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IanOut news update 12/01/2005
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mvBarracuda
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PostPosted: Wed Jan 12, 2005 16:33    Post subject: IanOut news update 12/01/2005 Reply with quote

Good news for the whole IanOut community Yesterday, I had the chance to talk with Sztupy about the upcoming IanOut release. So lets get started.

At the moment there are exams @ his university so there is only spare time to work on IanOut. Nevertheless the exams will be finished end of January / beginning of February; so Sztupy will have more time to finish the release. Because of the release delays in the past, Sztupy decided to change the release policy a bit.


[...]

Read the full story here: http://ianout.nma-fallout.com/newhp/english/index.php?shownews=10
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Wild_qwerty
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PostPosted: Wed Jan 12, 2005 20:41    Post subject: Reply with quote

Oh yea, I have a lot of new weapons effects from FOT too, if you want some of that 'eyecandy' Smile
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mvBarracuda
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PostPosted: Wed Jan 12, 2005 20:48    Post subject: Reply with quote

Wild_qwerty wrote:
Oh yea, I have a lot of new weapons effects from FOT too, if you want some of that 'eyecandy' Smile

Yeah that would be cool Smile ATM I'm trying to get familar with the IanEd and after I finished the mapper FAQ, I hopefully got the time to start working on an own IanOut mod Smile
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sztupy
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PostPosted: Wed Jan 12, 2005 21:02    Post subject: Reply with quote

mvBarracuda wrote:
Wild_qwerty wrote:
Oh yea, I have a lot of new weapons effects from FOT too, if you want some of that 'eyecandy' Smile

Yeah that would be cool Smile ATM I'm trying to get familar with the IanEd and after I finished the mapper FAQ, I hopefully got the time to start working on an own IanOut mod Smile


IanEd is not that bad, if you learn all the shortcuts Smile
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mvBarracuda
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PostPosted: Wed Jan 12, 2005 21:10    Post subject: Reply with quote

sztupy wrote:
mvBarracuda wrote:
Wild_qwerty wrote:
Oh yea, I have a lot of new weapons effects from FOT too, if you want some of that 'eyecandy' Smile

Yeah that would be cool Smile ATM I'm trying to get familar with the IanEd and after I finished the mapper FAQ, I hopefully got the time to start working on an own IanOut mod Smile


IanEd is not that bad, if you learn all the shortcuts Smile

Yeah for sure; the problem is that nearly nobody knows the shortcuts Wink

But thx for your help: inventory editor is now accessable and the middle mouse button works, too. So the Editor FAQ will definately ease the use of IanEd because it will feature all the shortcuts, inventory editor and a little scripting Smile
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sztupy
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PostPosted: Wed Jan 12, 2005 21:17    Post subject: Reply with quote

yeah... I should have made a documentation for it... but no use, bcs. IOEdB5 will be a bit user friendlier Smile
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Wild_qwerty
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PostPosted: Wed Jan 12, 2005 22:34    Post subject: Reply with quote

SO after reading the news release on the Ianout site. Is beta 5.0 actually the completed version of the engine?

So in other words would it be good enough to make a real mod on?
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sztupy
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PostPosted: Wed Jan 12, 2005 22:40    Post subject: Reply with quote

I don't think there will be ever a really completed version Smile Beta 5 will be the first usable version of the series... after it there are some things to consider including, like multiplayer, OpenGL support, and other things, but these won't change that B5 will be usable as a stand-alone engine for mods.

And we'll try doing the upcoming betas, so they would be backward-compatible.


The best would be to wait for B4.9 and see whether it is good enough for a mod. B4.9 will support mostly everything FO2 has supported.
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Chronus
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PostPosted: Sat Jan 15, 2005 14:57    Post subject: Reply with quote

Multiplayer is a must-have, strongest point to making IO.
OpenGL can come later it's plenty fast on new machines any way.
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mvBarracuda
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PostPosted: Sat Jan 15, 2005 20:34    Post subject: Reply with quote

Chronus wrote:
Multiplayer is a must-have, strongest point to making IO.
OpenGL can come later it's plenty fast on new machines any way.

Don't get me wrong, but I have to fully disagree with you!

IanOut will be accepted by the Fallout community IMO when it reaches the point where you can do everything that worked in Fallout II and even more and EASIER! Multiplayer is a great feature but it should be a long period aim to include multiplayer and not focus the next beta on it.

If there is everything working with scripting and the exp. points system and character leveling there is still much stuff to do. IanOut will replace Fallout engine if the modding tools are easy and the engine gives you more possibilities; so we need to attract the modders and show them that IanOut is a much better platform for their mods as fallout engine ever could be.

