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Rick

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Everything posted by Rick

  1. Rick

    LCP 2.0

    Sweet! Of course you can join tj!
  2. Rick

    LCP 2.0

    OK the team is set. I'll be drawing up details and tasks for everyone to do over the next couple days and make a forum post to kick off the project. I'll be in contact with group members also. Stay tuned! LCP 2.0 is about to kick off!
  3. Rick

    LCP 2.0

    I'll sort out that stuff but for now no need to worry about it . I'll make a post to kick this off in the coming days. Please stay tuned for your tasks.
  4. Rick

    LCP 2.0

    Furbolg will be joining as a programmer. Only need 1 more programmer!
  5. Rick

    LCP 2.0

    Cool shadmar! We'll have to think of some cool shaders now
  6. Rick

    LCP 2.0

    @YouGroove Do you have an texturing skills too?
  7. Rick

    LCP 2.0

    @YouGroove Would you be ok with making some props for the scene if we request some from you at some point? Not sure what it would be right now but we can let you know in a week or so if we need some extra ones that aren't already in the last LCP. Thanks!
  8. Rick

    LCP 2.0

    @beo6 Welcome aboard! I'll mark you down as a programmer and assign a task next week when I get the design finished. Thanks for the offer on the SVN and Redmine. I'll consider it and let you know about that next week also. We now have 2 programmers. Need 2 more of these and the remaining requirements of artists/level design/sound.
  9. Rick

    LCP 2.0

    @Furbolg Come on man embrace Lua I want people to compare the results and maybe team members who were on LCP 1 and join LCP 2 to compare the process. I think the point of these LCP's should be to learn and find what works best when working in a team just as much as getting the game finished.
  10. Rick

    LCP 2.0

    Oh ok cool. I'm sure it's good then. I was using my local copy when I tested. I'll download that version so I can get the art lined up for the artists. Thanks!
  11. Rick

    LCP 2.0

    Sweet Aggror! Thanks for joining. Do you know if it's the source for the models though or just the gmf files? When I tried to import some of the weapons they looked messed up. Example was the bat first person view the hands were all screwed up when I imported into LE3 so was thinking we might need the source for the modellers to modify/fix for LE2?
  12. Note that I'm not sure if world.entities works in Lua. I seem to recall hearing that it didn't.
  13. Rick

    LCP 2.0

    There is no question that LCP (Leadwerks Community Project) 1 had some issues. I think we learned a lot from working on it and I'd like to apply those lessons and give LCP another try with LE 3. I'm thinking with CSG, "automatic" pathfinding, and a better scripting system that LE 3 has to offer will greatly increase the speed and quality of another LCP project. This blog entry is to get a feel for people interested and to give a basic overview of the game and requirements. Unlike the last LCP there will be no voting on what people want. The goal is to duplicate the last LCP in scope and design so all that stuff is already created for us. In terms of the programming needed, I plan on being the puppet master but not directly do any coding (unless required because of lack of people). What I do plan on providing is leadership, organization, and design how the scripts should interact with each other to hopfully provide a smooth project with a great result! Please let me know below if you are interested and what role you could fill. Note you aren't signing your name in blood here. This isn't a kick off or anything it's more about letting people see what this project would be about and let me know if interested. I'm going to list out a bunch of "facts" about what LCP 2.0 will be/use LCP will be Lua based (we will use entity scripts that are pretty self contained) LCP will be a First Person Shooter LCP will be 1 level taking place in a Subway LCP will have 1 zombie model for the enemies LCP will have 1 gun weapon (type TBD) LCP's gameplay will be to similar to L4D. Get to the goal alive! People who work on LCP will work on their own copies and promote their additions/changes to me where I will combine to make the final product What we'll need 4 programmers (FPS script, Weapon script, Zombie script, Menu/HUD script) 1-2 CSG Level designers (Subway level AND level materials) 2-3 modellers/artists/animators (we will be reusing as much as we can from LCP 1. zombie, weapons, props for level designer. if anyone knows where the source files for these are please let me know) 1 sound person (weapons, environment, etc. Shouldn't be a huge demand on this persons time) I'm not asking for a ton of time from the people on this project. In fact, it'll seem like you are more of a contractor because I'll have 90% of the design done and be asking for very specific things from each person and hopfully in the order so people don't have to wait very long to get what they need. On the programming side each person will be given 1 script to make. I'll define how the interactions should work (the interface of the scripts so when they interact it'll all come together). We don't plan to sell the game at this time. I won't be making any money from this. It's more to get a demo level up and running in LE3 as a community. Everyone who works on this will be recognized for thier hard work here and in the credits. The idea is to keep the tasks small enough so people are able to stay focused but big enough to make them feel like they really contributed to the game. I also want to use the primary skills that people have. Often we are forced to wear multiple hats in the indie world, but here I'd like to give a feel for what can happen when you are able to focus on your primary skill. I will primarily work individually with each person giving their tasks and the requirements around the task. There won't be many group meetings that you need to make. The golden rule: No prima donnas. All I ask is to do your task to the best of your ability and nothing more. I will give a deadline when I know who will be on the team and make a kick off post. Again, the way I plan on structuring this it shouldn't take a ton of your time. Reply here or PM me if interested. [EDIT] Note that 2.0. The plan is to start simple with 2.0, but evolve it and add to it over time as well to have a 2.1, 2.2, etc. However all that at this time is out of scope, and when we get to those stages I'll do another post to see who wants to join (could be same or get some new people) and we add/change stuff.
  14. Rick

    include files

    You want the prototype in your header and the actual insides in .source files (cpp).
  15. Doesn't it support OGG also? I'm pretty sure LE2 did so can't see why LE3 wouldn't.
  16. Did you check the z sort box on the material? I seem to remember that helping.
  17. @YouGroove You only have to do that for CSG. Your normal 3D models will be loaded and passed to the callback.
  18. Do we know if the entities are actually loaded at the time right before calling the callback or is everything loaded internally and then it fires the callback for each entity?
  19. You have to use a callback at this time to loop over the entities loaded in your map. This callback is fired each entity when you call Map:Load. You can then process them in the callback or store them in an array/list and loop over them at a later time. Your other option is to use the individual entity scripts attached to each entity and handle all your game logic there.
  20. Oh sorry misunderstood. Thought you wanted to do this outside of the engine. Yeah Aggror's links will be the way.
  21. Given Josh's latest comments about blurring the lines between modding and indie development YouGroove may get his wish of just modding an LE game Josh makes.
  22. Why do you want to do this?
  23. http://www.leadwerks.com/werkspace/page/tutorials/_/map-loading-and-getting-entities-r44 Modify this to save each Entity in the callback to a list and then you can loop through that list after Map::Load().
  24. Rick

    Map::Load hook

    You are talking csg? If so then you have to either attach a script to each csg model or set it's mass, otherwise the LE engine treats csg differently and you won't be able to get it this way. Literally make a new script, leave it empty, and attach it to the csg model and then you should see it show up.
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