franck22000 Posted September 7, 2013 Author Share Posted September 7, 2013 Hello, thanks diedir, i am a former developper of Bohemia Interactive Studio (Operation Flashpoint, ArmA series...) so ballistic programming was familiar to me As it is a commercial project i cant share anything massive yet, but if you try to integrate physx 3 in your project i can provide support. PhysX 3 is not particularly difficult to add to LE2, but it is a long task and you need to be very cautious with your code and take your time to add it properly, PhysX 3 is very well documented in my opinion. Regarding the release date of the first public alpha version, i cant give you a precise date but it will be before november for sure. Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
paramecij Posted September 7, 2013 Share Posted September 7, 2013 Great atmosphere, your procedural placement always looked very natural to me. I managed to get good results with terrain generation but not so with vegetation placement, so I was always impressed with that. Can you perhaps give a few hints or details on how you go about implementing your ballistics with physics? (i'm also playing with PhysX3) I must say the original Operation Flashpoint was one of my favorites back in the day, tried the first ArmA demo, it was good, but somehow just didn't have the same feeling and wasn't quite for me.. the new one looks impressive as hell though Quote Link to comment Share on other sites More sharing options...
franck22000 Posted September 9, 2013 Author Share Posted September 9, 2013 Thanks Paramecij, if you have any question i will answer it by private message or chat So some progress were made the last two days i have now those features added: - Bullet trajectory deviation when it penetrate a surface - Bullet deflection when the angle between the impact normal and bullet trajectory is small with of course a loss of the bullet velocity - Weapon complete animation system, so now, reload, fire animations and such are working - Recoil system - Tracer bullets support - Bullets holes decals according to surfaces types and the bullet diameter / caliber I am now adding melee weapons support, that should be done quickly. Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
Pascherik Posted September 15, 2013 Share Posted September 15, 2013 Absolutely impressive Quote Link to comment Share on other sites More sharing options...
franck22000 Posted September 16, 2013 Author Share Posted September 16, 2013 Some progress update of what has been done last week ! - NavMesh Integration 100% finished and handle everything, terrain and objects geometry - Base zombie AI - Zombies hitboxes system to detect shots in zombies bodies parts (head, legs, arm...) - Zombie steering system - Dynamic navmesh update according to objects driven by PhysX (some littles bugs to fix here) - Zombies animations system with multiple animations blending support - Melee weapons support (still WIP) 2 Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
AggrorJorn Posted September 17, 2013 Share Posted September 17, 2013 Sweet! What lib did you use for navmesh generation? (Don't tell me you made your own?) Quote Link to comment Share on other sites More sharing options...
franck22000 Posted September 17, 2013 Author Share Posted September 17, 2013 I have used recast (same as LE3) but this is not really a library. I have coded some things myself like a convex dynamic obstacles feature. https://code.google.com/p/recastnavigation/ Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
Naughty Alien Posted September 18, 2013 Share Posted September 18, 2013 ..i really like your work..and by all means, dont abandont it, it will work out well eventually..very very nice indeed.. Quote Link to comment Share on other sites More sharing options...
franck22000 Posted September 18, 2013 Author Share Posted September 18, 2013 Thanks for the kind comments, it really help me as i slowly but surely aproach an alpha release by october/november and i am working like a crazy guy on this since a long time. Finaly the light at the end of the tunnel Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
beo6 Posted September 18, 2013 Share Posted September 18, 2013 It looks really nice and atmospheric. Since you mention that it is a concept between DayZ and Stalker, will it be a multiplayer game? Quote Link to comment Share on other sites More sharing options...
