View Full Version: 3D mode

ivan >>Programming >>3D mode


Z- 05-06-2005
3D mode
If you would like to see the world of Ivan through the eyes of your character, download my patch from http://www.freewebs.com/z137/ivan.html . The 3D mode is activated by pressing # (shift-3). Known issues: - may be slow, and seems to cause missing keypresses sometimes - large objects and monsters are drawn incorrectly - fluids are not drawn on armor - a strange cursor in the world map - some stuff looks as if hanging in the air - no sky in the towns - carpet and pool in New Attnam is strange (that's because there is no information in olterra.dat whether the picture is a object standing here, a part of floor, a part of ceiling, or a part of wall) - squares that IVAN thinks the PC does not see are not drawn (for example, ones behind large monsters) - does not conform to coding standards used by the authors (too lazy to learn and use them)

TheFallenOne222- 05-07-2005

Very nice work. :) With some minor fixes, I think it could be a great addition to IVAN. The biggest problem I have with it is three things - One, not having a minimap. Easiest way to do this is to take what would be the normal 2D screen and draw it as a miniature form in one of the corners. Might slow it down a bit, but it's worth trying. Two, the area you can't see is kind of... weirdly done. If there was possibly some better way of doing it (Such as drawing a "greyed out" version of the walls in that area - assuming you've explored there - and don't draw objects) then it would be perfect. And three, the fact that the ceiling seems to always be the ground tile. If it was that way while in the caves but not in towns or the world map, that would be perfect.

Z- 05-07-2005
Re: 3D mode
FLUFFY">You should put this in your Sig. Very nicely done, but why is the executable so much smaller? I UPX'ed it. About minimap: for now, you can switch to the normal mode by typing "#" and back, which is quite convenient. But I'll think about minimap, should not be too hard to add.

Z- 05-07-2005

I uploaded the new version. Fixes: - changed background to an uniform color, which depends on location - no ceilings outside - added the required information to olterra.dat and glterra.dat - a bit cleaner code - nice altars No minimap yet (use # to see the map). Drawing a "greyed out" version of walls would be a bit hard, so not done either.

DodgeK- 05-07-2005

Tiles and walls don't show up in my game :(. I can make a good estimate of how it would look though, and I think it would look neat :).

Z- 05-07-2005

Maybe you forgot to move glterra.dat, olterra.dat and define.dat to their correct location (Script subdirectory) ?

DodgeK- 05-07-2005

Yes... yes I did... :oops:

Lege- 05-07-2005

That is just simply genious. What else is there to say?

Z- 05-07-2005

Thanks! New version: - mode switcher key changed to 'x' from '#' - isometric mode added (currently not very good, since only shows visible squares, and also is much slower than it could be) - mini-map added, although it is not very useful, and not very effective, since I didn't find how to use the Memorized square graphic (it is activated with '#') - windows are now transparent and ceiling above the pool looks a bit better now - eye level now depends on PC size, Flying state, and Confused state (confusion is obvious in FPP mode and not in the normal mode, but I don't think it's very bad) Forgot to mention that the lamps on walls are not shown, because I don't know how to find a proper graphic for them. Also, explosions are not touched. I didn't try to add darkened squares out of line of sight, because IVAN currently remembers them only as 2D square, so I don't know how to do it in a way that looks neat.

TheFallenOne222- 05-07-2005

Wow, talk about fast updates. :) Two minor thoughts: 1) In 2D mode, when attempting to open a door, if you move into it so that you get the "Would you like to open the door? (Y/N)" prompt and then hit the direction of the door again, it automatically tries to open it. In 3D mode, it just cancels it and assumes you don't want to open the door. 2) For the minimap - Good job. :) I think it would be more useful to display a bit more of a "zoomed in" version that scrolled with you though. That way you could see the immediate area around you, which is all that is really needed I think. Although I'm playing in Windowed mode, which might make the minimap seem smaller to me than those playing in fullscreen, so that might be why I'm having troubles making much of anything out on it.

Z- 05-07-2005

Uploaded a new version, with a much faster rendering algorithm, and also the thingy about doors has been fixed.

hexi- 05-07-2005

:shock: :shock: :shock: :shock: :shock: Now this is something I really did not expect to see! I like the isometric view especially. I really hope you continue to work on this excellent patch! You know we like to think eye candy is not really important, but I'm sure that many new players disagree... --- Oh yeah and I forgot... I uploaded a couple of pics to the wiki just to show off to friends :) http://a25a.mtalo.ton.tut.fi/wiki/index.php/3d_screenshots

Z- 05-07-2005

Of course, most of this eyecandy has been here already :). My creations are the perspective, renderer, and assigned the proper drawing location to each object. FLUFFY">Simply gorgeous. The only suggestion I have right now that you already haven't addressed is the original IVAN icon for the executable. :D I suppose that's because the original is compiled with Visual C, and mine is compiled with MinGW. I have another update prepared, but the server seems to be down currently.

DodgeK- 05-07-2005

Why is it that your executable is smaller than the normal one, btw?

Z- 05-07-2005

I UPX'ed it (see http://upx.sourceforge.net/ ). The first release consisted only of executable, so I've decided to use UPX, not ZIP. The further releases were UPX'ed because the first version was.

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.