smoth's junk. - Page 29

smoth's junk.

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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PicassoCT
Journeywar Developer & Mapper
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Re: smoth's junk.

Post by PicassoCT »

Hasnt Fang quit-ditched the whole spring thing after his baww-player-fanboi-crowd who did not intersect with his playerbase, howled to the moon for going to epic scale?
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smoth
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Re: smoth's junk.

Post by smoth »

His fans were not the ones who raged about EEE, the trolls WERE!

Please stop derailing my damn thread!
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smoth
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Re: smoth's junk.

Post by smoth »

Found an interesting bug, Somehow setting the scheme at game load doesn't 100% work with respect to textures. I am unsure what the issue is. It seems to load the colors but not the material settings. I am going to have fun tracking this one down...

Also I have a spring96 issue with the emitsfx I was using for my custom weapon extensions that requires me to move that functionality to a manipulation of the weapon projectiles and burst tags. I am getting more and more to a point where I want to just make my own weapon format and then parse the stupid thing out to a version of a spring def because as it stands I hate the way these defs read :|

*edit* note to self, seems that the issue is the materials are not being set until at least 1 unit of this type has been created. This is likely a logical error on my behalf. Probably made the code this way due to my thoughts going something like, until a unit is created don't do it's material settings. Need to check the scheme selection on unit create.
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smoth
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Re: smoth's junk.

Post by smoth »

Some sketches from back in the days of me just going through the concepts..
Image

So like, before I did the initial fusilier model I did do a preliminary sketch for those who are curious.
Image
Image
For those paying attention, I DID decide to later scale the mech up a bit from the original size of roughly 30 feet.
Image

let's see, progress, scheme loading now properly loads material settings on gameframe < 3! This doesn't mean I am restricting the scheme selection code to < 3 game frames. I did this for the INITIAL load, as in when a player has already selected a scheme :)....

Anyway. This was a NOT fun bug to track down but dealt with + old drawings so you guys cannot say I didn't give pictures with the update :)....
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smoth
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Re: smoth's junk.

Post by smoth »

Image
So like, I cannot figure out how to get a more granular graph yet.. but hey.. here you guys go.

http://www.youtube.com/watch?v=SrXzYtxY29k

so here is my best attempt to get this video out where I explain the whole material/scheme/bucket/shader junk I am working on :{

I was totally flubbing everything and the robot-like speech is the only way I was able to speak a clear sentence.
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smoth
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Re: smoth's junk.

Post by smoth »

smoth wrote: Image

Color settings menu:
- Fix color selection.
- add support for SAVING that unit's colors.
- - this will need to only save colors that are not the default colors.
- - as we will no longer manually build the colors, I need to update the ui elements
- add support for assigning the texture and matrix for that unit.
All this above been done since the time of this video from the last post.

NEW STUFF

Image
There is a fun thing with emit-sfx no longer working well for weapons. Which means I need to go revise my generalized scripting system. Since my buckets work, I am going to start work on a few new things.

Here is my next work list:
MW:Spring:
- These guys have several gui elements they need some help with, I'll probably take a good few days working on this.

TestGame:
unit scripts
- Because we now have this issue with emitsfx and weapons, I will have to change my approach for my firelinked weapons.
- the script has not been used for a structure yet, I aim to change that
Gameplay
- Starting a Match
- - I hate the spring setup as far as gameplay goes at the start of a match. I am going to implement my own form of deployment.

TestGame DFENZ:
I need a test project to develop turrets, structures and feature placement on maps. I may opt to start a whole new project using rts core to do this. Odds are you guys have seen something like it before, something with a lot of TOWERS
raaar
Metal Factions Developer
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Re: smoth's junk.

Post by raaar »

many of these models are excellent.

they are also consistent. You should make a game with these.

if i remember correctly, you were developing gundam rts which had copyright issues, but you could get around that by replacing some key features, names, the robot's heads, something like that.
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smoth
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Re: smoth's junk.

Post by smoth »

raaar wrote:many of these models are excellent.
besides my derpy truck with the minigun on it, which others would you say are not excellent?
raaar wrote:they are also consistent. You should make a game with these.
that is the eventual plan!
raaar wrote:if i remember correctly, you were developing gundam rts which had copyright issues, but you could get around that by replacing some key features, names, the robot's heads, something like that.
Something like that is planned, yes :)
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smoth
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Re: smoth's junk.

Post by smoth »

2 am in the fing morning.

Been trying to get the projectiles and burst tags to replace the augmented weapon tags I developed using emitSFX. I am tired and pissed off, this is like fighting an uphill battle!

I don't give an CARES about how you guys don't like the EMITSFX code, it allowed me to EASILY augment what spring was capable off. In order to replicate what I had before i am being forced to add all of this fragile code and logic to bounce around the fire points based on a series of secondary def.custom tags and conditions.

I hate this. I want to make new content not spend a week refactoring my code because the emitsfx tag is broken and the story I am given is I should just use the projectiles and burst tag.

Maybe I will be in a better mood tomorrow but this sucks a duck. I was bebopping along and have been forced to get all the way back to square 1 with my generalized script setup! I hate this so fing much! I want to be making new units not stuck in this developmental quagmire!

SO

MAD

RIGHT

NOW

whatever. I am going to get some sleep and feel better tomorrow but I don't know.
raaar
Metal Factions Developer
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Re: smoth's junk.

