Some early shots of a networked quasi RTS style game.
the assets don't need too much detail because the player will probably never get close.
the first frigate is mostly done. it needs guns.
You can see from pics the ship is quite low poly. I will work most of my magic in texture once I get normal maps and such done.
Ok simple possible guns. they will have a glowy outline when they are active.
but you get the idea.
Now I need 2 other boat classes. LOL
Nice
Scott, you come up with the most creative and original ideas. Fantastic!
LOL thanks, in truth i'm working through a backlog of my own ideas.
my end goal is to tie this all up into an online small/scale group multiplayer engine that can do starship flight and combat.
the last engine I had was stuck in D3d9 , and the engine dev vanished and it was closed source.
Unity never panned out . its cancer on your storage. it makes files unnecessarily large and hard to collaborate ( on git, or even plain FTP ) unless you use their tools.
Not again says I. I use Godot 3.1.1 ( it open source and MIT Lic. )
https://godotengine.org/
hell, you don't even need to code/program the old way. if you can make a shader in blender visual shader graph you can use Godot's node graph to make a game. ei
"Object-oriented API with language options such as GDScript, C#, C++ and visual scripting."
personally, after messing with complicated languages, I prefer Python-like GDScript. but you can even kinda mix within the same project
anyhow I got 2 more ships classes to build so I can get to code and testing. LOL
Nice looking boat, dude. I love RTS style games. :)
well, hope this will be one we can have a play at.
I require 4 players in my design doc. but I expect 8 or 12 will be just fine.
LOL just did some simple art for the thumbnail/icon/network launch dialogue. LOL
Cool. So, will this be playable in a browser? On any OS? I usually don't get to try your stuff because it's a Windows .exe file and not compatible with my system. :(
Quote from: scifidude79 on Jun 18, 2019, 09:52 pmCool. So, will this be playable in a browser? On any OS? I usually don't get to try your stuff because it's a Windows .exe file and not compatible with my system. :(
o well its win exe, but it could be Mac.
I am pretty sure I can build for mac. I just can't build for browser ... yet. This fall or early next year Godot is supposed to support in the browser games. specifically, I think Mozilla is paying for that so as long as it doesn't require the paid firefox.
right now I can build for, PC ( Win/ Linux), Mac, Android (new droid versions). sadly I can't make the iOs builds as it actually requires being built on a Mac. I have a friend I trust to build my stuff for iOs but he's in the Navy now so I only get in touch every month or so. LOL
What you playing on? Linux / Mac ?
also here is an idea of the trickery at foot. the map is a tiled 1Km square, and it is seamlessly tilled with 8 other instances. so it's low on ram and resources. the player cam will not be looking up much and the play area will remain mostly on the main central tile.
yeah, Godot web support is in no shape to be used right now. : https://docs.godotengine.org/en/3.1/getting_started/workflow/export/exporting_for_web.html
Quote from: Prime_8 on Jun 18, 2019, 10:44 pmWhat you playing on? Linux / Mac ?
I'm on Linux for everything right now. My desktop had Win10 on it, but the mobo/processor/RAM (something in one or more of those) was going bad, so I replaced/upgraded all three. I lost my Windows license doing that, of course, as it's tied to the motherboard. I do have a refurbished Dell laptop on the way with Win10 on it, whether or not I'll be able to run your stuff remains to be determined. ;)
iOs requires being built on a Mac ( i don't have one, nor direct access )
HTML 5 is kind of screwy right now, see link in the last post
however, for PC I can build :
Mac OS ,
Win Universal ( MS Store ) ,
Win 32bit and 64bit exe's
Linux and X11 packages
You run Linux rite? IIRC you and I talking about Linux
Nutbuster2D for
linux :
http://xerotolabs.com/downloads/NB/nutbuster2d_linux64_20190618.zip
it is a .x86_64 file so you just need to mark it as executable. ( i cant test it rite now but it was working )
Win 64:
http://xerotolabs.com/downloads/NB/Nutbuster2d_w64.zip
Android 9 - ish, it may work on earlier versions of Android but I have no way to check.
http://xerotolabs.com/downloads/NB/nutbuster2d_20190511.apk
I could try a Mac build but, I have no way to verify it rite now.
also, hell dude installw10 home, and never activate it.
it will run just fine unactivated, you just can't (easily change the wallpaper or the OS colours.
from time to time you will see a watermark in the lower right corner. It will keep running just fine otherwise.
set it up as a dual boot for ease of use.
otherwise, try that Linux build for Nutbuster2D
I never had install media for Win10 Home and, quite frankly, don't want it. Microsoft treats their Home users like shit, and will keep doing so. That lappy I have on the way will have Win10 Pro on it, brand new license. Seeing stuff like that Nutbuster2D, there's no reason it shouldn't run on that laptop.
Also, the Linux build of Nutubster2D works great, my playing skills, not so much:
I tried Scott's Nutbuster 2D and had a grand old time!
BTW Chris, NICE wallpaper!
Quote from: scifieric on Jun 19, 2019, 12:15 amBTW Chris, NICE wallpaper!
TrekCore. I took a 1080p screenshot from "The Defector" to use as wallpaper. I've been doing this for quite some time now, just using 1080p screenshots from the TV shows and movies to use as wallpaper.
Good good.
most of my stuff will work for you then. some of my AVR ( Arduino comms stuff won't as it need win only DLL's ) but that's not games that's tools for talking to user made devices.
should run in wine too. in fact, wine on Linux runs some games better than w10.
w10 home is fine. it's not the beast it used to be. w10 pro does not really do much more than home, and with the removal of forced updates. lol
Windows killed RDP, was too much a security risk. so apps like team viewer and the like prevail.
BitLocker <> pretty sure came to w10 home as well now.
Trusted boot is pretty good, but even that can be breached now.
The best thing is easier group policies and user management. but well I get all I need on my W10 home
most of the extras of w10 pro are kind of duffed for the home user and only really come into their power when you are a business. and MS keep popin those features over to the home. lol and hyper -v . lol well it's not in w10 pro, you have to DL and install it still.
virtual box and the like are well supported free ways to do the same. the main big thing now is home has a 128GB ram limit Pro is 2TB
BTW I think you're better off in Linux with a dual boot to W10 when you need it. Windows is moving to be Linux inclusive.
Linux is faster and when set up well, way more stable and secure
The issue I have with Win10 Home has nothing to do with the way it runs or the "extra" features of Pro. The problem is that time and again Microsoft has given Home users the finger. The current (or upcoming, I really don't know) 1903 update will have a feature users have begged for: The ability to defer updates until a time that it's convenient for you, rather than interrupting what you're doing for an update. At least, that's how it will be for Pro. Home users will only be able to defer an update for a specific amount of time then, ready or not, it will install.
I don't know why Microsoft continuously says "f*** you" to home users, but they do. Home users make up a good chunk of their market share, as it's still considered the "best" OS for gaming. Though, many people who think that are ones who have never tried Linux, they're going by old preconceptions and the lies that Microsoft has spread about Linux over the years. Gaming on Linux actually keeps getting better, especially with stuff like Steam Proton, which is Steam's own built in compatibility layer. I can run a number of Windows games on my Linux system, and they keep adding compatibility for more games with each version of Proton. Valve is actually still very much committed to cross platform compatibility.
The laptop is coming with a Pro license anyway, because it's a used Dell Latitude business laptop. The license is new, though, as the seller is a "licensed Microsoft refurbisher." (though, they didn't say if they're a licensed Dell refurbisher) I'll be dual booting it, as that's the best way to go. Besides, it never hurts to have a licensed copy of Windows.
I'm not particularly fond of WINE. Getting stuff to work on it is a crap shoot. Plus, the version of PlayOnLinux in the Ubuntu 18.04 repositories is borked. While not necessary, PlayOnLinux does make installing and configuring games with WINE easier. And, it allows you to use other versions of WINE than the one installed on the system, which may not be compatible with what you're trying to install.
the real point of dumping update s. they laid off their in-house testing division . and instead use all users as the test targets.
I have had no issues with updates. I force when I want them. There are ways to actually halt them for 12 months.
pro you will still have to do the mandatory update unless you set up a group policy to avoid it. on the flip side the numbe of bad bug's that have been patched for 3rd part devices and software through the updates.
Best thing about Pro is that it makes things quite a bit easier to do . and 1 big plus
you can opt to install as a teats bench, and it then becomes less cranky about hardware changes as long as you return to the original config now and then.
also very soon to a windows 10 install near you, is coming support for Linux binaries.
in the end, if force the update process when I'm waiting for stuff in real life . and my w10 99% of the time respects the do not update times.
They will have to get with the program because Linux will eventually pave them over if they dont.
oh got more done on the 2nd ship type and a test of gun motion by putting a simple sweeping animation on them.
I have not started the texture on the smaller one. Nor have I finished the texture on the larger one.
The new ship looks great.
To be honest, I hate Windows 10. The last version of Windows I really liked was XP. Win98SE is my favorite version of all time. So, I'm going to complain about Windows. Like I said, I only have 10 Pro coming because that's what's coming with that computer.
^^ but W10 is growing on me. i have to use XP at work and i have caught myself cursing it and w7 quite a few times now .LOl
Got textures 90% done for the small boat
in the game engine
I'll have to play with normals strength.
and work on the turret next
Your texture work is always great. :)
Quote from: Prime_8 on Jun 19, 2019, 09:05 pm^^ but W10 is growing on me. i have to use XP at work and i have caught myself cursing it and w7 quite a few times now .LOl
Win7 I was OK with. It was no XP, but it was tolerable. But then I built a computer and Win7 didn't like something about it, so I kept getting BSODs. I hadn't had much of a BSOD problem in ages, so that really pissed me off. But, by then I was running Linux in a dual boot, so I just ran it more than Windows. I've also totally gone without Windows a handful of times, mostly because I don't like buying those expensive licenses unless I buy it with a computer. This time, I'm not really missing Windows because I'm using Blender for CGI, but I'll probably still keep that Win10 install on that laptop and setup a dual boot.
I'm not sure what we have at work, some Enterprise version of Windows from the XP or Vista era. I know because Chrome gives you constant warnings that XP and Vista are no longer supported. But, that doesn't matter because our computers run on a private network system, not the Internet.
Prime_8, you are a wizard with textures! Great job! And yes, I love both boats. Excellent work!
W7 went crap when MS changed how USB stack would work. making it so devices cannot lock a USB device.
thanks man . @ Eric
also there was an old security update to W7 that f'ed over the power management and sleep modes for many mobo's even laptop ones. resulting in huge boot times if you rig falls asleep.
>>>
so i may have spent too much time on the gun vs how bit it actually will be on screen, and possibly bit influenced by Borderlands 2 . LOl
also fixed the small boat missing a stack
again why I did so many small details when teh play will probably never be this close.
Win7 was a miss for me when it didn't fix the bigger problems with Vista, like software compatibility. EOL Vista fully updated basically
was Win7.
Quote from: Prime_8 on Jun 20, 2019, 01:27 amagain why I did so many small details when teh play will probably never be this close.
Self gratification. Also, it looks good. :)
code wise vista was a night mare. LOL vist was a huge mistake in control of running exe's and permissions.
they relaxed almost all of it in w7. they try to make cool and pretty work with what they thought AUC , or user control . in the end they went too fare and may just fine exe that worked in XP did not work in Vista, that magically worked in 7
LOL MS is a mess. lol
Oh that reminds me that's is one good reason to get pro . ... you can install XP mode in it and run your old XP stuff in the Pro's VM. yo just need a valid install disk and Lic for XP.
even better you can set it to shell integrate. so um you get a XP start button next to you w10 one.
and the XP apps will appear to be running just fine in your w10 . you could do it in W7 too. but it's much better in w10.
>>
re the textures on the gun . now i want to do all the ships of one race in that style. hahah also i freaking love Blender 2.8 for this. it now does in 1 app what I used to have 3 or 4 to do.
I don't remember if I have an XP install disc or not, I may.
Though, I agree that MS is a mess. I really do prefer Linux. A lot of the old XP and older stuff that I have actually does well in WINE. Though, there are always exceptions.
lol lots of XP stuff works way better on wine. really sad. the real reason was the way in which MS decided to patch exploits over the years. one that is kinda forgivable but still sucks was some types of memory manipulation. the idea was to stop some viruses and network security hacks that worked by letting one exe mess with another exe's memory footprint. ironically it also blocked an exe from touching its own ram directly using 'unusual' access, or simple functionality that was considered normal for c and c++. again here it was MS that decide normal.
