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Void Runners: The aftermath
#191492
12/18/03 02:42
12/18/03 02:42
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Anonymous
OP
Unregistered
Void Runners: The aftermath
No, that's not a sub-title. heh, basically despite my best efforts, the project collapsed as I could not find a single coder, even for pay, that was capable of working the mirror code into a "window" code so that you could seemlessly fly your ships in first person, despite the fact the technology would in fact work. I'd love, and I mean LOVE to resume it if any programmers are around, and interested in working on a First Person Role Playing Space Simulator (It's not as complex as it sounds, though it does blend two genres), and I'd most certinally upgrade to A6. These shots were taken on A5, and I thought I would post them as (as I posted earlier in the Jobs Wanted board) I am now selling the texture packs done for it (about a year ago) as well as am in a position to make new textures and/or levels for current projects. For many more screenshots, please visit my website at 4:AM Productions. R.I.P. Maybe someday I'll be in a position to resurrect this project.. it was going exceptionally well other than that one major wall, which definitely put it into a coma if not killed it. Anyway, catch you all out their again someday I hope.
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Re: Void Runners: The aftermath
[Re: SpaceJim]
#191512
12/23/03 05:07
12/23/03 05:07
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Anonymous
OP
Unregistered
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Anonymous
OP
Unregistered
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We ironically already had lots in place to avoid this "static" feel you mention from happening. This ranged from shaking all the actors / the camera when taking a critical hit, consoles exploding from damage, and certian parts of the ship having scripted sequences installed - akin to, say, Half-Life - that were not triggered by your position on the map, but rather by what is happening outside. Add to this dynamic lighting from any projectiles near the front of the ship, and I really don't think the static feel would have been so much a problem.
I'm very interested in the possibility of using the new RtT code, however, and have contacted Conitec about upgrading to use it. I've also made a post looking to add on additional coders to finish the prototype in a timely fashion, as a good deal of the old code will need upgrading. I had not expected to resurrect this project so this is fairly on the fly, but I am very interested in doing so.
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Re: Void Runners: The aftermath
[Re: SpaceJim]
#191517
12/31/03 08:10
12/31/03 08:10
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Joined: Oct 2002
Posts: 760 Sudbury, Ontario, Canada
Shummy_dup1
Developer
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Developer
Joined: Oct 2002
Posts: 760
Sudbury, Ontario, Canada
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Quote:
That would be amazing, to be able to walk about on the spaceship as it is flying about and be able to look out of the window,
That would kick i dont remember any games or too many that have done somethign col liek that you could make a normale skyglobe and make some stars and stuff move around use an animated skyglobe .mdl make a nice detailed skin for it and spin it around that would be pretty cool.
Nice shots some things could be liek chnaged like the prefad stairs..
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