Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / World Off Road

Author
Message
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 26th Oct 2010 00:18
@ baxslash
Well, here's the situation right:

Basically we have the following tasks to complete before we can release v0.17:
1. Fix Tense's model
2. Rename Tense (because it isn't what I wanted Tense to look like)
3. Make a new Tense
4. Redo Trax
5. Redo MP chat system
6. Add end of round area for MP
7. Retrieve forward velocity of cars as a float to determine the speed of Trax tracks and whether you're truely going backwards or not (to swap steering)

Now, parts 5, 6 and 7 of those are all relatively simple things I can finish in an hours coding session or so.
But the parts that are holding us up at the moment are 3 and 4.
These are being done by the modelling department, which is run by Blobby 101.
Now what I gather from the ropey departmental reports I've been getting (/requesting) is that Deathead, the other modeller in the department has been assigned the task to re-model Tense and has done so. Thus leaving the finalization-and-texturing of the model and remaking Trax down to Blobby 101.

I was advised I would receive these two models with their UV maps by last sunday.
...I didn't...

Then after another week of dithering around I was told I would receive them by this sunday just gone (yesterday) - it was even down to "so, yeah - i'll have tense and trax ready later today"
...I didn't get it yesterday either...

So here we are, on monday, with a department manager not logging onto MSN and not giving me any of the work he's had on his task-list for about 3 months.

Happy days for Soharix.

Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 27th Oct 2010 05:52 Edited at: 27th Oct 2010 05:58
Lol, don't you just hate that?

But couldn't you go ahead and do 5-7 first? I mean, surely you can't blame Blobby 101 for everything, can you?

Hmmm....seems to me that you're concentrating so much on what Blobby 101 isn't doing, that you're not even thinking about you're not doing.

Don't kill me, C0wbox!

EDIT: I must say, I don't like Jetpack Guy. It's the world's worst game (don't let Blobby 101 see this!). I could make that in Multimedia Fusion 2 with better graphics, gameplay, and sound, and do it all in about an hour! Don't kill me, Blobby 101!

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 27th Oct 2010 06:10
@ Clonkex
Quote: "But couldn't you go ahead and do 5-7 first?"

I can... and I've been doing that to the other programming tasks not included in that list.

But as the new models will require programming and integration I may as well just get all the coding done in 1 session.

Quote: "(don't let Blobby 101 see this!)"

I can't exactly deny him access to a public thread... xD

Ranko
13
Years of Service
User Offline
Joined: 9th Oct 2010
Location:
Posted: 27th Oct 2010 19:27
Hello C0wbox,


I have tried your demo on a eee pc 900, (1ghz, 1go ddram, 64mo VRam)and there is an error at startup :
Runtime error 506 - Could not load image at line 316 "Blankbillboardad.png,11"

I think you should allow the player to setup graphics at startup so that even low end computer can play without shaders.

I will try your next demo, your game looks good and fun to play !
Keep the good work
Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 28th Oct 2010 11:59
That's the error I got but got around it by making a new blank image and putting it in the required folder (it says I think). It means you get white billboards but it works. What is that about?

Quote: "I can't exactly deny him access to a public thread... xD"


Judging by the xD I would say you knew that was a joke, right?

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 28th Oct 2010 15:06
@ Ranko
Strange...

It shouldn't be trying to load the image if it doesn't exist. :S
(That part of the code basically tries to download an image from the Soharix FTP and then checks if it's downloaded successfully by seeing if the file is there.
If it's not there, it'll load the one included in the application.
But it seems to have checked if the file was there then failed at loading it... xD
I'll look into it.

In terms of choosing graphics and stuff - this is all going to be in the options menu in later versions.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 28th Oct 2010 15:13

It's the "Blankbillboardad.PNG" that's missing by the sound of it try changing it to:


C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 28th Oct 2010 15:32 Edited at: 28th Oct 2010 15:34
Nono, line 316 is the first load image command.

So it really does confuse me.

