? So many questions :p
May 18, 2014 at 1:38 PM - TorbenC: Haven't even asked anything about your script parser.
May 18, 2014 at 1:38 PM - nilllzz: you wouldnt see that in my code though
May 18, 2014 at 1:38 PM - nilllzz: and yeah, the script parser...
 

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May 18, 2014 at 1:39 PM - nilllzz: that one is a little complicated
May 18, 2014 at 1:39 PM - TorbenC: Indeed it is, I'm sure of it.
May 18, 2014 at 1:41 PM - TorbenC: Releasing an open source stripped version could greatly benefit me personally on an educational stand point.
May 18, 2014 at 1:41 PM - nilllzz: its not commented at all though
May 18, 2014 at 1:42 PM - nilllzz: or mostly not
May 18, 2014 at 1:42 PM - TorbenC: Who cares? It's all for learning anywho
May 18, 2014 at 1:43 PM - nilllzz: well, it wouldnt be that great of a learning experience
May 18, 2014 at 1:43 PM - TorbenC: Anyone who is interested would be able to decipher.
May 18, 2014 at 1:43 PM - nilllzz: since you dont know whats going on
May 18, 2014 at 1:43 PM - nilllzz: well
May 18, 2014 at 1:43 PM - nilllzz: the thing is
May 18, 2014 at 1:43 PM - TorbenC: I've read quite a lot of uncommented code. :)
May 18, 2014 at 1:43 PM - nilllzz: the principle of the script parser is pretty easy
May 18, 2014 at 1:43 PM - nilllzz: or simple, using the correct term
May 18, 2014 at 1:44 PM - nilllzz: the bulk comes from the variety of commands and constructs
May 18, 2014 at 1:44 PM - nilllzz: two classes, one scriptcommander, handling the @ commands
May 18, 2014 at 1:44 PM - nilllzz: and another, the scriptcomparer, handling the <> commands
May 18, 2014 at 1:44 PM - nilllzz: they substitute a value in the game
May 18, 2014 at 1:44 PM - nilllzz: for example <player.name>
May 18, 2014 at 1:45 PM - nilllzz: the scriptcomparer sees the main class "player" and the value "name" and returns the current player name
May 18, 2014 at 1:45 PM - nilllzz: which is all a giant select case
May 18, 2014 at 1:46 PM - TorbenC: This makes sense.
May 18, 2014 at 1:46 PM - TorbenC: How are scripts run?
May 18, 2014 at 1:46 PM - nilllzz: the interpreter takes every line
May 18, 2014 at 1:46 PM - TorbenC: All scripts in the current map run every frame I'm guessing.
May 18, 2014 at 1:46 PM - nilllzz: and reads them
May 18, 2014 at 1:46 PM - nilllzz: oh
May 18, 2014 at 1:46 PM - nilllzz: how they get triggered?
May 18, 2014 at 1:46 PM - TorbenC: That too :)
May 18, 2014 at 1:47 PM - nilllzz: theres an entity called "scriptblock"
May 18, 2014 at 1:47 PM - nilllzz: that triggers scripts by walking on it
May 18, 2014 at 1:47 PM - nilllzz: or talking to it
May 18, 2014 at 1:47 PM - nilllzz: and NPCs can start scripts
May 18, 2014 at 1:48 PM - TorbenC: How about scripts attached to NPCs?
May 18, 2014 at 1:48 PM - TorbenC: Right okay
 

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May 18, 2014 at 1:48 PM - nilllzz: hahfaster
May 18, 2014 at 1:48 PM - TorbenC: :p
May 18, 2014 at 1:48 PM - TorbenC: As for the interpreter, does it skip if blocks that are false, etc?
May 18, 2014 at 1:48 PM - nilllzz: well, the class called "Actionscript" (which is the unofficial name of the script) reads every line
May 18, 2014 at 1:48 PM - nilllzz: and packs them into a list
May 18, 2014 at 1:48 PM - nilllzz: every script line has a value that tells the actionscript if its ready
May 18, 2014 at 1:49 PM - nilllzz: ready means that it can be skipped and the next line can be started
May 18, 2014 at 1:49 PM - nilllzz: so if something like music.play comes along, it will instantly be ready
May 18, 2014 at 1:49 PM - nilllzz: but for something like npc.move
May 18, 2014 at 1:49 PM - nilllzz: it waits until the NPC moved to the destination
May 18, 2014 at 1:49 PM - nilllzz: and then proceeds with the next script line
May 18, 2014 at 1:49 PM - nilllzz: then :if: gets evaluated at runtime
May 18, 2014 at 1:50 PM - nilllzz: when Actionscript gets to a line with :if: it checks if the equasion is true or false
May 18, 2014 at 1:50 PM - TorbenC: Right, so a script may take several seconds even to go through one time.
May 18, 2014 at 1:50 PM - nilllzz: and proceeds either with the code below
May 18, 2014 at 1:50 PM - nilllzz: or with else if avaialbe
May 18, 2014 at 1:50 PM - nilllzz: and yeah, a script can run forever if its a loop
May 18, 2014 at 1:50 PM - nilllzz: like, starting the same script from inside the script
May 18, 2014 at 1:51 PM - nilllzz: stacked scripts are possible
May 18, 2014 at 1:51 PM - nilllzz: up to 1024 instances
May 18, 2014 at 1:51 PM - TorbenC: Interesting, it's things like that which make me want to see implementation so bad though :p
May 18, 2014 at 1:52 PM - nilllzz: I can make the scriptcommander.vb, scriptcomparer.vb, actionscript.vb, scriptv2.vb and script.vb public possibly
May 18, 2014 at 1:52 PM - TorbenC: That would be awesome :) Any code is progress for sure
May 18, 2014 at 1:52 PM - TorbenC: During the packing process, do you turn each line into a byte code or do you still do string compares whenever you are running commands?
May 18, 2014 at 1:55 PM - nilllzz: all with strings
May 18, 2014 at 1:55 PM - nilllzz: Sent stuff to you
May 18, 2014 at 1:55 PM - TorbenC: Yay :) Reading message
May 18, 2014 at 1:57 PM - TorbenC: Awesome :) Thank you for that!
May 18, 2014 at 1:58 PM - nilllzz: I dont really know how valuable that is for you
May 18, 2014 at 1:58 PM - SViper: Why I gotta interesting feeling about nilllzz and Torben chat:)
May 18, 2014 at 1:58 PM - TorbenC: Very :) I've been fascinated by P3D's source code for ages.
May 18, 2014 at 1:59 PM - TorbenC: I've watched all of your P3D programming streams, every glimpse I could get. :p
May 18, 2014 at 1:59 PM - nilllzz: well that is creepy :p
May 18, 2014 at 2:00 PM - nilllzz: Oh yeah, someone asked how many lines of code the game is at
May 18, 2014 at 2:00 PM - nilllzz: 75,863
 