So lets say a real cool app i have that only works in XP ( TexturemakerPro), would access it own ram directly to set its usability level as a copy protection system. Vista, W7, W10 (now ) blocks that.
for a short with .. right up until last month w10 could run that app. But thanks to Intell security fuck ups, MS decided to kill direct memory bit flipping type stuff again in w10. the result is the EXE cant properly start.
It would require me to set up an XP VM to run it now. one app is not worth that.
I'm into the code now so not much cool to show project wise.
It's weird when you think about it, but the XBOX One has superior backwards compatibility. It will play a lot of XBOX 360 games and even a number of original XBOX games. (of course, it just emulates them) And, up until recently, they were adding more and more games. (now they're focusing on the next XBOX) So, why do they rock at adding compatibility with that for years, yet remove more and more compatibility with their desktop OS? There's something deeply wrong there.
There's no hell as deep in computers (for average users) as dorking around with that stupid compatibility tool in Windows, trying to find a setting that will run your program. ::) Though, WINE can be equally frustrating. Really, your best bet is to just run the software in the OS that it was designed for. Sadly, that's not always feasible. Nowadays, you can't even "activate" WinXP online, so you'd have to find a workaround for that. I know they exist, but it's still a pain in the ass.
one would probably spend less time just running a VM
>> so when you make a new game using teh guts of an old game as teh template / foundation ...
' things happen '
found this lil guy in my level when I test ran it.
it's supposed to look more like this ...
much much better
still, the control logic is all wrongs and such, but it 'floats' on the water
That looks good.
I'm not a big fan of VMs. I've had software flat out refuse to run on the virtual disc before. It won't do it because it thinks you're running a copy. Also, USB support is laughable at best, or at least it was a few years ago. Though, I don't think WINE has USB support.
Man, so many things we're discussing are dredging up why I hate Windows. I may just wipe the HDD on that laptop and install Linux.
na if you have w10 pro , do a side by side .
The guy i do most of my code work with keeping a dual boot, LOL. when he's feeling like realy multitasking he runs the w10 in a VM in his Linux, or the other way round depending on what we're are working on.
anyhow i need to solve ship wake on the water now. ugh.
i have ideas
like this but it will just be over the surface of the water.
https://github.com/dbp8890/motion-trails
(https://raw.githubusercontent.com/dbp8890/motion-trails/master/trailrenderer.gif)
Yeah, I'm sure I'll dual boot it. I got the computer and it looks nice, really good shape, but I haven't set it up or anything. There's all that initial BS to do in Windows, then installing Solus OS.
That looks cool. The ship wake isn't even something I'd have thought of, but it's definitely necessary.
Quote from: Prime_8 on Jun 21, 2019, 09:42 pmanyhow i need to solve ship wake on the water now. ugh.
First, that's very cool.
And second, a wake? That's going to be very cool!
I need to figure out how to scroll the V of the UV's on the wake texture to negate motion of the ship. the rail will also work for missile trails/ exhaust.
it's hard to grab the shot and make the wake at the same time right now. LOL
I had to use the timer tool in the Win screen snip tool
Quote from: scifieric on Jun 22, 2019, 12:42 amQuote from: Prime_8 on Jun 21, 2019, 09:42 pmanyhow i need to solve ship wake on the water now. ugh.
First, that's very cool.
And second, a wake? That's going to be very cool!
I need to figure out bow wake now.
The wake looks nice. :)
i took a break form wake and such to add in camera and unit selection stuff.
merging some tuts about RTS into my game code.
func _process(delta):
var m_pos = get_viewport().get_mouse_position()
#cam control
calc_move(m_pos, delta) # check for edges of teh screen touched by mouse and moev teh cam rig accordingly
var rot_delta = 0.0
var move_vec = Vector3()
if Input.is_action_pressed("ui_left"): #is_action_just_pressed("ui_left"): # single shot
move_vec.x -= 1
if Input.is_action_pressed("ui_right"):
move_vec.x += 1
if Input.is_action_pressed("ui_up"):
move_vec.z -= 1
if Input.is_action_pressed("ui_down"):
move_vec.z += 1
if Input.is_action_pressed("ui_page_up"):
move_vec.y += 1
if Input.is_action_pressed("ui_page_down"):
move_vec.y -= 1
if Input.is_action_pressed("ui_pan_left"):
rot_delta -= 1
if Input.is_action_pressed("ui_pan_right"):
rot_delta += 1
$CamPivot.rotation_degrees.y += rot_delta # isolate cam rotation to orbit about the CamBase spatial
move_vec = move_vec.rotated(Vector3(0, 1, 0), rotation_degrees.y )
global_translate(move_vec * delta * MOVE_SPEED)
# FLow
if Input.is_action_just_pressed("ui_cancel"):
get_tree().quit()# kill the game
#control
if Input.is_action_just_pressed("main_command"): # right mouse
move_selected_units(m_pos)
if Input.is_action_just_pressed("alt_command"): # left mouse
selection_box.start_sel_pos = m_pos
start_sel_pos = m_pos
if Input.is_action_pressed("alt_command"):
selection_box.m_pos = m_pos
selection_box.is_visible = true
else:
selection_box.is_visible = false
if Input.is_action_just_released("alt_command"):
select_units(m_pos)
Scott, you NEVER cease to amaze me. Outstanding.
thanksman.
so i have the terrain and sea working in the RTS test.
the app scans the mesh and calculates a nav mesh for unit pathfinding.
for some reason, the ting fails in the main game. crash to desktop. LOL
works fine in the test app. I will have to look closer. I'm probably missing a step. LOL
but this generates the water surface and land mass surface that can be clickable.
Wild! Good luck finding the problem.
I'm sure you'll figure it out.
i round a way .. it was processing a 1Km x 1Km map as if it was just as small area. too much detail.
it was running out of ram on a 16GB rig.
so i lower the details to bake into the navmesh.
#23 is it working, but soo many details in navmesh
next, i got it better but it was still adding ocean floor ...
then i got it to stop adding ocean floor and i could then expand it to the full3Km by 3Km map
it takes my old Ryzen 3 1200 and 16GB of ram 7 seconds to bake it now. It is itself a mesh that stays in the sceen. you can add shapes to it at run time, so like if i put in a tanker ship i could make it so the AI nav systems does not drive through the tankers
it wont need to be that big for the game though . as soem of that tilled edge is just for looks in game.
but i have not found an easy way to do it but i don't think it's needed
I knew you'd figure out what was wrong with it. :)
got a bit more done .. moving to the motion of units.
https://youtu.be/653H2q4qcWk
but now i have to go to work.
ok watched some youtube videos/tutorials form some other coders and i now the basic idea of what i need to build to have RTS unit controls and basic AI movements with unit steering.
ie thas where an item can seek, flee, wonder and the like . and then a whole sets of ways to fix the funny issues asc. with those systems. The tuts were for 2D, but the systems is almost exactly the same especially as the ships only truly move in the 2d water surface.
so now i have about 4 to 6 pages of code to write now. lolol
That video was cool. :)
haha I just did a new one
I have basic mouse selection and rough command issuing working. You can't select other team's boats.
the pathing is still very rough.
you can see the 2 team (purple-ish flags on mast)
select units have a green disk under them when selected for now.
That's cool stuff. :)
Very cool, Scott! Although I admit to missing hearing your voice-over on your videos. That was always nice to hear.
Thanks, guys. It's a bit noisy here right now.
Took a small break from code. Made one of the userBase meshes.
LOL but it's messing with blender LO .haha'
I need to do more textures
That's cool.
Tanks guys
base needs more texture work on teh top
selection outline on boats is animated,, its scrolls
I like the look of the base.
That looks really awesome!
Cool project! Loving the detail on the base
Thanks, man.
I have not felt too much like coding today. so I did more work on the base.
I have to unwrap some more faces yet.
I really should do some code tho. LOL
Blender 2.8 Is making this so Dang easy.
ok tested in the running game.
I can see I need to add the Team colour meshes(flags) to the bases.
oh also for you guys who like to make greebles and detail maps and such ..
try this to take the work out of it
https://windmillart.net/?p=jsplacement
it's free and easy . makes 8K maps.
i attache da result, I used to make a height map in blender 2.8
its what I used to make the height map that inspired the base
I like the green outline better than the disc.
The base looks cool too.
I don't know what happened to my posts, but great job Prime_8!
GREAT to hear your voice again, Scott!
I meant to ask if you were going to have ships explode if they hit land at a certain speed, or if they bump into another ship.
Beautiful work!
Spectacular work! To answer your question, yes, I like to get lower into such a scene, but that's me.
I can't wait to play! I often have the urge to go hunting for your BSG game!
yeah there might be damage on land hits . but i'm trying to make the AI avoid it .
I have a good portion of the lower level of unit movements working now . The more complex behaviors , like hunting . LOL
lots more to go .
https://youtu.be/0hTOsEhlCdg
video shows it working as is now. i need to add camera smoothing to the TAB hopping between ships.
The ship movements look much more natural now.
Very cool, Scott. I'm impressed!
thanks guys . I need to make them slow up a bit when they get close to the final destination , so they slow down just a touch. should stop over shoot.
ten i need to look at flocking . specifically 2 aspects , 1 keep healthy distance from other ships and such , and 2 detect in a ship in in the path to the current waypoint . If it block by other ships, possibly pause the seek , and wake it up every 500ms to see if it not blocked.
also i want to get guns having a target ( Shift + right click ) they can track . fixed spot or possibly moving enemy
did not feel like coding when I got home so I tackled the fog, so I can do my old trick of making the world look much bigger than it is
Looks good.
That is brilliant!
Networked. the units can still be a bit clunky but they work.
Hardcoded for 4 players right now. I can up that later.
users can only control ships they own.
then I need to work on gun and shooting? LOL
That's awesome stuff. :)
forgot to say the play area warning rin was made in blender too. It is above max poly, so it was done in quadrants and rotated 90deg each to make a ring.
it has a simple texture.
some artefacts from the fog it seems. so I may have to rethink it or its settings.
Fantastic work, Scott! Great job!
https://youtu.be/d5g3pFWjwiM
I got a player spawned units working over network
Quote from: Prime_8 on Jun 29, 2019, 05:04 pmhttps://youtu.be/d5g3pFWjwiM
I got a player spawned units working over network
Wow! Cool!
Of course YouTube messed with your music, YouTube is terrible like that.
That's some great stuff, bro. The fog really does help hide the edges of the map when you're zoomed in. Also, never think that anything you do coding wise "may not seem like much." It certainly does to me.
Thanks, guys.
today I got gun tracking and the simplest AI mode for auto guns working.
If they have a target, they are set to auto, and they are enabled.
they will try to aim at the marked target.
they won't rotate past the arc of fire, so they don't hit the ship parts.
if they are pointe at the target, and inside the arc of fire, they will shoot at their fire rate.
for now, they just do a yellow flash when they fire ...
also, I scaled up the selection indicator.
That's simply awesome!
Your coding wizardry never fails to impress me.
I cant think of or come up with hud art i like
I may have to make it in blende rout for mesh? hmm.
you guys have any idea or CC0 example sites. I have looked at lots of the modern UI stuff. I tink I will have to render it in Blender to pull that stuff off well.
soemting liek .. https://www.vectorstock.com/royalty-free-vector/futuristic-virtual-graphic-user-interface-hud-vector-20386072
i like the colours here but I think my scene is too bright for this colour set
https://cgterminal.com/wp-content/uploads/2016/03/After-Effects-HUD-Screentron-UI-Template-5.jpg
Wow! I like your hud mockup!
I like it too. :)
i had to have a new go at UI mock up .
I like that one better.
Quote from: Prime_8 on Jul 02, 2019, 12:59 ami had to have a new go at UI mock up .
That looks GOOD and SIMPLE, kind of easy to understand!
Working on it in Inkscape.
I use a screen cap of the game as a background in IS. to geep colours in check.
I think I want the UI parts dockable. so the user can place them where they like.
I will make them foldable. ( fold UP ) or down depending on screen pos . in fact I will try and make the fold towards the closest screen edge the.
Unit info cards will be able to maximise. ( i think )
ok, I had to see it in the engine .
That's looking really good.
I have to make it work now. LOL
Quote from: Prime_8 on Jul 03, 2019, 02:36 amI have to make it work now. LOL
Oh! LOL! Scott, if anyone can do it, I know you can do it.
ok kinda working way more to do .
it's live. ie the cards are 'things' and can have properties.
That's some great work, bro. :)
a small video of it 'workin' https://youtu.be/-eo_Za-0xyU
a tiny explanation of how easy it is to setup.
