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Journal of Danny Green

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dgreen02
Ayee...I've been tweaking a lot of stuff, removing the glow from everything that is visible in the old screenshots....I'm much happier with the HDR lighting etc. now.

This video just shows a character moving around while constanly firing an AK-47. I got brass ejection into the game and HDR muzzle flashes, I also added the firing animations and recoil while encoding this video, it really makes things look a lto better.

This video basically shows the HDR tweaks I did...and a little bit of how the gunplay will look [ I was not aiming, I was using the orbit cam the whole time, sorry if you get dizzy lol].

Expect more videos showing massive battles etc..."soon" :-D

I'm still working heavily on the AI/Squad tactics/cover etc. that the NPCs need to use to dominate.

I'll put up a video soon of me fighting off a stream of enemy gangsters to show what the combat will look like if you're fighting a NPC (either in multiplayer or offline practice).

Download video here - [ my comp can only record @ 11-14 FPS @ 1280x768...still have not hooked up my monster computer yet]
Click to Download 11MB .wmv Video


Preview Images [let me know if the muzzle flash looks white, or yellow on your monitor IN THE SCREENSHOTS...it really makes all the difference in the quality imo] ...











dgreen02
Hey guys,

I've got an update on my latest project, Killing Horizon... my epic 64-player-online-RTS/FPS/TPS hybrid! I've been working almost 24/7 on the game since the last update, guess it has been about a month. This is going to be a huge post so buckle up, we're going to hit on just about every aspect of the game. In a few words - I've got new concept art of the first levels, and have written or updated major systems in the game such as: full vehicle physics on all 4 vehicle types, dome/shield rendering, NPC indigenous aliens, volumetric muzzle flashes, finalized interior lighting system, skid/track marks on the vehicles, and about 100 other items....and if you don't believe me, check out my todo list :-l

Oh, also before I forgot, I just created a Facebook Page for Killing Horizon, so go like it now!

Concept Art
Below you will see the first 3 pieces of concept art for Killing Horizon, the first one is of the Deadpool Arena, the second is the Reactor Arena. The third larger image shows a battlefield, and some Legion shields. Any comments or feedback are welcome!
Soldiers rush across the bridge in the Deadpool Arena - Concept Art
Killing_Horizon_Concept_Art_DeadpoolArena.jpg

Legion Soldiers about to capture the Rebel flag in the Reactor Arena - Concept Art
Killing_Horizon_Concept_Art_ReactorArena.jpg

Legion Shields dot the Battlefield - Concept Art
Killing_Horizon_Concept_Art_ShieldBattlefield.jpg

Interior Lighting System
I've not really shown any of the interior scenes or renders I've created for my game engine, so allow me to do that :-) I wrote a totally custom rendering system for the interiors centered around a shadow map atlas system. This allows me 10 shadowed lights, 10 lights per model, and unlimited lights per scene. I don't want to *nerd out* too much here talking about the technical details of the lighting system, but if anybody has any particular questions just shoot me a message, or post below! The image is labeled and should be reasonably self explanatory. I also did the modeling for the level, so ignore my programmers art :-) The 'Reactor Arena' pictured above will make heavy use of this technology. The image below shows how the system works on my 'Training Level'. I've never had an interior system like this in any game before, I want to have levels of this detail combined with my massive 9km^2 landscapes in massive 64-player battles...
Killing_Horizon_ShadowMap_Atlas_System_Overview.jpg

The lighting system above also lets me do dynamic flashlights etc, check it out...
Killing_Horizon_Flashlight_Rendering.jpg

Volumetric Muzzle Flashes
I've been using just a simple quad mapped with a texture of a flash, for every single one of my games. This creates some artifacts when shooting guns from fast moving vehicles, etc. So I figured I'd created a 3D mesh for every muzzle flash in the game 8 weapons, 3 vehicle weapons, and the defensive bunkers and turrets. It looks SO much better than before :-) Honestly there is hardly anything I'd really want to change on the system. Below is a screenshot of how it looks on several of the human weapons in the game.
Killing_Horizon_Volumetric_Muzzle_Flashes.jpg

Vehicle Types in the Game
I've not really talked about the vehicles that will be in the first Prototype release of Killing Horizon, so let's take care of that now :-) I've got a Dune Buggy for recon, a Cargo Truck for transporting resources, a Battle Tank for serious business, and a HMMWV/Hummer for medium stuff. Only the Hummer and the Tank are armed with weapons right now, but I have plans for a 4 pack rocket launcher on the Dune Buggy. I'll paste an image showing all four of the vehicles on the primary Martian landscape...
Killing_Horizon_Vehicle_Types.jpg

Vehicle Physics
What good are all those vehicles without awesome physics to go along with it? I've written an entirely new physics system in my game engine, EVERYTHING, you name it, has physics on it. Due to optimization of the constraint placement, and exporting of all physics parameters to easier to tweak .xml files, it's been a great success! The main issue with my previous physics system [ why I had to fudge it for Gettysburg: Armored Warfare ], is because they were unstable at low frame-rates, below 24FPS the vehicles would gyrate and fly off into space. So I had to hand code a work around before the game shipped, what a nightmare. This new system is nearly perfect, and is stable down to 8 frame-per-second. I added a fake "lag" feature so I can test the game at absurdly low frame-rates. The system is VERY stable, and the Havok physics integration is nearly perfect. This will lend itself to some great videos later on. Until then please be happy with this image of a bunch of objects stacked on top of a Cargo Truck :-) ... just wait 'til you guys see this in motion...
Killing_Horizon_Full_Vehicle_Physics.jpg

Oculus Rift
I have the Oculus Rift Virtual Reality headset 100% integrated into my game engine, I'm going to post a dedicated update about it soon, until then here is an image output using stereoscopic rendering to an Oculus friendly format :-)
Oculus_WIP7.jpg

Indigenous Alien Mobs
One thing I thought would be really cool, is the have tons of alien creatures all over the massive landscapes, this way it wouldn't just be boring terrain, there will be hives of Creature XYZ in each environment of the game. For the Martian Landscapes, I've decided to go with the sand scorpion ;-) I've programmed flocking and AI evasion already, they are scared of vehicles and fire. LOL. This game already "feels" more fun than anything I've ever created, and it's in the PRE-PRE-ALPHA stages... here is an images of my sand scorpions btw.

Killing_Horizon_Indigenous_Aliens.jpg

Vehicle Skid/Track Marks
Figured I'd break things up with the Aliens ;-) back to the vehicles...I've added about 10-15 different effects from suspension sounds, first person cameras, unique engine and screech sounds per-vehicle, the list goes on. One of the main things I added was skid/track marks behind the vehicles when you pull the e-brake, or when you lose control of the vehicle and skid. It senses the friction values passed back from the Havok physics engine, and uses those values to determine if the particular wheel is 'skidding', the obligatory screenshot...
Killing_Horizon_Vehicle_Skid_Track_Marks.jpg

Shield Rendering , 3D World Cursor and Decals
If you noticed the awesome shield in the concept art at the top of the post, that's good. I'll post an image of how it looks at the bottom of this paragraph. Also you'll notice the debugging lines that represent the trajectory of the current weapon. Also a 3D world-space cursor at the ray-hit point. This is a great way to do aiming on the Oculus Rift Virtual Reality Headset, which I've fully integrated into my game engine. Will make a separate post on the Oculus btw. You'll also notice in the below screenshot, another new feature to my engine, which is decals on dynamic objects like vehicles and animated aspects of the scene. Now you can rake a vehicles windshield with bullets and they will stay there.
Killing_Horizon_3D_World_Cursor_Debug.jpg

Console search system, and a new mouse cursor
This is probably the nerdiest part of the whole update. To get the cursor to show up properly on the Oculus Rift, I had to move it into a 3D plane, which is 2D during regular game rendering. This means it can now be a fancy image/effect. Also I have an in-game developer's console, and I was always forgetting the names of my in-game variables and commands...so now I have a real-time strstr() output of all commands that macth a subset of the string typed into the console at the time. So typing "gv_" would show all the game variables in the engine. Check it out...
Killing_Horizon_New_Cursor_Console_Search.jpg

Well like they say, a picture is worth a thousand words. So I just saved my ass some time. Thanks a lot if you've read it this far. Please register on my site, or follow the game on facebook. I'm self publishing this one so I'll need all your help! Thanks.

