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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Fri Jan 16, 2009 11:42 pm    Post subject: Reply with quote

Shocked ..THAT railgun is spectacular!

Electro wrote:
Nice work Irritant!


Just modeled a railgun. Might still do some tweaks, not sure yet I think it serves its purpose.

http://www.bendarling.net/pmx/railgun_wip09.jpg
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Fri Jan 16, 2009 11:59 pm    Post subject: Reply with quote

..Great demo video... I'm really looking forward to the next release. Where you playing against another human opponent in that video or where you playing against an AI opponent?




MauveBib wrote:
Full battle video of the latest version of DiD2

http://elf.planetquake.gamespy.com/did2/did2.avi

The computer kicked my ass!
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sat Jan 17, 2009 9:09 am    Post subject: Reply with quote

That was the computer kicking my ass!
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed Jan 21, 2009 2:27 pm    Post subject: Reply with quote

Just finished an ingame waypoint editor, much quicker than faffing around in map editors.

http://uk.youtube.com/watch?v=miX_T6UqSoU

The AI player is now able to dynamically build buildings:

http://uk.youtube.com/watch?v=4UY4kkcZfpQ
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Wed Jan 21, 2009 7:43 pm    Post subject: Reply with quote

That's pretty cool. It's a good way to ensure that people who make new maps will have an easy time waypointing them too, so the map will play well.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Thu Jan 22, 2009 1:22 am    Post subject: Reply with quote

That looks fantastic MauveBib!

Just finished a CSQC scoreboard for my tank game. (I also got started coding the main teamplay mechanics)

(Click to Enlarge)
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Thu Jan 22, 2009 4:54 am    Post subject: Reply with quote

Thanks everyone!
I've done a few more guns since the railgun there too, but I'll put those on my website soon.

Awesome stuff GiffE and MauveBib, lookn shit hot!
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Jan 23, 2009 1:16 am    Post subject: Reply with quote

Experimenting with procedural foliage placement. I really can't be bothered placing hundreds of trees by hand, but random placement would be different each time the map is run. This is pseduorandom, so it's the same each time.




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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Fri Jan 23, 2009 3:14 am    Post subject: Reply with quote

Pseudo random looks fine like that MauveBib... Let anyone else who wishes to make a map for it place their own trees by hand or use your pseudo method! Very Happy How does it work? You make a brush in your map editor and label it func_rndforest or something along those lines??
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Irritant



Joined: 19 May 2008
Posts: 115
Location: Maryland

PostPosted: Fri Jan 23, 2009 3:46 am    Post subject: Reply with quote

Interesting Mauvebib, are you able to keep them from being placed too close to structures etc?

Working on some new content for the next AA...I'm addicted to dark tech it would seem. Though I think my next map will be in a damaged city setting.


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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Jan 23, 2009 3:48 am    Post subject: Reply with quote

xaGe wrote:
Pseudo random looks fine like that MauveBib... Let anyone else who wishes to make a map for it place their own trees by hand or use your pseudo method! Very Happy How does it work? You make a brush in your map editor and label it func_rndforest or something along those lines??


Nope, it's entirely in the qc. I wrote a pseudo-random number generator, which generates the same series of "random" numbers each time it's run, and pick "random" locations on the level using it, then check the texture on the ground, and if it's grass, spawn a tree (which has the model selected, sized and colourmodded using the same "random" number sequence).

Irritant wrote:
Interesting Mauvebib, are you able to keep them from being placed too close to structures etc?


Currently it just uses a traceline to make sure it's not placed on a structure, but a tracebox could be used to ensure wider spaces around structures.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Jan 23, 2009 11:52 am    Post subject: Reply with quote

The Total Annihilation AI builds stuff in a grid structure, with spacing between, ensuring that its units can leave its base although it usually messes it up anyway.
traceboxes > all
is there some flag to ignore the world, allowing large building sizes or something, without clipping into other units? Obviously, alignment to terrain is then perhaps an issue, but buildings perched on top of spikes on the ground isn't that nice either.
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Jan 23, 2009 2:56 pm    Post subject: Reply with quote

Spike wrote:

is there some flag to ignore the world, allowing large building sizes or something, without clipping into other units? Obviously, alignment to terrain is then perhaps an issue, but buildings perched on top of spikes on the ground isn't that nice either.


What I currently do for AI building placement is use a tracebox and a findradius twice the size of the building, to ensure there's a large free area. I also use walkmove(0,0); to set for terrain alignment.

The AI spirals outwards checking locations until one is found, which neatly means I can use the same function for spawning buildings and units. It also means that since the AI is set up to tend to build important buildings (barracks, vehicle factories etc) first, (though not always), it usually ends up with a bases consisting of a core of important building surrounded by defense turrets.

However, very little is hard coded with respect to buildings because the AI is designed to work with externally scripted units and buildings.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Jan 23, 2009 6:39 pm    Post subject: Reply with quote

xaGe wrote:
Pseudo random looks fine like that MauveBib... Let anyone else who wishes to make a map for it place their own trees by hand or use your pseudo method! Very Happy How does it work? You make a brush in your map editor and label it func_rndforest or something along those lines??


One could create a 'fixed' grid over a map/area and within each cell random the offset of the tree, so while there is a specified pattern, its randomly placed within. Or put little wheels on the trunks of the trees and spawn them 2 feet above ground and let them roll in place Wink

Sounds like a kick ass AI spawn function you have there Mauve
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Fri Jan 23, 2009 8:04 pm    Post subject: CoD Reply with quote

I can easily see this going into a full-fledged Call of Duty like game. A Quake mod set in the WW2 would be great. The game, the brushes, the atmosphere is better fitted for such a game than for a futuristic one.

Although, the future could look rather bleak with the Quake engine. Eh, time will decide. Wink
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