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User avatar   Media Support Media SupportMember since: 31.08.2011, 11:17Posts: 425 Likes: 2
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 12.08.2012, 05:33 
Hello This is Rich!! :p I Spent the day programming my own Procedural Object Placement System.

And decided that the community would Benefit GREATLY from my Cryengine Editor Tool and so i am releasing it to the public free of charge. Enjoy And make sure you watch the tutorial for it below!!!!!! :)

let me know what you think and send me some complements if you like it :cheesy: :P







Download [27.69 Mb] http://www.mediafire.com/?lchsi26pdfailbp

User avatar   Beginner BeginnerMember since: 18.08.2011, 00:42Posts: 15Location: Australia Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 12.08.2012, 07:52 
Looking good Rich keep up the good work mate on a side note I found something that might interest you and others following this thread

Quote by Pek3:
Image

Build maps together with other people in multiplayer

Story of the development
About 2 years ago (in 2009) I had the idea to make it possible that players can build together a city in the Crysis Wars Multiplayer. I achieved this idea and the BuildMod was born. I made it better and better, more stability, more flexibility, more functionality and improved the performance. At the begin, only static objects could be placed, but after a while I added interactive objects support. So I often deleted the mod and made it new (for a better code structure). When Crysis 2 came out, I had implement it in this game. But I noticed that there were a lot of barriers (can't add new console commands, can't use actionmaps in multiplayer, can't set key bindings, upload limit by the server, cheatprotection kicked players everytime, ...). So I decided to implement this mod in the CryENGINE 3 Free SDK. There I have much more possibilities for this mod and it works fine.

What is it exactly?
With this mod you can build some stuff together with other people in realtime. You can place doors, lights, elevators, ventilators, physical objects, animated objects, particle effects, switches, teleporter, sound spots, forbidden areas, timer, trigger and static objects. Each object can be exactly configurated. Only the owner of an object can modify it. I made a efficient system to manage over 50.000 objects without any network or local performance issue. In Crysis Wars were a lot of memory leaks and so the memory usage rises while runtime, but now, with the CryEngine 3, there are fewer problems and better performance.

How to build?
It is quite simple: First you have to select a object what you want to place. You can find objects in the object gallery of the map. Shoot at an object to select it. Then there will be a text at the position of the selected object, which describes the object (owner, objectTyp, scale, parameters, ...). If the selected object is yours, you can modify it (move, rotate, scale or set object parameters about console commands). If you want to place the selected object, you have to go to an position where you want and press the place key ("return" for example). Then the object (a copy of the selected object) will be placed.

But if you want to import an object from Sandbox, you can do this on this way: Select the object in the Sandbox Editor and copy the geometry filename of it. After that, go back to the game, open the console and type in: "- create <press CTRL+V to paste>". Then your object should be there.

There are much more commands to modify objects. Here are some console commands:

- door user:me = Setup the object as a door and only the owner of this object can use the door
- light user:me red:1.0 green:0.0 blue:0.0 strength:3.0 = Setup the object as a red light with a strength of 3
- effect user:me source:explosions.flare.night_time = Setup the object as a particle effect
- anim user:me source:idle01_loop = Setup the object as a animation
- sound user:me source:music01.mp3 volume:0.5 radius:10 = Setup the object as a sound
- physic mass:50 density:1000 = Physicalize the object

But you don't have to set always all parameters, because they are optional. So you can write

- light user:me red:1.0 green:0.0 blue:0.0 strength:3

or

- light
- set user:me
- set strength:3
- set red:1
...

Here a small example to make a light with a switch:

1. Select the object which should be the door.
2. Type in console: - door user:me targetname:myDoor
3. Select the object which should be the switch.
4. Type in console: - switch user:me target:myDoor


How does it work?
All objects get saved on the current server every minute. I think this is enough, so there will be no data lost. If the server crashes, it will restart and loads the last saved map automatical. All objects are synchronous with the players and server. That means if a player turns on a light, all other players will see that at the same time, or if a player turn on music, the other players will hear it, too. So all objects are full synchronous. With switches you can call many objects at the same time. You can turn on all street lights of the city by pressing one switch for example. Or you can turn on the music, a ventilator and a particle effect by pressing a switch. This is possible by giving objects targetnames and tell the switch, which objects it should call.

I found out that the CryEngine 3 have a better memory handling than the CryEngine 2. The memory is still down at 560 MB with 2000 different objects. Without objects it is at 530 MB. So I am excited how much memory will the map need if there are much more than 50.000 objects. The BuildMod System compress and stores objects, which are not in the viewdistance, and delete them from the entity system. This will save memory and performance. And if the object is in the viewdistance again, it will be add in the enity system by the compressed data. The problem in Crysis Wars was, that every object which was deleted from the entity system, left unused memory in the RAM, which never gets deleted. And so the memory usage increased while the runtime.

Perhaps the mod gets a HUD for a better control. Everything is working about console commands, so the HUD will execute this commands to modify objects. But the main structure of the mod is working.

Current status


You can take a look at the project page: http://www.crydev.net/project_db.php?action=project_profile&team_id=319&project_id=315

Download

Filename: CryENGINE3_BuildMod-Client.zip
Version: 0.925
Size: 1.60 MB
Last modified: 19.11.2011 19:13

> > Download > >


Regards,
Benjamin D. Smith

CEO/Creative Director
Binary Sword Pty Ltd
http://www.binarysword.com

Currently working on

Infectious Life (FPS\RPG Zombie Survival Horror)
http://www.InfectiousLife.com

Knoll (Medieval Game)
http://www.KnollTheGame.com
User avatar   Experienced Modder Experienced ModderMember since: 17.07.2011, 04:14Posts: 586Location: The TyTilian Core Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 12.08.2012, 08:59 
Quote by Richmar1:
Hello This is Rich!! :p I Spent the day programming my own Procedural Object Placement System.

