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Posted (edited)

Tell me what you are doing if you pick up part of a project, so we don't have two people doing the same thing.

If you decide to take a break, or dont do what you said you would. Say here too.

 

I don't care what you do (or if you do anything at all) I just need to know WHAT you are doing. If you are doing nothing thats great, but make sure we know!

 

If you want to do something, but don't know what you can do. Tell me!

Edited by doc flabby
Posted (edited)
This isn't programing related, but I'm gonna go ahead and design some of the ships now so everyone has a better idea of what they may look like in game, of course I think it wouldn't be a bad idea for other graphic artists in this project to help with this stage now also (if there are any). I'm moving from Maya & Photoshop to learn Blender & G.I.M.P so I may not complete any images until around Jan 5. Its just concept images for now, as I may have to remodel them for the game engine you create. Edited by PullTripSquid
Posted
Yeah, I probably won't be around much until Januray 14... School starts on Jan 3rd, but from Jan10th to 14th we're going to Toronto for the IIE (Ins!@#$%^&*ute of Industrial Engineers) convention, we'll have 4 hours to solve an industrial problem and present a solution... competing against other eastern Canada universities. So we'll need to be prepared...
Posted
Yeah, I probably won't be around much until Januray 14... School starts on Jan 3rd, but from Jan10th to 14th we're going to Toronto for the IIE (Ins!@#$%^&*ute of Industrial Engineers) convention, we'll have 4 hours to solve an industrial problem and present a solution... competing against other eastern Canada universities. So we'll need to be prepared...

hmmm... im free til the 12th... and i want to get out of my house... space for 1 more ? smile.gif

  • 3 weeks later...
Posted
This isn't programing related, but I'm gonna go ahead and design some of the ships now so everyone has a better idea of what they may look like in game, of course I think it wouldn't be a bad idea for other graphic artists in this project to help with this stage now also (if there are any). I'm moving from Maya & Photoshop to learn Blender & G.I.M.P so I may not complete any images until around Jan 5. Its just concept images for now, as I may have to remodel them for the game engine you create.

 

 

Started college jan 7, havent started on the ships been rly busy but i just got a fresh copy of maya and photoshop, ill be uploading some concepts soon! btw, any specifications yet for polycount and texture resolution? anyone?

Posted
Started college jan 7, havent started on the ships been rly busy but i just got a fresh copy of maya and photoshop, ill be uploading some concepts soon! btw, any specifications yet for polycount and texture resolution? anyone?

I would make them as high as you want, its easy enough to downsample or cut polys if need to. The only other thing would be to find out what fileformat you would be using, so far the engine can only load milkshake 3d files, but it should be easy enough to add new loaders in.

  • 3 weeks later...
  • 3 weeks later...
Posted
BTW my college is hardest school ever created lol. a "term" is a little less than 3 months so projects come and go fast. After March 13th I have a week to contribute all my graphics ideas, I hope to have a few concept ships up by that time if everything goes like it should.
  • 3 weeks later...
Posted
Just to let everyone know, work is progressing on this project, the current priority is to design an effective settings system. there is unlikly to be much in the way of visual demos untill MAy/June. Alot of boring and tedious backend stuff needs to be sorted first. mega_shok.gif
  • 1 month later...
Posted

Got my end of year uni exams in 2 weeks, so excuse the lack of any recent progress!

 

On another note, I have decided to take the route of having a choice between directx and opengl for rendering. The reason for this is many low end graphics cards have much better support for directx then opengl. For example my card supports directx 9.0 but only supports OpenGL 1.3. The equivent of directx 9 is opengl 2.0. So you can see there is quite a disparity.

  • 5 weeks later...
Posted

Update on status:

 

Some basic solid state physics modeling is complete. (convept of position, velocity and 6DOF rotation, need to add rotation accleration probably at some point)

 

The physics is all in "LifeForm" directory. Essentially anything that is interactable is a LifeForm in the world of STF. I need to do some work to unify the model coding with this but that is something for the future.

 

Working on Sprite code, need to add animateTO(from,to,fps) method, which animates from a frame to a frame

 

Graphics side alot of stuff has been tidied and some wierd bugs been fixed.

Will need some help desiging some ingame GUI stuff.

 

Need the following in game widgets:

 

- Button

- TextBox - must support multiple colours on the same line, and on different lines

- DropDown

- CheckBox

- RadioButton

- DialogBox

- ModelDialog

 

The mouse makes a comeback for STF blum.gif

  • 2 months later...
Posted (edited)

Update: STF is still active. Alot going on behind the scenes.

 

Working on tying network to game code together at the moment.

 

Not entirely sure if my design is going to work but i think its better to try and get something out that works then try and fix it, even if it needs a compete rewrite.

 

Basically i'm developing a concept called "Phases" which is like a type of game play. This can include offline play. How this will work out i'm not sure blum.gif

Edited by doc flabby
  • 3 months later...
Posted

Project hasn't died...just on the back burner for a number of reasons

 

- I'm working flat out with riistar trying to finish the TWL website

- Univercity is hitting me hard at the moment with work and parties.

 

Still optimistic of a playable alpha by new year (i will have some quality coding time over xmas smile.gif

  • 1 month later...
Posted
hey doc, when do you plan on integrating all the branches. i downloaded the tao framework and am now compiling, however i don't want to start implementing any of my progress from my branch into my branch's engine solution because i know you've done alot of work, which would erase my implementing when we update my branch. if you understand that mouthful, that'd be great. if you didn't...an updated trunk would be nice smile.gif. thanks. also, would you say we've got an alpha working?

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