grazer

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About grazer

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  1. running in background

    The simplest method is to use 'screen' to get a new console, run your server, then detach with Ctrl+D: # screen # ./test_server # ^A^D You can get back to the console later if you like with: # screen -r This is obviously not portable, but writing a portable service will probably take some work.
  2. Quote:Original post by d000hg Quote:Original post by qesbit You won't find any because they are insanely easy to make. Here, buy the book Focus on 3D terrain program. He gives you a basic terrain programs. Than just hack on it, make it if you click and move the mouse up, raise the terrain in a brush shaped region upwards, and downwards blah blah blah. It's insanely easy dude, if you can make a 3D engine you can make a terrain editor in a day. Putting models on it is not much harder really.It's easy to make the abilty to deform a heightmap, yes. But to make a useful editor which allows a level designer to turn their design into a level easily and quickly... Exactly! I could hack up something quick, but to really create a *good* and flexible/useful editor could take a long time. The most important aspect would most likely be the interface, not the terrain generation/rendering.
  3. That is a great site, of course, but they don't really have much in the way of game-oriented editors. Thanks for the link, though. -g
  4. compiling my project in Linux

    Quote:Original post by graveyard filla hi, i am working on a 2d persistant MORPG. anyway, i want to compile the server on linux. we like clients, too :) Quote: im running on the latest version of Fedora, and using Kdevelop. but i just cant figure out the basics of this.. for example, how do i add a new library to my project? I have never really used kdevelop, so I can't help you with specifics here. Quote: also, what happend to .dll and .lib files? im pretty sure neither of these exist on linux, so what is there replacement? i think its .a and .so, or something like that, but what are the differences exactly, and how do i add one to my project? You are correct, they work similarly to Win32. The ".so" files are dynamic libs (like a DLL), ".a" files are static libs (like a .LIB). As far as adding a library to your project, that will be specific to whatever project management tools you are using (kdevelop in this case). You should probably read the kdevelop docs if this is going to be your chosen tool. Quote: next, must i build all libraries from scratch now? most libs come with .dll and .lib files, but i dont see any .a or .so files... "most libs" will come with a .a or a .so if they are compiled for linux. Quote: so i should build the library myself then? how do i set up the compiler to build a library so it gives me the proper output i want? This depends on what library you are talking about specifically. EDIT: you guys are quick :)
  5. This sounds like it might be a job for a snort rule. It works great on linux, but I have never tried it in Win32. Maybe worth a look? -g snort win32 port
  6. Quote:Original post by hplus0603 Making tools is often as hard as making the game itself. Thus, many professional developers, and most hobbyists, end up making only the bare minimum tools necessary to get the job done, and focus their time on the game making. This makes sense, I guess I am in the same boat. I was just hoping to avoid the "spend a few days/weeks hacking up an editor" that everyone seems to have to do by reusing someone else's solution. Every evening I spend working on a game editor is an evening that the game itself gets ignored. If everyone has to make one, then there must be hundreds of them on people's hard drives just begging to be set loose :) Thanks for the unrealed tip. Great idea, but I don't have a copy of unreal :). Don't most commercial games' editing tools have (understandably) restrictive licensing when it comes to creating content for other games, though? I was actually looking at the far cry sandbox editor earlier (screenshots), and it looks pretty cool as well.
  7. Hey thanks for that. This is the kind of thing that I am looking for. It would be perfect if it had the ability to add entities, or was open sourced/plugable so that it could be exended into a full-featured level editor. I does not appear at first look that the embeded macro system would be suited to this task. This is the best I have seen so far, though. Any others? I am kind of disappointed to discover that the folks here haven't produced anything like this.
  8. Thanks for the tips. I get that I could just use photoshop/gimp/whatever, that's what I have been doing so far. As far as generating them with fractals, perlin noise, etc.. I could do that too, but this doesn't really make for very playable, fun maps. I was just thinking that the most usable editor I have found so far is the sim city 3000 editor from like 5 years ago. I just thought that maybe someone would have built and released something better by now. I am talking about being able to tweak the heightmap, add entities, things like that. I have been looking for a while and have seen a couple on sourceforge like hme (2d only), and terraform (interesting, but linux only). I have just been suprised that with the number of terrain projects I see every day, that there is no particularly usable map editor to be found. Freeworld3d looks like it might have fit the bill, but it has to be registered, and the demo crashes every time I have tried to start it.
  9. There are a million and one terrain based projects on these forums, many of which also seem to include (or be) heightmap editors. I have had no luck, however, trying to find a decent, free editor to use to create terrain based maps. I have seen planty of screenshots/IOTD's, etc, but no actual useable software. Am I missing something? Is there some great editor out there that everyone uses, but I just can't seem to find? I really didn't want to detour from working on a game to building a map editor, especially since it seems that this particular wheel has been reinvented many times over. Any pointers would be greatly appreciated, thanks in advance. -g
  10. To Python or Perl?