- Dan
dgreen02
In addition to starting a lot of final work on the real time strategy aspects of the game, I started working on the 'legal system' in the game. You have the option of surrendering to police officers, your gangster will go to jail for X amount of time based on the crime, he can wait it out, or you can pay to get them out. The whole time they are in jail they count against your gang member count, and you loose if all your gangsters are in jail. Also paying their way out of prison is expensive.

You can take control of your gangster when he's in jail, though you'll just see him standing in the jail cell :-D

I was debating between a Alcatraz style prison, or a downtown type police station / jail combo. I decided to go with the latter after seeing this image...I believe it's from a batman cartoon or comic. I really like the whole gotham city look associated with the batman series.



I really liked the way the stairs were setup...my police station was a near exact copy of this one, but the colors didn't look right so I had to go a slighty different direction....

Here is how mine looks @ a few different times of day...hmmm I guess I didn't include a night screenshot, I'm sure I'll have one posted soon enough though.


//Day


//Up high


//Inside Ms3d


Here is a little screenshot showing the way I'm going to do the jail cell, I'm going to implement smooth fading between scenes as well to make the transition to the jail better.

Obviously the jail cell hasn't been started yet...


Hopefully a update regarding some fianlized aspects of the RTS system tommorow...

- Dan
dgreen02
Hey guys,

As you know I've finally launched my first game on Steam! You can check out the website here http://www.GettysburgArmoredWarfare.com/

If you guys want to buy the game for the modest price of $9.99 and support your local developer, go here - http://www.gettysburgarmoredwarfare.com/buy.html ! As some of you know I've programmed this entire game from scratch myself, and appreciate the support! Thanks a lot.

It's also reached the top of Steams' sales charts for today! ( pics or it didn't happen ) here you go ....

Gettysburg_Armored_Warfare_Steam.jpg


Back to the forums to help support the release! Thanks for everything guys, I have gamedev.net a shoutout in the game's credits.

- Dan
dgreen02
I've got a new update on my project Killing Horizon [ http://www.KillingHorizonGame.com ], a 64-player-online-RTS/FPS/TPS hybrid wargame! In addition to some great new Concept Artwork, I've implemented a new visual style for the in-game rendering, which is centered upon a 100% dynamic-time-of-day system. Battles can start during the day and then continue into the pitch black only illuminated by the sparsely populated mining outposts. I feel like the new style, while a bit different from the colorful concept art - really goes a long way to creating the feeling of a desolate mining planet on the Battlefield style maps.

While I may prefer this visual style - I wouldn't let the rest of you guys down, who might not enjoy that kind of thing - so I've made this 'dynamic-time-of-day', a map-author-selectable option. The visual styles of a certain map/level is a selectable environment option from the game's World Editor when the map is created and saved. This functionality is a precursor to the detailed/varied environments I want to deliver later in the game's life cycle.

In addition to reworking the primary "look" of the default environment in the game, I've also made progress on a number of other, more gameplay relevant, features of the project. Implementation of a spline based road system, optionally imported from .svg ( Scalable Vector Graphics ) files, which is basically a XML-like markup of shapes/lines/splines...that system had a lot of interesting elements to it's implementation. I also spent some time on an evolutionary/procedural rock formation tool/system that, I can use to add variety to the game environments. Plus a few other miscellaneous things!

New Concept Art
Below you will see the next 3 pieces of concept art for Killing Horizon. The first one shows a Dropship assault - I feel this image represents the game best. The next image shows the dune buggy racing across the martian landscape. The third image shows a Legion posiiton being attacked by Rebel rockets being launched from attacking dune buggies.

Killing_Horizon_Concept_Art_Dropship.jpg

Killing_Horizon_Concept_Art_DuneBuggy.jpg

Killing_Horizon_Concept_Art_RocketAttack.jpg

New Visual Style "Dynamic-Time-Of-Day"
Like I said before, this new 100% dynamic time of day allows me to have the lights on the mining facilities 'click' on at a certain time, and really adds to the feeling of immersion you get in the game [ multiply it with the Oculus VR dev kit ]. These screenshots are at a very low texture resolution ~10% of actual size [ again this type of thing doesn't matter with a lower resolution VR dev kit ]. I snapped them on my dev machine a while ago. Trust me, I will go through and pile on the post-processing and anti-aliasing and create 'glamor shots' later on ;-) haha... if you want to see more, please visit the game's website @ http://www.KillingHorizonGame.com ...

The first image shows a Legion base/shield through the fog-of-war, as viewed in the RTS mode. The second screenshot shows a Rebel sniper outside a command point. The third screenshot shows a command point, full of resources, with a Rebel shield in the background.

So the main difference between the below screenshots and the ones in the last update/entry would be the sky and lighting system. In the below screenshots the sun ( or nearest star, hell I could have 4 suns... ) is totally dynamic and moves across the sky in real-time...when it gets dark due to the sun/light source being below the horizon - the lights ( if there are any ) on the vehicles and environment props 'click' on. I can't wait to further explore this ... I'll post a lot more about this in the future.

*NOTE: THESE ARE PRE-ALPHA WORKS-IN-PROGRESS
Killing_Horizon_Legion_Shield_Fog_Of_War.jpg

Killing_Horizon_The_Impossible_Shot.jpg

Killing_Horizon_Command_Point_1.jpg

Vehicle Physics and Ragdoll Physics
I've tackled the physics in a big way, essentially re-writing the entire system(s) over a few weeks. It really produced great results. I'm running very smoothly on my min-spec machine with 64 player controllers and ~16 vehicles, +100s of props. All of that is occurring on a massive, physically simulated terrain and environment collision mesh [ dynamic/keyframed]. It looks like everything is holding together and all kinds of funny situations can occur using the dynamic testing tools I've integrated into my game engine. I'll let you guess what happens when you drive a battle tank into a dense crowd of human soldiers ...

Killing_Horizon_Tank_Physics_Ragdolls_Test.jpg

Road System Progress
One issue I've had with my previous game, was the massive landscapes not being connected in any meaningful way. Also the sheer size of the maps was a huge issue. My solution is two-fold, first I've got an entire "Dropship" system for delivering soldiers and equipment around the battlefield, see the above concept art. I will discuss the Dropships at a later date. The second element to solve the size of the maps is a decent infrastructure/system that defines, and allows, clear movement/flow between "points of interest" on the battlefield.

Some of the screenshots below are taken from OLD version of my World Editor, but they show the imported .svg road path, as well as AABB bounding information which is useful for AI navigation, and various other algorithms. I basically generate a AABB around the entire 'road' (spline), and it's point-list representation 'clusters'(vertices). The pathfinding implications of such large maps and detailed accuracy is pushing the limits of the systems I'm using, but I've got some soutions worked out.

Enough yapping - here are some images of my road system in-game/in-engine/in-editor ... the last 3 screenshots show what it looks like when I generate geometry down the spline/road curves and apply a "road" texture. I plan on having many available road textures, and options for the map/level/world authors. The last 2 screenshots ALSO show some environment settings other than the "dynamic-time-of-day" I've described above...

