Jump to content

Code_Man

Members
  • Posts

    199
  • 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. Straightforward question, how can i make a laser beam graphic to be used for hitscan type weapons(and other uses)? Plus points if i can make a dot and/or flare where the beam hits. Ribbons are probably not what i want since they need to be tied to some object to work.
  2. As promised here is the aircraft datablock, its only rough and i havent tested it much but it should work decently enough as an example. The model only needs a colvol to work and it should not need any special code, just the regular shapebase and vehicle callbacks to work. Enjoy and let me know how it works out for you. orca.tscript
  3. Im back in action again and determined to make a release asap. So far i managed to make the turretless vehicles work as intended, there still some balance and cosmetic issues, but those can be resolved easily. The main problem is with aiturrets used on vehicles, im still trying to figure out how to setup nodes properly including getting the image mountpoint axis right. I hope i figure out how to resolve this soon, then it should be smooth sailing. There are minor leftover bugs that affect gameplay but they should be fixed quickly. Im estimating a roughly playable version will be ready in two weeks, its going to be missing some things like a administration system and gameplay variables but should be decent enough to play. Here are some more screenshots made at all settings maxed out, just structures for now since it lags like hell at max levels and i have no means to use the observer cam and buy vehicles. Il keep yall posted and try to take more promotional materials along the way.
  4. I use almost everywhere dae so i can make almost everything drivable in seconds just with a text editor, but i guess i could do it by script too. Is that just a single model? How many polys have those models, they look plain amazing. I havent gotten around doing lod, dunno if you did but those must use up lots of gpu power. As for the aircraft datablock its on my other box away about 1200km and i dunno when i get there, but i be sure to send them when i get there. That must be some collection of assets you have by now, must be some wild scenarios going on, my library of assets is ok but it doesnt seem nowhere as sizable and highly detailed as yours.
  5. Its funny duion you wrote the day after i check your website since i havent heard in a while from you. I thought of doing this myself actually, but now that you mention it whats in it for me Its not a hard task but not easy task either i guess for such a big project. Did it before tho from 4 prev 5 whatever to 4.0.1 which changed a lot the former was more like 3.9, dunno what ubergame engine even uses. Im away from my main dev box and the now secondary one got a case of the broken cpu cooler so no deving for me for the time being It would be a good start i guess to break it up in packages and assemble in bits by bits, since i got most of the core functionality working i could use those too if need be. Assets mostly just need to be declared, there is a autoimport function but last i tried it croacked on me so care needs to be taken. Also have some of duion assets already integrated into my terapack packages, theres a good selection of european wild plants and other outdoor props like rocks. Anyhow il see about seeing what can be salvaged from ubergame for 4.0.5 when i get a chance.
  6. Never payed attention to that, good thing you point it out i would have thought the screen is broken. Joking aside i have textures ready i can use for those i just have to tidy them up. The tiberian sun structures i only show so you can see how to might look in the game, when i get some time i make datablocks for the units too, but using placeholder geometries. The more pressing stuff is the things you dont see like colvols and the vehicle turrets, the turretless ones need work too. Plus a bunch of ai related adjustments and interface fixes so it can actually be played like a mulitplayer game. I also wanna squeeze in some extra stuff like random crates and a baseless mode. Mostly all the stuff is boderline functional as in you can buy stuff, control it, drive etc and if i figure out how to do it give orders to npc infantry. You can already switch between multiple control objects and actually swap between player purchased objects, the ai turrets on vehicles with mouse control make it so vehicles are useful too even without a player controlling it. Currently i have a lot of work on other stuff to do but im thinking i can make a release sometime q1 next year.
  7. Seeing as this subforum gets little attention i want to take advantage of it. I am available for torquescript programming and level design, i gotten quite proficient at it and wouldnt mind jumping in and helping out. Im open to trading/bartering for assets or some other sort of payment but i dont have any accounts and dont know much about finances, im neither greedy nor needy so a reasonable deal for both parties can be made. Hit me up if you need any scripts or levels, id be glad to give a hand to anyone that needs it.
  8. I wouldnt touch ai if you want to be taken seriously as a gamedev, while i dont judge its sketchy to say the least. Even downloading premade assets and rigging them gains and shows more skill than having to rely on some black box where you dont know what is in and what comes out. Personally i am very suspicious anything involving "ai", its such a strange hyped gimick with almost occult like properties, even programmers make fun of it all the time.
  9. Intriguing as always, i still have no idea what direction this is all going to, but it looks fun as heck. I assume these vehicles are drivable, if they drive as good as they look you must have a blast. Also i got a flying vehicle decently working, you expressed interest, if you want id gladly post the datablock(s) so you can get started on those too, flying around in t3d is mad fun once you got things working. Also if you still have that blendswap account if you could share some good CC0 licensed models with me i would rig them and share those with you(need them in dae tho cuz blender doesnt work on my os). Keep us posted and good luck, if you need anything dont be afraid to ask, i got lots of unsorted assets i can share too.
  10. Greetings once again. I have been grinding away at this, its been slow but i keep pushing towards a playable version. Not much is missing, it mostly boils down to vehicle adjustments and gameplay interface. Just today i managed to get values for my first flying vehicle to acceptable levels. I gotten a little bored and worked on the tiberian sun structures, here are some screenshots from the basic most nod structures(and the guard tower). Things are hectic right now but its going into a concentrated direction, i am optimistic towards making a release early next year. It will be a somewhat rough release but all core components should be sufficiently functional then, atleast as much as renegade multiplayer.
  11. Code_Man