EDIT:
Actually, it's now the delete image command, so it's probably moved. (Due to sticking code in elsewhere.)

So I don't know. - I'll put in a safety check for the second load anyway so this problem shouldn't occur again.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 28th Oct 2010 16:06 Edited at: 28th Oct 2010 16:08
You're missing it...

Quote: "Runtime error 506 - Could not load image at line 316 "Blankbillboardad.png,11""


Sometimes the line number doesn't correspond to where the error occurs. Happens to me a lot particularly if I use more than one dba file.

EDIT:Have you missed including the image in the media folder?

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 30th Oct 2010 04:42 Edited at: 30th Oct 2010 04:45
Sigh

I've had enough of this...



World Off Road will continue when we find someone who can complete the remaining modelling requirements on the project. (Either internally or externally.)

Failing my driving test on thursday and coming home to get emo-d at today by 2 people I considered friends put me in a bad mood, so I'm not putting up with Blobby 101 anymore. Whether he reads it here, in the messages he's ignoring from me, or on the Soharix website, he is now off the team.

For those of you eagerly awaiting v0.17, we apologise for the delays. Please bare with us.
- Soharix


Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 1st Nov 2010 00:46
Well, I can model somewhat, but I can't texture (yet). I find UV mapping a tedious and fiddly process. But I will model a car if you like and send it attach it my next post if you like, so you can see what kind of models I make and whether they're up to scratch.

Clonkex

P.S. Sorry, Blobby 101...should check your emails more often...

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Deathead
17
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 1st Nov 2010 01:54
@Clonkex: If you can help that would be wonderful, we need all the help we can get, and if you can send the 3d model to me so I can finish off the model aka. by UV mapping it and texturing it, that would be great.

Also, if you want to help out more on WoR, and in general Soharix titles, if you want to when sending the email attach your MSN address. Also I can help you out with the fiddly and tedious UV mapping as well.lol Also just in case my Email and MSN is below this post.


Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 1st Nov 2010 02:23 Edited at: 1st Nov 2010 02:25
I haven't modeled anything yet. I was waiting till someone told me what type of model you guys want. Just make up my own land-based vehicle? I know, preferably with 4 wheels. I can do that. Will get to work right away and re-post soon.

EDIT: I'm not on MSN and can't join (mum) and mum also won't let me give out my email. Of course I wouldn't anyway cause that's a sure-fire way to get spam.

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 1st Nov 2010 02:42 Edited at: 1st Nov 2010 02:51
Right, here's the model. It only took about 5 minutes to make and is probably too high-poly but it's just an example. I can do much better. Plus this example doesn't have any wheels and sort of looks like a small milk tanker

Enjoy.

Clonkex

P.S. If anyone wants to use this they can, and no credits required as long as you don't claim you made it

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.

Attachments

Login to view attachments
TheComet
16
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 3rd Nov 2010 13:38
@ Clonkex

If it's ok, I can highly optimize your model + UV map the textures. I'll just need the textures because my ms Paint skillz aren't adequate to WOR's standards

TheComet

DB newbie
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 4th Nov 2010 00:04
Very good work as always C0wbox

have you ever thought of starting up that magician project again from a couple years ago?


Come see the WIP!

The Slayer
Forum Vice President
14
Years of Service
User Offline
Joined: 9th Nov 2009
Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 4th Nov 2010 00:52
Quote: "World Off Road will continue when we find someone who can complete the remaining modelling requirements "

What do you exactly need, COwbox? Someone to model? Or do the texturing on some models? Or both?
Send me an email, explaining what you need, and I'll see what I can do for you, okay?

Cheers

Slayer rules!!! Yeaaah, man!
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 4th Nov 2010 01:02
@ Everyone regarding modelling for WOR

Basically the situation is that we'd really rather just get Tense and Trax done then we can get on with the rest of development as per usual. Now, Deathead has this under control as far as I'm aware. However, we will probably start accepting help for other cars later on (after v0.17) - be that a 1 off car like baxslash and RUSSIA have provided or a role in our modelling department.