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May 18, 2014 at 2:00 PM - nilllzz: that is without empty lines and comments
May 18, 2014 at 2:01 PM - nilllzz: so with them, it would be even more
May 18, 2014 at 2:01 PM - nilllzz: and that also excludes every map and script file of course
May 18, 2014 at 2:01 PM - TorbenC: Not creepy, it's my favorite indie game project at this time.
May 18, 2014 at 2:01 PM - nilllzz: I see
May 18, 2014 at 2:01 PM - TorbenC: And the fact that it is closed source and that I am a programmer...
May 18, 2014 at 2:02 PM - nilllzz: what languages do you know?
May 18, 2014 at 2:02 PM - TorbenC: I know C/C++ and some assembly. I've looked into C#, Java and Python though.
May 18, 2014 at 2:03 PM - nilllzz: yeah, P3D is in vb.net
May 18, 2014 at 2:03 PM - nilllzz: I've done Java and C# as well
May 18, 2014 at 2:04 PM - TorbenC: BASIC is similar to C/C++ in some regards, I can read the code perfectly fine, just different syntax.
May 18, 2014 at 2:04 PM - nilllzz: its close to the english language
May 18, 2014 at 2:04 PM - TorbenC: Not sure what the .NET changes about it, but I can still read it fine
May 18, 2014 at 2:04 PM - TorbenC: Ah okay, makes sense
May 18, 2014 at 2:04 PM - nilllzz: .Net is microsofts framework
May 18, 2014 at 2:05 PM - nilllzz: it powered up VB6
May 18, 2014 at 2:05 PM - TorbenC: Is that purely for server apps?
May 18, 2014 at 2:05 PM - nilllzz: .Net?
May 18, 2014 at 2:05 PM - TorbenC: (intended for I mean)
May 18, 2014 at 2:05 PM - TorbenC: Yeah
May 18, 2014 at 2:06 PM - nilllzz: nah
May 18, 2014 at 2:06 PM - nilllzz: C# is a .Net language as well
May 18, 2014 at 2:06 PM - TorbenC: Ah okay
May 18, 2014 at 2:06 PM - TorbenC: Yes indeed :)
May 18, 2014 at 2:06 PM - nilllzz: it has network capabilities of course
May 18, 2014 at 2:07 PM - TorbenC: V is far closer to C++ than I thought
May 18, 2014 at 2:07 PM - TorbenC: VB*
May 18, 2014 at 2:07 PM - nilllzz: System.Net is the namespace that contains most networking things
May 18, 2014 at 2:07 PM - TorbenC: Ah okay
May 18, 2014 at 2:08 PM - TorbenC: brb, getting water and tumms
May 18, 2014 at 2:10 PM - TorbenC: back
May 18, 2014 at 2:12 PM - TorbenC: Have you considered packing the scripts as opcodes after first time interpretation? It would be a lot quicker to do integer comparison as string comparison is be *very* slow.
May 18, 2014 at 2:12 PM - TorbenC: is *very* not is be *very* :p
May 18, 2014 at 2:13 PM - nilllzz: that might be true
May 18, 2014 at 2:13 PM - nilllzz: but P3D is not running on a commodore 64 :p
 

