Jump to content

Code_Man

Members
  • Posts

    86
  • Joined

  • Last visited

About Code_Man

  • Birthday 11/30/1989

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Code_Man's Achievements

  1. Just got to read that link, good one that gave me quite the laugh. I just noticed your github repo is gone, i dont know if you ditched it or it ditched you, but im i need of the script file for the paintballer. Dont feel like downloading ubergame for one file, i already downloaded sources for your model assets some time ago but dont have them on this machine. Also you might be quite right about the being innovative part, i dont know either for now i want to go with least amount of work no matter how crappy it looks. Being able to use 3rd person models in 1st person out of the box is a definite upside but as you said there is no perfect way and i dont know where things will go. Nor have i been able to figure out why 1st person animations dont work, from the github repo, there is no appearent big magic there.
  2. Code_Man

    Rad Alert

    Wanna post a little update to show some more and disclose more intel. Good news is i got the ranger very nicely working and some other vehicles like the gaz for the soviets almost too. Bad news is i still havent figured out the animations part, i might end up using duions paintball once i get it working with the script. Im remaking the map el alamein from battlefield 1942 for comparison and because it is my favorite map, so if you played that you know where about its headed. I havent gotten yet to test bots with vehicles, but last i tried in 4.0prevewiev5 the bots would turn the steering either 1,0 or -1 what amounted to them driving only straight, would be awesome if that was fixed. For the demo i will keep things real simple and because it will take even longer to balance than to implement new stuff i will hold back on fancy gameplay mechanics. Eventually infantry weapon accuracy will be affected by energy and energy together with recharge and repair levels affected by damage level along with movement allowances. After that i would like to have a veterancy system to give players certain perks depending on class, similar to how enemy territory had that of sorts. Here are some screenshots of some vehicles, i dont know why its so dark, but i know the lights are misplaced and still need to work on that system, glowsticks will not be included in the game. The tanks are still flakey but getting there i think and the maps will be done quickly, its just i havent bothered to use different terrain materials yet and put in props. Also i made a entry in the t3d games page, once its approved il put in some better looking promo content.
  3. That looks and sounds great, wish you much success with it. Sounds like hell of fun and the map just looks fantastic, i bet its gonna be lots of fun. I enjoy just riding around in the jeeps i just managed to make on crappy sandy open terrain, that there must be on wild ride.
  4. Thats a very neat idea, looks funny as hell. Yeah i gathered you didnt have much of a plan, but i suppose putting in some sort of gameplay of any sort and all the fancy stuff and call it a day is good too. The springs/tires api in t3d is really sweet, i havent even started exploiting it, theres so much to do from damagable wheels to vehicle modding. Its great to hear you have a guide coming up, i managed to sorta get some things working on my own, so i wont need it i guess.
  5. Hi and welcome to the forums. Since im a gamedev and not an engine dev i cant say anything about the audio issue. However i can tell you that .ter files are very simple and even if very old can be fixed trivially, they are just one channel bitmaps, id look into that that, incase it does not work for some reason. I have no idea what .dif files are, the mission files are .mis, which are just plaintext declarations for objects and their properties.
  6. Good thing you mention this duion, i havent considered this perspective. Personally i prefer having all pieces as single files and gluing them together programmistically, since i rather reuse single stuff and less data in the files means less potential breakage. I rather have a single file for each model and anim and edit those without having to touch any other data, but thats just my prefed approach, i can totally see how different needs have other solutions. Im still having a real hard time getting the 1st and 3rd person anims to work, i checked the files and they are the same, i probably missed something real stupid, il keep trying it will work eventually. It looks like most here are still learning those things themselfs, we will see where this leads to, im sure there are many cases and solutions that can be found yet.
  7. Those look very cool, sounds like you guys make lots of headway, looking much forward to that.
  8. Code_Man

    Rad Alert

    It sure is rad, over the geiger counter rad. I have been working a bit with vehicles, the good news is the truck, which as a front steering axle and two back axles for transmission is somewhat working. Other vehicles are still bouncing around mostly, i think im getting the hang of it slightly but it still feels like mostly shooting targets in the dark. I wanted to do some sort of system where i can replace wheels and springs on the go, but i have neither the framework nor working average values to use as reference, so il save it for later on. About the vehicles included: if you follow the link posted you can see the models better, metalness, smoothness and diffuse colors have been added in the materials, so the look is still being worked on. I have all the combat vehicles from red alert including expansions in, support vehicles will come later on aswell as extra vehicles for both sides and neutral ones. The weapons on turreted tanks work well, they also have coaxial machineguns and some have seperate machinegun turrets on the turret too. Vehicles have lights that can be turned on and off(maybe change colors too :)? ), so im going to bring out the nice rendering of t3d. Turrets are not player controllable normally, i think of making some missions where you command a tank platoon from one, but that will be much later on done. Im trying to include a few in the initial demo, but its a huge pain so i dont want get hung up on it. Il try to showcase some of the rides some more when they are a little more cooperative during placement and the visibility becomes better.
  9. Code_Man

