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ORP Orzeł Project
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Polak



Joined: 01 Mar 2005
Posts: 443
Location: Poland/Sweden

PostPosted: Fri May 13, 2005 6:01 am    Post subject: ORP Orzeł Project Reply with quote

I while ago I found this page -->

The page is only available in polish so I will explain what it is about.
A man namned Tomasz Łazarczyk aka Kpt Lothar is making a WWII 3d subsim about the famous polish submarine ORP Orzeł.
He intends to model the whole submarines interior and make walking possible.

I will send him e-mail and ask if I can help him with an english translation so the subsim community could follow his work.


/Polak


Last edited by Polak on Fri May 13, 2005 6:57 am; edited 1 time in total
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Bertgang



Joined: 17 Mar 2004
Posts: 1031
Location: Italy

PostPosted: Fri May 13, 2005 6:37 am    Post subject: Reply with quote

Until now, I didn't know anything about the Orzel.
It had an intesting history: http://en.wikipedia.org/wiki/ORP_Orzel
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Polak



Joined: 01 Mar 2005
Posts: 443
Location: Poland/Sweden

PostPosted: Fri May 13, 2005 6:57 am    Post subject: Reply with quote

I recomend this page http://www.orzel.one.pl/news.php for people who want to learn something about ORP Orzeł. That page has it all, the history part is vevry interesting it\s divided up into 6 parts, very interesting reading...
The page is available in Polish, English and German language.
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Deamon



Joined: 30 Apr 2002
Posts: 2302
Location: Germany

PostPosted: Fri May 13, 2005 1:23 pm    Post subject: Re: ORP Orzeł Project Reply with quote

Have you heared something from Kpt. Lothar recently ?

He do not answer me anymore.

Deamon
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Polak



Joined: 01 Mar 2005
Posts: 443
Location: Poland/Sweden

PostPosted: Fri May 13, 2005 1:42 pm    Post subject: Re: ORP Orzeł Project Reply with quote

Deamon wrote:
Have you heared something from Kpt. Lothar recently ?

He do not answer me anymore.

Deamon



All quiet on the western front... in other words, no...
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Deamon



Joined: 30 Apr 2002
Posts: 2302
Location: Germany

PostPosted: Sat May 14, 2005 3:35 am    Post subject: Reply with quote

I'm somewhat concerned because i tryed to contact him many times but he do not reply since a longer time.

Deamon
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2019



Joined: 11 Dec 2004
Posts: 596
Location: Polish dude in Amsterdam

PostPosted: Sat May 14, 2005 1:43 pm    Post subject: Reply with quote

Lot of people leave messages in his guestbook, they mostly ask why he does not reply on them.
Some even did offered his skills, but yet Kpt Lothar did not replied.

it's kinda sad, this could be some *zajeb.. fajny* Polish product.
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Polak



Joined: 01 Mar 2005
Posts: 443
Location: Poland/Sweden

PostPosted: Sat May 14, 2005 2:47 pm    Post subject: Reply with quote

2019 wrote:
it's kinda sad, this could be some *zajeb.. fajny* Polish product.
Very Happy

Hmm, I still haven't mailed him. Let's see if he returns my mail...
If not... well then we know something is wrong...
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Piorun



Joined: 13 Apr 2004
Posts: 65
Location: Poland

PostPosted: Sun May 15, 2005 4:11 am    Post subject: Reply with quote

It seems he gave this project up
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Deamon



Joined: 30 Apr 2002
Posts: 2302
Location: Germany

PostPosted: Sun May 15, 2005 6:03 am    Post subject: Reply with quote

Piorun wrote:
It seems he gave this project up


Why do you think so ?
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Kpt Lothar



Joined: 14 Sep 2002
Posts: 394
Location: Poland, Józefów

PostPosted: Tue May 24, 2005 3:42 pm    Post subject: Reply with quote

Project is not aborted (even if it looks like) - it's rather in idle state. Truth is I'm "home-alone". Razz. No luck in gathering a team. Doing it lonely is for me impossible.

Instead of that....
I'm planning somehow to join forces with Daemon (still negotiating) in order to develop common sub engine. After that making another subsim (hope so) will be based on 3d models, gfx etc. exchange. Together we have bigger chances to succeed.
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Tue May 24, 2005 10:14 pm    Post subject: Reply with quote

that sounds like a plan... lemme know if i can help... i don't have a lot of free time, but programming help i can give... suggestions... stuff like that...

good luck...

--Mike
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Kpt Lothar



Joined: 14 Sep 2002
Posts: 394
Location: Poland, Józefów

PostPosted: Tue May 24, 2005 11:32 pm    Post subject: Reply with quote

Mike 'Red Ocktober' Hense wrote:
that sounds like a plan... lemme know if i can help... i don't have a lot of free time, but programming help i can give... suggestions... stuff like that...


OK - thnx for proposal;
Ahh, I see that you have licensed TORQUE engine. Tell me, how do you see, using it as a main engine in sub simulation? I'm shocked with number of tools, features. Many basic things are already-done - so no need to waste time on this.
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Polak



Joined: 01 Mar 2005
Posts: 443
Location: Poland/Sweden

PostPosted: Wed May 25, 2005 3:33 am    Post subject: Reply with quote

Thumbs Up
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Wed May 25, 2005 9:59 am    Post subject: Reply with quote

yeah Torque... welllll... ok, honestly... i am waiting (anxiously) for the next release TGE 1.4 before making a final go, no go as far as Torque and the sim is concerned... 1.4 is supposed to have moving platforms, which will make placing player characters a lot easier on moving objects...

ok, lemme back up a bit...

Torque is great... but you've gotta look at what it is first...

1- it's an already done game, with the engine available for modding... sorta like the Quake engine...

a lot IS already done for you... and that will be a problem... ripping out a lot of what you're not gonna need... there are many minimal versions around, and if your buy the great book by Ken Finney, the cd that accompanies it has a few from which to jumpstart your projects..

2- Torque is best suited for a fps type game... that is not to say that simulation type games can't be built with it, but the engine is based on, and is derived from a fps (Tribes)

3- there are no shadows... i mean, the player casts shadows, but most shadows are done in a lightmapping pass, and interiors and terrain shadows are set... moving objects are gonna have a lil problem... and models won't cast sshadows on themselves or other models...

a lighting pack is available that helps a lot... and you can add a stencil shadow mod to the engine code, but i haven't used it yet...


on the plus side...

1- it is really cross platform... Win, OSX,Linux... if you are coding it in script only) a lil thing i wrote on the PC, i copied over to the Mac, deleted the compiled stuff, and ran it (it compiles the first time it runs)... it worked without a single code change...

2- in game editors make adding scenery objects and editing terrain a snap...

3- networking... put as many crewmembers as you want aboard... the best multiplayer networking code i've seen anywhere...

also...

the shader version of Torque is nearing completion for its 2nd milestone... they promise shadows will be in the final... but that is a half year down the pike....

still, this is hard to resist....

[image]http://www.garagegames.com/images/ul/2059.gdc_snapshot_tse.jpg[/image]

and if you don't need all the stuff in the final, i think you can use the EA version to release something...


so, overall... that's it... you can code it in c++ or(preferably) a script similar to c)...

i want to use Torque... but the lil things that it's currently lacking (mainly shadowing and the platforms thing) are making me place my main efforts with the 3Impact engine for this release... but i haven't decided for sure just yet, and i'm still working with Torque to see what i can come up with.


--Mike
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