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"Progress so far..."
Owner: edzup
Showcase Entry: Elite Multiplayer
Total Entries: 25
edzup
Entry: 25
04/09/2005
02:39 AM
NPC targetting is in now just have to work on the flight system so they can roll/pitch to face thier quarry and then I can put in the weapon usage :).
edzup
Entry: 24
03/11/2005
05:46 PM
Working on NPC combat and flight systems now, ive completed creation and removal. Now all thats needed is the flight to and from and attack systems.

I will be creating a basic system (probably Riedquat ;) ) to test everything in, if all goes well I may whack out a demo (would make a nice screensaver LOL ;) )
edzup
Entry: 23
02/22/2005
09:24 PM
Done the Cobra MkIII, Thargoids, Krait now working on the Sidewinder =)
edzup
Entry: 22
02/12/2005
09:58 PM
Complete rehash of all the ships in the game ready for texturing, this will be done ASAP so I can release a nice demo if the ships in all their glory =).

Still working on the server/client system kicking works (LOL) as does several of the other bits. I still need to add server/client checks to make sure there is no cheating.
edzup
Entry: 21
01/13/2005
10:31 AM
Still working on the paint program, the game is still very much in development tho :). Things are a lot slower than usual now my fiance is expecting.
edzup
Entry: 20
12/16/2004
04:54 PM
have all the engine verts now, currently creating a paint program to colour the triangles how I want them. Also have to locate and remove stray vertices.
edzup
Entry: 19
11/10/2004
11:42 PM
still in progress but moving slower due to real life issues
edzup
Entry: 18
08/01/2004
05:28 PM
I have finally managed to convert all the mesh data, now all I have to do is locate the engine verts (for engine colouring Amiga style) and colour the tri's of the meshes then I will release a Elite Mesh view so I can see if it works 100% with everyones system =).
edzup
Entry: 17
07/28/2004
09:44 AM
Having a look at the meshes ATM, I have a load of information about them. What I want to do is have the meshes in the main EXE these will be created at runtime (keeping file sizes down) and then I can allow users to mod the game with thier own skins etc, cockpits etc.

I also intend to have the cockpit gadgets also adjustable so when complete I can choose between the old Amiga cockpit and Elite+(PC)'s cockpit.
edzup
Entry: 16
07/24/2004
12:50 AM
On WinXPHome so now so progress should be a little faster, also getting a new CPU for me machine next week (XP3000) so that will also speed it up no end.

My old machine will be relegated to my third machine, this is good for network testing seeing as my other PIII just gave up the ghost about two months ago. My second machine is not for testing (not networked) but now i will once again have two machines with which to get the networking going again :)
edzup
Entry: 15
05/10/2004
08:12 PM
FINISHED: Finally finished the Ship selection system =)

ADDED: Ship prices, so when its completed you will be able to change ship in game.

ADDED: Server broadcast system
edzup
Entry: 14
03/17/2004
09:01 PM
Early tests show the system needs a little tweaking but it seems to be sound, as soon as I have done some tweaking and got some weapons in there I will post a demo.

The project is still moving along although at a slower rate than I would like, this is due to other real-life constraints.
edzup
Entry: 13
11/22/2003
09:06 PM
Upgraded Server/Client to Blitz Play Pro v2.0 :), this allows file sharing for player created textures (which I hope to add somewhen in the future).
edzup
Entry: 12
11/19/2003
11:13 AM
ADDED: Server side bits for:
Kicking players, deleting player characters, Banning accounts, unbanning accounts (always handy ;) ), adjusting players etc this will allow the server to keep upto speed on player stuffs I will also add a 'on cheating detected do' thing so the host doesnt have to be there all the time to sort out cheats.
edzup
Entry: 11
11/05/2003
09:42 PM
ADDED: Space dust to game engine.

ADDED: Model loading, this can have the textures loaded too but its not compolsory ;)

ADDED: Timo Suoranta's galaxy generation system, now all eight galaxies are lovingly mapped out :).

