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SoCoder -> Showcase Home -> FPS

Orion Pax
Created : 17 April 2008
Edited : 12 June 2008
System : Windows
Language : Blitz

Tradewars 3D Online Demo

Online Demo of my game

Client App - 3DStormgames Link
Client App - Google Pages Link
This is the client app of my run on a 3D game called TradeWars 3D. At the moment all you can do is fly, shoot people, shoot asteroids.

1-0 Speed. 1- slowest 0-fastest
minus sign decreases speed
plus sign increases speed
backspace = stop
W/S = Roll left/right
A/D = Strafe L/R
C = Combat Computer
ENTER = Chat

In game commands - used in chat
/to USERNAME@MESSAGE Sends PM to user
/warp XXX,YYY,ZZZ warps you to specified coordinates.

Targeting in the game is possible by Pressing C to turn on combat computer, then left click on a players ship, press C again to turn off CC, now fire all you want. And make sure to untarget them after they die or else the game MAVs out.

Latest Update

Ok guys a big change here. Some that I havent documented since I last updated.

Command line arguements no longer needed. I have a 90% running GUI front end. A title screen. The start game and options buttons do the same thing and the credits/quite button does the same as well. When I get around to it I will distinguish them. In the GUI if you wish to set debug or game logging or network logging...just click on the button that says DEBUG and a menu will pop up. All the options in the game are pretty obvious as to what they do. Passwords dont work yet. And anything under HUD dont do anything yet. Other than those few things the GUI is almost done. I think I am going to leave it as it is until I redo the server a bit. I dont like how when the game sends the info for the game (object positions and types). Sometimes it goes into overdrive and floods ya....I know how to fix it as my game update routine fixes the problem I just have to implement it. Any one please download and test for me. The client on the link isnt upto date. But that client is self updating and it will even download new content when uploaded.



Thursday, 17 April 2008, 16:37
Orion Pax
Ok, I updated it with a google pages link to the client rar.
Thursday, 17 April 2008, 16:39
Congrats on getting a demo out You'll have to organize a big match when we're all in the MUD at some point.

I'll have to give this a try tomorrow.

|edit| If Yo's right (see below) and 8PM EST is 1AM, 1AM suits me fine! |edit|
Thursday, 17 April 2008, 16:53
Orion Pax
We can all meet tomorrow night at 8pm EST maybe? Thats the best time for me...well anything after 7pm EST. I have to work from 6am est till 3pm est....

Assuming it works. Yo Wazzup says he gets a mav in it.
Thursday, 17 April 2008, 18:00
Yo! Wazzup?
Just changed to 8pm, i was waiting for the clock toi tick... lol

Just so you know, 8pm EST is 1AM GMT. (I think.)
Sunday, 20 April 2008, 15:57
Excellent game and Elite is in making? You bet
Keep going
Monday, 21 April 2008, 21:04
Orion Pax
Some one mentioned that I should have the nebula's SLOWLY crawl through space. Well I decided to give it a try. I decided to parent ALL the nebula's pivots to one pivot in the center of the universe and slowly rotate that pivot so it will crawl through space. And I am slowly rotating each nebula's pivot a lil and you can see it slowly rotate. Looks really good. I havent up'd the client yet as I am working on something else in it. I am going to add an event to the server so it does the rotating of the main pivot for the nebula's and reports it to the users when they connect...
Tuesday, 22 April 2008, 21:55
Orion Pax

Now mind ya the extra planets and the nebula there I manually put in with some new commands I put in for my self...

I have added all my textures for the 7 different planet types.

I guess I am just procrastinating here. I need to do the player database/password hashing stuff.....dang...i dont wanna!!!...not yet any ways...

Ah oh well...i guess I will in the morning! Enjoy this screen shot!

Oh and thanks to Hoboben for the image of the sun and my stars. HEHE...thanks!

And take note of earth there now. Height map applied to the mesh so its not flat and it has an atmousphere around it with cloud cover. Has a nice effect to it.

Wednesday, 23 April 2008, 10:52
Orion Pax
With BIG THANKS to Jay I am happy to announce that TW3D now has a RADAR system in it.

Red = Other players
Yellow = Ports
Green = Planets
Brown = Asteroids
Purple = Nebula
Blue = Wormholes

As you can see from the pics of the Radar...

The shorter the line, its either in front of you or behind you.

The longer the line, its either above you or under you.