That's awesome, dude. :)
Quote from: scifidude79 on Jul 03, 2019, 10:08 pmThat's awesome, dude. :)
You said it!
Scott, you are a wizard!
Thanks gys .
I got the guns working - ish
Quote from: Prime_8 on Jul 04, 2019, 12:20 pmI got the guns working - ish
I know you can do it!
the issue is syncing them over the network .
Also, am I the only one who sees the quotes as over white with light grey text?
Yep, it decided some point this weekend I'll nuke phpBB, and go back to good old SMF.
I'll have to get try and set up the same version you have, so if I make any changes they should be copy and paste.
I don't know why SMF went with some of the choice sit did . meh ah well fixerate it when we get the chance
Quote from: Prime_8 on Jul 04, 2019, 11:50 pmAlso, am I the only one who sees the quotes as over white with light grey text?
I'm seeing more of a medium gray, but that could be brightness and contrast differences.
Ah good to know. i'll check my monitor tonight.
re game :
I got to hit the hey, but I got the guns and target destruction working, but just for fixed target right now. U have to sew it into the units class/scene/GD. haha
but yeah any player can shoot a target, the guns will orient for all players to see ( only the owner sees a gun flash right now ) >
all players get an HP update from the target , and all players are informed of target kill by the target just as it dies.
i just need to figure out how I want to stitch it into the unit.gd, because it has to also purge form control lists. but that should not be too hard, I think a signal is in order there "I_have_bit_the_bicuit" haha
Quote from: Prime_8 on Jul 05, 2019, 02:42 pmbut that should not be too hard, I think a signal is in order there "I_have_bit_the_bicuit" haha
Oh man, that's funny!
Excellent work, Scott! I'm rather envious of your many talents.
LOL don't be they are fleeting and transient.
I do well with projects that are diverse , if I had to hunker down to just code I would suffer. being able to hop from spot to spot or 2d to 3d to code and such feeds my creative ADD
Quote from: Prime_8 on Jul 06, 2019, 12:19 pmLOL don't be they are fleeting and transient.
I do well with projects that are diverse , if I had to hunker down to just code I would suffer. being able to hop from spot to spot or 2d to 3d to code and such feeds my creative ADD
Creative ADD is a delightful term!
That's really cool, dude. They flat out decimated that cube. ;)
creative ADD FTW!
I got multiple unit motion and some basic flocking systems in. so units try to spread out.
I wil try to finish linking units to the hud and hopefully allow setting attack commands of any other target or unit
I tested a bunch o' ships. you can see the collision shapes in these, the cylinder that detects proximity and helps steer
They will slowly spread out al units until none are touching. It helps in avoidance when under way
Very, very cool!
That's cool, dude. Avoiding other units is good. Too many RTS games have them kind of "stack" up all in each others' space.
that's a problem now the start to literally stack then spread out.
started working on getting stats and connections between units in the world and the card son the HUD.
it's early so I'm just sticking a 1-100 random value in the shielding property of the ships after the first 4 . Then I have to link that scroll bar so it can page through the units 12 at a time.
ok got the HP bars working.
not sure if I like the red at the bottom of them.
the ships show properly and I fixed the unit detail name, just need to clone the stats to the larger unit info card
Looks good. :)
Scott, that's awesome! Programming wizardry!
Very Cool Stuff Mate.
I got some more done. those static pics don't really let you see whats going on.
Also, there are over 50 units on the level. I don think I planned on much more than 5 to 10 each for 4 players when I first set out LOL. but the only slowdowns are when many units fight for the same position.
Spectacular work, Scott! I'm impressed!
thanks, man.
I needed a break from normal coding and did some NORMAL coding. well, I did some shader code and blending some blender wave bakes into normal for fake ocean waves.
attached show a snip of how shader look in the editor it's about 1:1 what it looks runtime.
Looks great, bro. Shadows do a great job of adding realism.
Very cool, Scott. I envy your talents!
I have to work but here is a super quick vijaeo of it working.
Very, very cool, Scott! Excellent!
Yep, that's super cool.
Thanks, guys, I will have to re-visit the shader code where it hist the shore when I learn more about the math for orienting the UV's relative to the slope of the depth below.
Tonight I want to decide on a way for units to take commands including targetting.
This is all putting me in the mood to play an RTS, like AOE2 or Star Wars: Galactic Battlegrounds. I may have to do one of those tonight. ;)
Quote from: scifidude79 on Jul 12, 2019, 09:52 pmThis is all putting me in the mood to play an RTS, like AOE2 or Star Wars: Galactic Battlegrounds. I may have to do one of those tonight. ;)
I'm getting the same kind of feeling!
messing with shaders way too much. coded a shader that makes the normals and displaces the surface normals live.
uses no textures .. yet
I'm working on the colouring now.
Quote from: Prime_8 on Jul 14, 2019, 07:45 ammessing with shaders way too much. coded a shader that makes the normals and displaces the surface normals live.
uses no textures .. yet
I'm working on the colouring now.
Wow, dude!
I have the water depth blending working as I need.
i need to work on edge foam and the wave crest effect more
as you can see the wave crest generator is quite intense in the distance.
I'll fiddle with it in here and merge to the RTS later. now I wan get the command issuing working
oh, here I made the foam a little bit easier to see.
i really hope players are not looking that close all the time .LOL
You can see the depth fade better too in this one.
That's really cool. :)
lol, that island is ... 16 or 17Km across. I need to fix the wave scale for final use when i / if I swap this into the game.
so that wave foam is about km thick lol.
yeah some scale issue to solve later
Naw, just say it's a Godzilla film. ;) I was watching some of those over the weekend, and I love them. But, you can always tell things are miniature by the size of water and flames. Those are very telling things.
Scott, that is absolutely amazing!
thanks guys.
I spent some time in the code. But this code kind of has visuals.
I temp mounted an extra gun on the back to test setting a whole units gun functions.
I may have 2nd cun allowed as an option on the back deck.
It's cool that they can track different targets.
the guns could, in fact, be feed target data unique to each gun. I not sure if I will do that in the orders mode.
rather once a unit reaches a defend spot of kills its ordered target, the guns would go into the free-fire mode and select nearest bad guy they can hit.
also for units with a bow and stern guns, I might add a 'J' turn to the end of their paths.
so if on an attack move and the target is slow or stationary they will pull up and then turn so the guns can broadside.
Ie steam up into your weapons range, come to a stop almost and then turn so that the most guns can fire on the target.
so need to make :
STOP MOVE ATTACK PATROL FALLOW FORCE-FIRE .. yo know the normal stuff
It's always nice to see game mechanics that make sense. :)
export var MAX_SPEED : float = 8.0
export var MAX_FORCE : float = 0.005
export var TARGET_PROXIMITY : float = 9.0 # possibly use the leng of the hull in grid squares touched
export (int, "SEEK", "FLEE") var mode = 0
var deck_gun_parrent = null
var deck_gun_count = 0
var ACTIVE_TARGET = null
export (int, "STOP", "MOVE", "ATTACK", "PATROL" ,"ESCORT" ) var unit_command = 0
var ACTIVE_LOCATION : Vector3 = Vector3()
# set node as a target
# alos sets al guns to same target
func set_target( target = null ):
ACTIVE_TARGET = target
var gun_count = deck_gun_parrent.get_child_count()
for i in range(gun_count):
var p_gun = get_deck_gun( i)
if is_instance_valid(ACTIVE_TARGET):
#(int,"IDLE", "AUTO", "DIRECTED", "OFFLINE" ) var mode = 0
p_gun.set_target( ACTIVE_TARGET , 1 )
pass
pass
# set loactaion as a target
# also sets al guns to same target
func set_target_location( target_pos:Vector3 , c_mode : int = 3 ):
ACTIVE_LOCATION = target_pos
var gun_count = deck_gun_parrent.get_child_count()
for i in range(gun_count):
var p_gun = get_deck_gun( i)
#(int,"IDLE", "AUTO", "DIRECTED", "OFFLINE" ) var mode = 0
p_gun.set_target( null , c_mode )
pass
pass
3GDscript .. it's almost Python ( what blender has in its guts )
also, blender 2.8 is killing the blender game engine and actually suggests people use Godot now.
units can target foes. selected units will attack any foe you left-click.
Only if you directly order them to attack. they don't auto-attack yet ..
If you look close you can see they are aiming at the other team , and closer still you can see a few of the temp' yellow firing indicator effect.
I have no way to show enemy health but each hit was lowering the ship's health 1 hame of 1000HP at a time. LOL
So close to the fighting tests. hah.
This is cool. :)
Delightful, Scott! And thanks for a glimpse of the code!
Oh, and I don't want to tangle with those guns in the back. The look HUGE!
Weee OOOO!
Ok, so units can target units on other teams!
the units shields/health updates in the small Unit card in the HUD.
if unit hits 0 HP, it gets removed from the server and all clients. I'll have to add a death/explosion animation later at the location.
Just after this capture, I added code to make it so the player who gets a kill get a point in the score.
I want mouseover unit of enemy player units to show shield and HP over the unit. or a floating unit car up and to the right of it, if the mouse hovers for a 1 second or more.
Nice. You're very fast at coding. :)
Lol unit combat works.
I need to sync firing effects.
Oh and fix the spawn warp trail of the newly spawned ships when they first snap into position.
Thanks, Don't know about fast. LOL.
Quote from: Prime_8 on Jul 16, 2019, 01:21 amThanks, Don't know about fast. LOL.
It's fast to me. I wouldn't even know where to begin.
Just begin.
it's 40% a 3d editor if you think about it.
https://godotengine.org/download/windows
download the editor for whatever OS you like.
then have a go at the step - by step.
https://docs.godotengine.org/en/3.1/getting_started/step_by_step/
or hell use visual flow graph/nodes
https://youtu.be/dSUMCUsOeyU
I wasn't clear. I have no desire to learn. I appreciate the amount of work that you put into this stuff, but trying to do it myself is of no interest to me. I'm game for trying your stuff once you get it to a playable level, though. :)
lol oh . haha
well, that's enough bug fixing for now. I gotta snooze. LOL
I got all the bugs I wanted to be fixed and a few extra I found as I went.
Quote from: Prime_8 on Jul 16, 2019, 01:53 pmwell, that's enough bug fixing for now. I gotta snooze. LOL
I got all the bugs I wanted to be fixed and a few extra I found as I went.
Nicely done, oh programming wizard!
more on the coding side but a bit of visuals.
I wanted a way to visually indicate and debug weapon ranges and targeting.
the yellow-sh line is the actual area the gun can hit, the red line is what it is pointing at
Cool stuff. :)
thanks, man.
I kinda made a kelvin wake. But its a fixed mesh. should be good enough for RTS ?? maybe. lol
smoke particles kinda.
Looks good. For RTS, definitely good enough. Like you keep saying, you usually don't zoom in like that with RTS.
you can see it was a height map extruded and the baked to shape. the I decimated it and hand removed flat spots.
its height mixes with the shader of the ocean.
6K tris is way easier to push about that coding a kelvin function for each ship mapped to the ocean in teh 1 shader.LOL
Nice. :) I've always said you're a wizard with textures.
You do amazing work, Scott!
aha net fight test worked today . much bug killin'
This is some really cool Stuff Scott!
Quote from: Freak on Jul 21, 2019, 06:08 amThis is some really cool Stuff Scott!
Thanks man
Quote from: scifidude79 on Jul 21, 2019, 06:13 amI killed a spider earlier.
LOL, I been killing digital bugs for days. LOl, actually even found an engine bug a submitted a ticket for it.
I need to work on the HUS now, it's in the worst shape, code and visually.
performance-wise during testing my Lil' Ryzen 3 1200 ( overclocked), with 16GB of 3200 RAM, was happy at 17% CPU usage for the game with about 28 ships in play.
rendering the range things makes no-hit because we found out hidden objects still kind of render ?? even though they are culled. Otherwise, its a beast it about 80MB zipped. LOL,
that's funny because the same project might be 800mb in unity !!??!! like WTF Unity wake the hell up . and most of the bloat there would have essentially been DRM carp they do.
Scott, that's wildly insane!
Flight. Do you mean there's going to be planes as well?
Should be able to do planes, well-hovering craft like helis and future stuff.
I working on subs now.
I need to solve missiles and torpedoes.
The issue with say fixed-wing craft is packet lag, I have to implement predictive interpolation of the last move, to predict between packed for smooth visual moves. Ie guesses what to do between packs for quicker moving units.
