[QUOTE=Lumaio;49014875]:snip: nevermind, I know what you mean now. Yeah, it does remind me of that.
[editline]30th October 2015[/editline]
Although, I've never heard them called slide. always been race[/QUOTE]
[media]https://www.youtube.com/watch?v=XbCgE81r-BY[/media]
[thumb]http://i.imgur.com/ipD2yCn.jpg[/thumb]
I wrote a launcher that starts the game process suspended, then i injected a dll in it that detours a few kernel32 functions, then i resumed the game process inside that injected dll, and then i manually load my game, server and ui dlls when the game requests them (from a totally different directory) so the game doesn't bitch about the dlls being locked when it tries to overwrite them randomly (why :why:).
Everything done in C#.
why was there never a good, popular source mod built around surfing
surfing is so satisfying
[QUOTE=Eric95;49015247]why was there never a good, popular source mod built around surfing
surfing is so satisfying[/QUOTE]
I think the base game did it well enough to be honest. There's still a surf scene on csgo, lots of great skill maps that have been ported too. It definitely doesn't get the recognition it deserves though.
[QUOTE=Eric95;49015247]why was there never a good, popular source mod built around surfing
surfing is so satisfying[/QUOTE]
Gocnak is working on one, it's called Velocity.
I've been working on a voxel engine for my university's final year project. Got terrain rendering yesterday using a perlin noise algorithm. It's smooth across chunks which creates some really nice terrain.
It's all written in c++ using opengl.
[thumb]https://photos-6.dropbox.com/t/2/AADdUycsENAeKVmAjMZ3uwyv4-8Vv47M9RWUIK7ZFr1naA/12/31559628/png/1024x768/3/1446235200/0/2/Terrain.png/CMyfhg8gASACIAMgBSAHKAc/8dGoODMqpc-Aqf89ZuTr7v2TdEFnNtQCmrqVUTfRfqw[/thumb]
There's Kreedz Climbing, but that focuses on a lot more than just surfing. Generally awesome mod if you like making twitch jumps and get satisfaction out of the nuances of source engine movement. I think its still in development, but its got more than enough content already.
I'm deciding to start a patreon for my game so I can spend less hours at my second job and put it towards releasing that. Any idea on how to get started advertising it once I do get the page set up?
I look the playlist example from the YouTube API and turned it into a watch history logger. I don't know what the history limit is (size, time, etc.) but I can only see back so far.
[code]>>> import json
>>> file = open("watch_history.json", "r")
>>> list = json.loads(file.read())
>>> len(list)
871
>>> list[-1]["publishedAt"]
u'2015-10-15T15:02:10.000Z'
[/code]
Thats October 15th, or 15 days ago. I've watched 871 videos since then. Thats ~58 per day. I can never feel productive again.
The data file is 1mb because it contains the entire description for every video as well as thumbnail links for multiple sizes.
Anyway, the script runs every hour. I'll create some stats in a few months or so.
[QUOTE=Bomber9900;49016396]I'm deciding to start a patreon for my game so I can spend less hours at my second job and put it towards releasing that. Any idea on how to get started advertising it once I do get the page set up?[/QUOTE]
Same here (except I have no job). Good design software is expensive as hell. But I seriously don't know how to advertise a game like mine.
Youtubers?
[QUOTE=Bomber9900;49016396]I'm deciding to start a patreon for my game so I can spend less hours at my second job and put it towards releasing that. Any idea on how to get started advertising it once I do get the page set up?[/QUOTE]
If you have a Twitter account (that you actually use), you should get a lot of marketing advertising.
Most of it isn't that interesting, but once in a while there's pretty handy practical advice in a service pitch.
[QUOTE=Bomber9900;49016396]I'm deciding to start a patreon for my game so I can spend less hours at my second job and put it towards releasing that. Any idea on how to get started advertising it once I do get the page set up?[/QUOTE]
you honestly have enough content to show to make a kickstarter IMO, then you can contact gaming news outlets about it(RPS, ShackNews) with offers to allow early reviewing access and whatnot
[editline]30th October 2015[/editline]
oh and of course youtubers
[QUOTE=gonzalolog;49016842]Youtubers?[/QUOTE]
For Sanity plea that should be a good idea, at least. You still need a little material to get people interested though.
[editline]30th October 2015[/editline]
I assume [URL="http://dopresskit.com/"]presskit()[/URL] is good for media pitches, but since I have no experience with that I can't verify this.