*NOTE: THESE ARE PRE-ALPHA WORKS-IN-PROGRESS
Killing_Horizon_SVG_Road_System.jpg

Killing_Horizon_SVG_Road_System_AABB_1.jpg
Killing_Horizon_SVG_Road_System_AABB_2.jpg

Killing_Horizon_Road_Mesh_Render_Test.jpg

Killing_Horizon_Road_Atmosphere_2.jpg

Killing_Horizon_Road_Atmosphere_3.jpg


Procedural/Evolutionary Rock System Progress
I've also been making progress on rock formations to represent shapes in between the 100,000s of small rocks placed around the world - and the large mountains made up of the terrain. I needed to be able to blend an arbitrary mesh with my terrain's hieghtmap system. I started by generating a procedural evolutionary skeleton beneath the rock and "shrink wrapping" the mesh around the procedural skeleton, that got very complicated very quickly. I will describe it in detail someday... I designed the rock subdivision gene pools and rule sets to be randomly generated. This system while cool, took a lot of work and produced mediocre results.

So I've still got that all into the game, but I've switch to a MUCH simpler noise based solution. These are totally randomly generated with the click of a button, within the World Editor. You specify the size and the noise model and strength of the rock formation ... the tool then builds and randomizes the rock. You can slide the "bump" around the terrain in real-time :-D

These rocks are about the size of a *very* small house.

*NOTE: NO SHADER IS APPLIED TO THIS ROCK
Killing_Horizon_Procedural_Rock_No_Shader1.jpg

*NOTE BELOW REPRESENTS THE UN-MODIFIED STARTING MESH FOR THE ROCKS
Arbitrary_Mesh_Blend_Terrain.jpg

1,000,000 Views @ Gamedev.net Developer Journal
Wow, I guess it has been since 2005 that I've been tracking my game development journey and progress on Gamedev.net [ https://www.gamedev.net/blog/289-radioactive-software/ ] ... recently when I logged in I noticed the journal has surpassed 1,000,000 views - so thanks a lot for all the support guys. I hope people out there can take *something* away from all my entries, and posts about my work.

GameDev_Net_Million_Views.jpg

I've personally received so much information and support from the Gamedev.net community I really want to thank you guys again for everything. Also, if any member of the Gamedev.net community ever has questions/inquiries about game development - I'm always available to talk, if you want to e-mail me questions [ dgreen@radioactive-software.com ] or post anything in the comments section below, or on my website's forum [ http://www.RadioactiveSoftware.com/forum ] I'll be sure to get back to you ASAP. Anything I can do to give back to the game development community that has given me so much.

Thanks a lot, I'll keep you guys updated on all the progress of the project! As usual please keep updated on social media!!

Facebook- http://www.Facebook.com/KillingHorizon
Twitter- http://www.Twitter.com/Killing_Horizon

- Dan
dgreen02

New hardware

Finally got a chance to upgrade this computer...

I just bought:

Radeon X700 Pro AGP (256 MB GDDR3 RAM)



Sound Blaster 24 bit sound card (supports up to 7.1 suround)



Creative 5.1 suround speakers



I'm very happy with all this stuff...the main benifit will be that I can now program 5.1 surround into Gang War, and also the new video card will allow me to make a video with a decent frame rate, so that'll be ready sometime soon.

I'm NOT going to start upgrading the engine though with PS 2.0 stuff, which this card supports (my old 9250 didn't lol). I'm trying to get this game out the door sometime soon, though my next game engine will take advantage of every feature this card supports :-D

My old video card only had 64 MB of video memory, in my mind it's better to develop on a low end card...but I really think that was too low-end, if I'd been spoiled with 256MB of video memory, and this badass card the whole time....the game wouldn't run nearly as good as it does on low end machines.

Time to go "test" it out on Day of Defeat: Source which I've been obsessed with lately....I've yet to even see HDR lighting in person so this will be exciting :-D
dgreen02
I'm working on all kinds of fun stuff right now :-D Here is a quick update/some info on a few random topics -

Multiplayer, 64 players per server
I've decided to make the game support 1-64 players per multiplayer server when I re-code the multiplayer in the coming weeks. There can be 3 - 7 gangs per city/server. There can only be 21 members in a gang. So in a server there will always be AT LEAST 63 potential player slots...the other dude can spectate until someone drops lol.

I'll have 3-4 + crysis-server spec'd servers running around the world at all times, as well as some other servers & a master server to make it all work [ yes I'm paying for it all, it's free for you].

I can make cities 8X bigger than I've shown so far, it's a simple slider bar in the city editor.

It's all planned out, etc...I just figured I'd let you guys know, and give you a little preview of the in-game ranking system. Ranks are assigned first come first server in the multiplayer lobby. In-game the ranks will shift around as players do more to help the gang they will rise in standing, and the ranks will shift around and generally settle.

Each player's avatar will appear in their place on the ladder to powah'...or there will be an generic AI avatar in the place of the ? mark avatar.

Rank will play a big role in precedence, ie: the boss can control any player at any time, etc. and the hierarchy also applies to giving orders, etc.

Yes, 5 minutes in photoshop ftw. There will be 2 of these, one for the gangs and one for the cops/swat team.




System Overview
I've had to create many different applications to make all this work out. Here is a little collapsed screenshot of the Urban Empires project...



-The 'UE Account Manager' is used to edit / delete / modify the multiplayer accounts/stats (from any computer). This application is not distributed with the game.

-The 'UE Auto Updater' is used to update UrbanEmpires.exe and to pull down new art assets, etc. from my master servers. When you click the UE icon this app is run, it allows me to update the game hourly if needed, it sort of 'wraps' around UrbanEmpires.exe(the game client). This application is distributed with the game.

-The 'UE Game Client' is the main game .exe, in other words, it's teh sauce. This application is distributed with the game.

-The 'UE Game Server' is the dedicated game server application used to host a game (even locally). This application is distributed with the game.

-The 'UE Key Gen' is the key generator for the game. This application is not distributed with the game, sorry lol.

-The 'UE Master Server' is used as an intermediary server which sends clients lists of active game servers, and also handles stat tracking, etc. All game servers attempt to register themselves automatically with the master server. Master&Game servers stay in constant contact with eachother. This application is not distributed with the game.

-The 'UE Package Reader' is an application I created to create / edit the game's custom .pkg package file format. It is used to protect the game's assets and also to keep the game directories clean (instead of having 6000 files on the HD, I'll have about 50 that are distributed with the game). This application is not distributed with the game.


Graphical User Interface
Here is a screeshot of the game's main menu [ I'm still working on it :-D ] you can see the GUI system I've created for the game as well as the internet radio. I don't think I've posted screenshots of this stuff for a long time.

GUI is totally skinnable, 6 - 7 skins will ship with the game. I wrote the whole GUI system from scratch. It's 1000s of lines of code, and after years of work is pretty refined / solid interaction wise. I use the same GUI system for the in-game management windows, all the way to the City Editor.

So here you go -



Back to work I go!

- Danny
dgreen02
Hey guys,

I'm returning from the frozen land of Stockholm, Sweden :-o I was there for my publishers convention, Paradox Interactive Convention 2012, in a Swedish castle showing the game to a bunch of press. Sorry for the lack of updates lately, I've been super busy finishing up my latest game Gettysburg: Armored Warfare You can view the website here - http://www.armoredwarfare.com this is the game I was showing. If you want much more frequent updates, I post on the game's Facebook page as often as possible - http://www.facebook....gArmoredWarfare

A quick summary of the game would be - This guy goes back in-time to change the outcome of the American Civil War and you get this Steampunk mix of future technology and 19th century technology. The game is a RTS/FPS hybrid supporting 64 players per server gameplay, full stat and achievements through the Steam platform, cloud storage of custom armies, and a full featured world editor accessable in-game.