The range on the radar is twice that of camera range. So you will see it comming on radar before in sight!

And because I forgot to mention earlier, F12 = Screenshot function.

And yes I am still avoiding the player database....

Oh and the link is updated with the newest version.

And also the server still has a bit of a problem of flooding your connection. So if it doesnt DL everything, press ESC and give it a second go...
Wednesday, 23 April 2008, 11:24
whoa...very nice screenies
keep going until you and your fans are very happy with it
Friday, 25 April 2008, 19:52
Orion Pax
W00T!!! Not that this is a good thing for ya'll but it is for me....maybe some benefits for yall too....since I am stream lining the update process here.

I just added a new command for me to update the server through the client. And it works. The server will also save the new server file as NEWSERVER and run a delay program i made in blitz...when its running it will rename server.exe to oldserver.exe (if oldserver.exe exists it will delete it first) then rename newserver.exe to server.exe! I love it! I will soon do the same for the client. AFTER I get my player database working..... I JUST HAD to update the server/client with this new feature as I Noticed it was a bit tedious to get up ...walk to the other side of this wall infront of me...mind you the door is 4 feet from me, and walk another 10 feet and use the kids computer to close down the server and then walk back and send it over network....then walk back and restart it...then walk back!

Not that I really did it like that! LOL! I just used RADMIN, a Remote Administration program and connected to the screen to close the server and filetransfered it over to there and then restart it! But oh well.

I hope to have the player database up and running by monday....I HOPE!...

Saturday, 03 May 2008, 20:06
Orion Pax
Ok I havent got the player database done yet, but I did get my update routine done and working. I am going to re-write the bit of code that distributes the games info as I have fount a better way of doing it.

Then when after I do that I will get the frontend app and player database done. No questions asked. Then I will upload the new client, and it should be the last time I will have to do that. As it will update its self, even if I release new content, it will download that stuff automatically.
Tuesday, 06 May 2008, 01:01
I just added a new command for me to update the server through the client. And it works.

Uhm... correct me if I am wrong here, but doesn't this mean that any player could disassemble your client executable, find the command for updating the server software, and replace it with all sorts of malicious software (or worse, a server designed to give them special advantages)?
Tuesday, 06 May 2008, 01:34
I'd have though not if the client is the one who requests the update from the server. But I think it would be safe to presume that the client is entirely open source (even if it isn't) and that people do want to use it's code to take advantage in the game. If your game ever got popular then people would try and work out how the client works.
Tuesday, 06 May 2008, 16:49
Orion Pax
No they couldnt Afr0. As the server commands are not deciphered by the client. But by the server. The client just relays the message to the server and the server figures it out.
Tuesday, 06 May 2008, 17:56
No they couldnt Afr0. As the server commands are not deciphered by the client. But by the server. The client just relays the message to the server and the server figures it out.

But that means that to encipher a message to send to the server, an unciphered message must exist in code or in memory in the client at some point..! Unless you only store the enciphered message in a textfile or binary file, and send the file (or it's content) directly to the server, in which case I'd be less worried.
Tuesday, 06 May 2008, 19:18
Orion Pax
Server side messages are NOT stored client side. Any commands that are not local to the client, the client sends them automatically to the server IF it meets 1 requirement first. Then the server decides what to do with it. Then there are 4 things that must happen before the server will execute these commands. 1st. The command its self. 2nd. Syntax 3rd. Msg Type. 4th. User Security Level. That last one is still being implemented. And the 3rd one is probably the ONLY thing that any one would be able to extract out of my code. So unless they have a trojan running on my computer it aint happening.
Wednesday, 07 May 2008, 02:46
Well ultimately whatever the client sends and receives is freely open for people to look at. They can just look at the packets.
Wednesday, 07 May 2008, 18:02
Orion Pax
Even then it wont be anygood as the client just sends what the user types. if you put **REBOOT**, it would send **REBOOT** and the server decides what to do with it. But that is assuming the ** is my command prefix. So its still useless.
Monday, 12 May 2008, 20:43
Orion Pax
Well I have finally decided to work on the player database....Not yet done but I have done some work on the GUI. Here is a screenie.

As you can see I have purchased Sprite candy and Particle Candy. Some real nice effects there. The windows are dragable and I am going to make it so it will save the windows locations and reuse them so you can organize YOUR GUI the way you want!
Friday, 06 June 2008, 18:04
Orion Pax
Ok so I decided to go against my last layout of the menus.

