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Re: Racing game - Questions

Posted: 20 Sep 2008, 10:20
by Hoi
Image

Lol a little problem, anyone help me?

Re: Racing game - Questions

Posted: 20 Sep 2008, 10:22
by panzeriv2
What is that

Re: Racing game - Questions

Posted: 20 Sep 2008, 10:26
by Hoi
it's a prototype tunnel, when I fix the red thing I'm going to make it alot bigger, and remove the footprint, so it's an actual tunnel, and then I can use it in a map 8)

Re: Racing game - Questions

Posted: 20 Sep 2008, 13:22
by Hoi
Image


Recipe for awesome!!!!!!

Problems:
-units can walk inside it, but they shoudnt be allowed to go through the wall.
-Levelground is based on footprint, but if I give it a footprint, you cant walk in it, so that's why it's blended with the landscape, I need to fix that.

Re: Racing game - Questions

Posted: 20 Sep 2008, 17:26
by smoth
I am going to say this as clearly as I can.


YOU

ARE

USING

THE

WRONG

ENGINE

Re: Racing game - Questions

Posted: 20 Sep 2008, 17:42
by Lumpy
maby if I make enough mods/threads people will like me

Re: Racing game - Questions

Posted: 20 Sep 2008, 17:52
by Hoi
smoth wrote:I am going to say this as clearly as I can.


YOU

ARE

USING

THE

WRONG

ENGINE
I don't know any other free engine (with alot of people) that's easier than this engine (I want to avoid coding, exept lua) And really, this is not something I'm planning to work on for 3 years.

Re: Racing game - Questions

Posted: 20 Sep 2008, 17:56
by smoth
this engine isn't suited for this sort of thing and racing games like wipeout are more complicated than they look. If you were doing something like that old off road game, maybe but not something like wipeout.

Re: Racing game - Questions

Posted: 20 Sep 2008, 18:11
by Hoi
3'th person camera, suspension script, should work right? Well, I have no idea, but what would be a better engine? (a free one)

Re: Racing game - Questions

Posted: 20 Sep 2008, 18:16
by smoth
that doesn't require programing? none, if you want a game some work will have to be done!

Re: Racing game - Questions

Posted: 20 Sep 2008, 18:48
by [Krogoth86]
If you just want to do some LUA coding use SHIVA! It's not really free but with the PLE you get the entire engine for free with just publishing disabled (although I'm sure someone from the community would do that last step for you if you ask after having finished everything)...

Apart from that I don't know of any free engine that does not have something to do with intense (C++) programming...

Re: Racing game - Questions

Posted: 20 Sep 2008, 20:03
by Hoi
smoth wrote:that doesn't require programing? none, if you want a game some work will have to be done!
I'm not making a real super big game, it's an experiment, I don't want to learn C++ and spend 15 years writing an engine...
[Krogoth86] wrote:If you just want to do some LUA coding use SHIVA! It's not really free but with the PLE you get the entire engine for free with just publishing disabled (although I'm sure someone from the community would do that last step for you if you ask after having finished everything)...

Apart from that I don't know of any free engine that does not have something to do with intense (C++) programming...
I don't like depending on other people that much.

Re: Racing game - Questions

Posted: 21 Sep 2008, 00:03
by jcnossen
I don't like depending on other people that much.
This won't get you far though, everyone needs to specialise. Will you be able to lua, make the maps, and create the racing models?

Maybe use Quest3D though? It's sort of a game engine with a data flow language, so it might feel less like scary code ...

Re: Racing game - Questions

Posted: 21 Sep 2008, 01:12
by daan 79
i made just a quick map but if you could only make left right steer a bit more better its alot fun

i used a flash in 3x speed mode. and the runway was only ther the rest was water.

even with soem featuresyou can ride trough for extra skillz levels and soem mine laying capability.

Than of some skilled textures for some zappekins in the sky and a database that keeps records.

http://rapidshare.com/files/146994035/s ... 2.jpg.html

Re: Racing game - Questions

Posted: 21 Sep 2008, 03:18
by Yatta
Using a rts engine to make a race game *will* require more coding than starting from a fps engine or a all-purpose game engine.