    END OF DEBATE
  11. [quote]Original post by RaptorZero Quote:Original post by Anonymous Poster What are you talking about? "for(int i..." works in gcc as it is supposed to work in C++ Compiling this: *** Source Snippet Removed *** generates: "name lookup of `i' changed for new ISO `for' scoping" (generates a similar error in VC++ 2005 too) Gorax explained it up there /\ (thanks) This is ugly, but the only truly cross-compiler way I have found to do for loops is thus: int i = 0; for (; i<10; i++) foo(); This avoids relying on any compilers specific "for" scoping rules.
  12. Quote:Original post by CoffeeMug Quote:Original post by GBGames Going by your logic, the "pirates", who are doing nothing illegal in your example, would be able to sell copies of your game, but you can't? How does that make sense? Dude, what on earth are you talking about? You spend five million dollars on developing a product. You have to sell it for, say, $20 per copy to break even. Suddently people who put no money into development sell it for $3 per copy on every corner. To summarize: if this was the case, you'd be fucked. It makes sense to open source a product that isn't ready for market (e.g. people wouldn't pay a penny for it but they would use it for free). This *might* help your product mature so you can make money later by providing services. In this case GNU model makes sense. In all other cases releasing your code under GNU is the same as throwing the money you invested into development out the window. O.K, I am sure there are plenty of reasons not to GPL a game, but this is _not_ one of them. Maybe you should reread the post you responded to. The reason people don't sell copies of copyrighted software on the street is because it is *illegal*, not because they don't have access to the source. By the same token, I see ads every day in my email for cd's full of software for 10.00 (photoshop, winXP, etc...), so obviously withholding source access does not prevent people from reselling copyrighted, closed-source software at a lower price. An example: The last 2 (about to be 3) versions of quake have been open-sourced, but the games *data* is copyrighted, so you can't just compile and sell your own version.
  13. To Python or Perl?

    They are not mutually exclusive. Learn them both. Python has a clean object syntax, and Perl has the CPAN.
  14. The insecurity comes mostly from the "eval", in the actual system, I would most likely just set up a dispatch table of available commands, something like (untested): my %cmds = ( show_data => \&show_foo_data, my_foobar => \&foobar_method, finish => sub { exit }, ); $cmds{$command_from_network}->(); sub show_foo_data { # do stuff } sub foobar_method { # do other stuff } this way, you can run specific callbacks without having to worry about executing arbitrary code. good luck,
  15. You can listen on a socket: #!/usr/bin/perl use strict; use IO::Socket; $|++; # turn off buffering # set up a socket my $sock = IO::Socket::INET->new( LocalPort => '27690', Type => SOCK_STREAM, Listen => 1, Reuse => 1, Timeout => .1, ) || die $!; # this is your script while (1){ # do whatever c00l stuff # you are already doing my $name = 'Bob'; my $time = localtime; # check for a command if (my $inc = $sock->accept) { while (defined(my $cmd = <$inc>)){ print $inc "recieved: $cmd"; print $inc eval $cmd, "\n"; $inc->close; } } } then just connect with netcat or whatever, and pass it perl expressions: e.g: grazer@localhost grazer $ nc localhost 27690 $time recieved: $time Wed Jan 19 01:34:55 2005 grazer@localhost grazer $ nc localhost 27690 $name recieved: $name Bob grazer@localhost grazer $ nc localhost 27690 1+1 recieved: 1+1 2 Just be careful that this is not exposed to the internet for obvious security reasons. HTH, -g