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#41 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Great success! My runtime object streamer works
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#42 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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i used to love that little red truck, best of all the vehicles. Don't know why. I thought it was cute.
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#43 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Well, it's not that little, it drives slow as hell and has a horrible turning radius... But the engine sound is excellent!
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#44 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
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it will always be little to me, forever in my heart
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#45 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,991
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This project actually poked my brain into remembering a little project called Outerra:
http://www.outerra.com/ Imagine having to solve the problems listed in this thread with terrabytes of Earth's geography data ![]() |
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#46 | |
Registered User
Join Date: Aug 2012
Location: Australia
Posts: 651
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Quote:
I just read that elite: dangerous universe is so big - if you visit each world for 2min and never repeat it would take 1.5M years to explore everywhere. Must be procedurally generated. |
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#47 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,991
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#48 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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"Poor man" my ass, there's a ginormous bag of SWAG sitting right next to you! THE AUDACITY!
![]() This is the same (kinda) scene from the original game: ![]() Last edited by Cherno; 07 October 2015 at 20:57. |
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#49 |
Huge member
Join Date: Jun 2003
Location: Glasgow, UK
Age: 41
Posts: 303
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This.... is.... Amazing!!!!
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#50 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Thanks. My little quest system is working good so far, by the way. Now I have to write the GUI for the inventory system, pretty easy as the inventory itself is already in place.
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#51 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Inching forward to the first proper demo release...
Current task: Implementing some weapons. Planned so far is the pistol, assault rifle (M16A2), missile launcher (AT-4, but possibly guided), a sniper rifle and maybe hand grenades. Also implemented is the round minimap with variable range. The compass bar has become somewhat superfluous so maybe I will get rid of it, make it optional, or tie it to a special item. Having one icon on teh compass bar for every building and vehicle is too much clutter anyway, and objects are too spread out and placed to randomly to use "points of interest" as in Fallout 3/NV and Skyrim. Also², I am currently working on a pixelization script that renders the game at 256x256 or similar to give that really old-school feeling of playing the Amiga with a crappy CRT monitor ![]() ![]() ![]() Edit: Enemy (red) uniform is also kind of implemented, but there is no item for it yet. Last edited by Cherno; 07 October 2015 at 20:58. |
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#52 |
Huge member
Join Date: Jun 2003
Location: Glasgow, UK
Age: 41
Posts: 303
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Really looking forward to trying it out, is there an option to invert the mouse (Y axis)?
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#53 | |
Registered User
Join Date: Aug 2012
Location: Australia
Posts: 651
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Quote:
Im salivating waiting to play a newer build. Also i was going to ask about the music. Can you make a way to supply a mp3 for the title tune (the original tune is an Activision pro format) so i think its easier to supply it as a mp3 rather than support some weird esoteric player. I also wouldn't bundle it with the tune as Activision would be the type to sue you. |
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#54 | ||
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Thanks guys for your comments. It means much to me
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#55 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Hmm... I have a problem
![]() The player/soldier model needs to be replaced because it is not possible to animate it satisfactory (not enough vertices in the shoulder area for deforming), and those wafer-thing arms look really bad. On the otehr hand, the model is iconic and I really like the blocky look. So now I'm pondering creating a new one outright that won't have any similarity with the original one, and with a higher poly count, or trying to somehow make animations and mesh deformations work with the old style... Which would probably lead to lots of mesh intersecting/overlapping, weird deformations, and overall shoddy appreance. |
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#56 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Spent the last couple of days in a little test chamber of sorts with nothing but a character, a target and some weapons, trying to figure out how to script the shooting animations. I finally got it to work after some quite frustrating moments (Unity crashing randomly during runtime ad taking my two prefab weapons with it which I spent hours setting up!) Oh well. At least that chapter is pretty much behind me... I hope
![]() Edit: New character model is also done, It looks very close to the old one but has arms that actually have some volume to them ![]() |
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#57 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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Back with more good news: The results from the research lab (as outlines above) have been successfully integrated into the "real" environment. Now I have a pistol, assault rifle, sniper rifle, and a missile launcher with guided missiles. The sniper rifle has a scope, of course
![]() ![]() ![]() The green box is just a debug thingy representing the camera frustrum (I made his shot from the scene window, not from the game window). Fun fact: first, I wanted to make the screenshot inside the church to show the pulpit and stained glass window in teh background, but after a few salvoes of the assault rifle the church blew up ![]() Last edited by Cherno; 07 October 2015 at 20:59. |
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#58 |
Registered User
Join Date: Aug 2012
Location: Australia
Posts: 651
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#59 |
Huge member
Join Date: Jun 2003
Location: Glasgow, UK
Age: 41
Posts: 303
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Man, this is looking brilliant!
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#60 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,056
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