So multiplayer should be low on the priority list IMHO. To develope the multiplayer part will be a large project so it just would make sense if after Beta 5 IanOut gets some more devs that are willing to work on the engine. The problem is the simple thing that IanOut has just ONE coder: Sztupy; and he done great things but he's just a human and can't develop all features on his own in a short time period, so support by other coders is definately needed in the later betas.

IMHO Sztupy should focus on including the missing features in beta 5, so that modding groups can start converting their projects to IanOut. In Beta 6 he is hopefully able to include his modular system about which he spoke in the past; with this step the main coding to create single player campaigns should be done. Another important point are the modding tools: IanEd will be easier to handle in Beta 5 and customizeable because it is an IanOut-MOD now, and not a compiled executeable (which shows the great features of the engine, so its even possible to create an editor with the engine; and this way there is no need to create an additional mapper for linux, and other OS'ses:)).

A converter for the fallout maps would be good so that you don't have to rebuild all maps from scratch; so only a "little" additional stuff like critter scripting needs to be done without converters.

Anyway: ATM I'm writing an engine comparision:
FALLOUT II versus IanOut - clash of the engines Wink
which will be a good reference for modders, so they can decide if the ianout engine is already worth working with. My original idea was to create a IanEd FAQ, but Sztupy said that IanEd in Beta 5 will be almost self explaining, so now I'll stick with the new project Smile
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dude_obj
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PostPosted: Sat Jan 15, 2005 20:49    Post subject: Reply with quote

mvBarracuda wrote:
IanOut will be accepted by the Fallout community IMO when it reaches the point where you can do everything that worked in Fallout II and even more and EASIER!


Yes.

mvBarracuda wrote:
Multiplayer is a great feature but it should be a long period aim to include multiplayer and not focus the next beta on it.


There might be architectural considerations for future multi player capabilities, but I agree with you, I think most people doing mods want to work on single player games. The idea of a persistent fallout world sounds interesting, but the real problems at the moment (with fallout mods) are limitations with the engine. Every day I run into roadblocks, like right now I am trying to figure out which of the few remaining ascii codes I can use for new weapon sounds, which disabled perks I can use to make new new ones, how to hack the protos to add new weapon calibers, and the list goes on and on.

mvBarracuda wrote:
IMHO Sztupy should focus on including the missing features in beta 5, so that modding groups can start converting their projects to IanOut.


Agreed. I am still concerned about performance though. Running on a 1.5Ghz celeron it doesn't have the responsiveness of FO2 running on a 400Mhz pentium.
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mvBarracuda
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PostPosted: Sat Jan 15, 2005 22:55    Post subject: Reply with quote

dude_obj wrote:
Agreed. I am still concerned about performance though. Running on a 1.5Ghz celeron it doesn't have the responsiveness of FO2 running on a 400Mhz pentium.

I did some test runs @ 640 x 480 (original Fallout II resolution) and here are the results:

==============================

Blended roofs -> ON
Blendet objects -> ON
Results -> about 60 fps everywhere

==============================

Blended roofs -> AUTO
Blendet objects -> AUTO
Results -> about 70 fps outside of houses; about 110 fps inside of houses

==============================

Blended roofs -> OFF
Blendet objects -> OFF
Results -> about 120 fps everywhere

==============================

IMHO the results show, that a main problem with framerate is caused by the "blended" effects which are quite performance killers. So my first idea would be to implement a hardware accelerated blending effect. I'm no coder but I've heard that this might be possible with OpenGL. So everybody who owns a 3d accelerated gfx card is able to run IanOut smoother Smile The one's with old hardware should use the config tool to toggle blending effects off; this way their performance will increase about 100 - 150% Smile (and even with blending effects off, it would just look like Fallout II so no gfx disadvantages!)