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May 18, 2014 at 2:13 PM - nilllzz: a todays computer can easily interprete lots of scripts with no noticeable performance drop
May 18, 2014 at 2:14 PM - TorbenC: Very true, however the frame rate could use some improvement I think. I had a quad core and I was still getting around 20fps (sometimes as low as 12) in some towns when looking in certain directions.
May 18, 2014 at 2:15 PM - nilllzz: that has nothing to do with the scripts though
May 18, 2014 at 2:15 PM - TorbenC: But that is most likely XNA's culling, not the script interpreter.
May 18, 2014 at 2:15 PM - nilllzz: you can enable the debug screen and see if a script is running or not
May 18, 2014 at 2:15 PM - nilllzz: generally, your player is not able to move when a script is running
May 18, 2014 at 2:16 PM - TorbenC: Indeed, I don't mean that the scripts themselves are causing FPS drop, I mean the string compares could have something to do with it, however like you said the performance gain of integer comparison *may* be negligable.
May 18, 2014 at 2:16 PM - nilllzz: and the reason is my crappy engine
May 18, 2014 at 2:16 PM - TorbenC: I wonder if there is a profiler for vb
May 18, 2014 at 2:16 PM - nilllzz: the problem is not the script system
May 18, 2014 at 2:16 PM - nilllzz: since its not running most of the time
May 18, 2014 at 2:16 PM - TorbenC: Ah okay
May 18, 2014 at 2:16 PM - nilllzz: the problem would be the render engine
May 18, 2014 at 2:16 PM - SViper: nilllzz, I have couple question about Localization and Localization files
May 18, 2014 at 2:17 PM - nilllzz: what questions?
May 18, 2014 at 2:17 PM - SViper: In future will there be more languages in game?
May 18, 2014 at 2:18 PM - nilllzz: and theres not really a problem with the render engine in itself. It's more how it and the entity system in general is set up. There's no batch drawing since the entities are scattered all over the place
May 18, 2014 at 2:18 PM - nilllzz: and a language is represented by a token file in the Content\Localization folder
May 18, 2014 at 2:18 PM - SViper: When game fonts support other languages letters?
May 18, 2014 at 2:18 PM - nilllzz: so adding a language isnt hard
May 18, 2014 at 2:18 PM - nilllzz: and what letters exactly?
May 18, 2014 at 2:20 PM - nilllzz: and for me to add more characters, I need to pixel them first
May 18, 2014 at 2:20 PM - SViper: ą, č, ę, ė, į, š, ų, ū, ž and letters from other languages to
May 18, 2014 at 2:20 PM - nilllzz: hm I dont know from which unicode stack they are from
May 18, 2014 at 2:20 PM - SViper: Options, Network Screen, Battle and Day Care in translation files are outdated. Add/Show way for/how to translate: Play online botton, Natures names, Abilities names and discriptions, Moves names and discriptions, Items names and discriptions, story line. Badges doesn't translate in game. What about that?
May 18, 2014 at 2:20 PM - SViper: Lithuanian
May 18, 2014 at 2:20 PM - TorbenC: Batch drawing could be a primary problem, but my theory is it has to do with frustum culling. If this is handled by XNA, there may be a way to by-pass that, but it may also take a fair bit of work... unsure, haven't worked with XNA.
May 18, 2014 at 2:21 PM - nilllzz: XNA's implementation should be fine
May 18, 2014 at 2:21 PM - TorbenC: Ooh, it doesn't do any... hold on still looking it up
May 18, 2014 at 2:21 PM - TorbenC: nor does it do occlusion culling
May 18, 2014 at 2:22 PM - nilllzz: it does hide faces not visible to the player
May 18, 2014 at 2:22 PM - nilllzz: and to bypass the transparency problem, the entities are sorted by camera distance
May 18, 2014 at 2:23 PM - TorbenC: Well, nearly.
May 18, 2014 at 2:23 PM - TorbenC: The graphics card does the hiding faces not visible
May 18, 2014 at 2:23 PM - TorbenC: But frustum culling, occlusion culling, all of these are so that the GPU doesn't get sent these polygons at all.
 

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May 18, 2014 at 2:23 PM - TorbenC: It relieves a huge bottle neck.
May 18, 2014 at 2:23 PM - fantasticx.1991: Dark, are you here?
May 18, 2014 at 2:24 PM - Darkfire: yep
May 18, 2014 at 2:24 PM - nilllzz: so you mean for example a cube
May 18, 2014 at 2:24 PM - jianmingyong: wow suddently appears
May 18, 2014 at 2:24 PM - TorbenC: http://xboxforums.create.msdn.com/forums/p/22763/121897.aspx
May 18, 2014 at 2:24 PM - nilllzz: that has a side that is on the opposite site of the player
May 18, 2014 at 2:24 PM - fantasticx.1991: i need your help, can you go to the sheet's chat?
May 18, 2014 at 2:25 PM - nilllzz: the problem would be the billboards
May 18, 2014 at 2:25 PM - SViper: nilllzz, what is your answer for long message?
May 18, 2014 at 2:25 PM - TorbenC: Backface "culling" is done by hardware.
May 18, 2014 at 2:25 PM - nilllzz: no what I mean is
May 18, 2014 at 2:25 PM - nilllzz: there would be no backface culling for a giant bunch of entities
May 18, 2014 at 2:25 PM - nilllzz: for example billboards
May 18, 2014 at 2:25 PM - nilllzz: they only consist of 2 faces
May 18, 2014 at 2:25 PM - nilllzz: and are always facing the player
May 18, 2014 at 2:25 PM - TorbenC: Oh, as far as I am aware of, yes.
May 18, 2014 at 2:25 PM - nilllzz: => are always drawn
May 18, 2014 at 2:26 PM - nilllzz: the billboards in P3D dont have backfaces
May 18, 2014 at 2:26 PM - TorbenC: Which also means, if you are making a cube out of billboards, all sides would not have a back face.
May 18, 2014 at 2:26 PM - nilllzz: you can test it yourself
May 18, 2014 at 2:27 PM - nilllzz: create a map
May 18, 2014 at 2:27 PM - TorbenC: Meaning, since XNA does no culling, you are not getting any performance benefit and those entities you can't see (do to them being behind other polygons) are still being drawn
May 18, 2014 at 2:27 PM - nilllzz: with an entity
May 18, 2014 at 2:27 PM - nilllzz: give it a texture
May 18, 2014 at 2:27 PM - nilllzz: set model to 0
May 18, 2014 at 2:27 PM - nilllzz: texture index to 0,0
May 18, 2014 at 2:27 PM - nilllzz: entity id to wallblock
May 18, 2014 at 2:27 PM - TorbenC: Oh I agree, I'm not arguing that there are no backfaces
May 18, 2014 at 2:27 PM - nilllzz: and then walk around it
May 18, 2014 at 2:27 PM - TorbenC: What I mean, is that this is actually a bad thing when it comes to no frustrum culling.
May 18, 2014 at 2:27 PM - nilllzz: yeah
May 18, 2014 at 2:28 PM - nilllzz: but the problem is I actually need to implement that
May 18, 2014 at 2:28 PM - TorbenC: Currently, the billboardss that you can't see, are still being rendered.
May 18, 2014 at 2:28 PM - nilllzz: and frustum culling with half transparent objects is hell
 

