(04-04-2013 10:23 PM)JonathonA Wrote: Sorry about that, we don't host this website because it's really adobe flash heavy and there are bandwidth concerns, but we can easily ask our web developer to adhere an Esenthel logo. The wording of the license agreement states, "...and must be included on your application's website homepage..." so naturally we want to get that logo on our site as soon as possible once we have an application and not just a prototype.
Right now, we're still hung up on this issue of managing a world created in the editor in a dynamic world management system (same as Ineisis). We're working hard to resolve this but we are struggling, and I'm sure with the knowledge and expertise available through the Esenthel developers and of course, Greg himself, we could get past this a little quicker.
Researched what little there is on the forums (some examples below) and understand much of the basics of dynamic world management using Esenthel Engine and have been testing some solutions out using the Ineisis project but no success so far.
Dynamic world related notes:
The following post from early last year: Esenthel Wrote:You could however add to it manual code that parses premade world editor world, and initializes dynamic world according to the data in the world folder
and information from the following threads: Ineisis Online for Esenthel 2.0
Ineisis World Areas Streaming
World saving
Editing the world once again
Code based world management
We've got world and its area data in Net::Worlds cache by dropping our world folder into the Storage\World folder that is created by the Ineisis server and even forced a re-save of all area data by changing the UpdateWorldFormat bool flag but the client still does not render the world. I can only assume this is because the server is not transferring the area data over the network correctly (if it is even loaded correctly on the server to begin with).
I'm sure everyone involved, both the Divergence team and the engine itself would love to see the application functional and this project out there making waves. Looking forward to any input you can give on the matter.
You need to abandon the world editor, the world editor is not geared towards dynamic worlds. You should use the Ineisis code as a base and make your client into a fully workable world editor, with only some features available to devs/GMs etc. It's trivial to change the Ineisis code to have things like terrain painting of larger areas and brushes for heightmap changes, object painting etc...
For example use:
http://hme.sourceforge.net/
Then in SetWorldAreas() on server add:
Code:
Image im; im.Import("world/heightmap.bmp", IMAGE_I8);
Pass "im" to area.heightmap.create(...)
and add this to area.heightmap.create(...);
Code:
REPAD(y, height )
REPAD(x, height[y]){ height[y][x]= im.color(y+yarea*32, x+xarea*32).r; }
heightChanged();
And boom you can import any external .bmp as your world's initial heightmap.
Then tweak the heightmap "in game" from that point on. In the g and b channels add objects to paint like trees.
Versioning of changed areas is also not hard, just save a new copy of the area with each change. This also lets you revert player made changes back to the developer standard after a certain amount of time.
Not to plug my hobbiest project, but you may want to download
http://questforterritory.com/ and see how for example when you place a building the heightmap automatically aligns to the building, or how when you raise or lower the terrain near a building it auto-flattens, or when you raise or lower the level of a building the surrounding terrain also raises and lowers. If you want player owned assets and terrain editing, then you need such realtime features, it will take you less time to expand the Ineisis code to support such features than it will to try to expand the world editor code to support the same real time editing features.
I could post examples of how to do this in code, but that would violate Esenthel's copyright as its derivative of his Ineisis code which is licensed.