Code_Man Posted July 6, 2024 Author Share Posted July 6, 2024 Every day is prosponed release date, im working on ditching the demo and still quadposting here, il try to not do that in the future now that i have a page to post blogs on and stuff. Finally my game page has been approved so i will be posting more content and solid updates there, in here i will post work in progress updates and stuff like that. Also yesterday i got a hold of a great russian military van model, so that means there will be one more extra vehicle! There still some issues with the new van, but i got the truck almost decently working, i think its just lack of engine torque now. Im still on the lookout for a soviet truck model to use, im sure theres some about but i just have to find it. Also worked on a clean implementation for the strategy mode that eventually all other game modes will derive of, i will do the build placing algorithm later, but im confident i can get things to work well. Here is a little extra screenshot i wont feature on the games page, it showcases the skin system usable on the truck, which im quite happy with. Also on the side i work on a red alert engine for microcontrollers in c++, im quite excited for that take on shape too. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 7, 2024 Share Posted July 7, 2024 Code_Man , I'm very impressed by your tenacity , its been fun following this developing playset , if you will , especially seeing that you are so capable with many different aspects of the production . now , it seems that you are planning a strategy with first person element . Any pics of your strategy mode camera/s then ? Quote Link to comment Share on other sites More sharing options...
Code_Man Posted July 10, 2024 Author Share Posted July 10, 2024 No pics of the strategy mode yet, i used to have a rts camera mode and stuff but it didnt work well nor was it flexible and overviewable so im making a new one, im just using spectator cam for now. There is still much work to be done, the building placement logic being probably the most difficult one followed by economy system, im leaving gui and stuff for the end. The barrackses and war factory work in the basic sense, integrating the resourcing aspect is the tough one needed for proper strategy. Most buildings will be easy to make workable, im confident i can have each structure be useful and functional. Speaking of structures, i decided to make a power grid system where energy from powerplants will be relayed trough structures, it was a early idea for the original red alert, but devs decided it was too much work, but since t3d has such a system out of the box i will bring it back, which will make the strategic aspects much more interesting. Post demo i will mostly work in infantry/weapons/npc gamecode that will improve the gameplay by miles, but i dont want to accidentally break things in a rush. Also im working on a new method to remake all the red alert maps, i hope it will work out efficient, so there will be lots of maps for the rts mode once everything is ready. Heres a screenshot of the new uaz van, its far from done as you can see, but its there. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted July 15, 2024 Author Share Posted July 15, 2024 (edited) Once again i double post, but its my own thread and its a special occasion. Finally the cat is out of the bag and i can present to you all the demo/early access of Rad Alert. Its been a very long ride, over 2.5 years of production time over all for this, i feel quite tired hence i wanted this demo out. This demo features sadly only one map and vehicles should be considered broken, the ranger is quite good tho and the infantry combat is pretty decent. I will keep working toward a better version, a unified sole survivor and strategy game mode is already prototyped and will be deployed as soon as its ready. Building on the better parts of the game, infantry combat will see a radical overhaul, making things much more realistic, with bot code support to integrate that for the bots. Graphics and vehicles will take a while until they take shape, meanwhile i will work on maps and do the balancing on the side, it takes a lot out of me. I expect an updated version around the end of the year to be ready, with quite a few maps and much improved gameplay. Edited October 11, 2024 by Code_Man URL is broken(ACAB) Quote Link to comment Share on other sites More sharing options...
Code_Man Posted September 3, 2024 Author Share Posted September 3, 2024 Its been a hot summer end and i was rather busy too so i didnt get to work much. I upgraded the structure materials with pbr and got to prototype the rts elements so i think i can have many of the full game elements running. Heres some screens of the structures with pbr, once i have the new terrains in im gonna post a lot more highres stuff. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted September 3, 2024 Share Posted September 3, 2024 pretty , Code_Man . keep up the good work . Quote Link to comment Share on other sites More sharing options...
Code_Man Posted October 11, 2024 Author Share Posted October 11, 2024 The last few weeks i did the strategy mode, it came out well so far, there are still interface issues that make it unpleasent to use but it mostly works. Also came round working a bit on the singleplayer/coop commando mode, a bunch of missions would be a nice feature, i will try to whip up a prototype. Since i spent myself doing the required programming work i will be doing level design and balancing mostly, so there will be lots of new stuff to show. Pbr materials are mostly done, im mostly missing textures for doors, but if need be i can reuse the ones i have, but i prefer every structure having unique textures. The games gotten a lot prettier but also laggier since pbr was introduced, but not so badly that it would hinder my development efforts, got to upgrade my box either way. On other note i did update the game page(https://torque3d.org/forums/forum/70-status-updates/) and i intend to use it a lot more in the future. I plan to make a release towards winter that is more polished in terms of gameplay at the very least and lots of maps. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted October 12, 2024 Share Posted October 12, 2024 Code_Man , Looks so very nicey . The Art stuff really starting a bloom out . give me more pleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeease Quote Link to comment Share on other sites More sharing options...