For the time being, I'll let Deathead decide what is best though as he is the leader of this department. He will decide who gets to contribute and in what ways to WOR, so talk to him about it all.

(I'm here for the general overview and programming of the project, the model's are only a minor part of my role.)

@ DB newbie

As a matter of fact, we have, several times. xD

Originally after it was shelved (cancelled now) it was picked back up by Crazy Programmer who proceeded to add 1 new model, replace a model and change the map slightly then disappeared and kept messing us around. (So we fired him...)

Then Joeeigel had a crack at MTM back sometime nearer the start of this academic year. Being the other main-man in Soharix I gave him access to the underlying engine used in WOR and set it up for him to get started on a completely revised version of MTM. But well, all credit to him, he's not really a DBP programmer and couldn't be assed to do the mapping required either. (Must admit, I'm not sure I could be using Deled now either.)

So yeah, MTM is kinda sat around, being occasionally stroked then ignored. But we have no plans to revive it any time soon (we've got other ventures planned for after WOR )

DB newbie
18
Years of Service
User Offline
Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 4th Nov 2010 06:27
MTM was fun

WOR looks really good, i will be following this project...bleh, i need to get back into DB


Come see the WIP!

Deathead
17
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 4th Nov 2010 17:48 Edited at: 4th Nov 2010 22:45
@All people wanting to help with the models.
If you want to help send me a email, it is at the bottom of this post, of-course if you want to talk more 1 to 1 then my email is the same as my MSN, just add me and we'll discuss if you are suited for the job and this way I can give you the heads up on jobs there and then if suited. I look forward to hearing from you.

Also if you are just wanting to do a one off, just send me a email with Model attached, also the same again if you want to model some more for WOR, add me on MSN again my email is the same one used for my MSN.

If you are unsure on where my email is, just look beneath this post and it should be by my Profile button.

Also .3ds or .obj is the file types I best prefer(.x can be a bugger to import in Blender)

P.s. To avoid the same Time-Keeping problems we have had in the past you may have to pass a test just to see if you can model in a allotted time just to improve consistencies in the updates.


Ermes
20
Years of Service
User Offline
Joined: 27th May 2003
Location: ITALIA
Posted: 7th Nov 2010 23:46
still impressed for games using Dark phy, and i'm sure WOR will be one of the best, i think it's not so important how your models are good, but if the game is fun and enjoyable, you can let the players run with a four-wheeled soap box, we will play it for sure!!!

referring to this:
Quote: ""World Off Road will continue when we find someone who can complete the remaining modelling requirements ""


ogni scarafone è bello a mamma sua.
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 7th Nov 2010 23:48
@ Ermes
Aye, that is true, however with WOR, we wanted to make release something good for once. - All Soharix ever does is cancel good projects and release bad ones. So I'm making sure we get at least 1 good release under our belts before we do other things.

Ermes
20
Years of Service
User Offline
Joined: 27th May 2003
Location: ITALIA
Posted: 8th Nov 2010 00:05
i see. i have the same feelings with my game ESF, for the first time it isn't the classic 3 months game finished before it was really completed just for place the word "end" and start a new one.
maybe it is my 'swan song' before get married my girlfriend Loretta and making childs like a rabbit.

ogni scarafone è bello a mamma sua.
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 8th Nov 2010 23:59
xD I feel like a silly.

I was checking something and realised that error we were discussing further up this page:
Quote: ""Runtime error 506 - Could not load image at line 316 "Blankbillboardad.png,11"""

was simply because I didn't add that to the media. xD!

It'll be added for v0.17.

Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 9th Nov 2010 04:48
Yes, I thought so. You simply forgot to select that folder when clicking Add in Winzip, right?

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 9th Nov 2010 05:29
@ Clonkex
xD No, I'm not quite that silly.

There are 2 extra files that get added to the executable.

I'd only added the font file and forgotten the temporary billboard texture.