FYI unit packets are never quicker than 250ms (1/4 second), that would make for a stuttery jet, as even the corvettes look a bit stuttery at speed.
so what I will do is take 80% of the last known velocity and vector and apply it with a falloff vs time.
This way units will kind of soft drift to next packet location. If wrong the thing called a law packet will correct.
sub so far .. it mostly just a tube. haha
I got some changes to the deck of the sub. I have to pull it up some.
but yeah taking a break tonight
Fantastic work, Scott! Well done!
Tube or not, I like the sub. I've always liked submarines.
more done. now it only texture and a few greebles
ugh, now the un-fun. UV mapping this all. haha
Blender makes this quite easy tho.
Once it mapped out I can then paint in height/displacement for stuff I'm not gonna model.
convert that to a normal map, and the do the albedo.
Great stuff, bro. :)
Excellent work, Scott!
That Sub is looking Cool!
im not sure I like the sail.
fixed and I think the UV map is done and ready for me to paint the textures.
I simplified the sail to look more modern ?/ lol
Well, it looks like a submarine to me! Excellent!
It looks good.
thanks, guys.
I think I'm 90% done with the mesh so far. Need to move back to code now .
Those textures really bring it to life.
Hey! That looks GREAT, Scott! Nice!
thanks, guys .
I got it in the engine but it's not 'real' yet it's just the mesh. It has no scripts or such on it or correct lighting settings. It's PBR material is unfinished in this shot. but the seafoam reacts well with it.
It looks good.
Nice!
Ok it's a controllable unit, but can only be killed, a sit has no missiles or torpedos yet.
things I need to sort out // dive mode making it invisible to other players ( or just the snorkel/periscope)
Nice. Is there going to be a sub detector mechanic?
Wow, neat!
Quote from: scifidude79 on Jul 26, 2019, 12:03 amNice. Is there going to be a sub-detector mechanic?
yeah kinda. destroyer class will have sonar capable of long-range -ish detection
I got work started on missile systems, just proving I can launch them via animation.
so I can have 8 launchers.
Sweet. :)
Awesome work, Scott!
starting the missiles and bit about the sub.
Out-flipp'n-standing Prime_8!
Thanks, man.
The sub is now a viable weapon.
That is it can move just as the corvette, and it can shoot missiles at user set targets now!
Amazingly the large missile code is not as complex as I had thought
I had to scale the missile mesh-up 2x to make it more visible.
funny enough at this time, the user can re-target the missile in flight. I'll fix that bug as it's not very network friendly rite now.
I also returned to work on the GUI. need to sync that up with the screen and game data.
also, the missile range shows, but it has a few small bugs regarding updating the range visuals when the missile is in flight.
Also, it occurs to me I may want to change how enemy units weapon ranges show. IE my ranges are green-yellow, and they are red yellow or some such
That's some really cool stuff. :)
Wild! That is SIMPLY WILD!
sewing some code into the UI.
Getting the panels anchored to the correct edges of the screen.
And making and getting the unit cards to show the unit thumbnail pic and corner status indicator. The larger main selected kinda keeps its selection, even if you grab a group.
Looks good, bro. :)
Thanks, man.
I now have that biger Thumbnail synced with the unit data.
ok, units can now be spawned from a menu.
there is a cooldown after any spawn, and some units can have a longer cooldown after the general cooldown.
it works over the net already.
I need to sync firing animations and effects over the net now. Oh and add some motion interpolation/extrapolation so players each other as smooth motion. Ha and you can see who is shooting ad if hitting.
That's good stuff. Cool downs are nice mechanics for keeping things honest.
yep named killin' works , i can now target net safe units ( cant use pointers over net have to use named )
dis_gun.rpc("fire_missile_at_name", u.name )
dis_gun.rpc("fire_missile_at_name", u.name )
its also pretty safe because the get wont return a que free pending
sync func fire_missile_at_name( n_target):
var U = get_tree().get_root().find_node( n_target, true, false)
if U != null:
set_target( U )
launch_free = true
pass
my missiles now work on remote client targets. that is all clients can see each other's missiles.
hahaha and yeah commanders can redirect cruise missiles in flight still hahahah.
To redirect, with the firing unit still selected, simply give it a new target, the missile will get new target info and seek/track accordingly.
LOL
Ok did some playtesting and added some more to the UI images. You can see in the build menu there are small icons on the units that hint at what weapons they have.
almost all the day's bugs are fixed.
we had many subs and all shooting missiles.
the bases can take damage now, and they can deal it too. They have 2 deck guns and 3 cruise missile launchers ( number of launchers == number of live missiles this unit can control )
Getting closer and closer to the point where I have to look at adding extra units and the like.
and the possibly more maps.
we had a 4v4 match and it all just worked.
so much more polish and game code to do.
those white blips are the cruise missiles ( capsule mesh set to 4 side s and 3 cuts to keep em' low poly )
Nice!
Fantastic work, Scott! Wow!
took a break form code and made a rig . as it's one of the ways to get resources.
That's a nice looking oil rig. :)
NICELY DONE! My friend, I am fairly convinced you can do anything.
I got it in-game, but it has no script on it. it only has its mesh and its physics collision shapes.
so when I spent a few hours hunting a bug, that I could not lockdown.
A while ago I had it so if a client or server left or got dropped the client could be routed rite back to the main menu.
detect drop ..
process drop
kill the current 3d scene
jump back to lobby
kill the network peer system
It was working golden for ages. then it was not. LOL
after digging, I found I had changed the root node name, and forgot to update it in the kill step .LOL
*face palm *
Nice work in finding the flaw! And outstanding work, by the way.
lol, I should have automated the name of the root node.
I will get to that when I work out how to load different maps.
Quote from: Prime_8 on Aug 02, 2019, 03:45 pmlol, I should have automated the name of the root node.
I will get to that when I work out how to load different maps.
My friend, you are amazing.
Thanks man.
I got a bunch of bugs fixed tonight.
Also, I started working on the effects for fires and explosions.
3 explosions(they are animated), the 3rd has point light in it with animated light energy /strength.
and a thruster effect that dates all the way back to my old ECE games.
Nice! 'Splosions are always important. :)
they sure are.
I had to change the shader type on the flame to add vs multiply
Quote from: Prime_8 on Aug 03, 2019, 05:36 pmI had to change the shader type on the flame to add vs multiply
Yeah, that definitely makes it show up better.
That is spectacular! I thought they looked 3D when I was watching them and your motions around them.
Had some good playtest and some bigger updates done tonight.
I added sounds and the explosion effects. Then I had to sync then across the network.
I will trim the playtest video and put that up.
Now that is very Cool!
Live WAN test. it had some audio issues due to W10 update changing my audio settings.
so yeah just 3 of us in that test.
I will be doing an alpha test one night soon for those wanting to try it, but I have to fix the network closing code.
I was going to point out the boat on the land. I should have known you'd have already seen that.
Looks like a lot of fun. It definitely sounds like you and your friends were having a lot of fun. :)
Quote from: scifidude79 on Aug 07, 2019, 10:31 pmI was going to point out the boat on the land. I should have known you'd have already seen that.
Looks like a lot of fun. It definitely sounds like you and your friends were having a lot of fun. :)
I agree! LOL! Barbara (whoever she is) sounded like she was having a GRAND old time!
I loved both the last two videos. Very, very cool, Scott! I'm extremely impressed!
its one of those things where it is nowhere near complete, but by playtesting we have found some things already that were unexpectedly fun. we hit a list of 17 bugs.
I'm working on that bug list now before too much new is added and compounds any fixable errors.
She's not ever even played RTS before, just Mario and GTAV and a bit of minecraft .LOL
# bug tracker
<<DONE>> 1) Camera needs to move faster when zoomed out
<<DONE>> 2) Camera zoom with mouse wheel
<<DONE>> 3) Debug spawn for our purposes; spawn 10 instead of 1 per button click for now
4) Add no-go-zones under the land to fix boats-lost-on-land
4a) Buffer around land gone. Add it back.
5) Move boats to location based on count
5a) 2: B B
3: B B B
4: B B B B
5: B B
B B B
7: B
B B
B B B B
8: B B B B
B B B B?
etc...
6) Show user health of selected enemy ship
<<DONE>> 7) Point ship towards heading on creation ( also required a short move call too )
8) Sounds crazy loud when close
9) Disable collisions on ships when spawned
10) No way to lose, no way to win
11) Guns/missles can't auto-attack
12) Boats are way too light; how they react to the world needs adjust
13) Boats need to avoid collision, not just push away
14) Double click on a unit to select all of that type on screen
15) Fix dispersion vs mean location.
started fixing teh nave mesh, im gonna isolate the coastline as shapes, and then turn them into flat shapes and extrude them.
Great stuff. :)
Outstanding work!
isolated and decimated and hand-corrected to ensure oathing where I need to go, the Nav-mesh for the AI is almost done. it works like this and works well. it solves a few bugs.
When I found out Godot's navmeshes were just a simple mesh, I made a crack at making it by hand vs running the in IDE tool that generates one. The tool is awesome but it has some flaws, and to way to hand-edit or fix those flaws.
So blender, kicking ass and winning again.
the pic is boring but it represents the surface where the ship are able to go.
Now THAT is amazingly COOL! Well done!
went back to killing bugs .. and working through the 'List'
lol but Hey the game is winnable now, as of an hour ago. if all opponents units and buildings are blown up, last one standing wins.
I plan on adding a spectator menu, where they can have a chance to do chance effects on remaining players.
ie chose to help or hinder a specific player while spectating.
# bug tracker
<<DONE>> 1) Camera needs to move faster when zoomed out
<<DONE>> 2) Camera zoom with mouse wheel
<<DONE>> 3) Debug spawn for our purposes; spawn 10 instead of 1 per button click for now
<<DONE>> 4) Add no-go-zones under the land to fix boats-lost-on-land
<<DONE>> 4a) Buffer around land gone. Add it back.
<<DONE>> 7) Point ship towards heading on creation ( also required a short move call too )
<<DONE>> 10) No way to lose, no way to win
<<N/A >> 9) Disable collisions on ships when spawned
> not feasable for not much return , I now call a move 1st time at spawn to fix it .
5) Move boats to location based on count
>> look at creation of unit formations for cohesive movement.
6) Show user health of selected enemy ship
> have dynamic positioning active when a unit is targetd
> managed for target existance
>> need to make teh shield and HP bars and link them up
8) Sounds crazy loud when close
>> need sounds & options menu
11) Guns/missles can't auto-attack
>> turn on unit state machine
>> need to seet targeting command menu to enable weapon AI
12) Boats are way too light; how they react to the world needs adjust
>> add a virtual mass?
>> linked to itme 13
13) Boats need to avoid collision, not just push away
>> possibly feeler rays ? not sure
13a) Fix dispersion vs mean location.
13b) Use mean to mean offset for motion
14) Double click on a unit to select all of that type on screen
Wow! Great work, Scott!
Thanks . I'm still chipping away at the list
Got number 14 done last night and started on #6 .
^ is a bit more technical as it requires me making a render texture and a shader specifically for it.
essentially I have to make the display on a mini hidden window. so it shows all the data I need. then it's captured as a texture to cover the selected unit info sprite.
^^ clear as mud rite ...it will make sense when I can grab a video of it working.
Oh Eric, 'Barb' in the videos is Heather's user name on most online things. ( as in my wife Heather. LOL )
Work took much of my time today, so not much done
Ah, that makes sense. Well, Heather/Barb sounded like she was having a great time. That also explains why she was shooting your units before you were ready. ;)
Quote from: Prime_8 on Aug 13, 2019, 08:43 pmOh Eric, 'Barb' in the videos is Heather's user name on most online things. ( as in my wife Heather. LOL )
Quote from: scifidude79 on Aug 13, 2019, 10:29 pmAh, that makes sense. Well, Heather/Barb sounded like she was having a great time. That also explains why she was shooting your units before you were ready. ;)
NOW that makes sense! LOL! The only person who can do that ... and LIVE! LOL!
haha yeah.
I got some of the art stuff done.
I made a thing that contains the parts, then it gets turned into render texture much the same as a blender render texture. then it can be put on any quad or any mesh with UV's liek a standard texture
NICE work, Scott! Wow!
I was not sure if I wanted the typical, small bars only that can be toggled on and off for all units or something like this.
I could add the minibars to al units .. but right now I think that clutter should be avoided If I see a case for it that I like I will add it. LOL
Outstanding work, Scott!
I'm hoping to get to closed alpha testing soon.
Should be able to upload it and have you all able to DL it and try and have a few of us be on at the same time and track the ideas and issues.
Have a few things to sort first, but soon . very soon. Possibly need to make a discord chat server for it.