Since I wrote all this technology and the game in the last year, the game pretty much from scratch it's crazy for me to see it all working like this on BETA test servers all over the world, especially on Steam platform. I have a 64 player test session tomorrow, we are using a 3rd party QA studio to handle all the testing.

Gettysburg_Armored_Warfare_Battle_Banner.jpg

There has been so much happening in terms of the game and the technology behind it. The biggest thing I'm happy about is the achievement of 64 players per server, and the announcement that the game will be for sale on Steam platform in March of 2012. As somebody who grew up playing Counter-Strike and other Valve games on Steam...it's just awesome :-D

There are two key gameplay modes :
- Deathmatch ( 64 players per server, shared units, RTS orders disabled ).
- Army Skirmish ( 4 players per server, each controlling their own army, full RTS orders ).

You can also play the game offline practice with AI bots. I've included AI bots on the dedicated servers as well ... imagine running around in Battlefield with bots ? :-p

Gettysburg_Armored_Warfare_Heavy_Soldier_Banner.jpg

64 Players Per Server. *does happy dance* I'm very happy to have achieved data rates on par with some of the best games I've seen. I can syncronize up to 1024 units among all 64 players in the server. Data rates are about 10kbps-20kbps up from the server to each client, with the clients only sending about 2-5kbps up the the server in average situations.

Gettysburg_Armored_Warfare_64_Players_Per_Server.jpg

PRESS - As you can imagine there has been a great amount of press from Paradox Interactive Convention 2012...I will link you guys to some of my favorite ones so far, there are a bunch I'm leaving out, just google for the game 'Gettysburg: Armored Warfare' if you want more :-o

Gamespy/IGN Preview of Gettysburg: Armored Warfare : http://pc.gamespy.co.../1217105p1.html

Rock, Paper, Shotgun preview of Gettysburg: Armored Warfare - http://www.rockpaper...rmored-warfare/

Great Interview with Angry Joe - http://www.blistered...iew-gettysburg/

RTS Guru Interview with me - http://www.rtsguru.c...anny-Green.html

GameTrailers videos - www.gametrailers.com/game/gettysburg-armored-warfare/14430/

Games Radar video walkthrough - http://www.gamesrada...e-preview-demo/

RTS Guru preview of Gettysburg: Armored Warfare - http://www.rtsguru.c...re-Preview.html

DESTRUCTOID posted a video of an interview in the castle - http://www.destructoid.com/gettysburg-is-an-alt-history-take-on-the-civil-war-220524.phtml

Gamers Daily News 3 page preview of Gettysburg: Armored Warfare - http://www.gamersdailynews.com/article-3243-Gettysburg-Armoured-Warfare-First-Look.html

[media]
[/media]


Angry Joe giving me the treatment -

Angry_Joe_Interview.jpg

Oh HAI a picture of a tank ...

Gettysburg_Armored_Warfare_Tank_Banner.jpg

Anyways, the trip to Sweden was amazing, had such a great time meeting all the press and cool people at Paradox, they really are probably the best publisher in the world for an independent studio / team / dude like myself! I love them.

Again, sorry for not stopping by in so long ... I've been so damn busy with all this stuff. I plan to become a lot more active in the community again once I finish this project. Until then you can follow the game on facebook - http://www.facebook....gArmoredWarfare

I'm also starting to use twitter for a change - it makes it easier to release quick status updates - http://twitter.com/TheRealDgreen

If anybody has questions about anything in terms of the tech, or anything regarding the game in general I'd love to answer them...I've gotten so much out of this community over the years I'll do anything I can to give back to it :-)

- Dan
dgreen02
For some time I've been quiet about exactly who is publishing my latest game "Armored Warfare", well the answer is the Swedish publisher Paradox Interactive! I just got back from their 2011 New York City event. I was demoing the game to 30+ press ( and people like Valve/Steam ), and they also made an announcement about the project. Basically the game is now called 'Gettysburg: Armored Warfare'. The game is a RTS/FPS hybrid supporting 64 players per server. The Gettysburg twist is one that I think people will either love, or hate. Essentially, in the year 2060 this evil Tony Stark esq guy goes back in time to change the outcome of the U.S. Civil War so that the South wins...the government finds out and sends back their own technology creating an arms-race in time. So we have this fusion of 2060s and 1860s technology, with a steampunk twist :-) The game is online only using Paradox-Connect technology, so the story is almost irrelevent except for explaining why these types of units exist ( there is no campaign mode in the game ). Here is a link to the facebook page ... check it out and LIKE! it hahah :-) http://www.facebook....180953878604592 also twitter - http://twitter.com/ArmoredWarfare

EDIT: The game also won 'Best in Show' from Strategy Informer [ http://www.strategyinformer.com/editorials/10636/best-in-show-paradox-interactive-convention-2011 ]

Gettysburg_Armored_Warfare.jpg

I can't wait to post images of the game, I've got to work within the framework of the publisher, so no-more posting updates the night-of as I've been doing on my projects for the last few years :-) I'm very happy with the work I've done so far, and the reactions of almost all the press has been fantastic - especially the technical aspects ( which is what I was showing, a tech demo ).

Well - I'll give you guys a bit of a preview - here is an image of the procedural farmland rendering system I wrote a few days ago ( actually in one night )...
Armored_Warfare_Procedural_Farmland1.jpg
Much more to come soon...

Paradox NYC Event 2011
I had a great time in NYC all last week...I took a bunch of pictures of the event, and my trip so I'll share some with you here...

We stayed at the Hilton NYC on the Avenue of Americas. This is also where all the press events were held. The view from my room...
Hilton_Room_View.jpg


Paradox Convention 2011!
Paradox_Sign.jpg

Paradox taking over 8-) The room where all sales presentations take place...
Sales_Presentation_Room.jpg

My lil' presentation table...
Radioactive_Software_Demo_station.jpg

Paradox Interactive Banner
Paradox_Banner.jpg

CEO, of Paradox ( and all around cool guy ) Fred Wester giving some opening comments...
Fred_Opening.jpg


About this time I was busy presenting to press for 2 days...


Me relaxing after the first day event ...
Hilton_Bar.jpg

There was a big party on Thursday at the Aspen Social Club...
Aspen_Club1.jpg

Well I have a bunch of other pictures and things I'd love to post ( *shakes fist at new image limit on journals ... *), but that is basically the event...I had a really great time. It's nice to finally announce Paradox Interactive as my publisher, and I'm really looking forward to working with them!

- Dan
dgreen02
Alrighty, I'm just about done with this stupid bloom effect. I've still got some problems with it (blur is offset to bottom right due to the way D3D renders to targets) I have to fix that, and I might be overexposing the scenes. I think it looks awesome, but I've been working with this stuff for hours, so I'm probably too close to it, and need some other opinions.

Let me know if these screenshots look overexposed....I'm going to fade the level of brightness with time, so this is as BRIGHT as it will look, and they will fade as the scene comes into focus....but not too much :-)

Compare these screenshots to the ones in the last entry, and let me know which style you prefer...again, I like this new look much better. I think the effect was too subtle before, and the coloring was off.

I think the sidewalk textures are just too white, so they get washed out easily, bah.

Comparison...before bloom effect...and aaaaafter. Before, and after.
/me votes for after.


A sort of reddish tint on the scene makes it look a lot more realistic, IMO.


""


I started to change to a more yellowish tint instead.


I like this screenshot. I think it looks great considering I'm not using HDR, and this will run on anything supporting pixel shader 1.1


I like.


Mhmmm.


Ahhh...mein eyes!


Alright, the sidewalks miiiight be too washed out, but I still love the look.


Same as above.


While most people are up getting breakfast in the morning, these guys are causing trouble.


I like it. Let me know if you disagree. I could be crazy.


