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Re: What are you working on? [Re: alibaba] #455725
10/28/15 13:08
10/28/15 13:08
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
cool that you will have bot support, I think I will buy it too wink . If it will have enough weapons/replayability I might be able to convince some others too.

Quote:
I tried to get an action-like trailer grin (But I´ll consider that point when I redo the trailer)
, perhaps do first 50% ingame action / cool shots (50 sec?) than something like 5 main features with each some ingame footage/shot? (6-10 sec per feature?)

Last edited by Reconnoiter; 10/28/15 13:09.
Re: What are you working on? [Re: Reconnoiter] #455976
11/05/15 03:52
11/05/15 03:52

M
Malice
Unregistered
Malice
Unregistered
M



Maybe for me personally -
Everyone post you current game project and estimated Release/greenlight date.

Also for my personal curiosity-
Out of the known forum member currently active please post your dream team to work with and the roles you'd assign.

Thanks
Mal

p.s. I f needed I can post screens from my current and last 10 worked on projects to meet the requirements of the thread.

Last edited by Malice; 11/05/15 03:53. Reason: drinking typo's
Re: What are you working on? [Re: ] #456030
11/06/15 14:14
11/06/15 14:14
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I just managed to create a somewhat working first person playercode (finally)

In all my previous attempts something went horribly wrong when I tried to implement stuff like max walkable gound-angles
or being able to traverse actual stairs (movement between higher and lowere surfaces without a smooth transition).
Some weird things happened like the player constantly bouncing up and down a few centimeters or flying up into the sky
when hitting an object at the wrong angle (yes I'm talking about you c_trace(, , USE_BOX) mad).

...Acknex's collision system was a pain in the ass to deal with but I could somehow work my way around it.

Right now there's pretty solid walking and jumping mechanics, you don't fall through small holes in the ground, you can walk
stairs and other objects with small height differences without flying all over the place and you slide off surfaces that are
too steep to stand on while correctly keeping the velocity you had before 'hitting' the surface.
The stair thing was the most annoying one... c_trace with USE_BOX doesn't give you the exact ground normal and you needed
to take a run-up when trying to go up some stairs grin. However, I kind of fixed it and I hope it's solid enough now.

The next thing to implement would be standing on moving or rotating objects aswell as jumping off of them and the way the
player's velocity is retained while in the air and maybe some quake-like bunnyhopping mechanics laugh.

Well, long post and mostly ranting... Maybe I'll upload a small demo soon.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #456034
11/06/15 16:05
11/06/15 16:05
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Posts: 5,370
Caucasus
Originally Posted By: Kartoffel
Maybe I'll upload a small demo soon.
Yes, please share a small demo for us to test it. As you may already know, I tried to create solid first person movement by myself too, so I'm really interested to see your results as well! laugh

Best regards!


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Re: What are you working on? [Re: 3run] #456039
11/06/15 17:22
11/06/15 17:22
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
..aaand collisions & traces are f*cking me up again.



The cylinder is the player, I'm tracing straight down with USE_BOX and the glowing dot shows where the trace hits the "ground".
This completely messes up the ground normal and it's a pain in the ass to try find a workaround (the one I found doesn't work in all cases).

On top of that the player can easily get stuck in thight corners (angle < 45°) because the trace somehow ends up in the wall again.
And apparently it matters whether the collision is happening in x+ or x- direction because I sometimes get a ground angle of 90° (same with y).

The only solution I can think of are different models for the traces to get a smaller or a bigger volume to trace with but I believe
this will lead to even more problems.

Another possibility would be using a physx actor but I'm not sure if I want to do that.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #456040
11/06/15 17:43
11/06/15 17:43
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
The ellipsoid collision model just plain out sucks. It has always been a pain to deal with and always will be. In two dimensions you can find some workarounds - although this gets a lot more tricky with rotated models - but in 3D this gets a lot harder.

What you can do for the gravity trace is make min_z and max_z (in absolute terms) really small, then perform the USE_BOX vertical trace and undo those bbox changes. This will make the downward trace rather box-like or cylindrical, and will give you less stupid target and normal results.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: What are you working on? [Re: Superku] #456041
11/06/15 18:03
11/06/15 18:03
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
That's actually a great hint, I was about to ask if there's a way to perform some kind of cylindrical trace. Feels kinda dirty, though.

I might try it, but I'm all out of fuel for today.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Superku] #456051
11/07/15 10:01
11/07/15 10:01
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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F

Joined: Sep 2003
Posts: 9,859
Originally Posted By: Superku
The ellipsoid collision model just plain out sucks.

Yes!
...and I think I also applied the USE_BOX solution back then.

Re: What are you working on? [Re: FBL] #456075
11/08/15 15:51
11/08/15 15:51
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I think I managed to fix the issues I talked about.

Also, standing on moving platforms now works, aswell as Jumping off of them. If you stand on
something that moves, for example, and jump straight up you still move in the same direction
as before instead of suddenly standing still in the air and falling off (I hate games that with
mechanics like this).

Last edited by Kartoffel; 11/08/15 15:53.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #456077
11/08/15 20:31
11/08/15 20:31

M
Malice
Unregistered
Malice
Unregistered
M



Quote:
If you stand on
something that moves, for example, and jump straight up you still move in the same direction
as before instead of suddenly standing still in the air and falling off (I hate games that with
mechanics like this).


Yes even in the code examples we have here, there is no though of a added vector for inherited movement vec of the surface.

Ed- Is anyone currently thinking of doing a footsteps-like bone driven animation system.

System that allow active modification of the animation do so by adjusting the base hard coded bone animation with factors such as the ground height and slope.

I'd hate to try to start a add-on if someone with much great skill is already on it.

Last edited by Malice; 11/08/15 21:24.
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