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May 18, 2014 at 2:28 PM - TorbenC: (assumption I'll admit, I don't know the rendering source)
May 18, 2014 at 2:28 PM - nilllzz: yeah, true
May 18, 2014 at 2:28 PM - nilllzz: entities you cant see are still rendered
May 18, 2014 at 2:28 PM - nilllzz: BUT
May 18, 2014 at 2:28 PM - nilllzz: how would you determine those entities
May 18, 2014 at 2:28 PM - nilllzz: normally, that is done with a basic frustum culling
May 18, 2014 at 2:29 PM - nilllzz: the problem with that is, the game uses transparent textures
May 18, 2014 at 2:29 PM - nilllzz: half-transparent
May 18, 2014 at 2:29 PM - TorbenC: When transparencies get involved it does tend to be a bitch (pardon the language)
May 18, 2014 at 2:29 PM - nilllzz: thats what I am saying
May 18, 2014 at 2:29 PM - nilllzz: for example trees
May 18, 2014 at 2:29 PM - nilllzz: they are 16x32
May 18, 2014 at 2:29 PM - nilllzz: but they have lots of free space on top
May 18, 2014 at 2:30 PM - nilllzz: due to transparent pixels
May 18, 2014 at 2:30 PM - nilllzz: for engines like minecraft for example its easy
May 18, 2014 at 2:30 PM - nilllzz: they leave out all transparent tiles for frustum culling
May 18, 2014 at 2:30 PM - nilllzz: and just do the full blocks
May 18, 2014 at 2:30 PM - nilllzz: but P3D doesnt consist of a grid of blocks
May 18, 2014 at 2:30 PM - nilllzz: it may look like it because the player is moving in a grid
May 18, 2014 at 2:30 PM - nilllzz: but you can place anything everywhere
May 18, 2014 at 2:31 PM - nilllzz: with transparent textures
May 18, 2014 at 2:31 PM - TorbenC: This is true, but the basic principle can still be applied.
May 18, 2014 at 2:31 PM - TorbenC: You can do frustrum culling on only non transparent entities.
May 18, 2014 at 2:31 PM - TorbenC: Such as walls
May 18, 2014 at 2:31 PM - nilllzz: walls isnt really a good term
May 18, 2014 at 2:32 PM - nilllzz: since nothing in P3D maps is a wall
May 18, 2014 at 2:32 PM - nilllzz: its just an entity
May 18, 2014 at 2:32 PM - nilllzz: I would need to test if the textures are transparent
May 18, 2014 at 2:32 PM - TorbenC: Yes, but I mean solid square entities, no transparency, the whole sprite is filled
May 18, 2014 at 2:32 PM - TorbenC: Hmm, true...
May 18, 2014 at 2:33 PM - TorbenC: what image format are the sprites?
May 18, 2014 at 2:33 PM - nilllzz: you can load xnb or png
May 18, 2014 at 2:34 PM - nilllzz: stored as color arrays in the game
May 18, 2014 at 2:34 PM - TorbenC: well, you know what you could do.
May 18, 2014 at 2:34 PM - nilllzz: and with frustum culling
 