The other performance killer is the scripting language lua. IanOut uses a special lua "mod" which is called luabind -> http://luabind.sourceforge.net/

So question for Sztupy: is luabind working like an interpreter? If luabind is an interpreter, it would be better to find a compiler so you'll need to compile the files but they don't have to be interpreted in real time, which hopefully results in more performance Smile
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dude_obj
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PostPosted: Sat Jan 15, 2005 23:35    Post subject: Reply with quote

Another idea re performance is IO overhead by having verbose text in configuration files. Just an idea here but ... you could preserve the existing configuration formats, but make it so you run a utility that reads the text files and converts them into a binary format. Or the engine could do that conversion when it starts. Binary format means less disk IO overhead, and you're going to be doing lots of reads of configuration files. And I assume there is not only disk IO but some CPU overhead in parsing, which could be reduced using binary reads.
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sztupy
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PostPosted: Sun Jan 16, 2005 2:19    Post subject: Reply with quote

There are two main performance issues in B4. First the whole screen gets redrawn every frame. I included some minor optimisations (without it it wouldn't be playable), but not that much. Fallout das the redrawing only if the screen changes. And this would really improve performance, but I'm just too lazy to work on this... And btw. don't forget that IO is 16 (or 32 bit) which means 2 (4) times more data to move and store in the memory

The second issue was the text configuration. Yes dude_obj was right B4 reads those configuration files EVERY TIME it needs something from them... There is a very minor buffering (tis means the last 50 request is sotred in the memory, so if there are 51 requests in one game field, major performance issues wil occur). B5 loads as much data into the memory as possible (in binary format of course). This means higher memory usage, but faster game.
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dude_obj
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PostPosted: Sun Jan 16, 2005 2:51    Post subject: Reply with quote

So using this proto as an example ....

<?xml version="1.0"?>
<proto name="00000000" type="Ian">
<text yousee="Ian" lookat="Ian" ondead="Ian!" ondeadlook="Ez te vagy"/>
<unarmed hand1="100000" hand2="100001"/>
<desc ability="1001001101">
<onuse type="0">
<direction x="0" y="0"/>
<script2>
Mode.LootBox()
</script2>
</onuse>
</desc>
<events>
</events>
</proto>

You have 60 bytes to read and you have CPU cycles in parsing data between the XML tags. The format is nice for the human, not so nice for the engine. Strip the XML out, convert the numerical text to binary, and how many bytes do you have?

You can probably reduce IO significantly here by making a "commit" program. The game developer must run commit whenever he makes a change to the XML. The commit parses the XML and makes binary format protos. The commit could be smart enough to check date stamps to only parse files that have changed since last commit. Total disk IO goes down in the engine, and so does CPU cycles in much simpler parsing, since you can brute force the binary proto to match data field sizes in the engine (read right into a C struct). Add a smarter/bigger caching scheme and that should resolve the IO issues at least.

Regarding graphics, this is SDL now right? Are you using double buffering? What I'm reading says that double buffering slows things down and can be turned off with the SDL_DOUBLEBUF flag. I don't know if that makes the video degrade too much but it might be worth trying if you haven't tried it already.

EDIT: here's a wild idea ... how about a commit program that can parse the proto data into IanOut OR FO2 format? I have manually edited approx 2000 FO2 protos by hand and I'm a little tired of that routine. And it gets worse I find I have to hex edit more and more to add things not supported by the official mapper (new calibers, sound codes etc). If we can agree on XML proto formats that satisfy both IanOut and FO2, I might be convinced to write a commit parser (write to binary) utility that works with both engines. We then have a clear migration path for most game objects. Also I have spent hundreds of hours reordering FO2 protos because they are a nasty mess. Add to that a new set of 540 critters (FO1/FO2/FOT) and 75 new weapons for IanOut.

Mapping is another issue I'd like to discuss later. The official mapper can save as text. Actually its a command that converts ALL maps to text, it takes a long time but it works. There might be a way to make a converter that reads those saved text files and convert to an IanOut compatible format. The mapper is quirky for sure but it works.
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mvBarracuda
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PostPosted: Sun Jan 16, 2005 17:52    Post subject: Reply with quote

dude_obj wrote:
So using this proto as an example ....

[...]

If we can agree on XML proto formats that satisfy both IanOut and FO2, I might be convinced to write a commit parser (write to binary) utility that works with both engines. We then have a clear migration path for most game objects. Also I have spent hundreds of hours reordering FO2 protos because they are a nasty mess. Add to that a new set of 540 critters (FO1/FO2/FOT) and 75 new weapons for IanOut.

[...]