Comments are welcome...back to work :-)

- Dan
dgreen02

Hey guys, I've uploaded the trailer for my latest project, Just Death (http://www.JustDeath.com), and the Steam page is also LIVE for you to check out. If you don't know, Just Death is is an "Open-World Sandbox Crime Game" set in procedurally generated cities. There's a bunch of info on the website so check it out :-)

Here is the link to the Steam page: http://store.steampowered.com/app/336210

Ok, a picture is worth a thousand words - and you know I love posting screenshots - so that means this trailer is worth, like 1,797,000 words. Word.


I should be set to release the project, in Early Access form, in the next 2-3 days. I'm still working on adding more features to the "online open city mode" for the very first players (whose feedback I'm very much looking forward to). In addition to the 3 offline gameplay modes (Vigilante, Bank Heist, Gang War), to support the "Online Open City" mode - I've got game servers setup in NYC, San Jose, Sydney, and Amsterdam.

If you're a game developer who appreciates the sh*t load of work I've put into this, writing the engine/game and all that jazz, all by my lonesome, I'd appreciate it if you'd pick up the "Dev Support Edition" from the homepage (http://www.JustDeath.com) for a few bucks more than the regular Steam key. I'm expecting it to be in Early Access for about a year or so. I've spent ~two years on it so far, and maybe 6 years on this engine (utilized through other games obviously).

I'd be glad to answer any questions anyone has. As always, thanks for your support - and none of this would be possible without GameDev.net, so I sincerely thank you guys.

- Dan
dgreen@radioactive-software.com

dgreen02
Here ya go, this finishes off the concept work for the Biker gang and Cuban gang...I'll just post them all so you can get the whole picture.

Cuban gang - [ might need skin lightened a bit, can handle that @ the model stage ]




Biker gang -




Spas-12 gauge shotgun [ ultra high res screen coming soon]


AK-47 shooting animation


Screenshots of a test app I'm playing with to nail down the character animation / AI / events / etc.

The shader used in these scenes is the most basic possible, it's just NdotL * color texture. This is NOT the skin shader I usually render the characters with, this doesn't even have normal mapping...this is the lowest quality shader you can imagine.



- Danny
dgreen02
Busy coding...code...code...code. *head explodes*

I might as well dump the artwork screenshots out...I can't just keep them for myself :-D

I received one other model, though I sent it back for slight modifications, I'll post it soon, it's a re-make of an older latino gangster model.

Irish gangster A -
My shader

From the artist


Cuban gangster A -
My shader

From the artist


Biker gangster A -
My shader

From the artist


Concept Art -
Irish Gangster B-


Citizen Female A -


Citizen Female B -


Citizen Female C -


Citizen Male C -


Weapons....
.38 Special


Hunting knife


I had a crazy idea about some new kind of shadow algorithm...or rather a better way of packing shadow maps...using an atlas and rendering the shadow weighting values into one of the atlas corners, and using the other 3 as normal shadow maps of increasingly larger size, the last one being the entire game world, they would not be updated every frame, and I think if the texture atlas was large enough, say 4096x4096 it might work out quite well...still you'd have to render the scene 3 times....arg I'm tired of typing...lets just say I've been thinking a lot about it lately, and I wish I had time to explore this idea I had, but I'm probably just going to do an improvement of some kind of frustum aligned CSM, with 2 textures...it can look good w/ a 2k^2 and a 1k^2 if you place them correctly, and also I can avoid 2 scene draws by sorting the geometry by shadow map.

Ehhh.

Back to work, or sleep...not sure which one.
dgreen02

Gang War Progress

I have the master server online. It serves as a global matchmaker for Gang War games online. There is just one more thing I have to add to it before it's finished...a little bit better handling of dropped clients/servers. Also maybe a "purge" of all connections ever few minutes to ensure there are no errorneous connections.

The master server's IP address is resolved by downloading a .html document from my Radioactive-Software.com website. The .html document containts a IP address among other things (Message of the day, etc.) The Client then recieves a list of active servers and pings them all.

A game server always stays in touch with the Master Server every few seconds updating the game's status (# of players, state, current map, gameplay mode, server name, etc.). Everything is rock solid, and I'm very happy with the way it's working out.

I've got 3 Gang War servers up and running right now..though I'm the only one with the game...so nobody can play with me yet :-( Hopefully that will change soon. The game servers and master server are being hosted on a deticated T1 line, so they should be able to handle all the clients.

Each game server can host 6 connected players, so I'm only setup for 18 players online at once...hopefully poeple will just run their own server in the background if they want to play. Though it might require them to open some ports on their firewall...hopefully I can get around that by using a NAT punch through, via the Master Server.

I'm also adding the conversation system, and a radial action menu for interaction with NPCs, and in-game entities. I'm quite fond of the one they have in Star Wars Galaxies...mine will be slightly inspired by that. More to come on that later.

Tons of work gettin' done on the game...here's some screenshots:
//I thought this image looked cool...


//Cop & Car


//Me chillin in an empty server...fun stuff.


//Yup...me and myself are playing a rousing game of Gang War!


//Early speech bubbles for in-game conversation...example dialog:
// Pssst...wanna buy some dope?
//
// Sure...lay it on me!
//
// *Play CashRegister.wav*
// *Remove 10 units of grass from your inventory*
// *Add $100 into your inventory*



//A little picture of the "Speedster"


More progress soon...

- Dan
dgreen02
This is a first official 'Developers Diary' for Gettysburg:Armored Warfare. My name is Danny Green, President/Lead Programmer @ Radioactive-Software, [ http://www.radioactive-software.com ] well I'm the only employee, so errrr... Those who read my blog on GameDev.net [ http://www.gamedev.n...ctive-software/ ] know that I love to post a lot of screenshots/images, so after 5 years and close to 1mil views of that, I'm not going to change :-p

I'll start out with an overview of the game+tech since this is really the first dev entry I'm making for the game on the Paradox Interactive site [ the game's publisher ]. To re-iterate, Gettysburg: Armored Warfare ( G:AW ) is a RTS/Action hybrid free-to-play online game. The tech supports 64 players per server, 9kmx9km terrains, 1024 controllable units, 2.4mil pieces of foliage, 100k+ fence/walls, a procedural farmland generation system, high resolution art asests [ 10,000+ tris, 4096^2 texture maps, etc], an integrated server browser + in-game lobby for chat/matchmaking, and of course a dedicated server topology! I really want to take advantage of all the things that make PC gaming great. Custom servers, dedicated servers [ sorry console gamers, host-migration doesn't exist in my world...], etc. Also, as usual it's worth mentioning I've programmed this entire thing myself, this represents about 4 months of work on the Gettysburg direction.

In terms of gameplay/setting, I don't think anybody can deny the game is pretty unique, the way I've been describing the backstory in a few sentences is as follows - "Essentially, in the year 2060 this evil Tony Stark esque guy goes back in time to change the outcome of the U.S. Civil War so that the South wins...the government finds out and sends back their own technology creating an arms-race in time. So we have this fusion of 2060s and 1860s technology, with a steampunk twist". There is no campaign in the game, only offline practice with bots.

A lot of people probably see the title of the game and go "wtf? tankz in the civil war, omg, rage. Gen. Lee is turning over in his grave, hhhhhhh, etc". I can understand where they are coming from especially since there hasn't really been multiplayer RTS/Action civil war game similar to this, er...ever? One thing I'm going to do with the game is making it so the server operater can determine what types of units are usable in the world. There will be 3 options:
1) Only realistic civil war units ( 1860s ).
2) Only hybrid futurisitc units ( 2060s ).
3) All types of units available ( 1860s + 2060s ).
This means players can turn the game into a pure civil war game if they don't like how the game was meant to be played ( option number 3 ).

Currently the game is still officially 'PRE-ALPHA' status, which means that it's still very much a work-in-progress. I've already implemented Paradox Connect technology into the game, meaning I can login to my servers using my Paradox Forum login information. We're going to start really testing the multiplayer outside of my offices in a few weeks.