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May 18, 2014 at 2:34 PM - TorbenC: You can test for transparency on load
May 18, 2014 at 2:34 PM - nilllzz: you mean that everything outside of the players view
May 18, 2014 at 2:34 PM - nilllzz: should not get rendered
May 18, 2014 at 2:34 PM - TorbenC: Then check for each entity if it is a transparent entity
May 18, 2014 at 2:34 PM - TorbenC: Yes
May 18, 2014 at 2:34 PM - nilllzz: the game is doing that
May 18, 2014 at 2:34 PM - TorbenC: And everything occluded should not be rendered
May 18, 2014 at 2:35 PM - nilllzz: I thougnt you meant stuff that is hidden behind other entities
May 18, 2014 at 2:35 PM - TorbenC: That is occlusion
May 18, 2014 at 2:35 PM - nilllzz: yeah
May 18, 2014 at 2:35 PM - QWERTYman2020: darkfire:did you get the spreadsheet message?
May 18, 2014 at 2:35 PM - nilllzz: the game is not doing occlusion culling
May 18, 2014 at 2:35 PM - TorbenC: Frustrum culling only renders things that are within the camera's fov and have visible polygons
May 18, 2014 at 2:35 PM - TorbenC: occlusion culling falls under frustum culling I think
May 18, 2014 at 2:36 PM - TorbenC: frustum* (two posts up)
May 18, 2014 at 2:36 PM - nilllzz: I think of them as two separate things
May 18, 2014 at 2:37 PM - nilllzz: but there is some stuff in XNA that does some occlusion stuff
May 18, 2014 at 2:37 PM - TorbenC: Okay, I'll refer to it as occlusion culling than.
May 18, 2014 at 2:37 PM - nilllzz: I might look into that
May 18, 2014 at 2:37 PM - Darkfire: @qwerty - I dont think I did....
May 18, 2014 at 2:38 PM - QWERTYman2020: ill invite you to coneversation so i can tell you
May 18, 2014 at 2:38 PM - QWERTYman2020: its about move set spread sheet being too old
May 18, 2014 at 2:38 PM - TorbenC: What could be done is, on load you check to see if the billboard sprites for each entity on the map is transparent, if it is you simply set a transparent variable to true, if this var is true you do not cull it, if it is false, you add it to a list for occlusion culling.
May 18, 2014 at 2:38 PM - jianmingyong: Darky, well they just wanted to upgrade the excel sheet so some feature would work.
May 18, 2014 at 2:39 PM - fantasticx.1991: I already told him about it :p
May 18, 2014 at 2:39 PM - QWERTYman2020: ah
May 18, 2014 at 2:39 PM - TorbenC: What could be done is, on load you check to see if the billboard sprites for each entity on the map is transparent, if it is you simply set a transparent variable to true, if this var is true you do not cull it, if it is false, you add it to a list for occlusion culling.
May 18, 2014 at 2:39 PM - QWERTYman2020: ox.what was that about back riding sprites?
May 18, 2014 at 2:40 PM - fantasticx.1991: whatcha talking about?
May 18, 2014 at 2:40 PM - TorbenC: my bad for double post, lag got me.
May 18, 2014 at 2:40 PM - nilllzz: The thing is, occlusion culling is super expensive
May 18, 2014 at 2:40 PM - QWERTYman2020: was it someone else?backriding mightyena and donphan
May 18, 2014 at 2:41 PM - fantasticx.1991: ninetails and donphan
May 18, 2014 at 2:41 PM - TorbenC: This is true, but there is a reason it is done, it saves in performance in the end
May 18, 2014 at 2:41 PM - nilllzz: and since lots of entities on each map have transparent parts, I dont think its making up for the time it costs to calculate the occlusion culling in the first place
 

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May 18, 2014 at 2:41 PM - QWERTYman2020: my bad.whats that about
May 18, 2014 at 2:41 PM - TorbenC: True
May 18, 2014 at 2:41 PM - TorbenC: Well
May 18, 2014 at 2:41 PM - fantasticx.1991: Qwerty, i don't understand what you are talking about, i just showed it to jian
May 18, 2014 at 2:42 PM - fantasticx.1991: that's all
May 18, 2014 at 2:42 PM - TorbenC: What could be done is, instead of occlusion culling, simply cast a frustrum and allow it to pass through transparant entities. First entities it hits are the ones that are rendered.
May 18, 2014 at 2:42 PM - TorbenC: There is basic occlusion culling that should be quite inexpensive
May 18, 2014 at 2:42 PM - TorbenC: frustum*
May 18, 2014 at 2:42 PM - QWERTYman2020: where are those images used for.skins?
May 18, 2014 at 2:43 PM - fantasticx.1991: yes
May 18, 2014 at 2:43 PM - TorbenC: http://www.andrejeworutzki.de/game-developement/xna-4-tutorial-frustum-and-occlusion-culling/
May 18, 2014 at 2:43 PM - TorbenC: That should help shed some light
May 18, 2014 at 2:43 PM - nilllzz: I've been there
May 18, 2014 at 2:43 PM - QWERTYman2020: can i contribute?
May 18, 2014 at 2:44 PM - nilllzz: I will try to implement the occlusion culling XNA provides and see if it helps
May 18, 2014 at 2:44 PM - QWERTYman2020: 1 skin? (porygon)
May 18, 2014 at 2:44 PM - TorbenC: Awesome, let me know how it goes :)
May 18, 2014 at 2:45 PM - TorbenC: By the way, I dig the star wars game :p
May 18, 2014 at 2:48 PM - TorbenC: nilllzz: Thank you again for the message, if you decide to open up any more files let me know as I would be very interested in going over them too! :) It was great talking to you.
May 18, 2014 at 3:38 PM - jianmingyong: SViper http://pokemon3d.net/wiki/index.php?title=Mareep Typo Fixed :D
May 18, 2014 at 3:51 PM - SViper: Thanks, now I see mostly how new system works
May 18, 2014 at 3:52 PM - V King: is mew going to be implementerd after you use strength n the truck in vermilion and are we going to use dive to get to the truck and finnaly mewtwo is defenetly going to be in the next update or whar :)
May 18, 2014 at 3:55 PM - SViper: Mew and Mewtwo are implanted and I we don't know when they be obtainable
May 18, 2014 at 3:55 PM - jianmingyong: The truck will not have mew implemented.
May 18, 2014 at 3:55 PM - jianmingyong: It is not a pushable object :p
May 18, 2014 at 3:57 PM - Darkfire: Mewtwo will have a role in 0.48 but wont be catchable til you defeat Blue
May 18, 2014 at 3:58 PM - Smasher:

