EOSERV Forum > Programming > Kalandra II (Edited, check my last post)
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Kalandra II (Edited, check my last post)
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Post #162176 Re: Kalandra II

Kalandra was a server core coded in Pascal, after sordie stopped developing SEOSE. After Kalandra died she left for awhile and came back with MEOW. She's been in and out of the forums, now she's back with KalandraII

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12 years, 13 weeks ago
Post #162177 Re: Kalandra II
AustinB posted: (28th Aug 2012, 02:37 pm)

Kalandra was a server core coded in Pascal, after sordie stopped developing SEOSE. After Kalandra died she left for awhile and came back with MEOW. She's been in and out of the forums, now she's back with KalandraII


I could be wrong but i thought MEOW was before seose? :o
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12 years, 13 weeks ago
Post #162178 Re: Kalandra II

Nono. MEOW was after Seose and Kalandra

Meow's topic was made: 1year 51 weeks ago
Seose's topic was made: 3 years 20weeks ago
Kalandra's topic was made: 2 years 20 weeks ago

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12 years, 13 weeks ago
Post #162179 Re: Kalandra II
Seraphus posted: (28th Aug 2012, 02:35 pm)

dill posted: (28th Aug 2012, 02:26 pm)

@ seraphus http://sordie.co.uk/downloads/Kalandra/


what's that? also a game engine?


Kalandra 1 was an old do emulator she made
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12 years, 13 weeks ago
Post #162181 Re: Kalandra II
Wildsurvival posted: (28th Aug 2012, 02:48 pm)

Seraphus posted: (28th Aug 2012, 02:35 pm)

dill posted: (28th Aug 2012, 02:26 pm)

@ seraphus http://sordie.co.uk/downloads/Kalandra/


what's that? also a game engine?


Kalandra 1 was an old do emulator she made

little late there brosef.
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12 years, 13 weeks ago
Post #162187 Re: Kalandra II

I see, that's why there's Kalandra II in progress.

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12 years, 13 weeks ago
Post #162200 Re: Kalandra II

Just to clarify a few things (and how I see my own software =P)


1st Seose - my first attempt at an EO server. Badly written with lots of unsafe code made popular by the fact I tried to make it so any idiot could use it.


2nd Kalandra - An attempt at making a extremely configurable EO server by including scripting so features could be added without having to be able to compile etc. Dropped due to a loss of code and lack of interest.


(...then when Kalandra was dropped the requests started so...)


3rd MEOW (My favourite EO server) - A very tight/compact EO server. I based it on what everyone constantly requested: Open source, MySQL database, efficient easy to read code. Basically A springboard for other developers to use EO to make mini-games. I started this project because of numerous people spamming my inbox requesting something like this. But despite this, nobody ever used it. =S


4th (NOW!) KalandraII - Nothing to do with EO but named after the original Kalandra because of the same idea; to make a fully scriptable game engine that people can use to make their own unique MMO.


Hope that clears things up on the naming and order. =]




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12 years, 13 weeks ago
Post #162213 Re: Kalandra II

i still don;t know what kalandra II .. well i know but i still don't understand it

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12 years, 13 weeks ago
Post #162214 Re: Kalandra II
Pasta posted: (28th Aug 2012, 09:49 pm)

i still don;t know what kalandra II


"What it is.

Kalandra II will be a new MMO based on a collection of ideas and code from past projects.

It will have it's own server and client software. It will NOT be based on or use any part of EndlessOnline.

I have 4 months to get it to a fully playable beta state then development will have to seriously slow down. (Sorry)

It will be fully customizable and the server software will be available to people to run their own private servers."


Surely this is informative enough?
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12 years, 13 weeks ago
Post #162793 Re: Kalandra II

Added factions, reputation and respect. Next is levelling/experience.


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12 years, 13 weeks ago
Post #162795 Re: Kalandra II

How much work has been done on the battle system so far? I guess a more proper question would be what variables exist by default that influence attack/damage.

12 years, 13 weeks ago
Post #162839 Re: Kalandra II
Apollo posted: (2nd Sep 2012, 01:22 am)

How much work has been done on the battle system so far? I guess a more proper question would be what variables exist by default that influence attack/damage.


For the most part, this is completely up to the server owner. Every part of Kalandra is exposed to the script engine via RTTI.

I do plan on running my own server/game using Kalandra which will be the default setup for the release version, so people will have somewhere to start for their own games. Nothing to stop the more adventurous from creating their own unique setup though.

I'll be starting on story and lore for my server soon which should force me to thing about how I'll be handling stats ;]


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12 years, 13 weeks ago
Post #162843 Re: Kalandra II

Get me in on this Sordie I'll help you out :)

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12 years, 13 weeks ago
Post #163735 Re: Kalandra II

Sordie, may I ask how you are using fonts in OpenGL? I am also creating a game with OpenGL and I am just browsing through my possibilities for the best option. I've heard the wglUseFontBitmap is very slow so that is out of the picture. I am split between making bitmap fonts or using TTF fonts.


Bitmap fonts look shitty when scaled and TTF fonts will require quite a few textures. I think TTF is the best way to go, I just need to think of an effective way to create textures with the fonts.

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12 years, 12 weeks ago
Post #164374 Re: Kalandra II
Addison posted: (7th Sep 2012, 01:54 am)

I think TTF is the best way to go, I just need to think of an effective way to create textures with the fonts.


I don't even bother doing this. At the moment the only time Kalandra needs to use text with OpenGL is for speech bubbles and other "Cloud" text (name tags etc). So here's a list of how it works:

Each actor has a "CloudTexture" GLuint (A texture ID). When the actor is drawn, if this > 0 then the texture is rendered above the actor. So...

If an actor talks then
  If CloudTexture > 0 then glDeleteTexture(CloudTexture)
  Render a new speech bubble to a bitmap using Kalandras own bitmap routines.
  Convert the bitmap to an OpenGL texture and save to the actors "CloudTexture"
  Set some counter that times, fades out and then delete/zeros CloudTexture after 5 seconds.


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12 years, 11 weeks ago
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EOSERV Forum > Programming > Kalandra II (Edited, check my last post)