My Modern Battlezone Pet-Project...

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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

Ah I know why, I had the surface normal at full-power for that vid, until I get to the bottom of this random Z-rotation issue...
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Zero Angel
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Re: Sneaky-Peaky of my baby project...

Post by Zero Angel »

Are you maybe overthinking the convergence thing?

As far as I know, BZ2 calculates convergence based on distance alone. The targeted enemy craft could be 100m behind or to the top of you and weapons would still converge as if it was directly in front of you. Or does the problem stem from the fact that you have 2 different objects (guns) and you have to somehow get them to tilt a specific way, accounting for the rotations of the objects on the model?
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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

I believe you're right. The difficult part is calculating that based on the eyepoint location (I don't use bones or mesh parts for this, it's just set locations on the model). I have to access the camera, but sometimes the camera lags behind and then aiming goes completely off.

For the best User Experience I want to ensure that whatever is under the reticle, that's where the bullets are going, within reason of course.
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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

https://t.co/nsdhPIRWqe

Targeting system built in. Doesn't have the on-screen markings yet but the window itself is functional! Also fixed my last remaining Physics glitch, so I'm about 90% of the way to creating the complete hover physics, a couple of minor issues to go!
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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

https://www.youtube.com/watch?v=00_qLQVbOHg

MOAR! Hover physics are now finished near enough. There's a slight bit of "the flying bug" which I need to resolve but the rest is all hover physics as we all know it!
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Red Devil
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Re: Sneaky-Peaky of my baby project...

Post by Red Devil »

Appalling!


okay, jk :P well done!
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Re: Sneaky-Peaky of my baby project...

Post by bigbadbogie »

Just so you know TJ, the second that you make this available, I'm creating a new Battlezone-style game in UE4.
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Re: Sneaky-Peaky of my baby project...

Post by Baconboy »

TheJamsh you cannot abandon this. This has gotta keep going. You're making wonderful progress and it looks gorgeous.
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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

Thanks all :) Still going strong... added the Detonator Weapon Class and Pulse Shells today, working on the Spraybomb class now. + the famous 'ShotAlternate' behaviour (which currently requires many-a for loop)

Also dropped in the missile scout and thunderbolt just to get some different units in. No textures unfortunately, will eventually re-model and texture them in a manner fit for 2015, probably with some help :p
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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

Can't help but work work work away at this now...

https://www.youtube.com/watch?v=REYH3r1QI0g
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LtFEED
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Re: Sneaky-Peaky of my baby project...

Post by LtFEED »

I really like the work you did on the physics, that is smooth and looks exactly like BZ2 IMO. WTG (not easy to do in Unreal). 8-)
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Re: Sneaky-Peaky of my baby project...

Post by Red Devil »

can you hover?
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Re: Sneaky-Peaky of my baby project...

Post by blue banana »

Excellent work as always. I am consistently impressed with the graphics and sounds, notably the explosions and the red damage flash.
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TheJamsh
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Re: Sneaky-Peaky of my baby project...

Post by TheJamsh »

Thanks, they're actually all sound effects I did ages ago for my dead BZ2 mod, Serenesis. I took a lot of the base game sounds and injected some 'new' into them.
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Re: Sneaky-Peaky of my baby project...

Post by Baconboy »

This is incredible. Really excited to see where this goes. :o

As soon as you make a demo-thing available, I'll be right here testing it out.
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