May 18, 2014 at 3:58 PM - Darkfire: hah
May 18, 2014 at 3:59 PM - Darkfire: now if onyl we had a clauncher sprite......*hinthint*
May 18, 2014 at 3:59 PM - Darkfire: *only
May 18, 2014 at 4:00 PM - Smasher: I finished it, but...I'm trying to get a pallet that doesn't suck
May 18, 2014 at 4:00 PM - Darkfire: :p
May 18, 2014 at 4:03 PM - SViper: :D
May 18, 2014 at 4:06 PM - SViper: Never thought Magikarp can be used in that way:D
May 18, 2014 at 4:11 PM - Smasher: found a pallet that doesn't suck
 

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May 18, 2014 at 4:11 PM - Smasher:

May 18, 2014 at 4:13 PM - Darkfire: http://thepunchlineismachismo.com/archives/comic/04262010
May 18, 2014 at 4:14 PM - Smasher: this somehow makes me want to complete my hack-rom
May 18, 2014 at 4:38 PM - SViper: Wow, so that's how you level up Magikarp:D
May 18, 2014 at 5:29 PM - jianmingyong: Added HA table into the new PokémonV2 Template.
May 18, 2014 at 5:30 PM - jianmingyong: Next: Adding HM/TM Move list into the PokémonV2 Template :p ( It will be updated once the darkfire TM/HM project is done. )
May 18, 2014 at 5:30 PM - Darkfire: ;)
May 18, 2014 at 5:52 PM - jianmingyong: Made some changes, like ( Moves => Learnset ) and sub section ( By Leveling up and By TM/HM ) ;)
May 18, 2014 at 5:58 PM - Smasher: http://steamcommunity.com/sharedfiles/filedetails/?id=214090576
May 18, 2014 at 5:58 PM - Smasher: This seems nice
May 18, 2014 at 6:10 PM - NiamMon: smmsher
May 18, 2014 at 6:10 PM - NiamMon: smasher*
May 18, 2014 at 6:11 PM - NiamMon: you have a noibat?
May 18, 2014 at 6:14 PM - NiamMon: smasher
May 18, 2014 at 6:18 PM - Smasher: yes, of course I do
May 18, 2014 at 6:19 PM - NiamMon: serio?
May 18, 2014 at 6:20 PM - Smasher: não
May 18, 2014 at 6:20 PM - NiamMon: D;
May 18, 2014 at 6:21 PM - NiamMon: vou almoçar e ja vlto
May 18, 2014 at 6:34 PM - NiamMon: smasher
May 18, 2014 at 6:48 PM - fantasticx.1991: #Giff_Noibat!!
May 18, 2014 at 6:48 PM - Smasher: ?
May 18, 2014 at 6:48 PM - fantasticx.1991: you have noibat, i want noibat, let's do business!!!!
May 18, 2014 at 6:48 PM - NiamMon: vc tem um noibat smasher?
May 18, 2014 at 6:49 PM - fantasticx.1991: i did not know he was still here :p
May 18, 2014 at 6:49 PM - NiamMon: I?
May 18, 2014 at 6:50 PM - fantasticx.1991: nope ;)
May 18, 2014 at 6:50 PM - NiamMon: smasher you have a noibat?
May 18, 2014 at 6:50 PM - fantasticx.1991: No one has noibat, smasher was joking
May 18, 2014 at 6:51 PM - fantasticx.1991: noibat can't be caught
May 18, 2014 at 6:52 PM - Smasher: :|
May 18, 2014 at 6:52 PM - Smasher: most of myself isn't here
May 18, 2014 at 6:52 PM - NiamMon: ?
May 18, 2014 at 6:54 PM - fantasticx.1991: i.e he's busy
May 18, 2014 at 7:18 PM - Smasher:
 

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May 18, 2014 at 7:18 PM - Smasher: No, I didn't make this
May 18, 2014 at 7:19 PM - Smasher: but I think I want to go back mapping
May 18, 2014 at 7:21 PM - fantasticx.1991: this is good!
May 18, 2014 at 7:21 PM - fantasticx.1991: what is it? :p
May 18, 2014 at 7:22 PM - Smasher: pallet town
May 18, 2014 at 7:22 PM - NiamMon: smasher you have a noibat?
May 18, 2014 at 7:22 PM - fantasticx.1991: o_O
May 18, 2014 at 7:22 PM - fantasticx.1991: lolol
May 18, 2014 at 7:23 PM - Smasher: I love how the nature acts on the map
May 18, 2014 at 7:24 PM - Smasher: and it's not like a...square on the woods
May 18, 2014 at 7:24 PM - Smasher:

