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
Things are looking good as usual. I would be really interested in hearing how you do your imposter system. How do you update the imposter texture? Or is it static and the state of the model is used to pick the appropriate imposter texture location?
I am also interested in how you organize your renderer/material system. Your screen shots always impress, and I'd love to hear how you get the results that you do. Do you have a flexible system for tuning or is everything very specialized and hand coded?
Keep up the great work!