Bionite: Origins needs Support!

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Nielk1
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Re: Bionite: Origins needs Support!

Post by Nielk1 » Sat Sep 14, 2013 1:39 am

The problem isn't at all that it's your first, it's that you don't learn from mistakes and try to demean others or push off problems to be the fault of others.

I mean, hell, back when your PR guy left he did a little interview thing to defect any issues from the project (despite project related issues being a major part of his leaving). Then you had an interview that reads like you want to blame him and everyone else for all sorts of "issues".

I also know from a few of your team that you tried to tell them all that I was trying to take Jayden away from you to work on a mod. For note, I told Jayden that the only things that should come before Bionite, his JOB, where his family and education. I told him to put any BZ2 modding on hold. He did and was already planning to do so because he is a responsible person.

There are numerous issues with the Bionite project, with the largest being your refusal to accept basic criticism and need to blame others whenever anything goes wrong.

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Re: Bionite: Origins needs Support!

Post by Baconboy » Sun Nov 17, 2013 5:26 pm

RIP BIONITE: ORIGINS

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Re: Bionite: Origins needs Support!

Post by LtFEED » Fri Dec 13, 2013 5:18 pm

A MP alpha will be up very soon, with the beta right around the corner :)

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Re: Bionite: Origins needs Support!

Post by General BlackDragon » Fri Dec 13, 2013 6:23 pm

You fix the "Colliding with the ground when driving over tiny hills" thing yet?
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Re: Bionite: Origins needs Support!

Post by LtFEED » Fri Dec 13, 2013 6:38 pm

yep, we completely replaced the hover system for the vehs. The alpha team is going to be refining the physics until we get it right. :)

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Re: Bionite: Origins needs Support!

Post by Nielk1 » Sat Dec 14, 2013 1:50 am

LtFEED wrote:yep, we completely replaced the hover system for the vehs. The alpha team is going to be refining the physics until we get it right. :)
Oh thank god so you finally aren't using the default fan based hovercraft physics.

You implement any form of generic classes for parametrized construction for units and such or are you still using the default UDK paradigm that isn't really well suited for high variety vehicle environments? Did you generalize your weapon tracking and radar model into a single system?

And of course, do you actually have a public face again or is Bionite still a shadowy project with no public team list and a bunch of kickstarters still confused as hell?

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Re: Bionite: Origins needs Support!

Post by LtFEED » Tue Dec 17, 2013 4:10 pm

Nielk1 wrote:Oh thank god so you finally aren't using the default fan based hovercraft physics.

Yes :)

I had to have someone else write the equations and classes for these functions, becuase it was super complicated and the math was over my head :? . The 'floatyness' from BZ is super, super complicated to replicate and we want to make certain that we are emulating that. I have had alot of people reccomend that we attempt to duplicate the physics model in BZ. I hope we are on the right track.

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Re: Bionite: Origins needs Support!

Post by Shadow Knight » Tue Dec 17, 2013 4:43 pm

What's so hard about basic physics code with inertia and drag?

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Re: Bionite: Origins needs Support!

Post by General BlackDragon » Tue Dec 17, 2013 4:47 pm

Alot actually, velocity, mass, etc...
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Re: Bionite: Origins needs Support!

Post by Shadow Knight » Tue Dec 17, 2013 7:06 pm

Most of which is handled natively by the engine.

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Re: Bionite: Origins needs Support!

Post by Zero Angel » Tue Dec 17, 2013 9:53 pm

'Natively by the engine' doesnt mean a lot. BZ2 has its own 'native' physics engine, and so does UT. They won't handle even identically unless you modify the game engine to be more like bz2 -- and this means reverse-engineering BZ2 physics

Game physics can get VERY complicated. The BZ2 and UT engines both have their own formulas for handing things like velocity (acceleration alphas and omegas, force vs inertia), lift (drag, damping, mass, spring constants), collisions (bounce factors, thresholds, friction), rotation (alphas, omegas, damping). I don't imagine it would be possible to perfectly replicate bz2 physics unless you had access to the source code and had a lot of patience.
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Re: Bionite: Origins needs Support!

Post by Nielk1 » Wed Dec 18, 2013 12:18 am

BZ's hover physics are a bit weak, they are tacked onto a modified version of the car physics from Interstate '76. You have a better bet of creating new physics. If you are going for BZ like physics you most critical part is going to be getting the rebound right. If you are doing it the BZ way you are going to have a LIFTSPRING that is constant and used with the unit's mass for an end result almost like car suspension.

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Re: Bionite: Origins needs Support!

Post by TheJamsh » Sun Dec 22, 2013 7:42 pm

Going to hopefully have something to show guys in a few weeks, still sort of getting my head about the interface of UE4... but yeh... hang about. Might be on the verge of a revolution in terms of similar-to-BZ-games.
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Re: Bionite: Origins needs Support!

Post by LtFEED » Thu Jan 16, 2014 4:31 pm

We're finally getting through testing/tweaking the MP version of Siege. Figuring out how UDK sets up the MP environment was tricky to say the least :(

There is something to be said about "trench warfare" and game development: the approach is the same.

We are running it through the testing team and I'll have an open version posted soon 8-)

-LtF

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Re: Bionite: Origins needs Support!

Post by Zero Angel » Thu Jan 16, 2014 4:38 pm

Nice to hear you guys making progress. Big ups to you for not giving up despite the problems that initially plagued the project.
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