And now here is screenie of my title screen.

I am really liking the direction my game is facing. You have to admit its looking more profession than before.

Not all the buttons in the title screen work. They work but dont do what they say they do.

The title screen is a fully rendered 3d scene. With the camera slowly rotating around to show off the rest of the scene. Now all elements in the scene are randomly placed, with the exception of earth, the sun, and the port. Anything else is just randomly placed.

I really hope some of you guys will download and test it and let me know how it runs on your machines.

Oh and the arrows you see is a mouse and the mouse trail. I will probably remove the mouse trail from it. I was bored and just played around.

|edit| Dang....been a hole month since I posted....wow. Hopeuflly I will be posting more updates here soon. Oh and I updated the download link with the newest version. |edit|
Saturday, 07 June 2008, 10:00
All your buttons lead to the options menu. Also, the mouse pointer doesn't seem to follow the actual mouse...
Saturday, 07 June 2008, 15:08
Orion Pax
All the buttons....top 2 lead to options and bottom 2 quit. I will have to recheck that. I just did that so that the code was there, I just had to change it when I made that part. I am probably just going to remove the mouse trails any ways...

But other than that how does it run with the title screen and menus....any slowdown?
Monday, 09 June 2008, 20:23
Orion Pax
Ok guys. I just redid the game update function. If ya'll could stress test it or even get someone to jump in the game the same time as you to see if more than 1 player can get it while updating. I would appreciate it. Oh and this routine does run a bit slower than the previous one. So give it time....I will eventually make it where it will show you with the progress bar. Cya....
Thursday, 12 June 2008, 18:14
Orion Pax
WOOT! Player Data base is up and running! To register a username and password (temporary) goto www.3dstormgames.com/tw3d/ and enter a username and password. Mind you this is temporary. But registration is required now to play the game!
Saturday, 14 June 2008, 13:03
I've registered, downloaded the new version, and entered my username and password on the input menu, but when I submit it, it complains that 'The local port does not exist.', and then locks up (the buttons all click, but do nothing).

I've had some problems like this with my router in the past (it doesn't like many things with these sorts of multiplayer things), but I was able to play the original version of this game. Any thoughts?
Saturday, 14 June 2008, 13:43
Orion Pax
Wow....weird! No idea. I didnt change any of the network code. Just used what I allready have. In fact i am using blitz play pro. Old but it works. I really wouldnt have any idea. To be honest it sounds like its your router. If it was giving you issues like this with other multiplayer games like this then that would be it. But it didnt give you trouble before. I use to know how to fix an issue like this with a router before but I cant remember how. I will look it up when I get the chance.
Saturday, 14 June 2008, 13:49
shroom, you might have to set up port forwarding on your router. orion, do you know what port number the game uses?
Saturday, 14 June 2008, 15:36
Orion Pax
Well it connects to the server on port 2000. Thats it. You dont define a port on the client side. This is how blitz works. NAT (or what ever it is called) should kick in and forward the packets automatically to his computer. Since the client on his machine is initiating the connection NAT will automatically forward packets coming from the server to his machine. This is the basic idea of Network Address Translation. Sounds like you have a crappy router. Although I just read that NAT does has drawbacks with certain protocols.

Quoted from wikipedia.com:
Services that require the initiation of TCP connections from the outside network, or stateless protocols such as those using UDP, can be disrupted.

And blitz play pro is using the UDP protocal. It mimicks TCP's reliability. So this could be the issue at hand here.
Saturday, 14 June 2008, 16:45
Is the server down right now? I get no reply from host.

|edit| On a positive note, your menu looks really pretty now. |edit|
Sunday, 15 June 2008, 01:07
Mike, that's the point. This router is so useless it doesn't have port forwarding! Before anyone tells me to get a new one, other things kinda prevent that...
Sunday, 15 June 2008, 02:30
OK, my mistake, I must have entered my password wrong. It can now establish a connection. However, the pointer does not follow the mouse (but I can click stuff), and once I've got a connection, I cannot exit that menu...
Sunday, 15 June 2008, 15:10
Orion Pax
My bad I forgot to upload the new client as the current version of the server will not update until after you logged in and I change how it logs you in....I will update it now.

|edit| Ok its been updated. It will work now. |edit|

|edit| Oh and I removed the mouse trails. Got tired of it and it was just something I was playing with. |edit|