They're added via the Codesurge IDE.

(The Extra data folder is just where I store all files that get added to the executable when I'm dealing with the project folder - the extra data folder should never be present in anyone's version of WOR.)

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 9th Nov 2010 09:58
Quote: "was simply because I didn't add that to the media. xD!"

Thought so...

...and I told you twice, here:
Quote: "It's the "Blankbillboardad.PNG" that's missing by the sound of it "


...and here:
Quote: "You're missing it...


Quote: "Runtime error 506 - Could not load image at line 316 "Blankbillboardad.png,11""

Sometimes the line number doesn't correspond to where the error occurs. Happens to me a lot particularly if I use more than one dba file.

EDIT:Have you missed including the image in the media folder?"


Just trying to help!

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 9th Nov 2010 15:21 Edited at: 9th Nov 2010 15:54
I know ! - That's why I felt like a silly.

I thought for sure I'd added it because I coulda sworn I remembered testing it.

But I went back on to do something else the other day n there was only 1 thing in the media inclusion box thing. !!!!!

O well - Try as I might, I can't be a perfect game dev.

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 11th Nov 2010 20:21 Edited at: 11th Nov 2010 20:21
!!!

Good news peoples of the earths and similar objects nearby

The Slayer joined Soharix to help out with modelling and stuff.

Here is a picture of his awesomeness:


This is the new Trax half way through development. - Right now he's doing the rest of the texture then we'll be testing it out and putting it in WOR etc.

As well as this, Deathead is doing Tense which I'd guess will be ready sometime soonish.

Attachments

Login to view attachments
SH4773R
14
Years of Service
User Offline
Joined: 18th Jan 2010
Location: AMERICA!!!
Posted: 11th Nov 2010 20:50 Edited at: 11th Nov 2010 21:01
great job cowb0x keep up the good work!

EDIT:
Is there a full screen option anywhere?

if not try this code to setup and auto res to the screens res, it will also turn off the screen boarder. i'm using it in paradox engine.



EDIT 2:
I like the hl2 like blured menu while loading effect
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 11th Nov 2010 21:44
@ Commico Inc
xD Yeah I'm already using all that sort of code...

The game can be changed to fullscreen and set to a different resolution via User\Options.cfg

These will be set via the options page in v0.17. There is no way to change them ingame in v0.16

Yeah through most of Soharix's history we've always tried our best to mimic the ways of the greats like Valve and id, most of my failed projects that no one sees have all got these blurred menu fading things and other similar effects.

Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 12th Nov 2010 00:34 Edited at: 12th Nov 2010 00:43
Quote: "I like the hl2 like blured menu while loading effect"


So do I. I've played HL2 thrice (3 times) through now and I still love the blurred loading (but not the slow menu-loading).

Btw I hate Truespace, but I might try using it again cause there's lots of people who say it great. I wonder how easy it is to UV stuff in TS?

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
The Slayer
Forum Vice President
14
Years of Service
User Offline
Joined: 9th Nov 2009
Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 12th Nov 2010 02:20
Well, as you might have read or heard, I joined the Soharix team to help them with modelling and other stuff. And, I'm excited to anounce that Trax is now finished.

Quote: "I hate Truespace"

What's there to hate about Truespace?

Quote: "there's lots of people who say it great. I wonder how easy it is to UV stuff in TS?"

Yep, it's a great program. Once you get to know it, the uv mapping is quite easy.

Cheers

Slayer rules!!! Yeaaah, man!
Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 12th Nov 2010 03:27 Edited at: 12th Nov 2010 03:29
Quote: "What's there to hate about Truespace?"


It's slooooooow! Slow to react, slow to load. The editor is not very well written and has quite low frame rates.

Other than that I don't like it because to me it seems counter-intuitive. In Blender (the program I like), when you press and hold middle mouse button you don't rotate the "camera", you are grabbing and rotating the entire scene. So to me all the screen rotation seems reversed.