Oh, that'll be cool. Just like your Battlestar Galactica game!
LOL wow that's one for the way back machine. ha the BSG for ECE
yeah like that but I think this is more of a game then that was, IIRC the raiders were freaking lethal, I had to stupid them up a bit.
I would like to return to BYOF but in Godot no NF. so if you can me a mesh in blender and export .glf it should be riggable in that.
but i have to finish this RTS because I would use it to make the other, id if you say decide to populate it with ST ships, well that's up to you. hahaha. but ugh game meshes need to be like 6k poly max.
starting the command buttons and info section.
all the typical RTS and any special abilities will be in there. I hope. LOL
Did not get much done as I had to go shopping for blazer and grey dress pants, and my uniform changes for manager level.
It looks good. Those kind of graphics are important to this kind of game for sure.
working on them.
Ugh making code and the art at same time
It sounds like tedious work, but I'm sure it will be worth it when it's done.
Yeah if I can get it done is can change the art pretty quick.
I need to make some place holders for now
Scott, I know you can do anything you set your mind to doing. I can't wait to see the results!
Quote from: Prime_8 on Aug 20, 2019, 10:25 pmYeah if I can get it done is can change the art pretty quick.
That part I understand. You just need to put new files in the game directory with the same names. :)
thanks, guys . Pretty much yeah.
It just a bit of drag and drop otherwise, hot hard at all.
I like the icons. :)
I'm not sure about the targeting one, I may redo it.
I have to cod ethe functionality behind them next tough.
I love those command icons! Awesome!
thanks guys I got a bit more done this week. not much visually mostly code under the hood.
I'm at the stage I want the AI of the units to become combat aware. starting with just the ability to retaliate.
so I have to hammer that out in code.
I have to re-work some of the unit control code into a better-formed state machine. ie a system that is controlled by setting and testing for states to be in. by altering those states AI cna drive the unit actions.
but meh it's not pretty.
making more stuff on the rig work.
then I worked on importing and setting up a GTO mesh my friend had for his game , and I posed a cras test evil dummy .LOL
Outstanding work, Scott! Way to go!
If that GTO is a playable unit, I'll be super impressed. :P (just kidding, I'm already super impressed)
the GTO was a free CC BY3.0 or such, I have to dig up the link
Jimmio has a working physics rig with a version that ha snot had its materials corrected. so i fixed it up so it works with HDRI backdrops and chrome and all that stuff and mad eteh headlights and signals work for him . they have emissive channels.
https://opengameart.org/content/muscle-car-3d-model << org source
I modernised the materials and made the .obj work in Godot
It looks good. :)
Sorry guys new job and season of crazy .
Heather Had a new type of epidural ( i forget name ) they went into her spine form the very bottom and went up the inside of her spine form there all the way to the neck area and was able to put freezing and long acting pain killers in her spine
just enough to give he a month and a 1/2 without back pain except some pain at her tail bone area .
Game wise i have not done very much with the RTS game . work and such has made it hard to pick up and code on .
but im on that still .
I plan to work through the bug list and make teh oil rig produce a resource.
then figure out how to let the subs submerge and make torpedoes work . LOL
also i have grabbed a load of all the old media left from the old BYOF project .
This time im using blender to make and bake the asteroid from procedural modifiers .. then I bake the mesh and PBR textures needed for each rock using cycles bake image.
Using GLES3 has very much improved the whole look . I can use the textures that I once called max as the new medium . LOL
GLES will provide glorious shaders .. that will let me do what I wanted before .
and well it is easy to get your stuff in from blender , and riging up a ship will be easy in GODOT . In fact i might be able to make a simplified easy tool for that .
so if you cna us eblender , and you cna export a .obj or .gsl or ? ~.dae or .fbx ( from blender ) chances are good you ship can be used in BYOF . so you shoudl be able to load it up and rig all the engines and stuff .
! .dea and .fbx are not the best choices as they try to do too much they create layers scene info and unnecessarily complex scene-graph data.
any rate im converting existing code to python and working on how teh old assets can be made new in BYOF. I have lost many of teh original ships a si only had them saved in the ol NF propitiatory format. I never finished a working converter exporter so they are ?lost? .
But on the up side new engine and possibly even Vulcan support this year ( new rendering API, not ST ref' LOL )
Wow, Scott! Fantastic work! Sorry you lost your old ships.
Stunning Mate!
Good to see you back around, Scott. I hope your wife can find something that lasts a little longer than a month and a half to manage her pain. I know from knowing people who have had them that they won't do epidurals that close together.
The asteroid looks really good. Using procedurals is a great way to go in making those.
she has epidurals every 3 months. sacral epidurals. the type they run a catheter up inside the spine all the way from the tail bone to the base of her neck. some new chemical. her surgeon/lady is the first in our province who is allowed to do it.
funny thing is heather's back is so bad it's actually a case study they use in school now.
it like shuts off all her pain for quite some time.
Other fun notes, my new CPU arrived and I instaled its R5 2600. 6 cores 12 threads and it boosts itself to 3.625GHz without me even touching it. lol
I will try overclocking this weekend. ( I wanna touch 4GHz )
I kinda need to finish the parts of the RTS game, the new job these last few months has eaten much of my time.
// yeah procedurals to make em , and then I bake em out for game use . also .. this is wicked..
https://github.com/godotengine/godot-blender-exporter
Good luck with Heather and her pain. Unending pain is a nasty way to live. It sucks the joy out of life.
I had a chance to stream one of my work session to a friend who uses same engine , i was showing him how i converted my sky box back into a 360 panorama to use as HDR light and reflection source .. and he ask me to try enabling post bloom.
we tested screen space reflections ( they were a bit too costly )
i wish i grabbed a shot of the HDRI lighting on . it quite awesome with bloom on too.
I attached a quick grab of the the nebula before i ran some filters on it to behave like lights ( color burn and glow )
but man oh man the shaders and stuff i could not do , but are built into Godot are insane .
Wow! Fantastic work, Scott! I would have loved to have seen the HDRI Bloom lighting.
well, you can see it in motion ..
? is my Mic volume low? I can't tell.
I watched and was fascinated!
I'm watching a YT tut rite now / refresher on polling inputs, so I can make it auto-detect joysticks for flying the Lil guy . its a 38min video ... all about code so not much better than paint drying. LOL
Thanks man
Quote from: Prime_8 on Jan 26, 2020, 05:49 pmI'm watching a YT tut rite now / refresher on polling inputs, so I can make it auto-detect joysticks for flying the Lil guy . its a 38min video ... all about code so not much better than paint drying. LOL
Thanks man
Yeah, there are aspects to any hobby that are tedious. But, your results are spectacular!
well looks like RCS systems and impulse drives may be in today.
below is the nugget that will allow basic RCS like control of the ship. it's physics enabled with some tweaks.
I will have to work on the control mode to extend the functionality.
extends RigidBody
export(float) var thrust_force = 10.0
func _ready():
custom_integrator = true
func _integrate_forces(state):
var thrust = Input.get_action_strength("thrust")
var turn_left = Input.get_action_strength("turn_left")
var turn_right = Input.get_action_strength("turn_right")
var pitch_up = Input.get_action_strength("pitch_up")
var pitch_down = Input.get_action_strength("pitch_down")
var has_input = thrust + turn_left + turn_right + pitch_up + pitch_down
if has_input > 0.5:
state.sleeping = false
var rot = state.transform.basis.get_rotation_quat()
var vel = state.linear_velocity
var turn = (turn_right * -1.0) + turn_left
var pitch = (pitch_up * -1.0) + pitch_down
var qpitch = Quat(Vector3.RIGHT, pitch*state.step)
var qturn = Quat(Vector3.UP, turn*state.step)
vel += rot.xform(Vector3.FORWARD) * thrust * -thrust_force * state.step
state.linear_velocity = vel*.998
state.angular_velocity *= .998
state.transform.basis = Basis(qturn * rot * qpitch)
update video, https://youtu.be/1q06hdR4G1o
mostly just ship in simple motion showing how the skybox light works on the hull and hull normals.
I have to sew in the physics stuff and rework the camera to have a proper smooth chase mode
Quote from: Prime_8 on Jan 27, 2020, 02:43 pmwell looks like RCS systems and impulse drives may be in today.
Out-flipping-standing! Well done, Scott!
Quote from: Prime_8 on Jan 27, 2020, 04:33 pmmostly just ship in simple motion showing how the skybox light works on the hull and hull normals.
I have to sew in the physics stuff and rework the camera to have a proper smooth chase mode
Wild. I was watching the real-time reflections and such were bounding off the ship. VERY, very cool!
ok so . if you have a xbox game pad / controller or something that can emulate it handy you can have a try .
http://xerotolabs.com/downloads/jims/BYOF_BIN.7z its a test build i did for jim who was helpin' me with spatial maths , fixing my work LOL :P
yes it's a 7zip . you will need a 7zip compatible archive manager to unpack it . 2 files an exe and package file .
Rite now it's only setup to a xbox style controller, so if you have one ( or you have a steam controller and know how to launch/add a non-steam game into steam in xbox emulation mode ) ~ i don't have my flight stick setup yet or there would be profiles and such .. that's coming . ( so is keyboard and mouse )
so any how controls are setup like a R/C plane . left analog stick has thrust on vertical axis, and yaw on horz' axis .
rights stick is pitch on vertical axis , and roll / bank on horz' axis
A button is space break , it 0's out all motions. the other fighter is physics enabled , if you hit it , it will move and drift away. LOL
your rigs is gonna complain that the exe is not signed .. meh yep for now.
I'm hoping to have dog fighting over network and simple AI in soon .
and in the original intent of BYOF ... you should be able to import any mesh made in blender.
of course poly limits and such will apply but not as bad as the old days .
I will have export recipe template so you guys can fly your ST, SW ,Other and Original Universe creations about.
I will have a bunch of my own original universe ships to start .
for those who can use Godot's visual tools modding will be dead easy.
any how enjoy the sneek peek
PS you can resize/maximize the window with your mouse like normal .
Its win 64 build rite now , but others are coming
Very cool! I'll give this a try later! Thank you, Scott!
I have particle bassed nebulas working. I can't tell how heavy they are on CPU / GPU yet .. but they look better than I expected.
48 particles in that shot make a blue-green and fuchsia nebulas.
I will need to paint up a better nebula base particle textures tho.
Wow! Very cool! Looks great!
a bit about that last shot
It looks nice. Very gassy.
yeah, I gotta figure out debris and min chunks ... like space gravel. LOL
some variation in source texture and such should help with that and possibly mix emitter types.
I need to make the alternate camera modes too, like orbit cam and free cam.
and the ability to hop control from ship to ship in dev mode.
I'm sure whatever you do will be cool. Of course, the reality of space debris is way less exciting than it is in fiction. Stuff is spread out and sparse. Asteroid fields aren't closely packed like you see them in movies, shows and games. Even nebulae aren't what they're depicted to be in fiction. The gas is actually very thin and spread out over light years. But, that's not as much fun as doing a cool dense nebula with loads of chunky goodness. ;)
some concept space junk ... they will be sprites. ( old car parts cut up )
also, they work as kitbash too.
I need to add some more of a diff type.
>> yeah gas needs to be thinner lol. I have to paint a better sprite for it still.
Nice space junk. It looks like you used legit photos of junk for the textures.
so far yep. https://www.textures.com/ and then mish-mash. lol
it's all bits from old transmissions
then you mix and match pats and blend them. LOL
Quote from: scifidude79 on Feb 01, 2020, 10:49 pmNice space junk. It looks like you used legit photos of junk for the textures.
Wow! I agree!
junkyard >> https://www.textures.com/download/machineryheavy0100/73331
clip layer .. repeat .. repeat ... kitbash == space texture
so in modern systems, flat sprites look like poop. Especially if they will be on screen for some time in view of the player.
Modern video cards don't have a problem with the number of polys a mesh can have, hell they even have functions to increase mesh poly counts at runtime.
the issue is the number of object and number of unique textures loaded into ram.
So put sprites in sheets packed or not packed(texture atlas).
and use normals just like you would in Blender.
here are the 2 sheets and normals, there is a spec/gloss map too but meh it's not really needed
so my first batch of test space junk .. but just a few for now till I go back and edit them.
they are in the size that are the most dangerous (not track but lethal if it impacts you ) up to big enough to track and avoid.
I need to make the dust to peanut size next
2nd not I often take those isolated parts and layer them to make bigger parts on textures where I need machine guts.
2d kitbash as it were.
I got it working how I need obviously way too dense rite now.
