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LoLJester

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  1. This is a new vast forest map that can be traveled by multitude of vehicles. There are points inside and outside of various buildings throughout the map that must be captured by either the Human or Alien side to complete the mission. These points can be reached by teleporting from one point to another or by traveling by foot, flying vehicles, or ground vehicles such as Quad ATVs, various transport vehicles, a tank, and mechs. The map is currently finished with a few minor adjustment being made to it for better performance. It is coming this month to the current version of the game which is available on Steam here: https://store.steampowered.com/app/1643700/Visitors_First_Contact/
  2. Last finished building in this forest mission. A mini space port with landing pads for flying vehicles.
  3. It looks like your efforts are starting to pay off. I can see from the pictures that you're getting better at working with T3D. The tank looks quite good. Good job!
  4. Just adding the finishing touches to this mission. With the Quad ATVs and all the vehicles available in this mission, it's so much fun traversing the map from one end to another. More pictures and videos coming this week or early next week. Thanks everyone!
  5. Another complex building with interiors for the new Multiplayer mission.
  6. I just ended up using both methods. For shapes with more complex collisions, such as rocks, I just placed them as TSStatic with collisionType = "Collision Mesh" For shapes with a simple collision shape, I used the Forest editor. From all the tests that I have done, adding Convex Hulls collisions in the Shape editor seems to work better with the Forest editor. The Shape editor's collisions tab has many options that will help you get the right type of convex collision shape, from complex to simple.
  7. TORQUE_NO_DSO_GENERATION in torqueConfig.h must be commented out like shown below: //#define TORQUE_NO_DSO_GENERATION This must be done in the source code of the Engine.
  8. I'm also posting here for someone that may know what the issue may be. Collision failure with forest items that have two or more collisions (Collision-1, Collision-2, Collision-3, etc.) They collide fine with the player, but not with vehicles. If I use them as TSStatics, they work fine, but not when used with the Forest Editor. Sometimes, even objects with one collision fail to collide with vehicles. I'm using T3D 1.2. Has anything been added to the newest version to fix this? Or is there a fix?
  9. Playing as the Aliens in the game Visitors: First Contact:
  10. Artillery vehicles hangar for the new Multiplayer mission.
  11. Thank you all for your feedback. I will take into your account all your suggestions and see if I can implement them without damaging performance. My aim is to have the game playable on much older hardware as well. It is targeted towards casual gamers rather than professional modern gamers. As it stands, this mission is already eating up 2.6 GB of memory (with all the textures being compressed to DDS, models LOD'ed, and, interiors zoned.) It is the highest of all my missions so far, and FPS on older hardware is dropping the more I add. I use an Nvidia GTX 1050 powered laptop to develop the game. The mission is running at 55 to 75 frames per second without any AI yet added. The reason I use a low end laptop is to monitor performance. The way I see it is that, if I can get the game to run at 60 FPS on this old laptop, then there should be no issues with the game running at smooth high frame rates on higher end rigs. Also, older laptop owners will be able to run the game as well. @fLUnKnhaXYU 90% of the engine has been moded in on way or another, including bug fixes. I spent almost four years reprogramming or adding to the engine. I've added several resources as well as my own code. There is support for every kind of turrets, tanks, mechs, rideable animals, every kind of flying vehicle, melee of all kind, additional player features such as vaulting, rolling, grenade throw, C4 charges, climbing, down sights, multiple camera views, weapon inventory, and lots and lots more. Also, yes, the players will have to destroy generators to disable shields.
  12. @fLUnKnhaXYU Keep checking back. More cool stuff coming very soon!
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