Post by raaar »

what exactly are you trying to do?
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smoth
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Re: smoth's junk.

Post by smoth »

Image
Click the picture for larger.
So far all of these units are back and in working order.
raaar wrote:what exactly are you trying to do?
Nothing any more, I sat down and drew out my problems and approaches. Now I just have move on and leave a past function behind. I was just venting off steam so I could get to bed
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smoth
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Re: smoth's junk.

Post by smoth »

I spent a bit of time working on my abilities code.

the overdrive fire mode code went well!
Image

I need to make the thing lock all firing once it overheats while it cools down.. however, I have not had the time to properly look into it yet. (it should be a simple weaponstate thing)

I will be traveling to my new home this wed! SO I will not be around as much as I would like. After I get there, I will have to do a good bit of unpacking etc. SOOOO, it'll be a bit before I can get back to work, rather than make you lot to wait around a month for an update I made this post. Anyway, have fun
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azaremoth
Cursed Developer
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Re: smoth's junk.

Post by azaremoth »

Well... then have fun unpacking and furnishing! Why do you move anyway? New job? New partner? Needed some fresh air?
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

He likes those little fights with real estate agents ;)
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smoth
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Re: smoth's junk.

Post by smoth »

We are about halfway through Oklahoma. It is going to be about 14 hours on the road today. Panda is driving right now. I take over again after Kansas.

I'd post pictures of the area but I don't want the internet knowing where I live. I might post a few pictures of the plateau behind muh house some time though. Being that the rattlers are going to be out soon probably not though.

Such that the sun is on my lap I cannot use my laptop due to glare and my truck actually has a standard wall plug in it to run it without running out of power :(
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smoth
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Re: smoth's junk.

Post by smoth »

Boooored rrrrragh!Image
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smoth
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Re: smoth's junk.

Post by smoth »

Drive went well enough, last bit was something like 14 hours on the road. Was exhausted yesterday, moving truck arrives today, so we will be busy upacking arranging etc for a while!

I really wanted to work on some more stuff but since I can't and since I will be busy, I am posting my TENATIVE LIST of todos.
Abilities Code:
  • overdrive ability
    • disable weapon on overheat
    • figure out how I want to turn off the overheat limiter
      • stops the weapon from self disable
      • instead have the unit go past 100% overheat
      • once past 200% unit starts taking damage until weapon stops firing, unit dies or cools down to below 200%
Deployment mode:
The idea is similar to the starting area setup of the game metal fatigue. rather than punish a user for no knowing what to do, instead there is a timer, during this period the user can instantly build anything available up to a certain cost. Once the timer is done, the user returns to a regular build mode.

To prevent the user from squandering their resources and because maps vary widely, the first few units will be REQUIRED before the user can move on. This will ensure the user at least has a decent starting order.

This will not be the standard build menu, users can place structures AND units during this period

The required structure list and the available unit list will be store in a config file.

my todo for deployment
  • investigate rendering start area
    • look at start boxes widget, see how it draws on terrain
  • build code to instantly build while in deployment mode
  • build code to allow all a player to state "READY" once their deployment is done
    • once all player is ready, timer is ignored and game starts all the same
  • build code to allow a config of starting units at deployment
    • requires the following:
      • starting structures/units
      • optional structures/units
  • build code to force user to at least place their beginning structures once those are placed, the user may place the rest of his/her optional units
    • should a user fail to plonk anything down, the game will decide for the user(should be handled by a new base placement gadget, super handy for halloween project in the future)
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

at first i wanted to apply rule34 on your robots,so we would have finally some junk in here.. but then i deviated

Image

still one day... you know whats gonna happen
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smoth
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Re: smoth's junk.

Post by smoth »

So since I am tired of moving and made the mistake of drinking something with cafine in it after 7pm, I am still awake. As such I figured I would go over the whole overdrive thing, with a pretty image of course.

lets first cover the rules of the ability

while firing:
  • In normal
    • no heat is gained, no heat is lost
  • In overdrive
    • heat is gained, no heat is lost
  • In overdrive
    • heat is gained, no heat is lost
When not firing:
  • heat is slowly lost
There are 3 fire modes shown here:
  • Normal
  • Overdrive
  • Limiter OFF(tenative name)
Image

The default will be normal, so there is no user confusion.

Visual indicators
  • When the gun over heats past 75% I intend to have the barrel glow
    (this is currently not possible as the lups I want to use is currently having issues)
  • When the gun over heats past 100% I intend on having a lups effect to make it seem like the unit is on fire.
  • When the gun is not firing, there will be a white smoke cool down effect.
I have not had the opportunity to work on this ability at the moment but will likely get the chance after this whole moving thing is done and we have gone out to get all of our ducks in order as it were.
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smoth
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Re: smoth's junk.

Post by smoth »

Notes for myself:
100(per weapon) 100+(add to unit heat)

Weapon heat needs to be stored per weapon (gg)
Unit heat(rules param)

add to weapon custom tags:
overdriveFlare
breakerFlare
cooldownFlare

cooldownEffect
coolRate
heatRate

overdriveAccuracyPenalty
overdriveDamagePenalty
overdriveSpeedBoost

Cooldown needs to be affected by water
heating up needs to be affected by water
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