May 18, 2014 at 7:24 PM - fantasticx.1991: are you serious about this being pallet town?????????????
May 18, 2014 at 7:24 PM - Smasher: look at the oak lab
May 18, 2014 at 7:24 PM - Smasher: I think he used the anime as a guide
May 18, 2014 at 7:25 PM - Smasher: sure, he made the paths a bit too big
May 18, 2014 at 7:25 PM - fantasticx.1991: who?
May 18, 2014 at 7:25 PM - NiamMon: :Arghh:
May 18, 2014 at 7:25 PM - Smasher: the guy who made that
May 18, 2014 at 7:25 PM - NiamMon: :Arghh:
May 18, 2014 at 7:25 PM - fantasticx.1991: the first pic
May 18, 2014 at 7:26 PM - Smasher: uh
May 18, 2014 at 7:27 PM - Smasher: yes
May 18, 2014 at 7:27 PM - fantasticx.1991: Are you awake, son?
May 18, 2014 at 7:27 PM - Smasher: You didn't watch the anime, did you?
May 18, 2014 at 7:27 PM - fantasticx.1991: i did....>.>
May 18, 2014 at 7:27 PM - fantasticx.1991: the first few seasons
May 18, 2014 at 7:28 PM - fantasticx.1991: i was asking who made that map!
May 18, 2014 at 7:28 PM - Smasher: "Pallet_town_by_Alucus"
May 18, 2014 at 7:28 PM - Smasher: that's in the file url
May 18, 2014 at 7:28 PM - NiamMon: smasher vc n tem um noibat
May 18, 2014 at 7:28 PM - Smasher: não
May 18, 2014 at 7:29 PM - Smasher: there must be some tiles around his DA
May 18, 2014 at 7:29 PM - fantasticx.1991: is it made for a game, or just cause?
May 18, 2014 at 7:30 PM - Smasher: probably just cause
May 18, 2014 at 7:31 PM - Smasher: maybe he's using it for sprite comics
 

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May 18, 2014 at 7:31 PM - fantasticx.1991: cause that is some serious mapping
May 18, 2014 at 7:31 PM - fantasticx.1991: i mean....that map is better than the whole FRLG
May 18, 2014 at 7:31 PM - Smasher: uh, to be honest
May 18, 2014 at 7:32 PM - Smasher: it's just bug
May 18, 2014 at 7:32 PM - Smasher: big*
May 18, 2014 at 7:32 PM - Smasher: wow
May 18, 2014 at 7:32 PM - NiamMon: bye
May 18, 2014 at 7:32 PM - fantasticx.1991: lol, if i recall right...there was a green house in the anime
May 18, 2014 at 7:32 PM - Smasher: sure, that took some time to complete but the tiles are reeeeaaally the same for most of the map
May 18, 2014 at 7:33 PM - Smasher: (treeeeeeeeeeeeeeeeeeeeeees)
May 18, 2014 at 7:33 PM - Smasher: which ended up awesome
May 18, 2014 at 7:33 PM - fantasticx.1991: i quote the maker of the map :
May 18, 2014 at 7:33 PM - fantasticx.1991: "Yup that you do, its gunna be made into a berry and flower shop for the game."
May 18, 2014 at 7:34 PM - fantasticx.1991: nvm
May 18, 2014 at 7:34 PM - Smasher: meh
May 18, 2014 at 7:52 PM - SViper: Sup?
May 18, 2014 at 8:07 PM - fantasticx.1991: Sup?
May 18, 2014 at 8:10 PM - SViper: I suped? first:p
May 18, 2014 at 8:10 PM - SViper: Chating with half GF, you?
May 18, 2014 at 8:12 PM - fantasticx.1991: half gf?
May 18, 2014 at 8:14 PM - SViper: That means almost my GF or it should be my GF at a moment
May 18, 2014 at 8:14 PM - fantasticx.1991: lol, that make no sense, she's either your GF or she isn't :p
May 18, 2014 at 8:17 PM - SViper: Hard to explain:/
May 18, 2014 at 8:19 PM - fantasticx.1991: it's ok, never mind :)
May 18, 2014 at 8:23 PM - SViper: :p
May 18, 2014 at 8:25 PM - QWERTYman2020: "he's either your GF or she isn't ?".he is or she isnt? wut
May 18, 2014 at 8:26 PM - SViper: We moving to that
May 18, 2014 at 8:26 PM - SViper: BTW QWRTY, how is my sprite?
May 18, 2014 at 8:29 PM - fantasticx.1991: LOL
May 18, 2014 at 8:29 PM - fantasticx.1991: dat typo tho
May 18, 2014 at 8:30 PM - Smasher: wait, maybe...
May 18, 2014 at 8:30 PM - Smasher: SViper is the girlfriend
May 18, 2014 at 8:31 PM - Smasher: http://www.dramabutton.com/
May 18, 2014 at 8:33 PM - fantasticx.1991: Wp
May 18, 2014 at 8:33 PM - QWERTYman2020: so true
 