I'm not the developer but you fully convinced me Smile But Sztupy coded the engine and it's his decision Smile But we'll surely need support from new coders and this way the Fallout II modders get satisfied because it's easier for them to convert the protos and they don't have to do everything from scratch Smile

And on the other side the engine will work smoother with binary files and by including a kind of "compiler" it's easy to edit the files and they're running smooth after you compiled them Smile So you absolutely got my vote! But let's wait for Sztupy's reaction
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mvBarracuda
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PostPosted: Tue Jan 18, 2005 3:36    Post subject: Reply with quote

I talked to Sztupy @ sunday and we spoke about your ideas dude_obj Smile

This week they write 2 tests so he's got a lot of stress Sad But he promised me that he'll have the time at the end of the week to reply to your post and clear things up, so please be patient; we haven't forgotten your ideas Smile
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PostPosted: Tue Jan 18, 2005 14:53    Post subject: Reply with quote

mvBarracuda wrote:
please be patient; we haven't forgotten your ideas Smile


No big hurry ... this modding stuff takes forever anyways ... Rolling Eyes

I was thinking about object protos last night, and the more I think about this, the more I think that the data should reside in MySQL tables (for game development). There are many advantages to having it set up this way:

- It would be easy to make user friendly GUI applications that allow for prototype editing (even more user friendly than XML).

- The proto editor can have built-in data validation to force the user to use only valid values for fields. Also eliminates the possibility of human syntax errors in the XML writing.

- Forced referential integrity, for example: you can't just enter a weapon caliber, the caliber must exist in a caliber table. The editor (using the database) can easily incoraporate logic that ensures all data references are valid.

- Ability to do mass changes on a set. For example a simple SQL statement could increase all critter hit points by 30%.

- A set of common SQL routines that can be selected/configured by the user to do things like clone an existing proto, set up a range of new protos for editing, copy in protos from FO1 or FO2 etc.

- Ability to do dynamic queries, like show me all critters that use this particular FRM set, or which items use a certain script, or show me all objects that have changed since a specific date.

- The SQL can be used to generate documentation, for game guide or developer reference etc. It would be easy to make something that generates web pages like these from the database. I made all of those manually, and there are over 600 pages there, and this is just items. And every time I change a stat I have to update the web page. Imagine if you could just click a button and generate a whole set, guaranteed to be current.

- Finally, the database application would have the feature to generate binary protos for the game....
ideally in both FO2 and IanOut formats.

This is something I could do myself ...
provided we have data formats that are FO2 and IanOut friendly.
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PostPosted: Tue Jan 18, 2005 22:46    Post subject: Reply with quote

So let's see... I don't like the idea of the commit program. The only use it would have is that every developer would have to run it after each change. No, if I would be a modder I would be too lazy to do this. XML format is easier to read for a hman eye, it's easier to edit, and it doesn't take up that much CPU to load and convert it when loading a map file (loading an FRM animation takes more time, than loading an XML file, and there are usually more graphics on a map, than scripts)

About FO2 and IO conversions. When I started the project the fallout modding was in a really early stages. There wasn't even an undat program. That's why I started the project, because I never thought that modding this game would be easy. Since then a lot of tools has been made, but I don't really know anything about them. This way I don't know anything about FO2 modding, about the format Fallout uses, etc. This means also that I don't know anything about the logic of fallout modding, so IanOut will have definitely an alternative logic. This would also mean, that it's possible that there won't be a non-human way to do the conversions. It's maybe possible but I don't know that yet.

About MySQL: I like postgres better Smile But if we would use MySQL DB, than all mods would have to install a MySQL database to their machine. This is OK for lot of people, but not for everyone. Besides copying the content of the database is not as simply as pressing an F5 button in Total commander. This doesn't mean I don't like this idea, it's just that I see more negative aspects than positive. But we could make a converter that creates an MySQL database out from the data files, and after the modifications it creates the appropriate XML files.

And third: IO is script and DLL (.so) driven. This means that nothing will have properties like "caliber", or "strength" or etc. All object will have a lot of variables that can be modified, and the scripts will decide about their use. For modders this would only mean that there should be a global database about these variables, so if someone want's to add a new thing, it shouldn't cause a conflict with someone elses modification.
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dude_obj
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PostPosted: Tue Jan 18, 2005 23:07    Post subject: Reply with quote

sztupy wrote:
But if we would use MySQL DB, than all mods would have to install a MySQL database to their machine.


No only the game developer would need it. The idea was to use a database for the creation of prototype data, then generate protos for release. The players see nothing different than they do now.

sztupy wrote:
Besides copying the content of the database is not as simply as pressing an F5 button in Total commander.


Heh ... yes after 15 years of writing software I know this.

sztupy wrote:
This means that nothing will have properties like "caliber", or "strength" or etc. All object will have a lot of variables that can be modified, and the scripts will decide about their use.


It would be wise to to think about entities and relationships, since a prototype is a blueprint of an object. Caliber is a subtype of ammo type protos. If everything ends up being a bunch of variables, you make a very monolithic system that doesn't adapt well to changes. But hey I didn't write the engine so I'll stop telling you what to do with it.
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