If I get the thrust flames relative to input thrust tonight I will be happy.
I was wondering why you were using sprites in 2020, but I just figured you knew something I didn't. ;) (I mean, you know a lot of things I don't, but you know what I mean) Yeah, poly counts don't bog down modern systems as much as higher quality textures, shading and lighting do.
Quote from: Prime_8 on Feb 02, 2020, 04:58 pmso in modern systems, flat sprites look like poop. Especially if they will be on screen for some time in view of the player.
Modern video cards don't have a problem with the number of polys a mesh can have, hell they even have functions to increase mesh poly counts at runtime.
the issue is the number of object and number of unique textures loaded into ram.
So put sprites in sheets packed or not packed(texture atlas).
and use normals just like you would in Blender.
here are the 2 sheets and normals, there is a spec/gloss map too but meh it's not really needed
so my first batch of test space junk .. but just a few for now till I go back and edit them.
they are in the size that are the most dangerous (not track but lethal if it impacts you ) up to big enough to track and avoid.
I need to make the dust to peanut size next
That is FANTASTIC! Man, sprites have changed over the years. Very, very cool.
working on thrusters FX and scaling flame to thrust %
Nice thruster effects. :)
Oh man, Scott ... that's BEAUTIFUL!
awe man , thanks guys ..
here it is in action and a bit of a blab . its 12min. but ugh yeah I just love zooming about.
thrust effect, nebulas and even navigation / running lights working as I expected
Nice!
I kept thinking about two things for your emmisive blinking lights:
a) First, a second camera to the side for docking or getting near any object, or a visible count in feet/miles/inches (whatever) between you and the next object in front of your ship.
b) A single hull plate just drifting in space, or perhaps it would be a meteor blocking plate, placed near or above the blinking light. Just for the light.
In any case, I have always been extremely fascinated by your ability to create your own entire universe/environment as well as unique and interesting ship designs. You are a multi-talented artist. I would like to see you achieve success with a fun game. You should be recognized for your talents.
Oh man, and those thrust effects, FANTASTIC!
we are closer to the first steps of a playable PvP & PvE game .
the one made with NF had no chance. I was at the whim of a single dev on the closed source engine .
with Godot , it MIT lic and Opensource . and it has hundreds of people working on it like blender does.
Free is a big freaking help too .
it has never been easier to get stuff from blender into an engine i'm using . back in the NF day si had to make a tool to 'fix' the meshes that Max 7 pooped out . and Max could not edit and display with the same look that the engine would use.
Blender and Godot support PBR workflow
next ineed the two tyeps of space rocks and weapons/ FX.
then i will know hwo to shape the multiplayer.
after all this time we might be able to have a 3dscifi dogfight night !
and not too long after people finally able to import their own ships .
That sounds SPECTACULAR, Scott!
I added a quick keymap, so you can use the keyboard. needs a 105 or 101 USA keyboard layout or it may not work by keys
you can DL and try the new version, it's just in a zip file.
http://xerotolabs.com/downloads/alphas/BYOF_BIN.zip 77.5 MB DL
so W & S are the main thrust
A & D is yaw ( Left and Right turn )
main arrow keys are pitch up and down, then roll left and right.
F11 will grab a screenshot (app window only )
you mouse is still normal. max the ap or size it, and close it like normal.
* shift to do pitch and roll on the number pad may be buggy for some.
8)
Wow! Fun!
glad you liked it .
I need to sort out a key mapping menu so other setups will work .
Looking at Linux and Mac support as well.
sound will be needed soon too.
Nice progress, this looks really cool
Ozy .
I used to have one of your fighter concepts . I converted it to the proprietary format of the old NF engine . so it's lost to me.
So much of my old cool assets went when i dropped NF as the underlying engine / API.
On the upside blender is very compatible with Godot in fact blender 2.8 recommends using Godot ad a replacement for BGE.
and a excuse to re-make everything from memory . LOL
quick teaser pic .. I tried using some procedurally chopped up blender stones.
For a real simple lazy test the effect is beyond what I expected and shows I soo clsoe.
Very cool, Scott!
I'll watch this tomorrow. I can't wait!
The engine effects and asteroids are looking nice. I'm sure you'll get that mapping worked out with the asteroids.
Wow, you listed a lot of options to work on the asteroids. I'm absolutely certain you'll figure something out that will work!
thanks guys .
Those rocks were just a cell operation done on a source object. now I'm wondering if the source object should be mapped first?
IDK what tools 2.8 has for working on clusters of objects as fare as UV mapping . LOL
Original idea for how to make space rocks fast Ducky3D
https://youtu.be/LsSBtjGSD_U
I took his video on how he made the rocks quick and fussed with it until they looked ok . but im stumped with how to apply materials and such in blender to a group of objects , cuz man the resulting number is quite high .
Quote from: Prime_8 on Feb 07, 2020, 03:43 pmthanks guys .
Those rocks were just a cell operation done on a source object. now I'm wondering if the source object should be mapped first?
IDK what tools 2.8 has for working on clusters of objects as fare as UV mapping . LOL
Original idea for how to make space rocks fast Ducky3D
https://youtu.be/LsSBtjGSD_U
I took his video on how he made the rocks quick and fussed with it until they looked ok . but im stumped with how to apply materials and such in blender to a group of objects , cuz man the resulting number is quite high .
I haven't played enough in 2.8 in order to be helpful. If/when I run across something, you will be the first to know!
due to crappy weather here at work todyai have searching teh interwebs for other peopel idea son making space rocks . LOL
:P
made back in max 4.2 , as expected some out bound links are FUBAR .
http://waylon-art.com/tutorial/tutorial_1.html
and old 2007 attempt at blender-izing the last one above :
https://blenderartists.org/t/modeling-many-magnificent-asteroids/400104/2
Andrew's ovet the top aproaching movie quality space rocks way :
https://www.blenderguru.com/tutorials/how-to-make-a-realistic-asteroid
oh and some Reddit for good measure :
https://www.reddit.com/r/blender/comments/ege4ek/procedural_asteroids/
Thanks for the links, Scott!
oh oh, I think I got blender to make then and you can spack into them. LOL
they don't move tho.
SCOTT! That is COMPLETELY and UTTERLY AWESOME! Wow!
Aren't physics fun? :D
haha yeah.
In this case the way it has to work right now every rock is a part of a massive single mesh.
So the collision shape and such is locked to the world.
So you can hit them but they can't move. lol
I pop in blender for min and kinda 1/2 explain the fix to get all rocks mapped.
I'm so glad I upgraded my CPU to an R5 2600, or the texture bake in Blender would have taken ages.
Oh and a 750W PSU because the old 450w one was actually hitting protection and shutting off. :P
Outstanding work, Scott! Collisions and lights! Wow!
i have boring not very showy code now .
Now I have to sew in a Networked front end.
I will be working from a different idea of network code . Just to try something new .. better i hope .
the result should be us able to fly about in the same 'space ' lol at the same time . and even a small chat window
Wow! Sounds VERY cool!
networking code is looking good.
I hope to have some time tomorrow to dissect it further, and like last time convert from a 2d game to 3d.
That extra dimension adds lots more in the end. LOL :P
yep there i go sewing that 3rd dimension into a system originally build for 2D.
It kind of kicks and screams, and sometimes it out-rite bails.
the main part is 2D object have a whole set of specialized command that don't particularly have a 3D equivalent.
So I have to either invent the equiv' or attempt it in an other way . LOL
but 3D has its own special secrets and 'sauce' for getting things done .
its not much to look at .
the player avatars ( 3 icons) are all synced , but they are 2d .
the player 3d avatars are in but they don't sync yet ..
Bot!! yeah the bots sync. They are 3D. ( I know hard to tell in a still pic )
The workstation im working on rite now barely has the guts tor runt the 3D , its integrated IGPU IIRC
and has old drivers .
i5-3570 and 4GB of ram . LOL
but hey it was working!
CONGRATULATIONS SCOTT!!! I knew you could do it! You're a talented man! Well done.
That's a lot of work. :)
only code so far no pretty things to look at.
I threw out most of that network code. it was slow.
I remade it better IMO.
now I'm trying to sew it into the BYOF world.
Wow, very cool! I can't wait to see the results!
ok step 1 I have bots working ( they are simple movement VS a player )
now I need to fix the player ships.
I know the pic is small but if you look you will see a few of the bots flying about.
if you hit them, you will bounce but they are moving under direct command, not physics, so like the asteroids, they knock you back hard.
1 server 2 clients in that shot.
I still need to test it over web.
the bots are using simple movement. so they move kinda blocky.
For now, the bots use very stupid and wrong way to move. but it's just until I can nail down a few lil bugs.
That is SO very cool!
I did not get good footage of Jim and i playing but well its 90% merged
Well done, Scott. It looks like you've got the networking down. The imperturbable robots are funny. And your friend, wrote good music!
Impressive progress, as always.
It's past my bedtime .. so yeah you can hear my lack of brainpower in the end.
Very soon we will be able to fly around together.
I got nav lines working.
I gotta sleep now .. but it will do what I need. :)
Looking awesome, btw, I took a look through my old meshes, I have 3 that I can donate for this project if you're interested?
Nice!
Quote from: Prime_8 on Feb 19, 2020, 01:33 amI got nav lines working.
Outstanding work, Prime_8!
Quote from: ozylot on Feb 19, 2020, 04:35 amLooking awesome, btw, I took a look through my old meshes, I have 3 that I can donate for this project if you're interested?
That's very generous of you!
Thanks guys .
sure . .blend or .obj or .gls ?? its a new format for me to take a good look into .
Re meshes . I'm hoping to make a companion tool that lets you rig up your own ships. and the you can share your ship files . in .zip folders that it can load. Godot can read compressed and archived folder.
so say ya'll want to fly about in delta flyer variants, or a dominion fighter .. you could do that .
as long as you can make the mesh into a .obj that Godot loads, or a .gls ( I think it's called ) .
Rite now the mesh would have to be loaded and processed in Godot with the whole game .. soon i hope to just have a tool that saves mods and ship packs .
I will get the simple prototype HUD working a bit better tonight and hope fully test the Net code with Jim again .
Jim has made some pretty cool music so far for it as well .
He's also workin on his own horror game .
It will be fun to fart about with the art side again soon.
Scott, you're a wonder!
what I may do is seave some boxes in blender that are like the bounding boxes in blender to help show ship size vs class.
I'll have to figure it out.
possibly do some videos about importing and setting up custom ships.
not much done tonight
Starts of a basic HUD and tracking.
using 2d drawing commands to keep hud crisp so far
Well done, Scott!
thanks, man .
I started working on weapons.
I needed a simple projectile/plasma.
Nothing fancy, just a gem-like shape and a ball collision mesh
Looks good!
I'm having some issues getting the bullets to spawn how they should. it's an old bug that the RTS had that I never solved
okay, test last night showed up some issues with where they spawn and some 'drift' between actual and logical position over the web.
and one glairing but pretty oversight ... the weapon spawner creates all the weapons now .. but I forgot to make the de-spawn sync for the clients.
\so in the pics attached (taken from jimmios92 's rig ), you can see I have further polluted space.
we started to see on his end only every bullet is frozen in space where they stopped updating.
strings and could of weapon effects just hanging there on his end, all of them about ~1450 of them.
here are a couple of shots of that.
I'm uploading the playtest video now.
Quote from: Prime_8 on Feb 26, 2020, 03:43 pmokay, test last night showed up some issues with where they spawn and some 'drift' between actual and logical position over the web.
and one glairing but pretty oversight ... the weapon spawner creates all the weapons now .. but I forgot to make the de-spawn sync for the clients.
\so in the pics attached (taken from jimmios92 's rig ), you can see I have further polluted space.
we started to see on his end only every bullet is frozen in space where they stopped updating.
strings and could of weapon effects just hanging there on his end, all of them about ~1450 of them.
here are a couple of shots of that.
I'm uploading the playtest video now.
Oh, that's wild! LOL!
lol yeah, its was pretty.
I may make it a hidden mode for those who wanna heat their video cards LOL.
as of right now, the despawn-er works, it can be told to run, or it will auto-fire if it's more than 40-sec since the last command from the server.
I need to fix the math bassed drift. then it's kinda back to art stuff.
the EXE and .pck file are now passing 180MB in size. most of that image assets. I have been working on the shell of a test rig that should let users make their own modded fighters.
but for now, I think it will be just a selection of pre-made . until I get that tech sorted
That's a lot of impressive work, Scott.
Quote from: scifidude79 on Feb 27, 2020, 01:50 pmThat's a lot of impressive work, Scott.