And decided that the community would Benefit GREATLY from my Cryengine Editor Tool and so i am releasing it to the public free of charge. Enjoy And make sure you watch the tutorial for it below!!!!!! :)

let me know what you think and send me some complements if you like it :cheesy: :P







Download [27.69 Mb] http://www.mediafire.com/?lchsi26pdfailbp


I am about to go out now, but I will watch it when I get back, it certainly looks interesting! :D Oh, and while I remember, I just went and liked all of the videos that I watched on your YouTube channel (everything except the minigolf ones) :p I know I have said this before man, but you really are awesome, haha. :cheesy:


My Rig:

32GB DDR3 RAM
3x GTX470s
Core i7 3930K @ 5GHz
3x 42 inch LCD TVs - 5760x1080 res
1x400GB - 6x2TB - 1x1.5TB HDDs
HAF 932 (GPUs & 750w) & HAF X (rest of system & 1200w)


Alienware M18x

[And yes, that is me in my DP]
  Beginner BeginnerMember since: 12.05.2012, 22:10Posts: 84 Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 14.08.2012, 19:02 
Thank you Rich for doing so big job. By the way, there is one question, which might be very important for RTS game: is there possible to save gameplay when playing CryEngine game and making some progress?
User avatar   Media Support Media SupportMember since: 31.08.2011, 11:17Posts: 425 Likes: 2
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 14.08.2012, 19:18 
saving games is something that is completely posibble yes, but something i don't know how to do yet. but also i have not looked into it yet
  Trained Modder Trained ModderMember since: 08.08.2011, 17:20Posts: 255 Likes: 6
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 14.08.2012, 20:08 
Quote by Richmar1:
saving games is something that is completely posibble yes, but something i don't know how to do yet. but also i have not looked into it yet

It'll be interesting to see how that works in CE3. I was kinda tearing my hairs out about that in UDK Mobile. So I am just hoping it'll be easier in the CryEngine.
  Beginner BeginnerMember since: 12.05.2012, 22:10Posts: 84 Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 15.08.2012, 13:12 
Thank you for supporting, I will also try to look for solutions how to save gamestate.

By the way, another question. Are in the last versions of code included resources collecting system, which you developed at the start of RTS tutorials? I can't find if it is included in current version...
User avatar   Media Support Media SupportMember since: 31.08.2011, 11:17Posts: 425 Likes: 2
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 15.08.2012, 14:03 
actually that was done in flowgraph and i moved to a flowgraphless way of doing things. currently i have no resource collection system.
  Beginner BeginnerMember since: 12.05.2012, 22:10Posts: 84 Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 15.08.2012, 18:26 
Are you planning to include resource collecting in future via C++ ?
User avatar   Media Support Media SupportMember since: 31.08.2011, 11:17Posts: 425 Likes: 2
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 15.08.2012, 21:33 
Quote by chanfort:
Are you planning to include resource collecting in future via C++ ?

of course I am, lol. what kind of rts game would it be if it didn't have resource collection :P :cheesy:
User avatar   Media Support Media SupportMember since: 31.08.2011, 11:17Posts: 425 Likes: 2
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 19.08.2012, 00:09 
hello all. I'm here with an amazing update to my procedural object placement system. Take a look and tell me what you think. Also download it if you want to give it a go for yourself.



My Free Procedural Object Plaement System Version 2. Download. Grab it NOW!!!!






Download - (192.82 Kb) http://www.mediafire.com/?7v33n2mgx6aaka2


Install instructions:
Extract to your cryengine root directory and compile in C++

any questions please ask enjoy
User avatar   Experienced Modder Experienced ModderMember since: 17.07.2011, 04:14Posts: 586Location: The TyTilian Core Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 19.08.2012, 03:16 
Added to bookmarks, will be watching it later! :P


My Rig:

32GB DDR3 RAM
3x GTX470s
Core i7 3930K @ 5GHz
3x 42 inch LCD TVs - 5760x1080 res
1x400GB - 6x2TB - 1x1.5TB HDDs
HAF 932 (GPUs & 750w) & HAF X (rest of system & 1200w)


Alienware M18x

[And yes, that is me in my DP]
User avatar   Experienced Modder Experienced ModderMember since: 22.08.2011, 09:34Posts: 464 Likes: 5
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 19.08.2012, 23:27 
Very nice Rich, It's coming along nicely and I hope this thing gets used extensively when finished, great to see someone with such passion for there work. keep it up ;)
  Beginner BeginnerMember since: 21.08.2012, 20:36Posts: 20 Likes: 0
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 24.08.2012, 23:48 
Rich your tutorials are really good. You explain every single thing/step very comprehensible :)
User avatar   Media Support Media SupportMember since: 31.08.2011, 11:17Posts: 425 Likes: 2
 

 Post Topic: Re: create a RTS game from start to finish in Cryengine 3
PostPosted 25.08.2012, 01:00 
Quote by xHochex:
Rich your tutorials are really good. You explain every single thing/step very comprehensible :)



thank you very much i really try to make things understandable. my goal is not for people to copy me but to give them the information they need to be able to create there own things. a lot of tutorials end up being "do what i do and thats how you do it" but what the user ends up walking away with is doing only what the instructer did (making the same thing not havng the knowlege to make his/her own), that's where i step in i hope. :)