TODO: combat and network checking (make sure everyone can see each others ship), timing issues so the server doesnt get swamped with packets and then I will hopefully be able to release a dogfight tech demo which I will flesh out with all things Elite as time goes on.

As it stands its basically a chat program with flight controls ;).
edzup
Entry: 10
10/08/2003
10:29 PM
Hi guys,
Just thought I would let you all know that I am still working on the game and ATM the system is as follows:
Server - this is getting there but still needs the menu's to be completed (kicking/chat/etc)

Client - still a lot to do here (work takes my time mostly) but its getting there will be adding 3d next with players being able to shoot each other. If the tests goes well I will add some spacedust and release a very early alpha demo :). I have added the Action/Status/Equipment bytes to the system so the server can keep track of what the player is doing. Ship loading and galaxy creation is already complete, still mapping and texturing the Elite ships tho :).
edzup
Entry: 9
09/20/2003
12:03 AM
Server tests seem to be going well, im currently coding the 3d engine side to see if I can get players to see each other without causing server problems (the server code isnt 3d as its a Blitz+ thingy).
edzup
Entry: 8
09/09/2003
09:10 PM
*** RECODING ***

I have started the Dedicated server system (written in Blitz+) this will replace the old Blitz3D client/server system. The client will use Blitz3D (for obvious reasons ;) ), so you should be able to run them both on the same machine :). I am using Surreal's BlitzPlay Pro v1.3 for all the networking this should make the game as fast as possible and allow people to host dedicated servers when they dont have graphics cards capable of 3d graphics in thier machines (I so far have received numerous requests for this to be done hence the rewrite :) ).
edzup
Entry: 7
12/28/2002
08:18 AM
I have managed to get a Joining system working 100%, this system now requests the server ID and if successful it will broadcast to the server ONLY. This works 100% perfectly and the game seems to run very well, ATM the packets are 30 characters this handles everything about the game.

ATM the game is a basic space game where each player can chat and see each other.

I have no future plans to include stockmarket information in the game as its not really needed, I may add it later of there is a mass call for it.

I intend to add lasers next and missles after that, then I will add the hardware of the ships and a basic system then the galaxy data and systems.
edzup
Entry: 6
12/26/2002
01:13 PM
Currently doing a complete 'rewrite' of the game code, this will give me a better start on the networking side as the game will be coded round a simple 64 player space fight game.

ATM I have the joining system chat program complete and im now working on adding the 3d functionality, when complete I will post a new demo that will contain the first draft of a space fighting thing that I intend to expand as time goes on to become a full blown Elite clone.

When I have the full blown Elite clone I will then begin to add the NPC players to fill the void so to speak and also keep the FPS up to a respectable level.
edzup
Entry: 5
12/22/2002
09:27 AM
Restarted Network coding, it seems the 'adjusting' of the DirectPlay to UDP networking didnt go 100%. So I have decided to completely redo the networking from scratch this should allow for better more reliable networking.

So far I have coded the hosting/joining system and this has been tested and working, also when the host quits it kill Elite Multiplayer on everyone elses machine this will have a message attached to it in the final release and the game will be 100% Server/Client.
edzup
Entry: 4
12/21/2002
12:40 AM
Fixed: Selling laser that didnt get removed from ship

Fixed: Selling missles that didnt get removed from ship
edzup
Entry: 3
11/15/2002
01:28 PM
Today I have broken up the main source file into individual components for stuff like Networking etc. Also I have made a start on the Server side networking (I will have to completely rehash the entire networking side but if that means I can have 64 players or even 16 then im happy ;) ).
edzup
Entry: 2
09/11/2002
03:40 AM
Im going to have another go at getting the server to send the details to the client when they join, this will save me a considerable rewrite of the game engine. If this works I will upload the new version for everyone to play :)
edzup
Entry: 1
09/10/2002
01:33 PM
Early tests have shown me that Elite Multiplayer still has a lot of the DirectPlay baggage in it, to this end I have decided to completely recode Elite Multiplayer to incorporate Surreal's Blitz Play v1.1. This will have to be done at a later date after I have concluded some other projects I am working on.
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