franck22000 Posted September 18, 2013 Author Share Posted September 18, 2013 No, the game is single player only Because i dont have to bother with multiplayer technical aspects i am able to put much more details in the game. 1 Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
franck22000 Posted October 3, 2013 Author Share Posted October 3, 2013 Time for some progress update I have now recruited a 3D artist to help me to focus more on the programming side, i will introduce him later Even if i have now a talented 3D artist, im still a texture / coloring maniac and i have done several colors changes on various texture, the result is in my opinion very good, i have now a very nice balance beetween green and oranges shades i it look amazing in game. On the gameplay side a lot of changes as been made, the weapons mecanics are now 100% finished, everything is working, reloading, dynamic weapon bobbing, procedural weapon animations. Some goodies like camp fires are done too, and last but not least the Monsters integration has began. There is a tons of other improvements that i dont have time to describe, like some huges improvements regardings fields generation, you can now see some straw bales in fields and they are delimited by some very nice bushes and tree lines. Electric poles can be seen along the roads and a ton of details like that. I have made some improvement over terrain base map (sattelite map) procedural generation so it generate some cool brown areas of dirt mixed to green color of grass, with this forests look much more real now. My next task will be the random building placement generation, and then the next time i will post here you should see a much more populated world Here some screenshots for you guys, yes everything you see is proceduraly generated and nothing is placed "by hand" 2 Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
Flexman Posted October 3, 2013 Share Posted October 3, 2013 That looks great at eye level. Good vegetation varieties and texture blending. I've no idea how to procedurally generate roads or texture masks in LE2 although the texture masks. What can be done about the repeating pattern at the 100ft viewpoint or is that not going to be an in-game issue? I think we had this issue and fixed up the mip-map levels to make it go away. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
franck22000 Posted October 3, 2013 Author Share Posted October 3, 2013 I think repeating textures pattern will not be so visible when the world will be more populated, with buildings and such. Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
paramecij Posted October 3, 2013 Share Posted October 3, 2013 Wow things are really starting to come together now! I followed your progress for many months now, and I'm both inspired and impressed. Good luck with the alpha release and count me in for testing Some progress update of what has been done last week ! - NavMesh Integration 100% finished and handle everything, terrain and objects geometry - Base zombie AI - Zombies hitboxes system to detect shots in zombies bodies parts (head, legs, arm...) - Zombie steering system - Dynamic navmesh update according to objects driven by PhysX (some littles bugs to fix here) - Zombies animations system with multiple animations blending support - Melee weapons support (still WIP) That's one hell of a productive week. Are you working on this project full time now ? @repeating texture patterns - well, that's an easy albeit tedious fix, you can modify each mip level and brush out offending low frequency details. Alternatively you can just blur/color average mip levels automatically (makedds.exe has the 'fade mipmaps' option). Quote Link to comment Share on other sites More sharing options...
Josh Posted October 3, 2013 Share Posted October 3, 2013 If you get some good gameplay footage and put this on Kickstarter you will get a decent response. People love procedurally generated games. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Pixel Perfect Posted October 4, 2013 Share Posted October 4, 2013 Very impressive Franck, and the addition of (you know who ) to your team should make a big impact too! Looking forward to seeing where your combined talents take you. Quote Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++ Link to comment Share on other sites More sharing options...
franck22000 Posted October 6, 2013 Author Share Posted October 6, 2013 Thanks Paramecij and Pixel Perfect, yes i work on full time on this. Here is the 13 minute long video that i promised and for the first time it was captured and encoded in HD, so dont forget to watch it in 1080p if you can ! No zombies/monsters in this video just a simple exploration, i keep the suprise for the next one (There is some little freezes but this is due to the recording... my hard drive is slow as hell and i have some problems with i record videos, that's why the gun movement is not so smooth in the video, without the recording i get a solid and stable 50 - 60fps, my optimisations on my custom grass/bushes system and my custom LOD management and contribution culling system is starting to pay ) 7 Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
diedir Posted October 6, 2013 Share Posted October 6, 2013 I don't know if it is my phone but video is blocking at 1:13 pity because it is really nice till there ! Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
franck22000 Posted October 6, 2013 Author Share Posted October 6, 2013 Hello diedir yes it must be your phone Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
diedir Posted October 6, 2013 Share Posted October 6, 2013 @franck Yes it was! Amazing land and atmosphere ! Very good job, the engine is clearly brighting here Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
shadmar Posted October 6, 2013 Share Posted October 6, 2013 Very nice indeed. Beautiful Would love to some birds in that sky. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
flachdrache Posted October 6, 2013 Share Posted October 6, 2013 Hmmm - to that point we are pretty much even in progress I like however that we differ in game design ( I use small terrains with local hubs and a pretty nasty environment ). If its not a completely dead world I suggest to use some events as eye opener like distant jets passing, stars falling ( guess you know what I mean ) etc. The little rockwall looks out of place and I had the intention that 2.5 is capable of vertex painting the road ... they look to clean IMHO. Looking forward to see your ai - I didn't even really started . congrats so fahr - quit an archivement Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
franck22000 Posted October 7, 2013 Author Share Posted October 7, 2013 Not this is not a skybox texture, those are real independants clouds (not volumetric though) Dynamic coloration and sizes according to the weather overcast, sun position and time of day. 3 Quote You guys are going to be the death of me. Josh Link to comment Share on other sites More sharing options...
paramecij Posted October 7, 2013 Share Posted October 7, 2013 Finally got the chance to see the video - my immediate association: DayZ (yeah you mentioned it, but even if you didn't, the resemblance is strong...) Some nice features and details on display there, I like the movement and gun handling, the atmosphere and vegetation placement is great (as I said before), the only thing bothering me is the silence. I know it's still a WIP and sounds will eventually be added, but still, with a long video like that the lack of any ambient sound gets really apparent. Quote Link to comment Share on other sites More sharing options...
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