Just a short entry for now.
Finally, we received a confirmation email from Big Fish Games and these days we are working to implement their requests. I hope until the end of the month we will send our game for full QA.
Here is a picture from the title screen. I will come with more pics in the next days.
Update:
More news may be available through: http://www.facebook.com/pages/RVL-Games/112666448755905
I wasn't sure about the STOW angles so I set the PNVS to 165 inboard (0=along the nose) and TADS 180' inboard. Activated via the NVS mode switch in the cockpit (or CTRL S). The CPG station doesn't seem to have the noeswheel/NVS panel unless we missed it. You'll just have to play as the pilot if you want to flip the switch by hand.
Switch has 3 position, off (stows the sensors for transitional flight), normal for tracking head movement and fixed for boresight (straight ahead).
The NVS Mode sw
Internet Explorer 9 beta has recently been released and one of the new features is the chance to enabling a website as "app" wich will has its own space on your system and will be opened in its own window, just dragging its "favicon" from the address bar of IE to your Windows taskbar (from here it will be a "pinned site".
Once "pinned", the link on the taskbar can handle a collection of custom links which will be listed inside the context menu clicking on the link with the right mouse button
Frictional Games is the developer of puzzle horror games like Penumbra and the new Amnesia: The Dark Descent. We sat down with Frictional Games co-founder Thomas Grip to learn more about their development process.
Josh: I'm a big fan of the Penumbra series. What can we look forward to in Amnesia: The Dark Descent?
Thomas Grip: There is a lot to of new stuff in the game. First of all the game is a more streamlined experience both in terms of general gameplay and interaction. For the gam
That's right. No 3D glasses will be required. Full support for the very latest 2D high-resolution monitors will be included, no additional headache inducing hardware will be required.
(yes I am loosing my mind)
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I like the idea of having a GunCam view. However it means increasing the texture detail on cannon as it really wasn't meant for up close viewing.
Heh, I have you in my sights.
Trying alternative offsets for the cam to get a good viewpoint. You can see the spotlight on but we don't yet have it deploying from the hull.
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Yup, perhaps the most nauseating camera view is back. One that a still screen-shot and an fps hungry FRAPs recording IMPROVES. RotorCam is like having your brain ripped out by your eye-stalks and soaked in vinegar. A virtual camera is strapped to the underside of blade number 1 and everything else is a blur. Only use I can think of is a debug aid when we get to blade flapping etc.
I'd like to thank Macklebee for helping me sort out the LUA object passing to get this working.
RotorCam fo
I'm making good progress on LE3 now. First I had to write basic functionality for things like strings and file access. It was tedious, but now that it's done I've got a nice library of functions that make programming all that much easier. The string commands include Trim(), Split(), ExtractExt(), StripDir(), etc. I know the Boost library has some functionality like this, but I'd like to avoid relying on third party libs whenever possible. I've also got the file system working, with a FileFa
AD's SimHQ Dev Diary - Road works
Interesting post on improving the look of the new roads which are meshes exported from 3DMAX using a number of different post processing techniques to level them to our height-map. He touches upon adjusting the height-map to sink roads into the terrain, thus ageing them.
Note that the heightmap images in this post are flipped vertically. If you plan to use them as a map at a later date and get confused then this is why.
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Just got back home and Dave left a nasty sight in my MSN window. No, not another scene of drunken debauchery, actually I have to complain, there's been a distinct lack of that.
We got to discussing visual representation of damage. Different ways we can do this. I write it here so I can remember what we discussed. We looked at some complex set-up of assets for iL2, the results of which are impressive but it hardly makes for an easy pipeline, especially if we want to quickly add more aircraft
I'm putting together specifications on the mission side of the game. To me, the bit that you 'play' is every bit as important as the simulation side, and while it's taken a back seat for now, things are getting to the point where it's time to get on and make it all work. Going through some of my older material on this, it needs to play like Longbow 2, have the crew management elements from Gunship 2000 and strategy elements from tactical board games on guerilla warfare and a bit of a story eleme
Working on two principles K.I.S.S. (keep it simple stupid!) and more for less.
I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player. Two such areas of research <coff> included Assassins Creed and Fable 2. Although both of these games have a far more complex general NPC population than what I am s
Actually the rotor brake system. I'm not really clear what would happen if the rotor brake is off when you move the power levers from the Idle to Fly position. Procedures say DONT, return the switch back to on until the engines are at flight speed (approx 100%). Once the engines are happily settled at flight speed flip the brake off and the rotors begin to turn. Watch the rotor RPM gauge on the MFD until it's in the yellow close to 100% then you're good to go.
Conversely, I'm not too clear w
Here is the amazing first shot of Leadwerks Engine 3. Behold not one, but TWO triangles! It's a dual display of isosceles inspiration.
Believe it or not, this screenshot actually demonstrates a feature that's new for LE3...hardware multisampling. Look carefully at the edges of the triangle:
This isn't the first time I've done multisampling, but until now it hasn't been possible to use with deferred rendering. It's now possible to combine these techniques with OpenGL4. You'
Finally a video showing the free flight mode we really wanted to show at Summer Sim 2010. Thanks AD for doing an amazing job of making it all look good.
http://www.youtube.com/watch?v=Y6ILqIQDaio
Sorry about the lack of blade-cam, LUA object reference problem. Will get it sorted.
Never felt the need to keep fish until now. It's a crashed helicopter for use in your pond or aquarium. Thanks Phil (and Rob for sending it on).
This wonder compares to the bizarre "Titantic with inflatable iceberge" bath toy I once found in an English Heritage gift shop.
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AD has been working on a new FOB which will be the "other" main camp you'll be deployed at during the course of the campaign.
It's a triangle arrangement used by some forward operational bases. Here the CH47s are ready to be deployed.
And finally..
Don't have a name for the camp yet.
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Well. here am I.. again. Almost everything is going well. Characters are our current tasks. and one side a "little big" level is in modeling process, one side some destructible buildings are modeling. one other side motions are going good and clear. (but not good as you may except!)
and like always the biggest thing that really hurts, is the one of the smallest problems!
any way..
here is what I've left behind:
Hesam Bani Eghbal is with us as our art director. well actually he works much
I've been using this for testing and making profiles for Combat-Helo since the weekend. This is a really odd stick. It's perhaps the best built joystick out of the box I've ever had the privilege of using. And quite a looker too. The textured metal feel, the metal triggers and even a couple of the HATs. Oddly this level of build isn't consistent with several hats made from what feels like a poor quality plastic. But it wasn't broken or badly assembled, and nothing has broken yet.
If you didn