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How to integrate basic objects in IVAN - Course description
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holybanana
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Joined: 04 Jan 2005
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PostPosted: Mon Aug 28, 2006 11:18 pm    Post subject: How to integrate basic objects in IVAN - Course description Reply with quote

I've been thinking about new ways the community could help the DevTeam in making IVAN. The main function of the community is producing ideas and finding bugs and problems in the game. However, many have expressed the wish to do more. For instance, there seems to be an abundant supply of talented graphics artists among you who desire to help us. Alas, our artist Kahvi does very good work much more quickly than we have the energy to integrate them. So we have little use for pictures only.

However, I thought I could probably run a very simple course on the title "How to integrate basic objects in the game". I'd write everything relevant in a separate file which could be referred to later. This would be a part of the game and script documentation. This file would be at first just a very rough scetch, but would evolve based on the questions you ask me of it in this forum. I could add examples, exercises, charts, whatever may be found useful for pedagogical purposes.

Those who catch the idea easily or have already experience in integrating (I know there are lots of you out there) would help me explain to newbies how the script works.

When the course is over, I hope I'd have several people who could carry out the following fictional orders of IvanDev:

Quote:
There's something to integrate:

char.pcx
panda - Stats little weaker than a bear.

item.pcx
nursery bottle - Inherits the properties of bottles.

olterra.pcx
wooden horse - Causes damage to ass when you use the sit command above it.


For instance. I would of course check the results and make the final balancing. (maybe give you a grade 8) )

After the first course, a number of participants would be able to integrate simple graphics with little special effects.

Then I could move to the topic "How to integrate advanced creatures and objects in IVAN".

In practice, the system would work like this: I train you in the art of adding stuff to IVAN. I then delegate above-like suggestions to the community. People who want to reserve some bigger job for him/herself just announce so. Otherwise we integrate the first working patch posted to us.

If I give the community a task, it is almost guaranteed to make it in the official version. This is also a good way to get your name to the AUTHORS file of IVAN, eg. under Additional Script Design.

What do you think of this idea? Could it work? The script is quite clear in the eyes of those who have tried and C++ knowledge is needed only occasionally.
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Freelance Berzerker
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Joined: 28 Jun 2006
Posts: 805
Location: In Valhalla, currently posing as "Engels"

PostPosted: Mon Aug 28, 2006 11:34 pm    Post subject: Reply with quote

HB,

I think that's a rocking idea. Can't wait for your first course! Very Happy
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holybanana
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Joined: 04 Jan 2005
Posts: 155
Location: Above Valpurus

PostPosted: Tue Aug 29, 2006 8:59 am    Post subject: Reply with quote

Here's the first very basic lecture. Most of you who have tried script have probably figured out these things already, but I'll include this data for newbies.

http://ivan.sourceforge.net/script/lecture1.htm
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elder dark mage


Joined: 28 Mar 2005
Posts: 999
Location: Idling in AFK-land

PostPosted: Tue Aug 29, 2006 9:54 am    Post subject: Reply with quote

You rock. Very Happy

I'll try to learn that once i ll get freetime.
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Freelance Berzerker
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PostPosted: Tue Aug 29, 2006 10:43 am    Post subject: Reply with quote

Kickass. Looking forward to your future lessons.
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holybanana
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PostPosted: Tue Aug 29, 2006 7:05 pm    Post subject: Reply with quote

Here's the next one:

http://ivan.sourceforge.net/script/lecture2.htm

I modified the first one slightly, so it explains what I mean by the term main config.
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Battleguy01
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Joined: 27 Jun 2006
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PostPosted: Tue Aug 29, 2006 8:40 pm    Post subject: Reply with quote

It's just what I always wanted!!! Very Happy
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PostPosted: Tue Aug 29, 2006 9:42 pm    Post subject: Reply with quote

Now the real fun starts.
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holybanana
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PostPosted: Wed Aug 30, 2006 1:31 pm    Post subject: Reply with quote

New main page:

http://ivan.sourceforge.net/script

Lecture III:

http://ivan.sourceforge.net/script/lecture3.htm
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Freelance Berzerker
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PostPosted: Wed Aug 30, 2006 1:58 pm    Post subject: Reply with quote

Darn, something's wrong with the mainpage. I keep getting the following error:

연결 시간 초과

ivan.sourceforge.net 서버의 응답이 너무 늦습니다.

* 서버가 일시적으로 접근이 불가능 하거나, 또는 너무 많은 접속이 몰려서 일
수 있습니다. 몇 분 후에 재시도 해 보십시오.

* 어떤 페이지도 열 수 없다면, 컴퓨터의 네트워크 연결을 확인해 보십시오.

* 컴퓨터와 네트워크가 방화벽 또는 프락시를 이용하고 있다면, Firefox
가 웹에 접속할 수 있도록 설정을 해 주십시오.

EDIT: OK, everything works now. I'm gonna' copy all your postings to the mainboard in case it goes down again.
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holybanana
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PostPosted: Fri Sep 01, 2006 9:39 am    Post subject: Reply with quote

I added some stuff. Henceforth I won't be be posting notifiers of updates to this topic, I just update the ChangeLog at the main page.
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elder dark mage


Joined: 28 Mar 2005
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PostPosted: Fri Sep 01, 2006 10:21 am    Post subject: Reply with quote

Neat. You re quick. And it seems really well written and easy to understand.
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Freelance Berzerker
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PostPosted: Sat Sep 02, 2006 1:11 am    Post subject: Reply with quote

Coding instructions which can actually be understood by newbies. Very well done.
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PostPosted: Sat Sep 02, 2006 7:31 am    Post subject: Reply with quote

HolyBanana,

I've gone through Part I of your courses. I'd like to eventually be able to add a spiked pit to the game. Right now I know this is way beyond my abilities, so I'll just be happy with a flat terrain with spikes. Anyways, here's what I did:

Code:

In glterra.dat:

#define PARQUET 1
#define FLOOR 2
#define GROUND 3
#define GRASS_TERRAIN 4
#define LANDING_SITE 5
#define SNOW_TERRAIN 6
#define DARK_GRASS_TERRAIN 7
#define SAND_TERRAIN 8
#define SPIKE_TERRAIN 9

In define.dat:
glterra
  Config SPIKE_TERRAIN;
  {
    MainMaterialConfig == GLASS;
    NameSingular = "Bamboo Spikes";
    BitmapPos = 32, 32;
  }


For the BitmapPos, I just used what was already there, because I couldn't figure out how to get my image viewer to tell me the exact positions of certain pixels.

Which image viewer do you use?
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Somagu
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Joined: 01 Sep 2005
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PostPosted: Sat Sep 02, 2006 9:16 am    Post subject: Reply with quote

I'm sure GIMP would do that for you.
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