P.U.R.E. 0.8 RC3 - Page 29

P.U.R.E. 0.8 RC3

WolfeGames and projects headed by Argh.

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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Oh. If that's the case, he should probably download RC3 and play one of the earlier World Builder demos.

If you blow up a skyscraper in RC3, it's not movie-quality or anything, but it's pretty cool. I hope that the proposal to fix up FALL actually comes about, that's one of the main reasons I was nattering on about that, I'm wanting to do more interesting stuff with the physics of building death.

[EDIT]I forgot... I think it was Otherside who was asking me online (I was actually in the Lobby for once, heh) "how hard is it to add buildings to World Builder?".

The answer is... "it's just as easy as adding a building to any other game". Which is to say that, for simple buildings with non-complex death animations (a simple CEG, maybe some parts falling off) it's really pretty easy. If you want some huge, cleverly-animated thing, obviously that's as complex as doing it with a Unit, but for the most part, adding new stuff to World Builder is mainly about getting content done.

To put it another way... if anybody wants to make content, this entire project is GPL and meant for everybody to use. Period. I've been mulling over sticking Cremuss's stuff in, for example, it'd be just fine.
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Pressure Line
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Re: P.U.R.E. 0.8 RC3

Post by Pressure Line »

Id be wary of putting TA remakes in. They are on shakier ground than the MC2 stuff (which has a clear lisence explaining *exactly* what you can and can't do with the content) which you weren't sure about putting in WB either.

Also, I'm in ur modz, stealin' ur walk-scripts (non-TA mod tyvm)
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Guessmyname
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Re: P.U.R.E. 0.8 RC3

Post by Guessmyname »

Dynamic lighting + World Builder = One Badass Nightmap :twisted:

I wonder how hard it would be to make units automatically turn on lights if the map is dark? Just use LUA to get the sun's light values at map-spawn and see if it's below a certain value (ie, it's dark enough for the lights to be on), then have every unit check against this when they're created and turn on their lights accordingly?
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jcnossen
Former Engine Dev
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Re: P.U.R.E. 0.8 RC3

Post by jcnossen »

Nice work!

Can someone please make simcity in spring? :)
The synced/low bandwidth nature of Spring would actually be a good setup to have a multiplayer simcity game IMO. And Argh has proven that the graphics are possible.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Image
Image
Image
Image
Click to enlarge, etc., etc. 8)

Oh, and that took maybe 20 minutes to construct (on the map, of course). Many thanks to BobTheDinosaur, for providing a mainly-unwrapped truck model, saved me a bunch of time painting that up.
Masure
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Re: P.U.R.E. 0.8 RC3

Post by Masure »

Nice nice nice !

Argh, would you mind making a video of World Builder in action ? Please don't say me you don't have time (I know you don't have time for goodies), I'm not asking for a quality world builder demo video. Just record (engine or fraps based) a vid when you're working with world builder for 5mn.
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CarRepairer
Cursed Zero-K Developer
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Re: P.U.R.E. 0.8 RC3

Post by CarRepairer »

Cool! Are there m&m's in those trucks?
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Argh, would you mind making a video of World Builder in action ? Please don't say me you don't have time (I know you don't have time for goodies), I'm not asking for a quality world builder demo video. Just record (engine or fraps based) a vid when you're working with world builder for 5mn.
Well, I don't think that's necessary, tbh. It's a very simple and user-friendly system.

You use the World Builder Editor to construct World Builder maps with. It's a "commander" with a huge list of items that it can construct, as well as automated tools for procedurally populating maps with objects.

Then you use it to output a World Builder script that generates the objects you've chosen. When you've made the script, you stick that script into your maps' LuaGaia folder, and voila, the next time you load up the map, it's populated with the objects you put into the world. If you're playing a game that's World Builder compliant (i.e., it includes the appropriate Units by loading the World Builder Content Package) then you'll see the objects, since it's using Lua to load the objects. Or you can go back, and edit it again, etc., just like commercial tools like this. The only issue is getting enough content made, pretty much. RC4 will include examples, of course, but as I've said, it's a very simple system, and very easy to use.
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Pxtl
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Re: P.U.R.E. 0.8 RC3

Post by Pxtl »

I'm betting he's asking, not for educational reasons, but because he wants it for some "cool stuff in spring" video he's cobbling. Just a random guess.
Masure
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Re: P.U.R.E. 0.8 RC3

Post by Masure »

