Posted on
November 22, 2008.

Finished some work on map manager. Now it builds table of maps in data folder, and loads approporiate map from cache when it’s requested.
There’s no rendering yet – one of next things to do is setting up render output, and possibly some kind of vertex buffer. Also functions to generate map geometry data (for both rendering and physics).
Funny thing, uncompressed entire city takes 72mb (textures and map geometry), while compressed with winzip that lowers down to 2.4mb (2.1mb are textures, and 300kb is map geometry). Game files will be compressed in later versions. This gives me idea I should universalize chunk loader mechanism… or maybe not (so I could implement compression for every chunked file OpenGTA2 uses).
Posted on
November 21, 2008.
This is the new RMP map format which will be used in OpenGTA2. It’s kind of similar to GTA2 map format, except fancy, and huge. Uncompressed map file takes as much as 3MB! Although compressed, it will be under 100kb…
Each block is a part of a giant map, and it is 64x64x16 (X Y Z) blocks in size. Each block is rmp_block_info structure.
I’m afraid the map format is not yet complete, so these are only short notes about format, and not intended to be complete reference.
Continue reading ‘OpenGTA2 new map format’
Posted on
November 20, 2008.
I decided to return to this project, as it seems the most perspective developement for nearest future. The direction changed a bit – now it’s a overly complicated tech demo rather than a game (well it IS a game).
Most of game objects and maps will be ran & serviced by game script.
Physics are now full 3d physics (angle-limited, and stuff like that), graphics are entirely based on shaders, gameplay is sandbox, and game editor is entirely in-game and in realtime (it even writes city changes to disk in realtime).
Map format has grown from 877KB to 3MB+ (uncompressed!), to include interior map (yes, you will be able to go inside buildings & subway tunnels), which compresses to like… 30 to 300kb. Each map/block is 16x64x64 cells in size, and each column can have variable height (you can even change it from script!).
Right now I’m setting up developement envrioment, doing some engine planning, and I rewrote sound unpacker & map convertor. They are working from console line now:

I have no idea how voice samples are encoded. Any ideas? They are 5500 frequency samples, but they sound like garbles. Maybe they are 8-bit or something like that….
Posted on
November 19, 2008.

One day I needed something simple like notepad, but with syntax highlight and easy idents. I looked at Notepad++, and I was like “OMFG! I don’t need that many features, goddamit. Just a notepad!“. So I made OMFGNotepad. It has all the features I ever needed – nothing less, nothing more.
Download here:
http://fileserver.forest-tm.com/soft/OMFGNotepad.2.0.rar
OMFGNotepad 2.0 features:
- Is a notepad
- Syntax highlights for most of what you want
- Sometimes auto-determines file type, and changes syntax highlight
- Displays file name in task bar – nothing more really
- Black Phoenix uses it for most of ZCPU-related programming
- You can quickly change idents of a code block
- I think there’s about box
- Full support for ZASM2 (not full support for ZGPU opcodes, and some new ZCPU opcodes, will fix ASAP)
- Window can be maximized and minimized, also dragged around (it saves position and size)
- Can export code into neat HTML (highlighted)
Posted on
November 18, 2008.

First version, based off some example I found on interwebs. It was a long time ago, it used 256 color palette, and generally sucked.

Second version, full color, sucked too, but it was temporary 3D renderer for one project I was making (I’ll tell about it someday, it was revolved around simulating oil spill physics and how to fight with it etc).

Third version used in my landscape renderer. Now with LOD’s! Allows for a much higher render distance, and it was never really shown to public.
Too bad I don’t have Delphi installed right now (those were written on Delphi), so I could make an animation of how it renders the landscape, but it looks pretty obvious – from near to far.
Continue reading ‘My old voxel engine’
Posted on
November 14, 2008.
Taking off and orbitting works perfectly:

Although landing is a problem. Because the only re-entry sequence that exists is for Space Shuttle, and this is not Space Shuttle, it poses a problem of determining proper way of flying (it has more lift than space shuttle, and weights much more). Last two out of three launches resulted in aircraft destruction, and one was canceled due to some problems during liftoff (aircraft safely landed at Edwards AFB).

If you are interested, here’s some telemetry data recieved two and a half minutes before craft hit the sea surface (blue line is altitude, not up to scale, but scaled by time. Starts at 290000ft or so, and ends at sea level):

Posted on
November 10, 2008.

Orbitting X-30 in X-Plane (alt 300000ft, speed 5.66 km/sec)
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