Author Topic: Outpost 3d Development  (Read 121390 times)

Offline Sirbomber

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« Reply #125 on: March 31, 2009, 03:26:54 PM »
Unfortunately, you'll have to make your own (crappy) pathfinding system for when there's no RCC.

Your efforts to dodge work have been defeated by OP2!
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Offline Celledor

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« Reply #126 on: April 01, 2009, 02:51:02 PM »
How do the non RCC movment work in OP2?
Is there a way to get the code?

Offline Leviathan

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« Reply #127 on: April 01, 2009, 05:28:56 PM »
Great work man :D

Offline Sirbomber

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« Reply #128 on: April 01, 2009, 06:23:26 PM »
Quote
How do the non RCC movment work in OP2?
Is there a way to get the code?
No, but for all intents and purposes without the RCC vehicles tend to hug the walls, though truth be told it doesn't help much...
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Celledor

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« Reply #129 on: April 02, 2009, 11:23:15 AM »
Perhaps I can modify the pathfinding I have now so that it has two modes, one goog and one bad.

Offline WooJoo

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« Reply #130 on: April 03, 2009, 05:01:55 AM »
you could make it like a direkt route where the vehicle trys to get the most direkt way to the target but without evading any colision till its made an colision

like when its in sight its a problem not before

that would make the rcc interesting for more complex maps

and at open maps without anything in the way it wouldnt change anything

Offline Celledor

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« Reply #131 on: May 23, 2009, 06:34:52 AM »
If any one feels that they have some spare time and whants to help out I think a document containing a complete features list would be nice to have. Sure I could make one but that would take time from the coding.

Offline Sirbomber

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« Reply #132 on: May 23, 2009, 09:34:23 AM »
We don't know what features you want, therefore it is impossible for us to make such a document for you.  :P  
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Spikerocks101

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« Reply #133 on: May 24, 2009, 12:26:52 AM »
i haven't been following up on much in op3d, so can you just sum up your progress. I.E. Main menu rocks, path finder, some other things. thanks
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Offline Celledor

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« Reply #134 on: May 24, 2009, 07:13:37 AM »
Oh, I mean a feature list of op2 so that nothing gets missed when I start coding the actual game.

Offline Sirbomber

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« Reply #135 on: May 24, 2009, 09:39:20 AM »
Ah.  Well, it might be best to start a new thread so people can add on to it.  Unfortunately, some people may think you're asking for feature requests, which could be annoying.  Anyways, I'll see what I can think of.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Celledor

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« Reply #136 on: June 01, 2009, 04:05:18 PM »
I have added a new thread will try to start add some features myself to start with.

I have also uploaded a new version of the main menu demo.
« Last Edit: June 01, 2009, 04:05:47 PM by Celledor »

Offline Drakmar

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« Reply #137 on: June 03, 2009, 07:13:48 PM »
Hello there!  Outpost 3D sounds like a cool project. It might be what the Outpost-series needs! Let me know if I can of any help. I'm fairly good at 3d modeling.
« Last Edit: June 03, 2009, 07:14:12 PM by Drakmar »

Offline Spikerocks101

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« Reply #138 on: June 03, 2009, 07:41:47 PM »
You should have a blog or something, whree only you can add stuff, just to see the prgress of your work. I know it would be hard work, but maybe you could get some one to do it for you.
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Offline Celledor

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« Reply #139 on: June 04, 2009, 01:39:09 AM »
Quote
... Let me know if I can of any help. I'm fairly good at 3d modeling.
There will be plenty need for models later right now I’m using placeholders (that still looks like the end models). Will add a special thread where all modelers that want to help can talk to each other so that two people don't work on the same model. Will probably also need at least two versions of each in diffrent LOD.

Quote
You should have a blog or something, where only you can add stuff, just to see the progress of your work. I know it would be hard work, but maybe you could get someone to do it for you.
Perhaps, not sure I don't like blogs in general... but I am working on a new version of my site and I might add this project there together with the rest. There will probably be some kind of blog or forum for each project.

 

Offline Drakmar

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« Reply #140 on: June 04, 2009, 09:40:26 AM »
Quote

There will be plenty need for models later right now I’m using placeholders (that still looks like the end models). Will add a special thread where all modelers that want to help can talk to each other so that two people don't work on the same model. Will probably also need at least two versions of each in diffrent LOD.
 
Ok, sounds good to me!

Offline Celledor

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« Reply #141 on: June 15, 2009, 09:04:45 AM »
Not much progress for a while no I'm afraid but hopefully I will have some more time soon.

If there is any good client/server programmer (c# .NET 3.5) out there who want to help and got some time over, it would be nice if that person(s) could create some sort of prototype that can send and recive custom objects.

Just a simple interface where the user fills a form with info, the client create a new object for that and send it to the server that send it to every one else.

I have other things right now that I need to code (might also rewrite some stuff in the main menu too get some more speed out of it) and this could speed things up later.

I know it would be better if I know what data is to be sent but it would be nice to have something to look at... or is this a bad idea.

Offline Kayedon

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« Reply #142 on: June 15, 2009, 04:12:37 PM »
If you're doing the whole project in Visual C# I can help a bit. I've got some brushing up to do as it's been a few weeks since I've looked at code but if you want an extra hand I'm around.
"Trust me, I'm crazy."

Offline Celledor

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« Reply #143 on: June 16, 2009, 02:19:00 AM »
Yes I'm using visual c# 2008... sounds great, when the time comes you can send over the code and I can integreat it into the main menu (so that one from there can try to connect with others). Just to test that it works with the rest of the code.

I have some fixing (and perhaps some documentation) to do before I can release the source code for the main menu (don't want to release ugly code).

Offline Kayedon

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« Reply #144 on: June 16, 2009, 04:05:08 AM »
Just tell me whatcha need and give me whatcha got and I'll get to it. Best way to contact me is MSN, Email, or forum PM.
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Offline Celledor

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« Reply #145 on: July 09, 2009, 01:48:29 AM »
Okey probably time for a progress report... not much unfortantly. Stuff has gotten in the way but I am still working... This project will have its ups and downs.

What I have been doing:
- A progress bar for the loading screen yay!
- Looked at a network library... that didn't work out.
- Fixed a few things on the menu (misc technical stuff that isn't visible) so I can now start to do the ingame menu and rendering.

So expect in the next version to get a black screen whith the ingame menu when you start a tutorial, colony game or campaign. Will release in a week or two..ish.
 

Offline CK9

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« Reply #146 on: July 09, 2009, 03:36:44 AM »
*hugs* keep up the good work celledor.  Keep in mind that your own worst enemy is your bordom, so make sure to take breaks when you start to find yourself sighing over it too much
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Offline Celledor

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« Reply #147 on: July 14, 2009, 01:54:07 AM »
I will  :D, it was when I was borded I started replay outpost 2 and got the idea to make the remake in the first place.

Offline Celledor

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« Reply #148 on: July 28, 2009, 04:00:32 PM »
Damn, spent the whole day rewiting core stuff for the interface. The parent/child relations between diffrent components didn't work in all situations but now this should be fixed now... was a bit tricky.

Offline Celledor

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« Reply #149 on: August 04, 2009, 03:23:01 PM »
I have started to code the landscape handler so this will be in the next release. And I'm working on a way to move the tutorials ingame in form of extra text boxes and such. Before the instructions where in a separate file.

I think recreating the tutorials one by one is a good way to go but wtill in a way that is as generic way. Will hopefully be able to fit the entire first tutorial in the next release.