I completely agree!
well 2 glaring bugs rite now because they can be seen and I think they are the same bug under the hood.
1. client players visibly drift from where they should be according to the server ( serve is LAW, so it should update to match )
clients locally update their positions .
send it to the server ( the server does a quick sanity check and sends it out to all others connected )
problem , if the client gets bumped on their local rig or in the server by a physics enabled object, some of the motion delta is lost .
after a time you can visibly see that drift.
2. plasma shots don't spawn in the correct spot all the time . I believe this is related to bug #1 , in that the math that is fouling there is being passed into the PS spawner.
even with those errors , you can see in the video its almost playable .... almost
Scott, you are capable AND talented. I am firmly convinced that you could be rich, if you wanted to be.
^^^ hahah .
I have not figured that out yet :P
I have figured out how i built the net code is not compatible .
there is a command for teh physics engine that godot does not seem to have and would be a waste even if it did .
ise is physics runs at a diff speed than visual stuff , now throw in the web , there is no way to sync physics states over the web with this engine .
so temporal and visual drift cannot be avoided if each client attempts to run their own world.
the solution is that the server must run the world.
ugh so how that works ..
player presses a key , that key press is sent to the server.
the server does the processing of that key and what it does to the player
the server sends back the updated position of the player ( and all players )
upside , very hard to cheat.
down side , more complex , slower feeling .. players can feel lag of inputs if you don't do some trickery
kinda bonus upside .. easier for players to join mid game with out packet errors .
server must me beefy enough to run all physics simulation and push it out on fastenough net connection .
so ugh yeah i gotta do that .
and then figure out teh magic smoothing .
Wow! Sounds both challenging ... and like you have a lot of work to do.
I have faith in you!
I may have found something I missed. that will free me from having a total rewrite.
maybe LOL
ok seems I have the ship movement synced .. now it's just the weapons :P
also some pics of spectacular fails.
here the bullets would only come out and halt allowing for some funky looking effects if I spun the ship.
Nice fireworks show. ;)
Scott, that is actually VERY COOL! Wow!
Would be cooler if that's what it was supposed to be doing .LOL
But quite by accident I now know a way to do epic explosions .
Yes, I would agree with that!
Quote from: scifidude79 on Mar 01, 2020, 11:07 pmNice fireworks show. ;)
there could be something to that .. I must not get side tracked to make a fireworks demo .LOL
Last night Jim and i came up with a couple possible fixes for the bullets. We confirmed i now have drift sorted for the ships.
for the bullet fix, part one has them spawn as children of the ship . but set invisible and not collision systems yet.
Then like a torpedo set them on their way , and after a set time they become visible and they arm/ respond to collisions
oh and change the movement system to something simpler possibly force based .
i want to get this nailed so i can move onto beam weapons and making some platforms and larger set bits in blender.
possibly a derelict hull or two.
hey nothing too cliche .. possibly . I may regret saying that .
but i fully intend to have many options to pollute space .
Awesome! I can't wait to see what you come up with, Scott!
I don't know how you figure all of this stuff out, but it makes sense to me.
I got bullets working !!!, I can move on to the next things.
Also I legit got a medal today: real medal .. on my real chest.
so I was at that ceremony today. It's Commandant's Commendation and approved my lieutenant governor of the province. for service to the public and the Corps.
included pic of last intentional weapon malfunction.
Quote from: Prime_8 on Mar 05, 2020, 01:58 amAlso I legit got a medal today: real medal .. on my real chest.
so I was at that ceremony today. It's Commandant's Commendation and approved my lieutenant governor of the province. for service to the public and the Corps.
included pic of last intentional weapon malfunction.
Holy cow! Congratulations, Scott! You're a hero!
Its a funny one too . its in a rite unusual spot for our stuff
Congratulations on the medal. :)
It's also cool that you got the weapons working, but I love that last malfunction pic.
lol yeah.
so get bullets working and my internet went for shit?
it's supposed to be 500/20 and it unstably does 300/3
so I cant reliably upload. I think its broken line someplace.
my upload bounces from 0 to 7 MiBps up .
ookla speed test even fails upload some times.
Wow, sorry man.
The amazing thing is the game actually works in that when it's not too bad ... soo .. on a good connection it's perfect.
I needed to move to some art today. Too much code only for last while.
i wanted to play with displacement maps again. lol
plant city station type thing .
the player will never reach it but it will be substantial on screen
That looks AWESOME, Scott! Wow!
kinda test in-game.
I think it needs more ball layers.
looks a bit too lifeless.
added some volumetric cloud and some 'fun' to the PBR materials.
i think it needs moving bits.
ok last one .. onto more junk making.
making some space set parts for fun.
Very, VERY cool!
The junk looks great. (a phrase I usually don't use)
Quote from: scifidude79 on Mar 08, 2020, 12:09 amThe junk looks great. (a phrase I usually don't use)
hahaha true.
same here.
here it is in a video :
Outstanding work! You are an amazingly talented artist, Scott!
I don't know about that man. LOL. But thanks all the same. :)
cant throw enough love this way: https://windmillart.net/?p=jsplacement
it helps make greebs fast .. its fun to mess with. textures are always 8k . can be cut up to use as decals in hand made stuff or use as is.
some concept art for the end of the night // start of the morning
I took my old system of using an organic object and machine it ...
it was a skull .. now its a ship concept start needs more work .. and then I will 3d-ize it
Wow!
The skull ship looks sweet.
i think it's a cow skull
If you ever wanna sketch out sompin' fast, animal skulls with some blending and symmetry can yield nice contours.
it's so easy to just grab and another usual starter shape. For me, I saw one guy's workflow like 10 or so years back. he said grab something furthest from what you target item is, take only its contours and silhouette.
he went right to skulls. and pointed out the endless sea of compound curves that are all smooth and structurally sound. I mean its a skull, we know these shapes are inherently strong in larger animals.
>> his process is to then photo-bash jet, machine, tech parts to block out the shape. use magic wand select the layer of the original shape, and use the inverse as a mask for what you photo-bash so the silhouette remains intact.
I quite often make the base of my ORG universe ships this way and also how I used to texture them quicker, by painting on projections and elevations.
in blender, I'm ecstatic to find all the core UV mapping I needed in MAX, and some I had to buy side apps for back in the day.
Thanks guys.
( i keep threatening/ er promising to do a video of my texturing workflow . LOL. Maybe I will take a ship from this project to do it )
now to try and make in it 2.8
also it seems I need to update my blender:-*
Quote from: Prime_8 on Mar 08, 2020, 02:54 pm( i keep threatening/ er promising to do a video of my texturing workflow . LOL. Maybe I will take a ship from this project to do it )
I'm curious! I'd love to see what you do!
it's a lot like photo bashing.
possibly I'll do it with this rig if I sort the mesh out.
starting the blocking out. Just using the pictures as a guide.
Quote from: Prime_8 on Mar 08, 2020, 08:13 pmit's a lot like photo bashing.
possibly I'll do it with this rig if I sort the mesh out.
starting the blocking out. Just using the pictures as a guide.
Awesome!
interesting setup you have there with the photos.
as much as I can do for blocking out .. for a simple game mesh I just box map the elevation shots as texture.
resulting in the Lil 'bad' guys for the game. ~ well, another ship at least.
the last pic is the WIP textures. later is will rebake out a packed map.
it needs its winglets and some greebles. :P
ooh had to do an in engine check .. show si needs to hand-make the spec/gloss/roughness maps. blender I used a shader system that doe snot exist in my engine.
That's looking really nice so far.
Thanks man .
i think it needs insect like legs / arms under it .
I will put the winglet stubs up top , but i think i need to put some semi folded away legs or clamps under it . LOL
This is looking awesome!
I love how that junk planet looks
Quote from: Prime_8 on Mar 09, 2020, 02:01 pmi think it needs insect like legs / arms under it .
That will be really sweet.
Scott, as I said, you're a talented artist! I think this looks fantastic and I can't wait for the wings/legs/proboscis or whatever you do! Are you going to make it look like the Lexx? LOL!
thanks, guys .. I have not sorted the 'legs' or salvage claws yet.
but I got the upper wings in a way I like.
I got the textures a bit better.
This is in the engine too .. ie this is how it looks in-game.
just a quick spin about video .. no audio.
ok one last one .. again this is freaking in engine !
this is what you see if you have an OK GPU /APU / IGPU
LOL
cow skull side profile.
plus a generic WW1 tank side bulge
plus insect feel
results above. LOL
Very Very Cool!
Beautiful work, Scott! I've watched your spinning video twice now. Wow!
oops .. I forgot to update the normal map to include the lil' winglets.
still pic .. you will see they are not slick
in engien , and teh in blender , and tehn peek at teh mesh data vs meterial hocus pocus
Thanks Guys.
This is looking great, Scott! I love it and in a couple of the shots, I can detect the cow skull origin.
Looking insane!
BTW, Did you get my PM?
That's all looking fantastic, Scott. I especially like how it looks in the game engine.
Thanks guys .
Sorry, Ozy I did not see it way up top, I forgot to check that spot for PM.
I will dl and check em out now.
>> glad I keep wings installed. I love its .obj exports they are always so clean. I use wings as a .obj cleaner now, as I work mainly in Blender 2.8 now.
Nice tip! Thanks!
i did a real lazy mapping of Ozy's pod using the same material as the bug ship.
I need to redo it obviously. I remember how well this ship took a texture back then as it does today.
Oh, wow! Very cool!
got a quck splash of his migger mesh .
I had to run decimate on it a few times to lower poly count.
Again it needs a dedicated texture even if it's supposed to be the same faction.
OooooOOOooo! Nice!
You verticalized it! That is way better than I ever got it to look. Excellent texturing
the big rock munching spot needed a glow IMO
tried for a striking look. You know just to see what can be pulled off.
I will sort it and have a custom texture for the ships Ozy made soon.
working on a poly reduced and LOD, level of details requires me to back out some details to texture, and sort it all by hand. so it runs well on lower-spec rigs.
one is a layer tear of all the parts, and an art line like base I will draw on.
I like that ship design a lot. Nice work, Ozy. The materials look nice too.
Cool pics!! It's cool to see what you're doing with this
Well done, guys! This looks great!
Ozy your original universe ships are always a blast to work with.
I have not even started in on unique materials for it yet . I was able to run Decimate a few places in blender to make it closer to game ready mesh .
poly count is not so much a issue these days but you still want to spend your polys wisely .
baking normals form mesh and such can make a huge diff. blender has a visualization mode that is screen space normals. It's not perfect but it's pretty good for making game materials. Blender 2.8 is kinda a Swiss army knife of indi game dev.
i have not even fully updated blender yet, i dont thing . LOL im just on 2.8 . seems there is a 2.8.1 or such now . LOL
it is truly a great point in indi dev world with:
blender .. free
Paint.net ( and it many wicked plugins ) .. free
Godot ( game engine MIT Lic. ) .. free
many indi devs sharing how they do stuff, in way that were not possible before. ( Youtub , twitch , Vimeo ... )
free texture and resource sites
//
other news , i rolled / twisted my ankle and it hurts like hell.
COVID-19 has work all shagged about but we seem to have things sorted with a plan .
Heather's law suit has entered the offer for settlement phase, it could soon be over and done with.
my old Rav4 (2004) is becoming a Rust4 ,has far more wrong with it than worth fixing, so using tax return $$$ to replace it ASAP , even if just a car for now . Probably a Yota' Matrix ( 2010) that's is totally new by my standards LOL
If Heather's settlement is decent , we play to get a proper SUV again, for ease of getting in and out and having to drive snow in winter.
Wow, that's a lot of information!
Good luck to you and your ankle. Please take care of yourself.
Good luck with Heather's lawsuit! I wish you both great success, and a new SUV.
Yeah, good luck with everything and definitely take care of that ankle.
Quote from: Prime_8 on Mar 16, 2020, 02:18 pmpoly count is not so much a issue these days but you still want to spend your polys wisely .
It all depends on what kind of computers you want the game to be able to run on. Poly count still matters if you're trying to run a game on a computer with a "meh" GPU or APU. Really, anything that makes the graphics prettier will slow a system down that's not running a dedicated gaming card.
There's something to be said for a game that can run on a budget laptop. :)
yeah, I will try to virtually limit it to 2GB video mem.
The ISP tech did not come to fix my net, ugh
// but my foot feels way better I did stretches and light exercise with it all-day
and I need to make a couple of ship sketch tomorrow. I took day off to let my foot heal.
nuff yap , here's some video
That's really cool!! Glad they imported okay. Hope things work out for you in these crazy times too.
