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  1. Hello everyone, thank you for your support. I appreciate any donation you make or made. Here is a preview of the current progress on the UI. As you can see a lots of new stuff has been added. And it is just a beginning. A lots of work is waiting ahead. Video: Character editor Inventory, including hot slots and plug slots Worldmap, townmap will be finished soon as well Modal windows Ingame video recorder and uploader And bunch of new components and stuff you can't see Have a nice day
  2. Hello there Thank you for the support. I replied to your messages on facebook. Have a nice day, Demi.
  3. Crypton

    OpenArcanum - Tech Preview

    Hello everyone Goods news everyone! I'm happy to announce that OpenArcanum project has vastly progressed in development and will be after all released soon. This new game engine will bring Arcanum back to it's glory, allowing both single-player and multiplayer game, including coop-mode. The story behind: The OpenArcanum was originally developed in Qt framework and written in C++, however the framework did not fit the engine's requirements and I was forced to rewrite the whole engine and write everything from scratch.... However, that was a bad idea back in 2010, because the following 2 years, I was basically only reimplementing the wheel and the project grew to 200 000 SLOC of custom code. I stopped developing OpenArcanum after that due personal and health reasons. Last year, in July, I decided to continue working on OpenArcanum. After fixing completely broken code (took over 1 month) and modernizing it to use latest versions of third-party libraries, I had to switch my desktop OS from Windows to Linux and so I had to port the engine to Linux. After another month or so, I started writing a converter app for Arcanum's game assets. While that, I have decided to drop the idea of Lua language for game scripting. In those 5 years, Lua did not made much progress in "development" and it's ecosystem is very small and outdated. After a deep thinking, I decided to use JavaScript for game scripting. So I started integrating the V8 scripting engine to the OpenArcanum. However, because I also wanted to use HTML5 for game user interface, I started to integrate the CEF3 engine instead. After that, I started integrating and rewriting Node.js for CEF3 implementation. After realizing that there is a so much work to be done, i.e. binding the whole engine to JavaScript, rewriting the core for new file formats, porting to other platforms, bugfixing etc, I did hard, but necessary dedision... I have decided to rewrite the whole engine to JavaScript. The reason is that I wouldn't have to rewrite the Lua bindings, I would not to have to bind the engine at all. Also, it's much easier and faster to write the game in JS than in C++, as JS is a way dynamic and permissible. Another reason is, that back in 2009, when I started developing OpenArcanum, there was no HTML5, CSS3 and WebGL and something like web sockets, Node.js, Electron and similar stuff did not exists or was in early developments. Nowadays, it's possible to develop a AA 3D game for web browsers. So there it is, OpenArcanum2 in it' early development. The JavaScript reimplementation of OpenArcanum. Here's a short video of current progress. Notice the movable and draggable widgets and windows and UI effects If you are considering making a small donation to make the project finished sooner, here are links to OpenArcanum's project pages: https://www.indiegogo.com/projects/the-open...r-arcanum-rpg#/ https://www.patreon.com/libor_max Please follow my Patreon page for latest updates: https://www.patreon.com/libor_max Or ArcanumAlive's facebook page: https://www.facebook.com/ArcanumAlive/ Have a nice day everyone
  4. Goods news everyone! I'm happy to announce that OpenArcanum project has vastly progressed in development and will be after all released soon. This new game engine will bring Arcanum back to it's glory, allowing both single-player and multiplayer game, including coop-mode. The story behind: The OpenArcanum was originally developed in Qt framework and written in C++, however the framework did not fit the engine's requirements and I was forced to rewrite the whole engine and write everything from scratch.... However, that was a bad idea back in 2010, because the following 2 years, I was basically only reimplementing the wheel and the project grew to 200 000 SLOC of custom code. I stopped developing OpenArcanum after that due personal and health reasons. Last year, in July, I decided to continue working on OpenArcanum. After fixing completely broken code (took over 1 month) and modernizing it to use latest versions of third-party libraries, I had to switch my desktop OS from Windows to Linux and so I had to port the engine to Linux. After another month or so, I started writing a converter app for Arcanum's game assets. While that, I have decided to drop the idea of Lua language for game scripting. In those 5 years, Lua did not made much progress in "development" and it's ecosystem is very small and outdated. After a deep thinking, I decided to use JavaScript for game scripting. So I started integrating the V8 scripting engine to the OpenArcanum. However, because I also wanted to use HTML5 for game user interface, I started to integrate the CEF3 engine instead. After that, I started integrating and rewriting Node.js for CEF3 implementation. After realizing that there is a so much work to be done, i.e. binding the whole engine to JavaScript, rewriting the core for new file formats, porting to other platforms, bugfixing etc, I did hard, but necessary dedision... I have decided to rewrite the whole engine to JavaScript. The reason is that I wouldn't have to rewrite the Lua bindings, I would not to have to bind the engine at all. Also, it's much easier and faster to write the game in JS than in C++, as JS is a way dynamic and permissible. Another reason is, that back in 2009, when I started developing OpenArcanum, there was no HTML5, CSS3 and WebGL and something like web sockets, Node.js, Electron and similar stuff did not exists or was in early developments. Nowadays, it's possible to develop a AA 3D game for web browsers. So there it is, OpenArcanum2 in it' early development. The JavaScript reimplementation of OpenArcanum. Preview: https://imgur.com/a/5FUBo
