List above updated... very good progress over the last few weeks. Got loads of little things done, unfortunately a lot of them too small/unplanned to show on the list... :-/
Surface vehicle autopilot basically done & working nicely, just need some code to avoid island structures intelligently.
Was also thinking of making the supply drone a user-pilotable Osprey-like vehicle rather than the surface-based 'box' of the original.
Also thinking I should include an 'easy' Manta control method like the original, with the on-screen cursor simulating joystick deflection. It's currently probably a bit too sim-like for a lot of original CC fans.
- Shaders simplified and unified to use global lighting properly.
- Lots more scripting and debug stuff - I can now execute Lua commands, show results and query data in a console-like debug interface. Had some fun trying to intercept stdout where Lua outputs its stuff, but in the end I just redefined the Lua print function to send me the string instead :P
- Experimented with the POWAH of scripting - in several lines of Lua I can set up a day lighting cycle, with the sun moving across the sky (currently excluding the fixed skybox textures. I'd like to try a procedural skybox render, but that can wait...) All this power will be available for mods (and allow me to develop things faster too.)
Vista annoyance number 52 in a series of 500: Carrier2 app hangs with a black screen roughly 50% of the time it's run. Having an explorer window open seems to help (wtf?!) Single-stepping in the debugger always runs fine, so can't narrow the problem down that way. It's probably something Microshaft put in to hinder OpenGL app dev.
This pathetic excuse for an OS is pissing me right off at the moment :( The only thing saving it's sorry ass is the amount of work needed to reformat and install XP and set everything up again.
Integrated the rather nice DevIL image loading lib today - I was using some of my old code to load bmps and now I'm starting to need extra stuff like alpha layers (i.e. tga loading) Speaking of which I made a per-pixel lighting shader for the vehicles and structures too, looks quite a bit nicer than the fixed pipe per-vertex stuff. The alpha loading gained by DevIL gives me more scope to allow nice effects in the shader like encoding shininess (specular), reflectance etc. into different parts of a texture to be processed by the shader. I'd take a pic but prtScrn has stopped working recently for some reason so I'll have to install Fraps or something...
Nope, not an April fool... I have actually done something! ;)
Ok, Surface vehicle basic waypoints mostly working again. Walrus now seems to skid like mad on land for some reason now - still investigating... probably that damping issue again :( Hacked in manual Walrus docking too for now - just drive up the Carrier rear entry and you'll get docked when inside. oo-er.
Manta autopilot somewhat serviceable again... lots more work needed there though.
Some models that are currently in progress... nothing to set the modeling world alight just yet ;) Something suitably industrial and semi-futuristic to give the resource islands some character. Somewhat inspired by my daily commute past the Weston Point refinery complex.