Oh man, that's fantastic, you two! Cool!
Thanks guys. my foot is way better tonight.
looks like I may have the yota' matrix on Thursday night.
and Fukin COVID-19 man. friggeing everything up for everybody.
and my ISP totally screwed up in so many ways it not funny, so won't see a tech time Sunday now.
Seems blender game engine is back .. and possibly officially very soon.
https://youtu.be/cBhEgQVpv2M
when you see you game on a big screen . LOL
does this link work for you guys ?
(https://cdn.discordapp.com/attachments/220750908986753026/689940333215219737/20200318_182226.jpg)
That's really cool, especially the part where it's on the TV. :)
Quote from: Prime_8 on Mar 18, 2020, 09:01 pmwhen you see you game on a big screen . LOL
does this link work for you guys ?
I can see the picture (very cool, in fact!) if that's what you mean!
my video card has 3 outputs and my tv is close enough to push an HDMI to.
my net is horrible rite now storm damage or somethin on the lines.
so though I would just mess with that. LOL
I actually use a TV as a monitor, but not one that big. It is nice that most modern graphics cards have 3-6 outputs, usually at least 2 of which are HDMI.
yeah my 3rd was display port so i had to order a DP to HDMI dongle adpter thingy .
its handy for when i want to play a x box like game .
I've still never seen a monitor with that display port hookup. I guess the exist somewhere. ;)
yeah in $$$$ land , just down the road from "if you have to ask the price , you should not shop here " lane. :P
Yeah, my 24" 1080p HDTV I use as a monitor was under $100 from Walmart's website. It's got HDMI and VGA, so I'm set. ;)
I know Apple uses display port, so I figured it was expensive.
it's early to say but I think that my ISP may have fixe the systemic issue with my cable last night.
fixing what I think was a break in the line or so .. during a wind storm no less.
I will know by 10 pm tonight is i keep my 550 - 600 down and 20 to 22 up speed.
also, Jim and I were able to finally test my code on a decent net connection. he got to fly around and see the new ship up close and over the net. I was able to see some motion compensation is still needed, but it's way better.
I only grabbed 1 pic as not much new to see.
PS that's Jim I have locked as he hiding on the other side of the asteroids.
I did have a crash during adding of extra play Jim went past the limit I set and it crashed LOL so gotta fix that .
Well, I hope your internet is back up to speed. That shot looks great.
Nicely done, and congratulations on getting some of your speed back!
Yeah, and that image definitely gets a "WOW!" from me.
Looking great!
It seems so , if it stays good into the night then it likely they fixed something up the line.
Started a big ship.
don't like the engines so they are place holders for now.
used the early textures to help me figure where I wanted to cut seams and plates into the hull.
larger greebles and such . LOL
That ship looks really nice so far. :)
Thanks.
I don't like the engines.
Quote from: Prime_8 on Mar 21, 2020, 11:04 pmThanks.
I don't like the engines.
I do. But, it's your ship and you've gotta do what works for you.
Quote from: scifidude79 on Mar 21, 2020, 11:22 pmQuote from: Prime_8 on Mar 21, 2020, 11:04 pmThanks.
I don't like the engines.
I do. But, it's your ship and you've gotta do what works for you.
I do too, but Scott is an artist and he will do what he likes.
I think the ship looks spectacular!
I did an attempt at drive pylons.
It's fun but it has gone a different way than i planned
Thanks guys.
OMG found a working copy of logans fighter
I did my best to fix it for this engine.
The old texture needed, and still needs repair.
Oh man, that's beautiful!
I like the design of the pylons, but they seem a little thin and spindly to me.
yeah, it does not let itself well to large drives.
I keep testing smaller scale vs large.
also went for a test drive in a Yota' Matrix. My brother in law has a small used car dealership and found me a replacement for my Rust4.
My Rav is rusting to bits. it's an 04' and the repairs that it needs now are more than a whole Lil car.
so this Lil car has Lil bit of a crack on the front bumper but has all, and inspections passed. He has a few of them and one himself. the others are parts rigs now.
just waiting on a bodywork inspector to declare the bumper safe and I can buy it. COVID-19 is slowing this process down some . I should have had it last week.
(https://cdn.discordapp.com/attachments/220750908986753026/691428432973791303/20200322_190820.jpg)
ok, this was crazy I had to post it. I accidentally dropped a wood material on it.
Hardwood flooring (old-school ends type) applied to mesh.
I soo wanna carve a ship now.
Quote from: Prime_8 on Mar 23, 2020, 01:03 amalso went for a test drive in a Yota' Matrix. My brother in law has a small used car dealership and found me a replacement for my Rust4.
My Rav is rusting to bits. it's an 04' and the repairs that it needs now are more than a whole Lil car.
so this Lil car has Lil bit of a crack on the front bumper but has all, and inspections passed. He has a few of them and one himself. the others are parts rigs now.
just waiting on a bodywork inspector to declare the bumper safe and I can buy it. COVID-19 is slowing this process down some . I should have had it last week.
I didn't know that cars could CATCH COVID-19! Just kidding!
Good luck, Scott. I've never heard of Yota.
Quote from: Prime_8 on Mar 23, 2020, 01:15 amok, this was crazy I had to post it. I accidentally dropped a wood material on it.
Hardwood flooring (old-school ends type) applied to mesh.
I soo wanna carve a ship now.
That looks really awesome!
'yota = toyota
lol
A Toyota's a Toyota. (gotta love palindromes)
Loving what your doing P8.
LOL yota palindrome, that's mad .
I has to take her bumper cover off today and have look at the real bumper myself, and figure out why my windshield wiper reservoir is leaking.
it could be in the order of worst to the best case:
1 pump motor is broken so bad fluid is passing it.
2 reservoir is cracked or damaged letting still out. ( I can fix this, just glue or plastic welding )
3 a pump has popped loose and needs to be re-seated.
4 one of the hoses has popped off
reality might be any one of them or a combo of them. :P
it's cold and breezy out so outside work won't be fun today.
i was lazy today. but i had to see the mesh in-game to decide if I can move forward with it . sometimes meshes just look better in the world they are built for.
in context, everything makes more sense I suppose. so here is a wicked quick crap texture.
i have another texture I need to see next. hmm
so i had to try ..
first the plastic - pewter look I love.
then I need to mix that plastic look and a better pallet.
I want this stuff to pop like comic book colours
high contrast and eye-drawing lines. so it's gonna be hard
and yeah scale is off like by 3 or 4x too small but :P ah well .
I kinda like the darker ones, getting some nice homeworld vibes from those last two pics. Nice work
I like the pewter look.
Quote from: ozylot on Apr 01, 2020, 12:15 pmI kinda like the darker ones, getting some nice homeworld vibes from those last two pics. Nice work
yeah one of my most favorite games, that did soo much with its textures. It even had it's own file format for textures.
Quote from: scifidude79 on Apr 01, 2020, 12:20 pmI like the pewter look.
Me too if you remember , or if we had the old forums here , you would see my early 3dmax work renders were always metallic . pewter lead and steel.
I would then go back in and paint colors over the baked textures.
I have to say if you need bits to make greeb and or homeworld like detail textures , classic mode in a app called jsplacement will make 8k seamless textures for you .
Its well worth a play : https://windmillart.net/?p=jsplacement
still playing with it , added some engine flame/em glow
oh yeah, I 2x it's size, make more sense now.
I absolutely LOVE the third and fourth images. Spectacular!
yeah i'm gonna have to break away from the excessive dark
my wife made an observation that mt my PC build shave been mainly black with RGB/LED for colour, and its is reflected in my choice of texturing as of late.
so that means I mush spend some thought to bust out of a pattern
I'm sure you'll do fine!
I like the new texture, looks much bigger now.
took a small break.
I have the idea for one more big ship I wanna try.
Just wanted a speed build . made something bit SW familiar - ish .
Guess the two 2D inspirations I mixed for this hull shape ...
1 Bugs
2 Anubis
quick test, evee only. the planet is 2d from so clip site ( not mine ) I just colour shited it a bit n stuff. LOL
Wanted to see how it might look
2 scene lights are area boxes.
Looking good Scott.
thanks man .
adding reactors. not sure how I will build/mask the hull intersection yet.
Oh, that's a cool Star Destroyer!
I like that ship a lot. :)
Sweet!
thanks guys .
I have clearly committed a mesh sin ( non quad poly ) some place because booleans are back to unpredictable .
I wanted to use dupes of the reactors to cut holes in then hut and then model in clamps, links and buttress structures around them.
I mush have n>4 n-gone in that area some place.
Originally i was going to do just 2 reactors . 1 each side, and then the top down would look even more like bugs bunny / Anubis crossover . The hull just looks better with the quad reactor layout .
Looking much like a fat venator-class i wanted expose hypermatter-annihilator style reactors.
But then WTF in ST universe would need 4x HM-A reactors even if they are small.
even the big star destroyers that have 'baby bumps' one is a solar ionization reactor. usually they have SI and 1 small HM-A to prime the SI reactor. SI basically being some helium like reaction like what a start uses . It takes a huge charge form a HM-A to sparc up the solar type. "How do you light a sun in a bottle ?"
back to my question WTF would need/use 4 HM-A . a huge point shield ship that can envelope other craft , like SW a service frigate for star destroyers ?
LOL protection and a jump start . Empire-AAA
also the forked front allowing for the polarized shields and such in SW, this shit has building sized 'prongs'.
Original i was just going for cool looking landing bay area . meh
SO yea lots of these big suckers have reactors housed away inside. They are just big enough to envelope them.
Not much risc with them exposed either when you think what it takes to contain a HM-A reactor.
Possibly some 4 shot pulse weapon.
also the bridge is not in a typical location for a star destroyer. I may have to re-think the scale. LOL
If i go to far up those reactors become solar reactors . then really WTF are they for, especilay at that power levels .
imperial version of a blockade runner ? :P ?
lol
Is it possible that at some point the empire becomes the hunted ? LOL
Yay! the gods of boolean are on my side once again.
reactor shaped hole ... so now I can place a slightly smaller clone of the HM-A in and plumb it up with greebs!
fixing topology and amazing the gods of poly. keeping Tris and Quad happy :)
Wow! Beautiful work, Scott!
thanks Eric.
Sewing up stray polys is boring. LOL
Quote from: Prime_8 on Apr 16, 2020, 11:07 pmSewing up stray polys is boring. LOL
Yes, it is.
It's looking good, though.
thanks guys .. her's some render checks
I will add more greebs at the reactors soon.
using an add node to blend 2 versions of the engine texture in emissive.
right or higher = whiter n hotter looking
Dude, those engines look sweet. I love that glow effect. The hull panels look great too.
i stick 3 point lights near them .
I need to look at how blender does volume light next LOL
oh and gunz time . gonna have to put some gunz on it soon .
still no idea wht it shoudl have HM-A x 4 , then i go tto thinking liek service rig , or liek a jump start . the ship that starts the reactors on bigger ships .
assuming like most SD's , there should be 1 more reactor in the center on the thickest part.
Making this actually a 5 reactor ship ?
unless the center is housing something else like a fighter factory or such
Looking good Scott.
Seeing your work on Blender 2.8 really make me want to make the move over to it.
Not going to do it with my 3 current projects but maybe the next one.
iv not even touched 1/2 of what it can do. LOL
I have yet to edit a video in it. apparently you can splice and edit video tracks in it too. LOL
for me, the PBR node editor can directly work with the PBR of my game engine of choice is now. << that's huge
all the UV mapping tools it can do use to exist in only expensive stuff.
oh, and it can bake out any map (requires cycles as the renderer). it can render out its procedural maps.
all stuff that makes a game maker happy. LOL
Beautiful work, Scott! Wow!
i tried grid pattern to fix hole son the bottom. on the top, I was lazy and did a star pattern.
the god was more work but I think it has a better result, you can see form screen space normals MatCap they are both smooth and no real visual issues.
As long as it looks good rendered, that's all that matters. ;)
lol true hahah
Don't listen to me, I fix stuff with geometry just because it bothers me, even though it looks fine rendered.
I always expect Scott to reduce the number of verts for any model so that the overall number is smaller in whatever game he is creating. He always makes for both good-looking models, and fantastic games!
added some guns too .. video so you can get the shape better
That looks really cool, especially the 3D spin around the model.
Yep, I watched it when I saw the new post on YouTube! Nicely done, Scott!
i plan on making a 3d puppet ap , as abreak form my game.
it will load and let you 'command' it . LOL
if I get time.
Sounds cool!