Very dumb Arctic fox. Giving out free and open-source hugs. Also a GoldSRC modder, and a gamedev. (idTech 3, 4, Unity, Unigine)

Report RSS AdmSrc DevBlog: Episode 2.5

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Now that my idTech 4-based game is done, for a Bosnian gamedev competition, I can return to ADM and Utopia at Stake.

So, what has happened?

I improved the chair physics a bit. I think I'll keep this as an Easter egg vehicle.

And now we have a couch, which uses the exact same entity class as the chair! YES! They are literally the same class in the code, yet it can use either a MDL model made with something like Max, Blender etc., or a map model made out of brushes in the map editor. ;D

I'll be gladly looking for some multiplayer stress testing of these vehicles one day, probably in summer. Soon to be added is a seat switching system, so vehicles with multiple seats can be an almost seamless experience.

Pay attention to the upper left corner. It is what this grunt "sees".

I have accidentally added an entity that mimics the 'stealth area' from CS:CZ:DS. NPCs absolutely cannot see through it. A buddy of mine wanted it for his mod, and that's how I ended up coding this feature. However, it has a bug where bullets can't go through it. They can if you are inside of the stealth area, but otherwise not quite. xd

Recently, I was digging through some sound files and I realised, I'll definitely focus on getting some FMOD in the mod. Regular 8-bit PCM just sounds awful. Imagine having only 256 levels of amplitude instead of about 65k. And OGG support, mmm...

Lastly, I recently met someone who seems to be quite interested in the project. And oh my, it made my heart bump and jump and melt, and I was crying out of joy. Can't describe that feeling. :D

And don't worry, there will be an episode 3 of this blog series. Expect a mod page when I'm done with the technical base. That will be when I reach version 0.1, a.k.a. Milestone 1, when we have driveable cars, at least partial FMOD support, and perhaps partial Bullet support. We'll see. Until next time, folks! ^^

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ToTac
ToTac - - 185 comments

Cool progress, keep it up! :)

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Admer456 Author
Admer456 - - 826 comments

Thanks! ^^

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KrispyOS
KrispyOS - - 1,286 comments

Hooray! A couch! Keep it up <3

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Admer456 Author
Admer456 - - 826 comments

One day we'll have rockets, planes, then cars...
Then flying cars. ;)

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Admer456 Author
Admer456 - - 826 comments

A small update: we've got multi-seat support, and the ability to switch seats! I implemented that just today. Works like a charm. ;)

And now, the vehicles are far far easier to make, programming wise.
Essentially, you've got a base class, like CBaseVehicle. From it, you can derive an entity class like CVehicleChair.

And all you have to do is define a single function for that class.

class CVehicleChair : public CBaseVehicle
{
public:
void VehicleInit();
}

void CVehicleChair::VehicleInit()
{
v_Type = VehicleChair;
m_iSeats = 1;

v_Seats[0].Init(Driver, v_Body.pos, 0);
// etc.

Basically, all the programmer has to do is define the type of the vehicle. The system takes care of all the rext. :D (instead of having to write about 400 lines of code all over again)
Now, of course, there will be different base classes for really different vehicle types, e.g. VehicleBoat has different movement mechanics compared to a VehicleChair, which should have none.

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