    Rad Alert

    This is the thread where im gonna show stuff for my game, as what you can guess from the title, is a remake of the 1996 masterpiece command and conquer: red alert by westwood. I decided to make such a game after i got those models from https://ppmforums.com/topic-66860/various-red-alert-1-vehicles-obj/ and tried to use and they worked out of the box well. Vehicles are in too but are badly in need of having made the proper adjustments before they are usable, they either bounce round or sink in, except for the truck which sorta works. Some structures are somewhat functioning and have the proper models, but its still a mess in that section with textures and materials all over the place. There are also 4 almost sufficiently functional game modes, one is somewhat a clone of battlefield, but without respawning at the captured points and no tickets, game ends when one team holds all points. Next one is the classic where you must stop invading npc from entering your conquest zone and hold out for some settable time(or infinite), i plan on adding secondary objectives later on too. Another one is a variation of the above with the twist that you get attacked in predefined waves and instead of playing for time you must defeat all waves of enemies. Last but not least would be the classic commando mission, where your goal is to get to the extraction point, engage enemies at will, that can be played coop with settable amount of respawns(default none). A prototype actual strategy mode exists too and it can do the most basic stuff somewhat but everything else is missing and there are quite some other problems with that, which was my original gameplay concept. Npc code is minimal right now, they do much but they can move and shoot mostly in ways that satisfies gameplay atleast for now. In recent times i collected quite a huge number of assorted map prop assets that i will use too, but i dont have them sorted properly yet. I got a hold of some good aircraft and naval vehicle models too that i can very much use, but those will need even longer to get working than the rest. Some gui leftover work needs to be done too, but i figured an interesting way to do the gui. The lack of working animations and the incomplete levels are what is hold back a release of a demo the most for now, but i think those ought to be resolved quickly with the rest. All in all i enjoy the npcs fights even if they are mundane. For now i use the default soldier and some placeholder weapon assets for another game i work on, but i got the assets i need just havent bothered yet to actully get those in. I got quite well to the part where things mostly function and i have to fill up the content and do sorting and balancing and level desing. There has been a long delay porting from the 4.0 preview to 4.0.3 but was worth it for me and im quite enjoying the way this is going so far despite all the little stones along the way. Heres a screenshot of some of the vehicles that will be featured, the angles look weird cuz i had to place em that way or they would bounce off. Also you may notice the randomized light colors, those will obviously be normal on release. This is about the most that is worth to show for now, but there will be more stuff coming soon hopefully. I know you cant see all that much and there isnt all that much more to see for now, but its better than nothing for an introduction.
  10. I dont undertand much of it, but im glad someone took the time to write this out. Gonna take a closer look at physics stuff when i get around to and see what comes out.
  11. I know first hand what a timesink and drag this is, i did most of the porting by hand to have more control, but im sure you could automate it. That being said there are quite a few advantages in 4.0 that made it quite worthwhile for me, you could try making a prototype as base to see how it goes. Thank you, but sadly no dice on my end, i just cant seem to get things to work and i have no idea why, can anyone confirm that these work at all. But atleast duions paintballer provides a great template and reference, im sure il make progress eventually. What is really frustrating is i dont have working fps anims either, that makes it hard to rig the guns ingame properly and these seem to be simple.
  12. Trimming down on stuff is good and fine, but not having the ability to add non assetized stuff(Skyboxes, terrains, lights etc) is quite crippling the editing ability. And while its all nice and stuff to have a clean slate, i cant say that this system is attractive for new people, but then again most people who use 4.0 are people who port their stuff. Also the project manager when i used to caused a crash for me so i havent tried too much yet.
  13. A quick guide would be helpful for the model and datablock yes. I also have been fortunate in coming across some very good vehicle models that everyone can use, they are early post war era vehicles. I would be glad to share them once i have cleaned them up somewhat, which should be pretty soon. My vehicles bounce around and properly configuring vehicles is such a hard job. Anything that helps would help. Good luck with your work btw, looking forward to see more. I have a question tho, what is the gameplay like in your game?
  14. So i noticed 4.0 has ways to split up levels into multiple pieces and i itend to take full advantage of this. My question now is, how do i do it? Basically i would like to split off parts of the map into seperate assets and then load them either when gamemodes require it or as randomizable map pieces. If anyone would have a quick guide or reference that would be a big help.
  15. Wow t28, nice, looks like real fun. I just got around to fixing npc fighs in my game so that looks like a blast. How are vehicle physics like in 4.0 for you, i never got to try properly. I kinda screwed up my vehicles but i think it might be because of no bounding boxes on the models.
×
×
  • Create New...