  5. A small update: Our download sections and forums are now working again http://arcanum.game-alive.com/
  6. Howdy :] And thank you.
  7. Hello there Yeah, I pretty much disappeared suddenly, but I made sure that the website and its content remained online, even the project was abandoned already. So you're making a another Arcanum's engine reimplementation? Well, at least I have some competition :D I would like to share some code with you, however, I spent a lot of time researching of all those file formats, and it was very hard to make it complete, so long time ago, I decided to release the file format specifications after the OpenArcanum is finished, to make sure that all the hard work was actually for something. Many people has asked me to share the source code or the file format specifications, but just so they can create their own engine. And it would be quite disappointing and demotivating for me, if I give my work to someone and he decides to create his own engine and even manages to finish it before I do release the OpenArcanum
  8. Hello everyone, for those, who don't know me yet, let me introduce myself... my name is Libor Max and I'm running the ArcanumAlive project: http://arcanum.game-alive.com/ The main purpose of this project was/is to revive Arcanum and bring it back life, as this retro game is fading as the time passes. The main subproject of this project is the OpenArcanum - the game engine re-implementation, which would be multiplatform, MMO based and easy to mod. I started this project back in 2008, almost 10 years ago, and left in 2012, due many (personal) reasons. At the beginning of 2015, I wanted to return, however due some financial difficulties, I had to quit working on OpenArcanum, after a while. In total it's been 5 years since I stopped working on OpenArcanum and ArcanumAlive. At the begging of this month, I decided to have a look at the source code of the OpenArcanum and decide to what to do with it. After two days of digging through it, I realized that it's size and potential is so big, that I MUST continue working on it. It took me about 3 years of programming, and I wrote over 100 000 lines of C++ code, that is quite good and does not requite too much of refactoring. However, at the end, it grew to enormous sizes and it was quite overwhelming to continue developing simulatenously both the engine and the game. So I started working on it 14 days ago. I took me about 10 days only to fix the source code, because before I quit working on it, I did not compile the code for over 6 months... yes, I was programming for 6 months without even hitting the compile button once I was back then a quite confident programmer and compiling the whole project took long and it was a waste of time for me. Well, now it was a problem, not only that the code was completely broken, but before I quit, I wanted to port the project from Visual Studio to Qt Creator IDE, but did not finish the conversion. In those last two weeks, I managed to port the project to qmake and fix the source code, so it compiles with latest version of MSVC and GCC. The first step after that was removing all the Arcanum specific code from the engine, make it as much universal/reusable as posible. I already managed to move all the entity, prototype, mobile code to new installer/convertor application and I wrote an JSON generator, that is already able to convert everything to JSON format. This format it wide-used, easy to modify a will be used in the game where possible. Now I'm working on the map, sectors and terrain data conversion. I will post an update soon. Long story short, I'm back If you have any questions, or you want to chat about Arcanum and stuff, feel free to contact me on facebook: https://www.facebook.com/crypton Also, please like this page, to get latest news and updates: https://www.facebook.com/ArcanumAlive/ Have a nice day, Crypton -------------------------------------------------------- ArcanumAlive, OpenArcanum and other past projects: 2012/12 - Restoration of arcanum1.com I've managed to completely restore the good old Sierra's Arcanum website from the web archives. Completely rewritten from the scratch, with dynamic loading of the content. Here is a link: http://arcanum1.game-alive.com/ 2012/11 - Central Download Storage I've created a big download database od Arcanum-related content. Its still working: http://arcanum.game-alive.com/category/downloads/ 2012/8 - New version of MatchMaker It was binded to Lua and it the ingame chat/console now supported new commands - summoning new critters, player ressurection, etc. 2011/01 - ArcanumBeta v1.0 With a help from one friend, I managed to obtain a CDs of beta/media version of Arcanum. I filtered out all the in-game content that was deleted in release version of Arcanum and released it under "Beta content restoration pack". The first and the original. After that, I also released a pack of new avatar images that was deleted in release version of Arcanum. 2009/11 - ArtGen & new 2d sprites An successul attempts to create a new sprites of npc and inventory items (staffs, guns etd). I've modeled a 3D model of Automaton in 3DS Max and scripted a NPC renderer, that generated images in every camera angle. Then I created a tool that took those images and generated a new Art sprite. 2009/10 - OpenArcanum was ported to C++ It used Qt framework, Lua and OpenGL, and was already working on Linux OS. 2009/10 - ArcVoice A new tool for recording speech of new dialogs 2009/09 - Debug console After a lot of RE of Arcanum, I found out that the release version has a hidden debug console. I've made simple enabler tool for the debug console. 2009/08 - ArcanumAlive I started this project and created a website, forums etc. 2009/08 - MatchMaker After Sierra quit and shut down their servers, the multiplayer was no longer working in Arcanum, as it uses Sierra's MatchMaker library. I created a new MatchMaker library (replacement .dll) and MatchMaster server, so the multiplayer game was working once again. I also hooked the MatchMaster with the ArcanumAlive's website (http://arcanum.game-alive.com/), so you can actually see, how many games is online, who and how many players are playing and for how long. 2009/07 - MultiArcanum I've managed to convert the single player map of Arcanum into a multiplayer map, so you could actually play it online with others. 2008 - OpenArcanum/ArcanumAlive I started this project originally somewhere at the end of 2008. It was originnaly called ArcanumPascalum. Back then, it was just a "simple" map renderer with animations and simple logic. It was written in Object Pascal and was using DirectDraw for the rendering. 2008 - High Resolution Patch I originally started this project, but quit working on it soon, after the idea and patches was "taken" by someone else. It enabled Arcanum to run in window mode and/or with other display resolution.