What am I working on right now ? Too many things to list, today I got the futuristic hybrid rifle, code named 'X-122' it's a 5.56mm M16A4 type assault rifle. So currently there are 2 infantry weapons in the game, the X-122 and the Springfield 1855 rifle carried by vanilla confederate and union soldiers from the 1860s.

Screenshot time!


Yes this is my favorite part of any blog entry, let's get started...remember all of these images are PRE-ALPHA and some of the stuff shown is still a work-in-progress, or was added into the game a few hours ago...

Here is an image of the hybrid confederate armored soldier with the X122 AR... ConfederateSoldier_X122_Weapon.jpg
Here is an image of a 'vanilla' Union soldier with his Springfield 1855 rifle.
UnionSoldier_Springfield.jpg
Confederate hybrid armored soldier with X122 rifle.
ConfederateSoldier_X122.jpg
Hybrid Union armored soldier with the X122 rifle.
UnionSoldier_X122_3.jpg
UnionSoldier_X122.jpg

Screenshot of the RTS view where you can give orders to your squads...
RTS_View1.jpg
RTS_View4.jpg

One more screenshot of the X122 rifle ;-p
ConfederateSoldier_X122_Weapon_2.jpg

Here is the last screnshot showing some WIP art assets - hybrid tank, civil war cannon, civil war gatling gun, and a bridge that will be used in the environments.
Other_Units_Gettysburg_Armored_Warfare.jpg

Well that's all for now, If you have any questions or comments just post them below...

- Dan
dgreen02
Hey guys, I was working on my cloud system earlier today and decided to rollback to my old billboarded solution ... this is temporary until I get some more time. I have to put all my focus on the gameplay and more important parts of the visuals/engine so I can finally release "Armored Warfare".

Here is how the clouds are looking, I sort of came up with this hack/cheat of improving standard billboarded clouds in the last few hours...
NEW...


I didn't take any screenshots of the old billboarded clouds, so I'm going to reference this one from my online gangster game [ Urban Empires ]
OLD...this screenshot is from 2007.


My old clouds looked 'alright', but I wasn't satifisied because there was really no form of light scattering, or 'silver lining' on the clouds. I was thinking I could possibly fake it using several channels of the billboarded cloud texture.

This is an example of one of the 4 clouds I created. The way the channels are generated is sort of complicated, if anybody is interested I'll type it up. The most important part of it all is channel G, which is multiplied by the dot(sun,cloud_normal) so it produces a glow/lining on the clouds when the sun is behind the cloud.


Here is the pixel shader code I wrote to render the clouds, very friendly indeed...

//CloudAtlasSampler = texture contatining clouds
// Alpha channel = Cloud transparency
// Red channel = Blurred cloud center darkening value
// Green channel = Cloud lining/rim value
// Blue channel = unused / saved for future effects
//Input.Lighting = normal vector of billboarded cloud
//g_SunVector = Sun's worldspace vector
//The "*0.75" "*0.9" are unique color scaling values for my game engine, to

float4 CloudPixelShader( CloudVS_Output Input ) : COLOR
{

float3 SunColor = float3(1,1,1);
float4 Texture = tex2D( CloudAtlasSampler, Input.TexCoord.xy );
float3 RimLighting = abs(dot(g_SunVector, -Input.Lighting))*Texture.ggg*SunColor;
return float4(((max(0.9,Texture.rrr)*0.75)+(0.5*RimLighting))*0.9,Texture.a);

}


Some pics of the result ... not bad for the nearly non-existant FPS hit. Plus they are lit dynamically, and scroll around the world. This would be a good base to render some truely volumetric clouds over.





And here is a debug shot, to show how low poly and cheap the whole effect is, IMO it looks pretty good, though is obvioulsy not 100% realistic.



Until next time...

- Dan
dgreen02
Paradox Interactive, the publisher for Gettysburg: Armored Warfare just posted the official announcement press release, a developer inverview video, and we also released 3 new concept arts and the feature list for the game. The link to their site is HERE I also updated the Radioactive-Software homepage with the announcement. If you want me to love you long time, LIKE the game on facebook!

Here is the video interview of me :-) This one was recorded in NYC in January, so the in-game footage is a bit dated.
http://www.youtube.c...h?v=h2SVmBo6izY

Here is the press release ...

[quote]GDC, SAN FRANCISCO - March 1, 2011 - Paradox Interactive today announced Gettysburg: Armored Warfare, a free-to-play, online action game that brings futuristic weapons to an alternate reality of the Civil War. The hybrid Real-time- Strategy (RTS)/ First-Person shooter (FPS) game will offer 32 vs. 32 battles with multiple game modes as Union and Confederate troops fight to change the course of history. Developed by Radioactive Software, Gettysburg: Armored Warfare is powered by Paradox Connect, and scheduled to launch later this year.

"History is a great setting for any game as it adds familiarity and an understanding of the motivations behind the opposing forces," said Tom Soderlund, Project Lead for Paradox Connect. "Throw in tanks from 200 years in the future as well as other modern weapons and you have a really interesting twist on history. That's what we're bringing with Gettysburg: Armored Warfare when it launches later this year."

About Gettysburg: Armored Warfare
Gettysburg: Armored Warfare is a free-to-play online game that merges RTS and FPS gameplay. With technology brought from 2060 to try and change the course of U.S. history, players will enter an alternate reality of the war as they fight for the North or South in 32 vs. 32 skirmishes. The game features persistent statistics which will showcase the best players in the game and offer modification and customization of player avatars.

Main Features:

  • Free-to-Play
  • 64 Players per server
  • 4 maps ( 9km x 9km in size )
  • Over 1,000 controllable units on the battlefield at once
  • Play as Union or Confederate
  • 10 Unit types
  • Modifications & upgrades for units
  • Persistent Point/XP system and Stat Tracking
  • Upgradable avatars ( Using points/XP )
  • 3 Unit game modes ( Only 1860s, Only hybrid 2060s, and All types )
  • Paradox achievements
    [/quote]We also released some new concept art showing the Heavy Soldier!
    Heavy_Battlefield_Illustration.jpg

    Confederate_Heavy.jpg

    Union_Heavy.jpg

    That's all for now!

    - Dan
dgreen02
I was browsing the forums and saw this thread about screen space global illumination (SSGI), it was written by ArKano22 ... he put it out there for anybody to implement/use so I spent a few minutes dropping it into my game.

I think it looks pretty good, it could use a blur pass maybe. Currently I don't think it's a good enough tradeoff for what it might potentially add to the graphics [ at this point ], so I'll probably only be including it in my enigne as some hidden away togglable feature. And I'll keep tweaking / playing around with it to see how good I can get it looking.

My post copied from the thread -
Quote:

Here are some screenshots of your "Gauss SSGI" dropped into my game [ this map/level is for training so it's pretty simple ] ...I'm impressed with the results, especially considering it doesn't use the normal from the surface, there is some halo effects, etc. But overall, I think it looks good.

I will keep tweaking it, and report back, these screens are just a few mins of work dropping it into my pipeline to see how it'd look. This obviously isn't the best example of the color bleeding since it's a pretty dull colored terrain scene...

Ignore framerates I have many things going on the background, as well as in-game, it has full Havok physics, and is doing every aspect of the game [ I just only output the SSGI element to the screen, I can reuse the depth value I generate for my DOF effect ] . It runs at 60+ 800x600 when I disable the color bleeding sampling [ since its hardly visible it seems on this dull colored terrain scene ].