It has too many different "work areas". The scroll wheel doesn't zoom (what 3D modeling program doesn't zoom with the scroll wheel???). Oh, wait, yes it does (I actually have it open while I find problems with it ). You have to click on the 3D window to select it.

In Blender, just moving your mouse over a particular window selects it.

TS is not very hotkey based while in Blender you can perform almost any task with the keyboard (The Blender golden rule is "One hand on the keyboard, one hand on the mouse").

I still haven't worked out how to render a scene.

TS doesn't export to any standard format other than Collada. Luckily for me I can import Collada into Blender and export it to DirectX for DBPro.

I have yet to find the UV editor. Maybe you could clear up some of these problems?

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Nov 2010 09:48
Everyone likes something different when it comes to modelling software and you'll find that, no matter which package you use, if you use it for long enough you'll grow to love it.

I started on Autocad, 3DSMax, solid works, Pro-E, Maya, SketchUp, Inventor and various others for different projects I've done over the years and as much as I loved each one in its own way there are some that just stick with you. It would be great to have one package that did everything I liked from each one...

Trax is looking good, nice work The Slayer! Glad to see Soharix back on track (no pun intended)...

I've been wanting to try some of the improvements in V17 for a while now!

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 12th Nov 2010 13:11
@ baxslash
Quote: "Glad to see Soharix back on track"

Lolololololol

Quote: "I've been wanting to try some of the improvements in V17 for a while now!"

Aye so have we...

The Slayer
Forum Vice President
14
Years of Service
User Offline
Joined: 9th Nov 2009
Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 12th Nov 2010 14:22
Quote: "It's slooooooow! Slow to react, slow to load. The editor is not very well written and has quite low frame rates."

No, it's not slow. Maybe your PC is. Besides, you can tweak the settings in the 'Settings' panel. Disable the 'Bridge'. That may solve your problem. You can even tweak the refreshrate.

Quote: "It has too many different "work areas". "

What do you mean by that? If you mean the views, than you can change that too. I always set it to 1 view.

Quote: "TS is not very hotkey based while in Blender you can perform almost any task with the keyboard "

Truespace has hotkeys too (you can find the list in the help file). You can even set them as you like by pressing Ctrl + leftclick, and then set the shortkey to whatever you desire.

Quote: "I still haven't worked out how to render a scene."

Rendering is as easy as clicking a button.

Quote: "TS doesn't export to any standard format other than Collada."

Yes, it does. TS exports to .x, .dxf, 3ds, .asc and there's a plugin that allows to export .obj files too.

Quote: "I have yet to find the UV editor."

There are some really good tutorials on that.

Quote: "Everyone likes something different when it comes to modelling software"

Indeed. I've modelled in a variety of 3d programs, and they all have their pros and cons.

Quote: "Trax is looking good, nice work The Slayer!"

Thanks a lot, baxslash! Yeah, I'm very busy at the moment.

And, here's a picture of Trax in all of it's glory.



Cheers

Slayer rules!!! Yeaaah, man!
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 12th Nov 2010 14:34
Nice work TS!

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 12th Nov 2010 22:51 Edited at: 15th Nov 2010 01:30
!!!

We did it, Trax is finally in WOR. - The Slayer's just touching up the texture (adding some lights) but these pictures are more or less accurate:


That's 1 small step for WOR, 1 giant leap for v0.17. !
(12 out of 17 things done toward v0.17)

Clonkex
Forum Vice President
13
Years of Service
User Offline
Joined: 20th May 2010
Location: Northern Tablelands, NSW, Australia
Posted: 13th Nov 2010 06:43
@The Slayer:

I knew you'd have answers for all of my complaints!

Quote: "No, it's not slow. Maybe your PC is."


I don't think my PC is slow, TS has been around for years and you can see my specs in my sig.

Quote: "Besides, you can tweak the settings in the 'Settings' panel. Disable the 'Bridge'. That may solve your problem. You can even tweak the refreshrate."


What's the settings panel and where do I find it?

