Username
Fuckass
Did you finally get it working? Nicely done.
Capture the tophat instead of capture the flag.'Gruso' said:Steampunk FPS! Yes!
Bots will be an after-thought. There is a lot more to be done first. I'm planning on release the first version of TINCS without them and there will definitely be more features that I want to add before bots. Vehicles for example. They may be far on the list, but bots is WAY further.'fusion_power' said:Important question for a Single-Player Fan like me: Will the game have good Bots so I can play against them like a real Multi-Player Game? I just ask because there are not much good Bots in Homebrew-Shooters or often not even bad bots. \^_\^
I love the Unreal Tournament Bots, they are fun to play with and they can act good enough to simulate Multi-Player Mode.
I really would like to see such good bots in a Open Source Shooter.
I'll get these on concept. Scans up in late pm. What's a good site to put them on the upload?'Hollenderster' said:I am not a good modeller, but here are a few weapon/gamplay ideas that might help to distinguish your fps from others:
- Tactical squad laser
This one should work well even in a steampunk setting. It is a heavy weapon system, thus significantly slowing down the player. Based on real world CO2 lasers, no pew-pew and no visible beam. Instead it has a focussing optic that needs a short while to train on a target. Temperature rises exponentially while the target is illuminated by a focussed beam, damage is a function of temperature. First few degrees are not causing any damage, but above a certain point damage also increases exponentially. When the beam looses its target, the victim will cool down rapidly, although he might still be taking some heat damage. Special reflective armor can protect you against the laser but is not as effective against conventional weaponry.
- Artillery
Weapon system to be operated by two players. One uses a beacon or small laser (only one per team) to paint a target, the other has to load and fire the artillery gun. Artillery ammo is large, unwieldy and stored away from the gun, so the operator has to run a small way for each shell, two shells if he drops his sidearm and carries another one in his arms. The gun fires straight up, the ammo is looking for the target on its way down from the apex. If there is no target marked, the shell will impact close to the gun, probably killing the operator.
I think goofy steampunk is one of the popular art directions. Everybody liked that steam rifle and I would easily call that goofy steampunk.'PoisonedV' said:if you do steampunk, please at least make it 'goofy steampunk' or 'cartoony steampunk'
every time a non-adventure game tries to do serious steampunk setting, they just screw it up
That's going to be a problem. What you can do, is export them separately, a mesh is only exported if you have it selected, so only right click one mesh, export it. Right click the other mesh, then export that. Putting them back together in the game isn't a problem. My object system allows stuff to exist of more than a single mesh. In the tutorial, that positioning was more for weapons, because they're what everybody is making at the moment. To play it safe, for world objects, put the base of the object at Y = 0. (flat on the red axis) So it's sitting on the floor, then just put the center of the object at X = 0. This way, when I spawn world objects, they should sit on the floor without extra work.'giovanni' said:I'm modelling a steampunk cannon (tes, it's not that much, like my previous hut, but hey... I'm a beginner... ).
This cannon comprise two object with differents UV maps and textures... How can I convert it with the Jmodel script?
In your tutorial you said that the script exports only one object at a time.
Thank you
P:S: Should the pivot point be at the origin? Or it must be the physical center of the object? How can I automatically move it at (0;0)? (because in your example picture the pivot point is not exactly at the intersection of the axes...)
Perfect'Butterman' said:That's going to be a problem. What you can do, is export them separately, a mesh is only exported if you have it selected, so only right click one mesh, export it. Right click the other mesh, then export that. Putting them back together in the game isn't a problem. My object system allows stuff to exist of more than a single mesh. In the tutorial, that positioning was more for weapons, because they're what everybody is making at the moment. To play it safe, for world objects, put the base of the object at Y = 0. (flat on the green axis) So it's sitting on the floor, then just put the center of the object at X = 0. This way, when I spawn world objects, they should sit on the floor without extra work.
Make sure you try it out in the model viewer too
I love editing straight out of the Device. If you need inspiration for a good Editor, try the "Sauerbraten" Engine. In my opinion a very effective Editor and one of the few really INGAME Editors, it even allows multiplayer-Map Editing, sounds crazy but it's true. (The other Semi-ingame Editor was the BUILD Editor from Duke 3D but it was not easy to handle)'Butterman' said:I`m thinking of having a very basic map editor, that you will be able to run on the Pandora itself. You will get dropped into the gridded world in a first-person view. Then, will be able to build the map around yourself, putting walls, floors, ramps down. Testing them out straight away. You will be able to texture stuff, maybe with a texture gun, so you can just shoot whatever texture you want on to the walls. Technologist wise, this will be insanely easy to implement. As in, I could probably do it in a few weeks. This will limit map complexity, but I think, with enough work, it could make very complex maps very quickly and easily, and anybody could do it. We could have a contest, the best 6 maps go into the release of TINCS or something like that.
UT2004, one of the Expansion Packs, right? There was an interesting Artillery vehicle for the Onslaught mode.'Hollenderster' said:- Artillery
Weapon system to be operated by two players. One uses a beacon or small laser (only one per team) to paint a target, the other has to load and fire the artillery gun. Artillery ammo is large, unwieldy and stored away from the gun, so the operator has to run a small way for each shell, two shells if he drops his sidearm and carries another one in his arms. The gun fires straight up, the ammo is looking for the target on its way down from the apex. If there is no target marked, the shell will impact close to the gun, probably killing the operator.
'Username' said:The Colt Revolving Sword-Rifle?'FlippantBird' said:I have made a gun in the style I like
425 tris, 256x256 diffuse
Very nice, I also think this style would be a very good direction. I'm guessing secondary fire is for zooming and melee is for bayonet?