Screens w/color bleeding enabled






Here is a screen w/color bleeding disabled ( so this would just be SSAO, ambient occlusion ) -


Raw output of the depth, aka :

return float4(readDepth(vScreenPosition).xxx,1.0);





Obviously this is what everybody is trying to achieve, the SSAO from Crysis -



I'm pretty happy with ArKano22's implementation, the glsl / hlsl code is posted the in the thread I linked to at the beginning of the entry. Why not give it a try and post your findings there as well :-D

- Dan
dgreen02
DONE means they are already created, if not then they are in the works by my gun artist.

Here is his latest work for me, a FAMAS F1...

Real Deal -


Game Model -


I need help filling in the last 3 slots...any requests?? :twisted: :twisted: :twisted:

NOTE: These are just reference names, the guns are renamed in-game, as in Counter-Strike, Goldeneye, etc. The actual guns' names are not going to be licensed.

DONE 1 - Glock 17
DONE 2 - Beretta 92f
DONE 3 - Colt .45 [silver metal color]
DONE 4 - Sig P220
DONE 5 - Walther P22
DONE 6 - Uzi
DONE 7 - Mac 10
DONE 8 - Desert Eagle
DONE 9 - Car-15 / M4
DONE 10 - C4 explosives
DONE 11 - Grenade launcher (with rotating chamber)
DONE 12 - Sawed off shotgun
DONE 13 - Street sweeper 12 gauge shotgun [ Protecta Assault Shotgun ]
DONE 14 - Spas-12 shotgun
DONE 15 - AK-47S [short edition w/folding stock] and full sized version?
DONE 16 - MP5k [short edition] and full sized version?
DONE 17 - Steyer AUG
DONE 18 - Silenced Walther PPK
DONE 19 - Butcher knife
DONE 20 - Hunting knife
DONE 21 - M21 sniper rifle
DONE 22 - Hand grenade
DONE 23 - Baseball bat
DONE 24 - .38 special
DONE 25 - G36 Commando
DONE 26 - FN P90
DONE 27 - .357 Magnum revolver
DONE 28 - Taurus PT940 [shiny silver]
DONE 29 - Mossberg 500 shotgun
DONE 30 - 1920's Tommy gun w/cylinder clip
DONE 31 - Katana Sword
DONE 32 - Nail Gun
DONE 33 - Crowbar
DONE 34 - Taser
DONE 35 - MP7-PDW
DONE 36 - Vulcan Minigun
DONE 37 - HK G3
DONE 38 - Suitcase [w/ money & bag of drugs as seperate items]
DONE 39 - Tec-9 w/Laser scope
DONE 40 - Barrett M107 .50 cal sniper rifle
DONE 41 - FAMAS F1
42 - HK USP Compact
43 - FN Five-SeveN
44 - Dragunov Sniper Rifle
45 - L85 A1
46 - Makarov pistol
47 - Chainsaw
48 - ??????
49 - ??????
50 - ??????

Funny thing is that I own like 25-30% of these weapons in real life lol.

Any ideas/requests would be appreciated!

If anyone wants to see my personal collection of toys, please click the below image to go to my forums and check out pages 1 and 2 for lots of pictures, "gun porn" lol. I've got a lot of assault rifles, etc, and a few pistols as seen below. I actually just got a Sig Sauer P226 the day after I took this picture :-]




Also here is a video from a few months ago, of my brother and I having fun at the range. I'm the dude with blonde hair, he's the 6'8 dude who makes me look like a midget even though I'm 6'2 lol.

Just click on it to watch since I don't think we can embed youtube vids in our journals??
">

- Danny
dgreen02
Hey Guys,

Here are some videos of the Havok ragdoll physics I've coded into the game in the last week or so.

Gravity is still a work in progress - I think it needs to be increased. I'll take care of that. Other parts of the engine have recently received a refactor / facelift so some things are rough around the egdes.

I've tried for a few years to get some good looking ragdolls - up until this point I think the best ragdolls I've had were in my game 'Gang War' using Newton Dynamics physics engine circa 2006. The recently written ragdoll code is replacing some Havok based ragdolls - but they didn't properly blend the current animation state of the visual model with the physics representation for a smooth transition. I also use triangluar shapes for the rigid body representation of each limb - the shapes are defined via 3D model so it's easy to tweak the ragdolls.



This new system supports up to 32 dynamic ragdolls at once - with no more than 1024 units on the battlefield this should be sufficient ( since ragdolls are a client side effect that doesn't affect the gameplay / character controllers / etc ). I'm pretty happy with how they turned out - though the effects will be much more realistic once I go through and add pre-limb bullet detection and apply an impulse to the limb in question. Another feature of this new ragdoll code is ability for breakable limbs - simply not creating a constraint will detach the limb from the ragdoll with no other changes needed.

Video links:
Video #1 -
">VIDEO 1 LINK

Video #2 -
">VIDEO 2 LINK

Video #3 -
">VIDEO 3 LINK

Here are the screenshots:




- Dan
dgreen02

First person mode, new gameplay, and much more...

Hey guys, I'm very happy with some of the stuff I've come up with in the last week or so. As usual I'd appreciate any feedback / etc.

I've added the option for players to exit their warbots and play the game on foot with a machine gun...the catch is that the players have a communication device that they can use to give remote orders back to their vehicle. Scenario 1) A group of about 50 baddies is standing in your way, you can now jump out of your vehicle, start putting bullets into the crowd and order your robot to smash through them & surround them at the same time. Ragdoll physics, and destruction ensue. It's really awesome to see, I'm itching to put some videos of this out there :-D :-D

Until then - you'll have to survive on gratuitous amounts of barely compressed un-thumbnailed resized 1680x1050 screenshots 8-) Another thing I'm very proud of is achiving 40-70 FPS in my game @ the highest settings. You can barely see the FPS readings in the bottom left of each screenshot.



If you have a 56k connection still...you might want to close the webpage now...

Okey for the rest of you who are still here .. this is a list of the major things I've added into the game since the last journal update -

- First person gameplay / control mode.
- Robust soldier imposter rendering system.
- Replaced the soldier's dorky lasers with machine guns [ weapons go flying out of their hands when people get ragdoll'd ]
- Added 'Proving Grounds' map
- Dense grass rendering
- Fixed physics 'hopping' issues that people were experiencing.
- 'Curved' road rendering, by using a alpha/(min/max) hack.
- Fixed mirrored mini-map...blah blah blah...
- I'll post the huuuge list of things at the bottom of the entry.


The Proving Grounds

This is the level I've created to help test various aspects of the game...from physics, to rendering, to tweaking the weapon recoil on the gun range. This is also the 'Training level' in the game where players can learn the controls without getting pwned.

I modeled it after the U.S government's tank testing facility in Yuma.



The real facility again...


First Person view & gameplay
The players can now dismount from their vehicle and do work seperatly. Some of the orders the players can give their vehicles include - move to location, come pick me up, attack x, defend x, follow me...things like that. *Insert night rider hasselhoff joke here plz*

This is probably one of the coolest things I've ever done lol. I'm really excited about the gameplay potential/etc...especially since there are up to 1000 soldiers per world [ down from 6000 in the last BETA release ], and 64 vehicles/human-players in each multiplayer server.

I will divulge more details, and post many videos in the coming days :-D Then I'll be including this stuff in the next free public BETA release. If you haven't downloaded the last one, get it from the Warbots homepage!

I animated the 1st person view models so he removes his hand from the SMG's foregrip before pulling out the com device.

Without further...on to the good stuff...screenshots of the com device in a few different lighting situations [ it is animated, videos soon ]





*PS I'll be reworking some aspects of the hand/com device models so they look a little better... programmers art :->


Human Imposter System
Yup, just a standard imposter system...really helps improve the frame-rates by rendering distant soldiers as billboards :-D If anybody has any questions about this stuff I'd be glad to answer them.

These images just show the imposter texture overlayed on the scene, and the imposter triangles visualized.