Pxtl wrote:I'm betting he's asking, not for educational reasons, but because he wants it for some "cool stuff in spring" video he's cobbling. Just a random guess.
Right. It was for teasing purpose :)
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Well... my priority is getting a promo video done for RC4 at the the point where I want to spend time with Fraps. Making video that doesn't suck is time-consuming, and I'm kinda time-crunched atm. If you need it right now, then I'm afraid I can't do that, I'm already late on delivering some art assets for another thing I said I'd do :P

At any rate, I've gotten the cars and trucks painted up, and built a parking lot for them to hang about in, when they aren't parked in somebody's driveway...
Image
Thanks again to BobTheDinosaur for his contribution of unwrapped meshes, it saved a lot of time.
Masure
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Re: P.U.R.E. 0.8 RC3

Post by Masure »

Argh wrote:Well... my priority is getting a promo video done for RC4 at the the point where I want to spend time with Fraps. Making video that doesn't suck is time-consuming, and I'm kinda time-crunched atm. If you need it right now, then I'm afraid I can't do that, I'm already late on delivering some art assets for another thing I said I'd do :P
:mrgreen: You said all I didn't want to hear :mrgreen:

Nevermind, keep up the good work !
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Das Bruce
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Re: P.U.R.E. 0.8 RC3

Post by Das Bruce »

Kudos.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

I would like to announce that I have gotten building capture / infantry-in-buildings working correctly. Buildings are no longer static props, but are now a place where infantry-sized units may enter and use as cover. Non-infantry capture units (i.e., Engineering Teams) may not capture these structures, and the converse is true- infantry may not capture Ancient Facilities.

I'm still working on the transport side of things, as this basically treats the units as transportees. I have IRL stuff to take care of tonight, unfortunately, but I'll get back to this tomorrow to refine it.

Oh, yeah... and... I totally rationalized the whole system of roads and other things yesterday to make it all use a common grid system, and built some more new content, including various small grid-size concrete and asphalt stuff for small areas, and a modular strip-mall:

Image
Image
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Image
If you don't know why this is a screenshot of something fundamentally awesome, I don't care 8)
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panzeriv2
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Re: P.U.R.E. 0.8 RC3

Post by panzeriv2 »

Why is that fundamentally awesome? All I see are infantry on a roof...wait, did I miss it?
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lurker
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Re: P.U.R.E. 0.8 RC3

Post by lurker »

But can they move along the rooftops?
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

No, they can't walk around. That'd be a huge mess. Just getting them up there, and fully functional in every way, with the building able to load and unload them, was a surprisingly difficult problem, frankly.

You can't use transport code, to put it one way. I started with that, and had to abandon it- too many things are fundamentally borked.

It'd be nice, if ground transports were more flexible, because then I could fake it nicely with some BOS and a little Lua hackery to start / stop their walk cycles, but as it is, no, they're static turrets, like in most games. That said, this is still a big thing. Having a whole city that your units can actually make use of is a really huge deal. I already have it set up, so that Overmind and Resistance's infantry-sized units can do this, with everything from houses to skyscrapers.

Tell ya what... make it so that ground transports can be set to not stun the Units inside, keep their LOS and make the Units actually follow the orientation of the Pieces they're attached to (when tested, they always faced the build-dir of the building), and I'll happily make them walk around. Respond to attacks in an "intelligent" way... almost certainly not, but I could fake it.
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lurker
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Re: P.U.R.E. 0.8 RC3

Post by lurker »

* Tell ya what... make it so that ground transports can be set to not stun the Units inside
? See the horrible failure of an Evo mission where 8 turrets were loaded onto a ground platform.

* keep their LOS
Sure, I'll do that.

* make the Units actually follow the orientation of the Pieces they're attached to
You could do that in a more messy way in cob, but okay, I'll look at it.

What happens when you turn off holdsteady? It looks like units will stay at their original direction forever.

Also why is LOS under movetype GRAH
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KDR_11k
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Re: P.U.R.E. 0.8 RC3

Post by KDR_11k »

It's easy.

-Add a custom command that gets issued to infantry, targetting a civilian building
-It makes them close in, when close use MoveCtrl to stick them to one of the defined infantry spots (of course only if there are free ones)
-When given another custom command (that is default for units in buildings) the units exit the building.
-Change the building's team accordingly when units enter or leave.

Optionally implement a building combat system as in Act of War (infantry can enter enemy buildings and the combat inside the building is somewhat simulated).
Also optional to make unit spots areas instead of spots so they can move freely (most games just use tons of spots and have infantry teleport between them though).

MoveCtrled units are fully functional except they can't move. See the THIS Imperator for an example of that.
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