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May 18, 2014 at 8:34 PM - fantasticx.1991: wp indeed
May 18, 2014 at 8:35 PM - Smasher: I prefer this one, actually
May 18, 2014 at 8:35 PM - Smasher: http://www.myinstants.com/instant/dramatic-chipmunk/
May 18, 2014 at 8:37 PM - fantasticx.1991: That's action, not drama!
May 18, 2014 at 8:42 PM - SViper: Smasher, that was not funny:p
May 18, 2014 at 8:42 PM - fantasticx.1991: oh come on! it was funny
May 18, 2014 at 8:43 PM - SViper: Even I want to dress a bit girlish, that dosen't mean I'm a GF
May 18, 2014 at 8:43 PM - fantasticx.1991: lol, bomb
May 18, 2014 at 8:44 PM - Smasher: I don't mean you do, it was just a joke because...you know, I'm me
May 18, 2014 at 8:44 PM - fantasticx.1991: he was jking sviper, he just wanted a chance to use that sound :p
May 18, 2014 at 8:44 PM - Smasher: exactly, but in better words ^
May 18, 2014 at 8:44 PM - fantasticx.1991: and the opportunity presented itself
May 18, 2014 at 8:45 PM - SViper: Muk you:p:D
May 18, 2014 at 8:45 PM - Smasher: http://www.myinstants.com/instant/pokemon-challenger/ time for a new button?
May 18, 2014 at 8:45 PM - fantasticx.1991: haha
May 18, 2014 at 8:46 PM - fantasticx.1991: argh....it's not full!
May 18, 2014 at 8:46 PM - fantasticx.1991: =/
May 18, 2014 at 8:46 PM - SViper: The reason why we not fully BF and GF is because of my taste to girls/womens
May 18, 2014 at 8:47 PM - fantasticx.1991: AHH I SEA...
May 18, 2014 at 8:47 PM - Smasher: I LAND
May 18, 2014 at 8:47 PM - fantasticx.1991: it make sense now :p
May 18, 2014 at 8:47 PM - fantasticx.1991: wp tho
May 18, 2014 at 8:48 PM - Smasher: remakes *-*
May 18, 2014 at 8:48 PM - fantasticx.1991: i'm not even gonna fix that ;)
May 18, 2014 at 8:48 PM - SViper: My situation is like Nesokai ep 19
May 18, 2014 at 8:48 PM - fantasticx.1991: ...
May 18, 2014 at 8:49 PM - fantasticx.1991: that fact the you remember the number of the episode is beyond me
May 18, 2014 at 8:49 PM - SViper: Because is was released y-day
May 18, 2014 at 8:52 PM - fantasticx.1991: ahh
May 18, 2014 at 8:58 PM - DrShimo: Hey everyone, quick question! Is the GTS actually implemented in the game right now?
May 18, 2014 at 8:59 PM - fantasticx.1991: Yes.
May 18, 2014 at 9:05 PM - DrShimo: Okay, thanks. Where would I find it?
May 18, 2014 at 9:13 PM - Smasher: PokéGear (Q key)
May 18, 2014 at 9:16 PM - DrShimo: Thanks so much, I figured I was overlooking it! Yall have a good day
May 18, 2014 at 9:28 PM - pokemonia: hey guys guess what... i evolved my riolu into lucario, darkfire said it would take a long time but it only took two days
 

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May 18, 2014 at 9:28 PM - Smasher: two days IS a long time
May 18, 2014 at 9:29 PM - QWERTYman2020: yeah
May 18, 2014 at 9:31 PM - fantasticx.1991: don't forget the 15 days before those 2 days
May 18, 2014 at 9:31 PM - fantasticx.1991: lol
May 18, 2014 at 9:31 PM - QWERTYman2020: ...
May 18, 2014 at 9:39 PM - Smasher: downloaded a program, it asked for a serial to use it, inserted a random serial,???, it worked
May 18, 2014 at 9:39 PM - QWERTYman2020: lucky
May 18, 2014 at 9:40 PM - fantasticx.1991: lol, happened to me once
May 18, 2014 at 9:40 PM - fantasticx.1991: but it was like a class D program
May 18, 2014 at 9:43 PM - Smasher: and I'm back to the days I used RPG maker
May 18, 2014 at 9:43 PM - Gypsii: Ox, Check your inbox. :D
May 18, 2014 at 9:45 PM - Gypsii: I can't stick around long, just popped in to say that, lol, now I'm out again. xD
May 18, 2014 at 9:45 PM - fantasticx.1991: hmm..?
May 18, 2014 at 9:45 PM - fantasticx.1991: Oh my God!
May 18, 2014 at 9:52 PM - NiamMon: hi
May 18, 2014 at 9:52 PM - QWERTYman2020: SViper.what kind of hair do you have.flat or with a slight gulf at the front?
May 18, 2014 at 9:54 PM - NiamMon: smasher ypu do all pokémons?
May 18, 2014 at 9:54 PM - NiamMon: you*
May 18, 2014 at 9:54 PM - Smasher: only gen 6
May 18, 2014 at 9:54 PM - Smasher: which are the ones we need
May 18, 2014 at 9:55 PM - NiamMon: you do a noibat?
May 18, 2014 at 9:55 PM - Smasher: yes
May 18, 2014 at 9:55 PM - Smasher:

May 18, 2014 at 9:55 PM - Smasher: his last hair was like that, QWERTY
May 18, 2014 at 9:56 PM - NiamMon: you do one noibat for me please
May 18, 2014 at 9:56 PM - NiamMon: ?
May 18, 2014 at 9:56 PM - QWERTYman2020: RIPPING ALL NIGHT ALL DAY >:D
May 18, 2014 at 9:56 PM - Smasher: uh
May 18, 2014 at 9:56 PM - Smasher: what
May 18, 2014 at 9:56 PM - Smasher: lol
May 18, 2014 at 9:56 PM - Smasher: you mean spriting a noibat?
May 18, 2014 at 9:56 PM - QWERTYman2020: btw those heels are xtreme
May 18, 2014 at 9:56 PM - NiamMon: no
May 18, 2014 at 9:57 PM - Smasher: I know
May 18, 2014 at 9:57 PM - Smasher: it's SViper thought
 
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