First Person Gun Model Design / Features
This is a screenshot from Milkshape3D showing how I setup the first person gun model.


It is fully animated in the game, and the controls are as tight as any first person game I've played. [ I've been playing Crysis for a hour or two every few days so that's probably what I'm most influenced by lol ].

This is a list of a few of the features I can remember off the top of my head that I've coded into the game for this first person mode to work...
Quote:

-Unique/smooth, programmatically generated gun sway effects for walk/run/crouch
-Recoil
-Muzzle flash
-Delayed rotation when looking around
-Iron sights
-Character controller [ Havok physics ]
-Seperating the head/body to allow correct self shadows in the 1st person view
-Gun rotates towards ground when running
-Crouching / Jumping
-Correct tracer bullet origins
-Shell casings
-New gun sounds for 1st person mode
-Footstep sounds
-Aiming / Breathing
On..
and ...
On


Aaaand now for the promised splattering of recent screenshots... :-D
Iron sights...





More screens of the proving grounds test level... [ will be included in the next BETA release ]







A couple screens from the Beach Assault map...




As promised here is the list of items completed since the last PUBLIC beta release...#2 is coming soon!!

Quote:
COMPLETED (*in no particular order)
--------------------------------------
- Multiplayer is mostly functional.
- Fixed side-by-side/missing .dll errors causing the game not start on some systems.
- Physics 'hopping' issues fixed [ adjusted handling of the min physics framerate ]
- User's settings saved @ QUIT of game. [ Not on apply of options, to prevent bad settings from being saved ].
- 'Beach Assault' map added.
- New texture LOD/Caching system, reduced memory usage by 50%. [ on LOWEST SETTINGS - main menu now only requires 256MB memory, in-game requires 512MB memory ]
- 'R' key resets the player's vehicle orientation.
- Complete rewrite of water rendering system.
- Vehicle orientation is reset @ respawn.
- 'Siege Escort' map added.
- Nuclear explosion added for finale of Siege escort map.
- Node path generation algorithm [ cave scene, siege machine ].
- Fixed crash in Havok [ now check for degenerate triangles in static scene meshes ]
- Smoke emitters reset @ map change [ no more hovering smoke ].
- Make sun not look like a 'glowing ball'.
- vehicle and weapon selection/construction screen added.
- Fix mini-map mirrored.
- Multiplayer global lobby artwork.
- Added rendering support for 'solid' road types, such as asphault.
- Adjusted specularity and aspects of lighting equation.
- New soldier model created.
- Terrain now casts shadows.
- Siege machine, pillbox, battlement models created.
- Environment objects cast self shadows.
- DirectX Debug Runtimes -> fixed GPU VB stride mismatch, heap corruption, and unsupported mipmap D3D errors [ speed increase ]
- 'Proving Grounds' map added.
- Multiplayer collision detection vehicle->vehicle.
- Added collision detection (projectiles->aircraft).
- Added collision detection (projectiles->buildings).
- Added collision detection (projectiles->respawn bunkers).
- Replaced humans' dorky lasers, with machine guns.
- Created new XACT RPC for human sound effects [ death voice, human gun, etc. ], sound less repetative now, with accurate volume falloff.
- Fixed rockets not colliding/hitting robots.
- Humans drop their weapon when turned into a ragdoll.



- Dan
dgreen02

Heat Blur, Gibs, Explosions, etc. etc.

I've spent the last two days working on adding decent explosions into the game...Actors get gibbed and body parts go flying, same with vehicles it's looking awesome, but I'm not going to spill the beans just yet :-D. I'm still working on that...it's 6AM now I can't work anymore :-/ I'll finish it up tommorow as well as add a bunch more stuff.

I did manage to workout a nice little PS 1.4 heat blur effect based loosly on the old ATI caves demo. There can be some slight artifacts sometimes but for it's simplicity I'm happy.

Here's the result...




Ok I must admit that the flame looking effect in those screenshots is the result of re-using the old frames buffer, and the bloom effect together :-D
I wish my fire looked that good...but that's one thing I'm working on. It doens't look like that anymore...I don't have any new screens...it just looks like a sheet of plasma now [as it should].

Basically I use 2 scrolling distortion texture samples and a mask texture. It's a pretty basic effect...the red channel offsets the X, and the green channel offsets on the Y texcoords. I have to scale the values a lot inside the shader, by 0.04 to calm the effect down.





Here is a image showing the human gib models....they don't look that cool in this screenshot, but trust me in-game with blood flying everywhere they look just fine :-D And I'm going overboard with blood lol, think carmagedden times 10.. >:-D I also have ragdoll effects for when the explosion is pretty close but the person doesn't get gibbed.



For the vehicle explosions I already have the vehicles subdivided into about 20 groups so that makes breaking it up into gibs pretty easy. I only have 2 types of gibs ingame now...burning metal, and human body parts. I've got flames/fire on all the vehicle parts...once I add the heat blur and some high res explosions textures I just got....things will look great.

I will have a video, of this soon enough [grin]

On the gameplay front I've added shotcuts for the orders, as well as some other things. These next 2 days will be spent finishing up the order functionality, and I have some easy pathfinding fixed to implement among other things...

Also I created a cool globe type thing for the plazas...






Ok that's it for now.

- Dan
dgreen02

Animation Video + New Biker Concept + Another gun

Quick 7 second video of a pistol shooting animation...

You can see the gun's slide moving and everything. It's going to be awesome once it's all in-game.

[ http://www.radioactive-software.com/urbanempires/August28/UE_Pistol_Fire_Animation.mpg CLICK THE IMAGE ]


Beretta 92f gun model


Biker B - Concept art


Here are some images of the gangster Level of Details...



It's not all smiles over here...I'm dealing with all this new artwork and having some issues merging animations across each model, since I want to have a shared skeleton between all character models.

Also my skin mesh rendering code blew up since moving from the 2002 version of the DirectX SDK to the August '07 version of it, so I'm porting over the SDK sample that loads + renders + animates my character models. Just finished that, now to adapt the skin shader effect, etc.

Back to work.

- Danny
dgreen02

The AR-15. My little tribute.

*OFF TOPIC*

Yeaaa I know this isn't "game related", but it's still cool. So here are some of my pictures of "The patriot weapon of choice"...the AR-15. I just got that wording from this YouTube video [
">Link to YouTube video showing a ton of hooked up AR-15s ].

That video proves there are people out there who love this rifle as much as I do. Though based on some of the video's comments, they are probably not people I would want to associate with ;-).

I personally believe citizens of the United States should be able to enjoy their 2nd amendment rights, and their passion for firearms/weapons [ to whatever degree ] without being looked at suspiciously. Little punks like the kid who just shot up the mall in Nebraska are going to make things harder for people like me to enjoy our weapons in a safe and legal way, and without getting odd looks.

The little p*ssy killed himself before the cops even showed up, I guess mowing down grandmothers who were doing their Christmas shopping took it all outa him...having people actually shoot back would have been waaay too much. Scumbag.

If you can't tell, I'm a supporter of gun rights :-) I hope that doesn't scare anyone.

Also some might find it ironic that I'm creating a game with a gang-theme, well guess what...after this game I'm going to make a wargame, and there will be explosions, weapons, and death! I have the *sarcasm* rare ability to separate reality from the video game world.

Anyways, with that out of the way...I give you more screenshots [ errr pictures ] of my AR15.


Click For a High-Res version and tell me this gun isn't beautiful! :-D







I LOVE the reflex sight...I'm waiting on a rail that I can mount on the handle so it'll be closer to the eye, I could always just take the handle off, but I really like how the gun looks in it's current state.

Bottom line, a reflex sight is like the coolest thing ever.







Back to the gun...






Yeaaaaa. I wish I had time to go to the range more often...ugh.

Back to work on the game...

- Danny

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