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General Category / Game Discussion / Re: What is the game being created in?
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on: May 10, 2014, 10:20:12 AM
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Yep, pretty much all C++. And some of it dates from my sophomore year of college when I didn't know anything about proper software design, so it's not real easy to work with. I'm cleaning it up as I can, but there's still plenty that is ugly. That's not easy, I'm not programmer , but my brother is , and I know that it is hard work . Thanks, it has certainly been a learning experience.
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General Category / Game Discussion / Re: FFA
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on: May 10, 2014, 10:17:03 AM
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I'm afraid I still haven't had time to really get back to working on Coldest much. I would like to do more with it, but I can't make any promises.
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General Category / Game Discussion / Re: Creating new maps
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on: January 18, 2013, 05:26:44 PM
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Cool, I'm impressed that you were able to find the editor. At this point, I think the easiest way to make the map available would be to zip the files up and post them to the forum (I just realized attachments weren't enabled, but that's fixed now). Zips should be an allowed attachment type and the map files generally aren't too large. I can check it into the source repository so it will get included the next time I do a build too. Might be good motivation for me to finally finish the last couple of changes I wanted to make before pushing another build out to the updater.
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General Category / Game Discussion / Re: Creating new maps
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on: January 16, 2013, 06:53:33 PM
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Glad to hear you like it. The .path files are bot navigation information. If you load a map without a .path file and bots are enabled, the server will generate the file for you. Be aware that generating the file takes a long time, but it only needs to be done once. However, if you change something on a map that would alter the walkable area (adding an impassable object, changing terrain, etc.), you should delete the old .path file so it gets regenerated. Otherwise the bots may get confused. Just out of curiosity, how are you editing the map? There is an in-engine editor, but I don't think I ever documented it so I assume you must be editing the file by hand? Or did you figure out how to use it?
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General Category / Game Discussion / Re: Model File Format
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on: June 29, 2012, 08:00:18 PM
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I have them, but I haven't checked them into the Git repo because that would make it extremely large. I could probably tar up all of my source art files and make them available though.
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General Category / Game Discussion / Re: Model File Format
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on: June 19, 2012, 10:14:09 PM
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It's custom, but there is a script for converting from .obj files. It's just called convert and it should be in the Git repo. I found a bug in it the last time I used it, but I think that should be fixed now.
It's a bit complex to use so you might want to take a look at some of the commands I've used for existing files. I'm not sure they all include them, but if you look at a file like coldest/models/nemesis/legs/base you'll see the convert commands I used at the bottom. For that one there are two since the legs have both a running animation and a standing frame.
There are also .matmap files that are used to map the .obj material to a Coldest material, and there are a few of those in the model folders too. Since most of the models are a single material those tend to be one line files.
The whole art pipeline is pretty fiddly right now, so chances are you'll run into problems if you try to get a model converted. Let me know if you do and I'll see if I can help.
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General Category / Game Discussion / Re: Code Refactoring
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on: May 14, 2012, 10:05:39 PM
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Sorry, I should have gotten back to you earlier. It's a bad time of year for this because the weather here is so nice that I'm spending all of my time outside. The diff was definitely problematic because it didn't pick up the new locations for any of the files. I also had some problems with inconsistencies between our source trees because of changes I've made since you last pulled from the repository. Unfortunately, at this point I think the simplest solution is going to be to pull down a fresh copy of the Git repo, reproduce your file moves with git mv, and then copy over the changed files from the original edited source tree (so don't overwrite it with the new copy ). The git diff for that should cover all the changes and as long as I don't make any further changes it should apply cleanly here. You could also try git adding all of the moved files again, but I'm not sure if that will retain their history and it won't solve the inconsistency problem.
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General Category / Game Discussion / Re: Code Refactoring
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on: April 24, 2012, 05:01:58 PM
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Sorry for not getting back to you quicker, been busy the past couple of days. Those sound like good changes. I've even considered making some of them myself, but never had the motivation. I'm not positive what the best way for you to send the changes to me is, but the first thing I would try is running a git diff and sending me the output. Git's pretty smart about recognizing changes like this so hopefully it will be able to figure out what you've done. If not, we'll have to figure something else out. If the resulting file is small enough, just attach it to a forum post. Otherwise, let me know how big it is and we'll figure out some other way to get it to me.
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General Category / Bugs / Re: Issues with last couple of git revisions - Hangup on "Processing"
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on: December 02, 2011, 07:37:11 PM
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Yeah, the latest git was probably pretty unstable. I pushed a new version that should be better, and it will only do that once for each map (and not at all for riverside because I included the generated path file for that map). There are still issues with the bot pathing on riverside and I haven't even tried tears or oneway, but craters should work well because there's no impassable terrain between the bases.
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General Category / Game Discussion / Re: What is the game being created in?
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on: November 20, 2011, 09:23:20 PM
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Yep, pretty much all C++. And some of it dates from my sophomore year of college when I didn't know anything about proper software design, so it's not real easy to work with. I'm cleaning it up as I can, but there's still plenty that is ugly.
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General Category / Game Discussion / Re: Head Bobbing in First person/Internal view
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on: November 20, 2011, 09:16:48 PM
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It would be realistic, I'm not sure it would be fun though. I have my concerns about the difficulty of shooting at a moving player as it is, so until I get that figured out I don't really want to make things even more difficult. We'll see how it goes once I get the stupid bot pathing done so I can playtest that sort of thing.
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General Category / Game Discussion / Re: FFA
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on: November 20, 2011, 09:02:00 PM
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Yep, that's definitely something I've considered. For the moment I'm avoiding it so that if/when we do get some players in the game they aren't split between two different game modes, but in the future it will probably happen.
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