    Rad Alert

    Didnt work on this game per se since i started tiberian sunrise, but since both games use common code it will flow back into this. Also forgot to mention i started to work on open world game mode i call isles of thunder, its a combo of the campaign from wolfenstein(2009) and armed assault 3. You will play as a allied elite commando trough missions that will advance the game and unlock weapons and units as you play trough them. There will be separate areas for the allies, soviets and a neutral area where most of the action takes place aswell a island with hostile guerillas. The isles will be connected by a main road with bridges and arranged in a maze like pattern with side entrances that are real dangerous. Every island will feature a castle as the main base, each themed differently and featuring unique layouts that will have all kinds of features and requiring different combat tactics. Enemy presence as well as items will be randomized and danger lurks around every corner, you never know what to expect, there will be an near infinite variation at every step. The code to enable randomized spawning is working well so far and i will build up on it further, i have not had the chance to use it much so far but it is fairly good fun for the little work i put into it. Once tiberian sunrise is released, which should be about by the end of this year or early start of next year, i will resume work on this. In the meantime enjoy some screenshot from some of the revised materials that use transparency and alternative skins for structures.
  12. Hi again, i once more returned to the lands of the east, this time i brought my big laptop as a dev machine and its more powerful than the one i used before. Work is somewhat stale for now, im mostly struggling with the interface once more, but hopefully should have it worked out soon. The plan is to release a test version in like a week or so for public testing and see what is really crucial to have a somewhat playable game out asap. I might omit flying vehicles for dozens of reasons, but who knows. Superweapons will be skipped too for now, since it would take too much time to have them working and with little actual gameplay benefit for now. Defensive structures may or may not make it into the test release, i will try to squeeze in atleast the guard tower and gun turret. There are lots of leftover minor issues, i will see how bad they affect things once some multiplayer testing is done. Collision volumes are acceptable but i will make improvements incrementally, since i am liable to screw up and colvols are tricky with gameplay. Most combat vehicles are drivable, except for the buggy, recon bike and light tank, but they should not pose a huge problem by now. Also note for future gameplay rather than including new units, like i do in rad alert, upgrades will be used to customize each structure and maybe units too. On the side, this year a month ago is the 30th anniversary of command and conquer, im somewhat late to the party, but if you havent check out some of the fan celebrations at https://ppmforums.com/topic-73392/happy-birthday-to-ppm-25-years-old/ Will keep yall updated on any new stuff, but more likely than not the next one will have the release client available for testing.
  13. I thought you might, here some more stuff for yall to look at. Got most of the vehicles pretty driveable, still have to do weapons but that should go fast. Also started working on flying vehicles, that will still require me a good amount of work probably but lets hope for the best and there might by 3 flying vehicles in soon. Working on the interface and gameplay now mostly, i screwed up a lot and made a huge mess i had to untangle and remake lots of stuff but i think i got it figured out by now. Gonna do colvol fixing and mount points on vehicles and structures on the side too, thats still a big one on the list, but i can overlook some minor stuff. Im pushing for a release soon with the red alert skirmish maps and maybe half a gdi campaign remake. The gameplay is still pretty raw and im thinking into which direction to take this since full rts a bit way off and i dont wanna hold back cuz of only that.
  14. Here are some early screenshots, i spent almost all week getting this stuff ingame. I hope the game will be released sooner rather than later, given as most stuff is somewhat close to working.
  15. This is the presentation thread for my newest project i call tiberian sunrise. As you can guess it is a remake 3d remake of the original command and conquer, often referred to as tiberian dawn. Retelling the tale of nod and gdi in an epic war for the mysterious tiberium, expect a full ground arsenal of modern units and some aircraft like the chinook and the apache usable. The game will include as a second tier the structures from tiberian sun and maybe one day the units. The game is almost functional, units and structures are ingame and mostly work as intended, still need colvols and weapons adjustments. Vehicle and structure models were provided for public use by allen over at ppm https://ppmforums.com/topic-72934/cc-tiberian-dawn-units-obj/ Mostly tiberium and harvesters are somewhat problematic due to obvious reasons. Since most of the functionality was already available in rad alert, there was little work to do other than porting it back. Right now i work on the interface mostly, its what is holding back gameplay the most currently. The game will be expanded to include unit and structure upgrades, giving the small selection of units and structures high variety.
×
×
  • Create New...