[QUOTE=NinjaWilko;36480161][B]It liiiiiiives![/B]
[t]http://i.imgur.com/xCA2W.png[/t]
[t]http://i.imgur.com/vbIpH.png[/t][/QUOTE]
Having to touch certain parts to do things (Pulling the slide back, unlocking the slide, turning on/off safety, pressing the mag release button, pulling the hammer back) would be awesome.
Not sure about moving or shooting though...
i am uploading super juicy video
I will warn you I narrate over it and seeing as it's 1:07 and my mic sucks it's particularly shitty but OH WELL
[editline]26th June 2012[/editline]
[video=youtube;XEv2kaKQvw0]http://www.youtube.com/watch?v=XEv2kaKQvw0[/video]
pew pew
Flashlight, darker rooms...
Wonder how long it'll be before someone makes a horror mod.
[QUOTE=Protocol7;36494315]i am uploading super juicy video
I will warn you I narrate over it and seeing as it's 1:07 and my mic sucks it's particularly shitty but OH WELL
[editline]26th June 2012[/editline]
[video=youtube;XEv2kaKQvw0]http://www.youtube.com/watch?v=XEv2kaKQvw0[/video]
pew pew[/QUOTE]
Are you by chance the radio commentator which is featured in Reservoir Dogs, presenting the sounds of the 70s :v:
Because of technical issues with GitHub I'll be restarting work on my end, but with hopefully better stuff being added faster than before.
[QUOTE=Teh Zip File;36493042]Having to touch certain parts to do things (Pulling the slide back, unlocking the slide, turning on/off safety, pressing the mag release button, pulling the hammer back) would be awesome.
Not sure about moving or shooting though...[/QUOTE]Move grip around to aim, seperate GUI button for firing? Also virtual joystick for movement.
[QUOTE=Str4fe;36418524]This. He programmed his first game in 5th grade of elementary school or something.
And crytek wanted to hire him when he was 15.
He never looked at a single tutorial or anything, he self taught himself.
Today, he works +12 hours a day on Overgrowth. Wakes up and starts coding until its bedtime again.[/QUOTE]
how do you teach yourself a programming language? it's like teaching yourself French, he must've either had someone teaching him, or read a book.
[QUOTE=WubWubWompWomp;36496189]how do you teach yourself a programming language? it's like teaching yourself French, he must've either had someone teaching him, or read a book.[/QUOTE]
I self taught C
Just read others code :v: (and try to not read shitty code)
So I'm back up to speed, and back to adding features. When GitHub stops trying to delete my code I'll set up a proper repo, but until then it can go get fucked.
I'm going to add in the stuff I've made up until now back in tomorrow, but here's a couple screenshots of the past hours progress. I also fixed those errors again since they came back when I restarted.
[t]http://puu.sh/DLp2[/t][t]http://puu.sh/DLoS[/t]
[t]http://puu.sh/DLoG[/t][t]http://puu.sh/DLoo[/t]
[editline]26th June 2012[/editline]
Just sent Wolfire an email asking about a mod license since they had that incident with Lugaru during one of the HIB, hoping from an email back by morning!
What I like about this game is no matter how much you practice reloading, it's still easy to fuck up if you're being swarmed by the kill-bots. I think it's more a matter of the controls being finnicky though. It'd be good if holding down the "eject" button dropped the magazine, while double-tapping puts it straight into your inventory. It'd also be nice if you could remove rounds directly from the magazine rather than loading it into the pistol and ejecting them one-by-one.
[QUOTE=Teh Zip File;36494683]Flashlight, darker rooms...
Wonder how long it'll be before someone makes a horror mod.[/QUOTE]
Something to keep with the whole robotic enemies theme, Terminator-like robots that are tough as hell just chasing you throughout the whole level, almost pretty much unstoppable that takes a ton of beating would be awesome. Just imagine the whole tension on trying to find bullets as you hear the footsteps of it coming closer and closer and suddenly you point your flashlight on glowing red eyes.
[QUOTE=Tobba;36496219]I self taught C
Just read others code :v: (and try to not read shitty code)[/QUOTE]
If you don't mind me asking, where do you look for other people's code?
[QUOTE=Morbo!!!;36497546]It'd also be nice if you could remove rounds directly from the magazine rather than loading it into the pistol and ejecting them one-by-one.[/QUOTE]
Umm...remove magazine, holster gun, press R.
If I remember correctly.
[QUOTE=DoctorSalt;36497879]If you don't mind me asking, where do you look for other people's code?[/QUOTE]
There are a lot of open source programs. If you want to see game specific code, look for theDOOM engines.
Is it gonna be possible to optimize this in any way? I know it's deferred lighting and all but it gets hella jittery in interiors for me.
[QUOTE=Painseeker;36498013]Umm...remove magazine, holster gun, press R.
If I remember correctly.[/QUOTE]
You mean I've been inserting mags and spamming the slider because I'm an idiot?
Yes.
[QUOTE=S31-Syntax;36500236]You mean I've been inserting mags and spamming the slider because I'm an idiot?[/QUOTE]
[QUOTE=Lizzrd;36500869]Yes.[/QUOTE]
Yep.
It only got added in the newest update however, so you're not that an idiot.
[QUOTE=Lizzrd;36502078]It only got added in the newest update however, so you're not that an idiot.[/QUOTE]
It's in R4, the latest is R5
Thank you, just wanted to clarify.
[QUOTE=draugur;36502237]It's in R4, the latest is R5[/QUOTE]R5 had options n fixed sights, right?
-snip-
I actually thought deferred lightning was kinda cheap for the amount of (infinite) sources it can provide?
[QUOTE=maqzek;36502631]I actually thought deferred lightning was kinda cheap for the amount of (infinite) sources it can provide?[/QUOTE]
I'm not too sure
I honestly don't think the performance problems are related to the deferred lighting compared to how Unity is handling entities and the like
I would argue otherwise, my GPU goes into overdrive when dealing with rooms with a lot of lights (that green room in particular, for example)
[QUOTE=subenji99;36503359]I would argue otherwise, my GPU goes into overdrive when dealing with rooms with a lot of lights (that green room in particular, for example)[/QUOTE]
Lots of lights = lots of objects
[editline]26th June 2012[/editline]
Regardless the lighting for that room is, I believe, prebaked, the only true dynamic shadows are ones cast by the flashlight in my mod
[QUOTE=Protocol7;36505168]Lots of lights = lots of objects
[editline]26th June 2012[/editline]
Regardless the lighting for that room is, I believe, prebaked, the only true dynamic shadows are ones cast by the flashlight in my mod[/QUOTE]
I don't think any of the light sources except for the obvious outdoor-mapped ones are prebaked at all. You can't see that they cast their own shadows because of the position that they are in but the light goes out when you shoot it. I don't think baked lighting can disperse like that
Thread music
[media]http://www.youtube.com/watch?v=9Bn3BA3EPCo[/media]
Great advice from Cypress Hill.
Taking a sidebar
[IMG]http://puu.sh/DTDj[/IMG]
Added in the cities
[editline]26th June 2012[/editline]
[IMG]http://puu.sh/DTXS[/IMG]
Game is so much more... atmospheric now
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