  9. It's a shame, but I do understand. Well, it's time for me to start learning some Russian then +100 - For not considering the UAP as an option. Good luck and have a nice day.
  10. Looks very nice ;) I have one question, is there any chance to make this expansion pack compatible with English, or at least Czech, version of the game (so all those dumb folks [i.e. me], who can't learn Russian, would have a chance to enjoy this mod)? It would be super duper great!
  11. Thank you for your support Btw, the new version is out: Changelog - Version 0.4f: -Game now uses high-resolution counters instead of timeGetTime function. Animations and scrolling should be a bit smoother. (It is, IMHO) -Increased size of sector cache from 16 to 128 sectors. This dramatically increases loading speed and transition between game levels and maps, and when moving though vast areas. You'll notice it, believe me. -Players are now properly disconnected when they forcefully leave the game (i.e. because ALT + F4, task kill via manager, game crash, etc.) -It's now possible to save and load the game (with a few gotchas). -Also you can move with the camera from Lua. Should be useful. -It's now possible to change global vars and flags and story state from Lua. -It's possible to scale any objects. Works both on client and server side synchronously. -New commands: gload, gsave, gget, gset -Added a *few* new functions: mmGetObjectName, mmGetObjectScaling, mmSetObjectScaling, mmCritterSetStatValue, mmCritterGetSkillValue, mmCritterSetSkillValue, mmCritterGetSkillTraining, mmCritterSetSkillTraining, mmCritterCalculateSkillChance, mmCritterLookForObject, mmCritterRest, mmCritterDamageFatigue, mmCritterIsConcealed, mmCritterSetConceal, mmGetCritterMaxFatigue, mmSetCritterFatigue, mmSetCritterHealth, mmCritterBuySpell, mmCritterAddTechDiscipline, mmCritterAdjustReaction, mmCritterWalkToLocation, mmCritterRunToLocation, mmNPCProcessAI, mmMoveObject, mmGetGlobal, mmSetGlobal, mmSaveGame, mmLoadGame, mmGetMouseLocation. mmGetCameraLocation, mmSetCameraLocation, mmMoveCamera, mmCalculateDirection, mmCalculateDistance, mmObjectCalculateDirection, mmObjectCalculateDistance Misc: mmFindFiles, mmCopyFile, mmCreateDir.
  12. Okay, apparently the new version of MatchMaker doesn't work with patched GrandFix v1.3 version. Can someone confirm this? Because I have tried it with both GOG.com version + GFv1.3 and original english v1.0.7.4 and everything works without any problems. Thanks! Edit: Oh, hey! Long time no see. How are you? Still working on A:R? I've seen you new fancy website, looks good but is still quite unfinished. Is it still work in progress?
  13. Big news! With new version, it's possible to save the game in multiplayer! You can now save and load/restore the game from Lua without no problem. I'll release the new version withing a few days. It will be also possible to move objects, teleport and resurrect.
  14. Hello everyone, I just want to let you know that new version of the MatchMaker2 was released and is available for download. More information and download link can be found in this topic: http://arcanum.game-alive.com/forums/viewtopic.php?f=5&t=309 Here some short gameplay video: Please note that right now it's sort of proof of concept, the attached script only shows how to use buildin functions and how to script some stuff in Lua. It's not a final version, but you can already change and add lot's of stuff into the game with it. If there is anyone who would like to help a bit with this project, especially someone who knows RE, then let me know. We need to bind as much of the game to the Lua environment as possible. (If you only know offsets of some useful functions in the executable, then it would help as well.) Have a great day. Edit: Some new screenshots:
  15. Hello again, I have some great news for those who are using the MatchMaker tool. Enjoy! (I'm not sure if I was supposed to post this in this topic, or into the other one here: https://forums.arcanumclub.org/index.php?showtopic=8635 )
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