You will have to code your game itself which is normal, but you will have to code additional stuff, tweaks & tricks to make it act like a racing game. Also, as mentioned earlier, the network engine isnt designed for high reactivity, which means multiplayer games will feel weird.

It is possible, but it will be harder to code than with a more adapted engine, and most probably you wont be able to tweak the engine perfectly.

Dont get me wrong, spring is a good and flexible engine afaik. But its not the engine for that.

Its like climbing a mountain with rollerblades. You might be able to do it, but well ...

Re: Racing game - Questions

Posted: 21 Sep 2008, 04:31
by Pxtl
Look into SuperTuxKart. FOSS racing game that you could hack your stuff in to.

Re: Racing game - Questions

Posted: 21 Sep 2008, 06:01
by Argh
-units can walk inside it, but they shoudnt be allowed to go through the wall.
-Levelground is based on footprint, but if I give it a footprint, you cant walk in it, so that's why it's blended with the landscape, I need to fix that.
Spring SVN supports the "f" footprint, which is always passable (and can be built upon, IIRC).

Or you can make such things a "factory" and keep the Yard open at all times (again, this was a SVN thing, not in 0.76). So... you could have a footprint like this:

occcccco occcccco occcccco occcccco

That's four "long", NS, 8 "wide" EW, with 6 "c" positions that would be open via a COB YardOpen command. Just put that into Create(), problem solved. You cannot make "hollow" collision areas for 3D collision detection that way, however- that would take a different approach that would be a little more complicated.

BTW, I've thought up a way to do races (between humans, mind ye, AI is a whole nother story) that would work all right. Every gameframe, check to see if your "car" is within XYZ of a given "checkpoint". If yes, then that checkpoint's state == 1, play some sound or show something on screen, telling the player they passed the checkpoint, etc.

If all checkpoints == 1 and the "car" is passing near a given start/finish line, then some lap-counter goes up. If the lap-counter > some number, then Game Over, and have some Lua display who won. Should be really, really easy- you just need special "units" that are your checkpoints and start / finish line (I'd do it that way instead of hard-coded map coordinates, cuz then making new maps would be very easy, but that's just me).

Anyhoo... other than the logic for doing the display on the screen, etc., and a few other things, this would be really easy Lua.

Don't get me wrong- this doesn't take care of the really hard part, which is dealing with MoveCtrl physics stuff for some decent simulation of a vehicle.

Just using standard Spring vehicle controls and physics is basically not going to work, and making new stuff is going to be quite difficult. However, people, a lot of the equations are all well-known, and a lot of it's already in Spring- gravity, friction, acceleration over time... not exactly something new here. You could pretty easily make a "car" that was really just an airplane with MoveCtrl handling things, I think, and end up with something that actually does collision detection and other things fairly correctly without massive amounts of new code.

In short, making a ground-car game, even one with bump n' jump action, is a lot easier than F-Zero game.

Re: Racing game - Questions

Posted: 21 Sep 2008, 08:01
by Hoi
jcnossen wrote:
I don't like depending on other people that much.
This won't get you far though, everyone needs to specialise. Will you be able to lua, make the maps, and create the racing models?
I mean this part:
(although I'm sure someone from the community would do that last step for you if you ask after having finished everything)...
i made just a quick map but if you could only make left right steer a bit more better its alot fun
Yay! thanks!

@argh

how does the f footprint work? and is there a way to say like, the first 10 places and the last 10 places are unpassable, the rest passable (that thing is like 200x5000)

Re: Racing game - Questions

Posted: 21 Sep 2008, 09:25
by Hoi
So, what's this?
Image

Re: Racing game - Questions

Posted: 21 Sep 2008, 14:16
by Kloot
Argh wrote: Spring SVN supports the "f" footprint
It does not. You get 'g' (geo), 'c' (block), and 'y' (non-block), all other
chars are lumped onto the same nondescript pile and interpreted as
"blocking". Spring handles yardmaps *completely unlike* OTA, hence
the ancient bug letting you place buildings inside open factories and
such (cue AF complaining about that for the umpteen-billionth time).
which is always passable (and can be built upon, IIRC).
It meant "this square is occupied by a feature" (DTs, wrecks), Spring
makes no such distinction.