Quote: "What do you mean by that? If you mean the views, than you can change that too. I always set it to 1 view."


I don't know...

Quote: "Truespace has hotkeys too (you can find the list in the help file). You can even set them as you like by pressing Ctrl + leftclick, and then set the shortkey to whatever you desire!"


I know I found that out this morning.

Quote: "Rendering is as easy as clicking a button."


What button?

Quote: "Yes, it does. TS exports to .x, .dxf, 3ds, .asc and there's a plugin that allows to export .obj files too."


I found that out this morning as well...

Quote: "That's 1 small step for WOR, 1 giant leap for v0.17. !"


Lol!

Quote: "(12 out of 18 things done toward v0.17)"


YES! The sooner it's released the happier we'll all be!

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Ermes
20
Years of Service
User Offline
Joined: 27th May 2003
Location: ITALIA
Posted: 13th Nov 2010 09:57
wow that TRAX looking very nice! the tank's tracks are animated???

ogni scarafone è bello a mamma sua.
C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 13th Nov 2010 15:20
Not animated per se, but I will be scrolling the texture on them in accordance to the wheel speed so it appears they're what is pushing the tank along (Although you can't see them from most angles, it'll just feel more complete.)

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 15th Nov 2010 00:36 Edited at: 15th Nov 2010 01:26
! Just thought I'd give this page some pictures, seeing as I've added speedos to the game now.

Here are pics !

I also added a map called Flatgrass just for people to test the vehicles on without really racing them.

Top speeds of the cars have been recorded as the following:
Tense - 61mph
Rumbler - 55mph
(Yes, driving Tense into the back of it makes it go faster ^^^ )
Trax - 66mph
Crunch - 59mph
Bug - 62mph
Trike - 49mph

(But don't worry, they've all got different accelerations, handling and stability.)

As well as this, does anyone have any idea how I can convert speed to velocity? - It's not as easy as I anticipated to tell when an object in DarkPhysics is essentially moving "backwards" instead of forwards. - It was hard enough to get linear speed in the first place but due to the means of doing this, I have only a positive number and no way of telling when the vehicle is going backwards. (I need this because I need WOR to swap the steering when you're going backwards not just whenever you're pressing the backwards key.)

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 15th Nov 2010 10:31 Edited at: 15th Nov 2010 10:32
Quote: "As well as this, does anyone have any idea how I can convert speed to velocity? - It's not as easy as I anticipated to tell when an object in DarkPhysics is essentially moving "backwards" instead of forwards. - It was hard enough to get linear speed in the first place but due to the means of doing this, I have only a positive number and no way of telling when the vehicle is going backwards. (I need this because I need WOR to swap the steering when you're going backwards not just whenever you're pressing the backwards key.)"


This should return 1 for forward or -1 for backward but I just made it up and haven't tested it...



EDIT: run it after you have done the phy update...

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 15th Nov 2010 17:20
@ baxslash
Yeah, that. xD! - I was considering how to do that and wanted to code something similar but couldn't get my head round it last night (people were pestering me so I had to deal with something simpler)

I'll stick it in a little later then see what else I can finish off.

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 15th Nov 2010 23:15 Edited at: 15th Nov 2010 23:21
Alright here goes:

After much pondering on the subject, I have decided to release v0.17 early with a strong warning: v0.18 Will be nothing like it.

v0.17 is not the nice stable v0.17 you've been waiting for but is merely where I got to when I suddenly realised: "Oh wow, this game is absolutely horrible - we need to start again."

So that is effectively what we're doing. We are releasing WOR v0.17 so you can all have fun with it in its current state and in the meantime we'll be completely redoing most of it.

The reason for doing so is that all the media has been sort of bodged together from different sources at different times and with different thoughts in mind.

