Friday, August 28, 2009

ALL Tanaa side AI has stopped

As some people may know, NetRPG and some of the Grimmy/ProjX production has been paused on my end for the next couple of weeks due to video card failure, and my temporary video card barely able to render the desktop. Both Photoshop and Visual Studio are refusing to open, as well as C++ Commander. I'm currently limited to what my laptop can do, and that's not saying much, as it also refuses to open Photoshop, and it's limited amount of RAM limits me to only running Visual Studio for about 15 minutes at a time.

At this current moment, I'm coding in Notepad, opening VS, pasting, testing, then saving.. repeating this process... takes some work to get things done in 10-15 minutes testing and debugging any problems with the code (or, at least finding the source of problems and notignt hem before VS crashes).

I've got a service ticket in for EVGA, and I'm going to get a 15% discount on the video card(s) of my choice, as the card I owned was a Limited Edition version, and they can't replace it.

Also, I won't be killing the new card(s) by lack of power as the last one did, as I also purchased a new power supply.



Looking forward to working on this project in the next coming weeks when my new card(s) arrive! Look back here in about 2 weeks! I'll hopefully have some new information posted!
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Tuesday, August 18, 2009

NetRPG Module Editor


Here's the first glimpse of the NetRPG Module Editor. Yes, I know, we said it can be edited anywhere without extra programs, dookickies and gizmos.. but hey. why not make life simple for those "speed editors".

This program will have (already has a few) all the available variables and sections built in, and all you have to do is click the one you want to edit and go go gadget export!

So far we have this a bit.. modified from the final version, so that we can test and create new variables as we find the need. The final version won't have some of the buttons and inputs seen here, but things are indeed coming along.
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Monday, August 17, 2009

Welcoming + more

I'd like to announce that the Lead programmer and designer for Grimmy / Proj.X has joined the NetRPG crew!

I'd also like to announce a new addition to the AI crew in general, who's first project with us is NetRPG.

All welcome BassZ and Akayna
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Sunday, August 16, 2009

The first plug.


*ehem* Well. Tanaa here,
I'm currently posting from my laptop. The computer I normally work on is currently in ... repair.

All files are still intact, I was just having a few issues with the OS being an "expired" (past my 5 month rule) install. I was slacking off on my computer maintenance and it caught up to me.






[UPDATE 1] Seems to be working now. Currently reinstalling drivers and utilities.
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The true "Plug and Play" method revisited

We are crafting a "Module" system for NetRPG. Modules hold all the calculations, settings, and information for your games. This post is to give the readers a glimpse into the workings and mechanics of the Module system.

Modules are INI files that can be edited in most any text editor, on most any O.S.. Even simple Notepad can save INI files. INI files are an Array Hierarchy style data storage method. A basic INI file would be something along the lines of:
[ArrayLabel]
variable1=value
variable2=value
variable3=value
INI files can hold any number of variables, under any number of array labels. We want the DM/GMs to be able to completely customize every little bit of their campaigns. Every calculation and every variable is going to be saved and loaded from the Modules.
There will be "Default Values" it can load if no Modules are selected, or even downloaded, but when it all comes down to it.. who doesn't want to make their own adventure.. theirs?

So far we have 4 Modules created (they're not finished yet.. there's a LOT of stuff to add yet as we've just started) that have some of the basics.
  1. AI_DND3E_PRAI.ini
  2. AI_DND3E_CORE.ini
  3. AI_DND3E_CALCS.ini
  4. AI_DND3E_CLASS.ini
As with every Variable API, an entire list of valid variables will be available. To give you a small look into the PRAI variables:
[ResetWhen]
var_prai_TarLeave5f=False
var_prai_TarEnter5f=False
var_prai_TarLeaveMAXDIST=True
var_prai_TarEnterMAXDIST=False
var_prai_NewTarInMAXDIST=True

[Atkofop]
var_prai_AutoUse=F
var_prai_UseOnWeakest=True
var_prai_SuggestWeakest=True
var_prai_UseOnStrongest=False
var_prai_SuggestStrongest=False

[Automation]
var_prai_AutoRepeatOn=False
var_prai_AutoNewTarOnKill=False

As you can see, so far the PRAI variables are all Boolean operators (True/False or On/Off). This is not the case with every Module, though, as EVERY variable in the engine can be edited to your liking, and I can assure you.. Not every variable is Boolean.
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Saturday, August 15, 2009

In the beginning...

Hey, Tanaalethan here to bring you our newest project: NetRPG.

NetRPG is a small network Direct Connection (No AI.NET here!) based RPG system for groups that are not able to get together in person.

NetRPG will support (via Module Plugins) most if not all of the popular Pen & Paper games today. These include
We're currently working on the core systems and back-end functions right now, and the frst module set out will be for Dungeons and Dragons v3.5 rule and skill sets.

Modules will allow the DM/GM (whichever, every group calls the master their own name) to select and modify the existing rulesets. All modules will be saved in an Open INI format, so anyone can create their own rules and baselines.
As usual, all "default" Module sets will be freely available via the NetRPG and AI websites.

As usual, there IS a bonus to being an AI.NET member; Only AI.NET members will be able to upload, download, and basically "share" their Modules via the AI.NET system.

Back to NetRPG though--
NetRPG will use a complex, but simple (contradictory, eh?) scripting system for events and triggers on Stages or elsewhere. The DM/GM can use pre-saved events, or script them on the fly using the Console.
A prescripted event would be loaded similar to: "/event -load Thisscript". /event to tell the application you want to trigger an event. -load to tell the server to load a presaved script, then Thisscript would be replaced by the single string name of a script.

Say I wanted to have some fun with my party out of randomness, and didn't pre script an event. I could type into the console something along the lines of:
/event -custom UseSpell("Partymembername", "Fireball") to drop a fireball on the selected player. Or even better yet:
/event -custom SetAreaAtPlayer("Partymembername", MakeQuicksand(3, 3)) to create a 3 by 3 (5-foot step areas) area to quicksand on the current Stage.

Currently we're only supporting the 5-foot Grid system for the built in Battlemat as of this moment, but have no fear! Once we get a working version, we may get a little tingling in our code-happy fingers and we just might implement Hexagonal Grid suport.
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