Recent Posts

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21
Rival Species - News / Back from the winter holidays and in with a little update
« Last post by Bahl on January 05, 2013, 11:42:06 AM »
I've been trying to get point 3 done from the list mentioned in the foregoing news. The result is not exactly to my full satisfaction to say the least. But considering the time without updates, I thought it'd be best to show it as soon as there is something visible:



What you can see in the lower left corner are images of the teams flags (all of them painted on top of each other) as part of the actual menu drawing system. It required quite some work in the background with client initialization and so on to get there so while it seems little, it is a larger progress. Client initialization is far from done though, so I will mention it in the coming updates as well.

Additionally, I had to realize that the network library I chose (akka) is probably not fit for this service and decided to try out a different one (kryonet) which seems more appropriate for game clients. Feel free to leave a comment if you want links or a rationale why that is.
22
Rival Species - News / Re: And the models have their original resolution as well...
« Last post by Bahl on January 01, 2013, 03:48:26 PM »
Merry Christmas and a happy New Year to you too :-).
23
Rival Species - News / Re: And the models have their original resolution as well...
« Last post by ktimekiller on December 26, 2012, 04:11:54 AM »
Merry Christmas to Rival Species team! Keep up the good work
24
Rival Species - News / Finally the list of static features is done
« Last post by Bahl on November 25, 2012, 06:05:16 PM »
It may still be quite rough around the edges, but the map models are being loaded and... we even have a bolter! You don't believe me? See for yourself :-).



This means the following list for the models is done:
  • It is not animate[DONE]
  • It has badly mixed up texture coordinates[DONE]
  • It is not world oriented[DONE]
  • It is way too dark[DONE]
  • It has no bolter![DONE]

And this older one for the maps as well:
  • The textures are only the color of their first pixel [DONE]
  • The view distance is too short [DONE]
  • There is no skybox[DONE]
  • There are no lights[DONE]
  • There are no transparency effects[DONE]
  • There are no map models[DONE]
  • Textures turned upside down and all around [DONE]
  • Different texture scales [DONE]

So it is time for a new list! We are getting to the exciting part of the story, the dynamic parts, the game itself! So far the gamecode has been running around in the background like a headless chicken, but now it is time to let it show it's face. Since it is all about things that happen, change or can be clicked and done, I think I'll start using short movies for the progress description.
  • Things need to move! With physics!
  • We want to see what's up, a menu and a hud!
  • When can I shoot the bolter? Effects!

I'm looking forward to this :-).
25
Rival Species - News / And the models have their original resolution as well...
« Last post by Bahl on November 11, 2012, 07:41:15 PM »
The models were only skinned with twice the resolution, so here comes the comparative screenshot with the assault marine in his original resolution. You can probably not see much of a difference, since the skins were not created to contain a lot of details. However this does open up the opportunity for a skin makeover.



Anyways, I'll move on and get the map models imported next.
26
Rival Species - News / Re: Now even the texture coordinates work...
« Last post by Bahl on November 08, 2012, 08:54:34 PM »
Always nice to see oldtimers return :-). But dont get your expectations too high. This is basically me trying out a new engine with the RS1 content as a playground. I do however intend to deliver if it is possible! It will take its sweet time though. Currently things are looking quite nice. The engine could improve in their lighting capabilities, so if you guys feel like voting, please follow this link: http://code.google.com/p/jmonkeyengine/issues/detail?id=510&colspec=ID%20Type%20Status%20Component%20Priority%20Difficulty%20Product%20Milestone%20Owner%20Summary

Next thing is getting the models aligned with the world and loading the models defined in the map.
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Rival Species - News / Re: Now even the texture coordinates work...
« Last post by ktimekiller on November 07, 2012, 09:33:49 PM »
I came here because I recalled playing this mod many years ago. I am pleasantly surprised that you guys are still hard at work. Keep it up!
28
Rival Species - News / Now even the texture coordinates work...
« Last post by Bahl on November 04, 2012, 10:25:32 PM »
I've finally finished the texture scaling! For illustration purposes I'm linking the old and the new screenshots:


29
Rival Species - News / The hot autumn and the asset pipeline
« Last post by Bahl on October 28, 2012, 07:25:12 PM »
And there we had a pause again, this time due to real life occupation (running through a hot autumn at the company) but I managed to clean up the asset pipeline and set it up again to support a clean build from the repository. Now that's a tone of technical terms, but I do have a visual as well ;-). Here comes a screenshot taken from the build using a different class (the assault) to prove my point:



What you can see is that the texture scale is currently not consistent, so I'll have to work on that. But at least it comes directly from the sources so all I need to do is scale the low resolution ones up and rescale the textures ingame.
30
Rival Species - News / Exterminatus beta 7 is out +++ ... and the animations got fixed
« Last post by Bahl on September 28, 2012, 09:51:01 PM »
It took a little while longer and as a result the list of issues is down three items!
  • It is not animate[DONE]
  • It has badly mixed up texture coordinates[DONE]
  • It is not world oriented
  • It has no physics whatsoever
  • It is way too dark[DONE]
  • It has no bolter!


You'll hardly notice but the marine now uses the idle animation in this screenshot. There seems to be an issue with the JMonkey animations though: They are not vertex bound! Instead they are geometry bound which makes it impossible to have for example the elbow belong to two bones.

After the static lighting, this is the second major issues with this engine. I hope they'll fix that before I get this game ready for playing!

+++edit+++
Exterminatus beta 7 is released and you can grab your source engine 40k goodness at 40ksource.com. I reduced the shameless plug to a simple download link in order to provide you with a good overview of the good old Rival Species progress.

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