Starting now, I will be making an entirely new set of cars from scratch that will have no silly designs like caterpillar tracks or 3 wheels to clog up the code with special cases. Then when I have all the models remade to a degree where they are consistent and work properly I will allow the modelling department to merely upgrade them, thus removing the problems we've been having with inconsistent sizes and styles of model.
(Sorry baxslash and RUSSIA, that mean's your cars are going. )

Have fun with v0.17 because it'll be some time before you guys see v0.18 as WOR needs a complete overhaul between now and then.



v0.17 does not include:
A fixed UV map for old Tense
A name for old Tense
A decent MP chat system
An end of round area for MP
Properly flipped steering when going backwards
The new menu

So you'll have to make do with what there is.
Multiplayer does work, but only through searching for games, don't try joining an IP because it won't grab the map the server is on.

As I say, this is an incomplete version of an incomplete game, so enjoy it for what there is.

v0.17
.rar


See you all later.


baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 16th Nov 2010 14:34
Quote: "We are releasing WOR v0.17 so you can all have fun with it in its current state and in the meantime we'll be completely redoing most of it."

Not much point in looking then is there?

I think it's a shame. I'm not fussed about you not using my model (I assume because it is made to a different scale? Which would be pretty easy to fix), it's just a shame to throw out a nearly finished game

One of the things I liked about this game was the variety in the vehicle types...

That said, good luck with the re-write! I hope it works out better for you.

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 16th Nov 2010 15:18 Edited at: 16th Nov 2010 15:27
@ baxslash
The only point in looking is so you guys can experience a more up to date version than v0.16 - people were growing tired of it. - I also won't be releasing a new version for a good while, so I've released where I got to before I decided to redo a load of it.

The scaling isn't why I'm redoing all the media although it is something that will be solved. I'm redoing it all so there is consistency in the cars, because at the moment, they all have different wheel bases (height, width and depth) and are all different modelling types; some cars are very detailed, others are not so, and those that are detailed are not detailed in the same way as other cars. - I'll also be removing the interior camera space so the cars are nice and regular and are basically just bodywork with wheels.

The models also all need a low-detail version for use in online multiplayer, which we hadn't factored into the original design when we started making tonnes of vehicles. So this will be taken into consideration in the new version. - The main reason for this is that currently, on ones own, racing around Dunes1 I get a stupidly high triangle count, somewhere in the region of 270,000. So I'm redoing everything to lower this to what I originally wanted: <100,000.

The variety in vehicle type is one of the things which is screwing up the game engine. I've had to make a load of special case code for Trax and another load for Trike just because they're so different. In the new version I will be standardizing all the vehicles. - Making sure they all have 4 wheels and no special effects the rest of the cars don't have.

The only thing that is actually going to get rewritten in the code for v0.18 is the menu. The rest of the engine is fine (once you scrub away all the little extra bits I had to glue on)



So yeah, for the benefit of everyone, I reiterate: This will be a media overhaul, the game will still play the same but I will be removing some sillies (like the FPS camera (although I'll still probably have a bonet cam like TrackMania does))

And if we're lucky I may even include the latest engine into WOR which gives the vehicles proper height/normal maps instead of the same basic shiny-metal effect all over. - But I'm undecided on that as of yet.

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 16th Nov 2010 15:37
A media overhaul for those reasons is pretty smart. The engine was working pretty well which was why I was worried, I got the impression you were scrapping the engine too!

I still think it's a shame to loose the different vehicle types. The variety is part of the appeal to me, I can't blame you for changing it though.

C0wbox
17
Years of Service
User Offline
Joined: 6th Jun 2006
Location: 0,50,-150
Posted: 16th Nov 2010 15:52
@ baxslash
Yeah, WOR's had a code overhaul before so it's reasonably up to date (just a few minor adjustments and it'll be at the latest Soharix engine) but don't worry, the vehicle variety will still be there, but I'll make sure they're all of the same style.

2 vehicle designs that will remain will be Tense and Crunch, but I'll be redoing them even then.

Login to post a reply

Server time is: 2024-04-23 23:04:48
Your offset time is: 2024-04-23 23:04:48