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Post by Pilot on Apr 23, 2011 22:37:25 GMT -5
Your mention of cameras brought to mind the game Parasite Eve, it seem that it was the one game that had fixed camera positions when you walked down halls, like watching oneself walking by from a security cams view.
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Post by rotary on Apr 25, 2011 14:59:53 GMT -5
Update: (Exams are finished, passed all). I am currently busy shaping part of the main-frame, which controls scripts; when, for which object, etc to be run. This way it becomes possible to direct resources to important parts (close-by moths/hangars) and use less frequent and lighter scripts for actors out of sight, or more invisible functions (factions, factories, plot, etc). It's working already, but am still busy improving its speed, without hurting its flexibility too much towards customized AI's/scripts.
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Post by rotary on Apr 29, 2011 5:23:51 GMT -5
Update: Programming principle and script for importing buildings/moths
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Post by ouch on May 5, 2011 2:22:52 GMT -5
Sorry, I apparently didn't notifications turned on for instant messages.
But hardwars physics is actually pretty simple. the moths have an individual weight to them and the cargo you can carry have individual weight to them as well. All of it must be moved by the thrust rate of an engine. Unfortunately the game engine seems to have a pretty large air friction amount in place as it doesn't allow you to drift too much.
But This allows for game balancing things like lighter weight moths, will notice heavy cargo more than a heavier moth would. (think real world truck vs. semi)
The best way to get a feel for the physics would be too use my editor to change the weight settings around and see how things behave. It's also fun to go light speed and bounce off a bunch of crap like a pinball till you explode... lol
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Post by Pilot on May 5, 2011 10:09:16 GMT -5
I had a modded engine installed once I enjoyed going around Titan at a 1000+ (Before hitting the afterburner.) ^^
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alucard
New Member
"you foul monster!" "I get that a lot."
Posts: 20
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Post by alucard on May 8, 2011 6:55:43 GMT -5
I have a bit of experience with blender 2.5, but only in the modeling. im a bit of a beginner, but if i can help in any way let me know. Also i have took a class on python programming, but it is very basic stuff, and i don't think i would be of much use in that area ;D Here is my deviant art. Please don't mock me XD blender-rookie.deviantart.com/Browse my gallery if your feeling sassy ;D tootles. (Although the eye might be impressive, its because i watched a 2 hour tutorial on it :P )
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Post by rotary on May 20, 2011 13:13:07 GMT -5
alucardWell your modeling looks not that bad at all, anything beating the original hardwar models+textures is welcome  Currently I'm busy shaping the main-frame in my spare time, after which I will be able to tell which parts are important for modeling. Since for a start I want to remake the original HardWar, most models are already available, including textures. Some1 has been working on converting models from the original version already, and that looks quite promising. Only thing there remains the splitting of models and proper combining of models with the corresponding textures. The reason is copyright, for only when the player has the original version, it is allowed to use that data anyway you want for yourself. However, it could be possible that models have to be combined with textures manually, and in that case there is enough modeling to be done! Keep your antenna's up, for I will post here when reaching significant progress.
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alucard
New Member
"you foul monster!" "I get that a lot."
Posts: 20
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Post by alucard on May 21, 2011 6:57:03 GMT -5
alright, thanks for the reply :D i was getting sad cuz i thought this was dead now :0 Good luck!
EDIT: So what will be updated in this remake? Gameplay or graphics-wise.
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Post by Pilot on May 21, 2011 13:30:24 GMT -5
IMO 50% of players would be happy with just updated network code.
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Post by duncan on May 22, 2011 5:17:58 GMT -5
I've been busy with a python import script for native hardwar building mesh for blender 2.57.
It works in that the mesh is importer nicely, and textures are applied, but not all uv mapping is correct, and/or not all faces are mapped with the right texture.
Anyway, I am happy enough that i was able to get to this point.
next need to fix these issues and then can move on to a world importer
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Post by duncan on May 22, 2011 16:53:43 GMT -5
This is what dt05 looks like at the moment after import - i actually dont know what the correct texturing should be like updated - fixed the odd textured triangle in front, not visible anymore update - i know now whats wrong with the texturing, roof has wrong texture and others seem mirrored over 1 axis. Turns out the bmp i created with another python script are upside down.  
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Post by rotary on May 25, 2011 10:26:04 GMT -5
alright, thanks for the reply :D i was getting sad cuz i thought this was dead now :0 Good luck! EDIT: So what will be updated in this remake? Gameplay or graphics-wise. First aim is to make a similar version. After that, and with that experience in the pocket, it should be easy to update the physics, gameplay and graphics. Textures can be changed also, and normal-maps can be included. New moths, buildings and scripts should be importable, including new plots/events. And all will only need blender, which btw can also import from other modeling programs. Also by making sources spread out as possible and practicable, it becomes easy to mod certain features, or even combine mods.
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Post by rotary on May 25, 2011 20:46:12 GMT -5
IMO 50% of players would be happy with just updated network code. I don't have a lot of experience with building networking support, but I do know it is possible. At that time we can also think about types of networking games, goals or plots, support for coop, faction control, building hangars or destroying them, etc etc. Enough to think about...
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alucard
New Member
"you foul monster!" "I get that a lot."
Posts: 20
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Post by alucard on May 25, 2011 23:38:46 GMT -5
wow sounds awesome! can't wait XD
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Post by rotary on May 26, 2011 14:15:39 GMT -5
Since I'm currently busy with the main-frame, I hit the following questions, and I was wondering what you guys thought about it. Ofcourse we want this version to be moddable, however, there comes a moment when you saved a game, and want a MOD, but not loose your saved progress..
What does this have to do with the buildup? I can let the program use worlds, which each have their own maps/moths/scripts/data. These worlds can be duplicated and modded, etc etc. This way you will be able to use several modded versions or extensions (extra map) beside the original one, which can be selected from ingame. Advantage: Better support for multiple maps or mods. Disadvantage: Modding with several versions could get complicated if not managed well.
I can also only use one version, which can still be modded ofcourse, but you're directly modding the original version. New worlds or maps will have to replace the other one, so unless more versions of HardWar are installed, only one will be available at a time. Advantage: Simple to apply MOD's Disadvantage: not possible to keep different save-games of different worlds in the same installation. Not possible to access different maps or MOD's from within the program.
Note: with the first option I can include a program to manage the different MOD's for different worlds.
Let me hear what you guys think of it. I included a Poll to make it easier to reply.
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