[QUOTE=Map in a box;49016856]you honestly have enough content to show to make a kickstarter IMO, then you can contact gaming news outlets about it(RPS, ShackNews) with offers to allow early reviewing access and whatnot
[editline]30th October 2015[/editline]
oh and of course youtubers[/QUOTE] not enough content yet, the reason I was choosing patreon was so I can do monthly builds and monthly goals
[QUOTE=Bomber9900;49017116]not enough content yet, the reason I was choosing patreon was so I can do monthly builds and monthly goals[/QUOTE]
Ehhhhhhhhhhhh I think you do, and of course you could always do one and a patreon if it fails
kickstarters are a waste of time these days really
unless you're already hugely successful or your goal is under ten grand
I think I'm gonna make an unlisted trailer tonight and maybe you guys can judge it
[QUOTE=leontodd;49015042][media]https://www.youtube.com/watch?v=XbCgE81r-BY[/media][/QUOTE]
Idk why but every server had a radio with shitty russian techno-pop on it
[url]https://www.patreon.com/user?u=554352&ty=h[/url]
Anything I should work on improving, I wanted to make a trailer tonight but I've got a 15 hour shift tomorrow, my birthday is on sunday, and then I have another 12 hr on monday, so the earliest i'd be able to make a trailer is on tuesday haha
My hockey? bots won their first competition against another team.
In total my forward scored 4 goals, though one was in his own net.
[editline]31st October 2015[/editline]
[QUOTE=Eric95;49015247]why was there never a good, popular source mod built around surfing
surfing is so satisfying[/QUOTE]
It's not Source, but Rolling Revolution for Jedi Knight is still one of the best things I've ever seen.
[video]https://youtu.be/QqO8w1DAQK8p[/video]
[IMG]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/10/2015-10-31_01-17-34.png[/IMG]
[B]o, world![/B]
Imgui integration with my engine (and posting in the right thread).
[QUOTE=Eric95;49015247]why was there never a good, popular source mod built around surfing
surfing is so satisfying[/QUOTE]
What does a sourcemod around surfing have to offer that the original games don't?
There have been standalone mods for surf/bhop/kz or combinations of those in source/goldsrc.
Timer, Scoreboard, replay improvements, but failed to gain traction.
You need to take some big steps forward to have people manually install your mod outside of steam,
and overcome that a lot of people like to play surf/kz/bhop besides other cs gamemodes.
Game winning goal from the final game of the hockey? bots matches. Still quite a lot I need to improve. No reason it should have taken until overtime to get a single goal.
[URL]https://streamable.com/6sb8[/URL]
I finished porting my rendering engine out from Qt to GLFW!
[t]http://i.imgur.com/Iy1Mmq0.png[/t] [t]http://i.imgur.com/Zr4h5du.png[/t]
This separate program uses most of my old code, but I had to create a shitload of stuff from scratch (since I'm no longer using the Qt library), and the rest was substituted from several libraries such as GLEW, GLM, and FreeImage.
This was no mean feat, it took me a couple of weeks IIRC, because 99% of the shader related stuff I initially learned was specific to Qt, not how to do it from scratch.
Currently, it can load whatever my level editor spits out. Just like the editor, the stand alone renderer supports using predefined shadows as well as real time shadow filling and filtering. Everything works exactly the same, however optimizations were able to be done in this environment that couldn't really be done before.
Now that I have the rendering engine decoupled, I can now start to work on actual game engine stuff again. However, there is still more stuff I want to learn that I couldn't really do when I was using Qt as an OpenGL wrapper.
Also, finally a proper working freelook/noclip camera:
[vid]https://my.mixtape.moe/rzyzje.mp4[/vid]
[B]Edit:[/B]
I know there are a lot of issues with shadows at certain angles there, but I don't currently calculate the optimal frustum for each light yet, so once I figure out a way to do that quickly, then the shadows should look much better.
Made an asteroid field generator:
[IMG]https://dl.dropboxusercontent.com/u/3983801/Sk%C3%A6rmbillede%202015-10-31%2013.34.39.png[/IMG]
[img]http://i.imgur.com/IXdn89h.png[/img]
Using .NET 4.6, no external libraries.
[QUOTE=Funley;49020432][img]http://i.imgur.com/IXdn89h.png[/img]
Using .NET 4.6, no external libraries.[/QUOTE]
You've got to show DoThing's code, too!
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