Code_Man Posted October 15, 2024 Author Share Posted October 15, 2024 Well for another update, turns out the site i hosted the demo on was abused and the feds took it down, maybe they got to try my game. Sorry if anyone got a nasty scare of it, i removed the link, but i dont think anyone clicked on it after it was compromised, i had people try the game when it came out, no problems then. Which means i need to push for another asap, since the game is over 1gb now i need to find a suitble file host. I work on the interface stuff, which is driving me more mad than the usual stuff, but i think its making progress, hopefully soon it will be usable. Making things work in an rts setting on a fps engine is quite a lot of work, the fact that i use different gamemodes makes it even harder. Also keep an eye on the games page, i will be making regular updates and improvements. Now for the eye candy, i did work with terrain textures a bit, the desert ones are going well but the temprate materials look odd still. I had to tune down the settings even further cuz of pbr, so you see less lights than in the older shots. Level design will also be worked on so i hope when the terrains and props are ready there will be lots to show off. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted November 5, 2024 Author Share Posted November 5, 2024 Hope you had a happy haloween, i know im late and all but it took me a while to get just this far, this here speical edition haloween demo, that i sorta decided to make on a whim. There are still the issues that plagued the last demo, such as the lack of chat functionality and vehicles being broken and useless plus a lot more. Only one map is included since its the only one sorta properly working and themed for this release. Its a pretty rushed release, but its about good enough for playing for like half an hour. I was lucky to find a filehost to ditch it on, contains both linux and windows binaries, here is the link, but beware the spiders: https://big.fileditchstuff.me/b45/hDDuVkZHzPjhyMPIRmfh.zip Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 5, 2024 Share Posted November 5, 2024 Very entertaining Code_Man . Your work has a certain flair that I find interesting and I've bee enjoying this thread . when you speak of problems with vehicles and chat are they related to multi-player or do you have issues playing alone . the vehicles and chat have been working as I would expect for me (and lots o' fun at the cost of very little effort) but , I haven't tried anything multi-player so far . I request that you elaborate on the multi player aspects and multi-player - coding Code_man . really cool hang in there please Quote Link to comment Share on other sites More sharing options...
Code_Man Posted November 8, 2024 Author Share Posted November 8, 2024 (edited) Well the chat was always effed cuz somehow binds in the window thingie dont work and cause a lockdown, i dunno how to fix it and the interface code itself isnt better. Havent really worked on the vehicles other than the truck, i might get to, but for now i will keep on working the strategy mode and the demo mission. In theory multiplayer should work fine, but there is little to no interace and most functionaly like scoreboard, chat, player status and such sort is missing, this is messy stuff. Feeling quite limp from all of the work, but i keep pushing on, right now the interface and small stuff is mostly whats in the way. Also i start to play with some aircraft stuff on the side im curious how that will work out. Its very amazing to think that almost 30 years ago these kinds of graphics took a rendering farm to make now we can experience this "universe" in full at home almost like real. Edited December 13, 2024 by Code_Man Removed the external urls since they seem broken. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted November 16, 2024 Share Posted November 16, 2024 (edited) Code_Man , Hi Im not sure if you are using the modules that are available . So , I dont know if this'll help , anyway , if were in the same ballpark then a key needs to access the function named "teamMessageHud" . I use the modules and didnt see a keybind for the function so , I just put this line moveMap.bind( keyboard, Y, teammessagehud ); in the defaultKeybind file that is in the player/scripts/client folder . actually there is a remmed out line somewhere out there so , theres that , right ?. Your art has been lovely Code_Man Edited November 16, 2024 by fLUnKnhaXYU added img Quote Link to comment Share on other sites More sharing options...
Code_Man Posted December 13, 2024 Author Share Posted December 13, 2024 Well i didnt mean the keybind to bring up the chatinput, i meant the enter and escape binds once open dont snap in 4.0.3 for me. Also i had to decide to shift from strategy focused gameplay to infantry based combat, the reasons being having a terrible interface and vehicles being nonfunctional either way. I try to remake all skirimsh maps from red alert, its difficult with the scaling at times and a ran into a mess when i tired to mix 2k and 1k textures, seems t3d doesnt like that neither. Still trying to get a hang of terrain materials, but i made some progress there too and there are still many more textures and assets in need to sort trought, but its not a priorty. Weapons became a lot better now and i remade the default gameplay to be like renegade except you only have a barracks, but you start in random spots, just like in skirmish. Also i decently in my view so far tied the stamina and accuracy togehter so it will be much more tactical now. Heres some screens of the new maps i try to make for the 24th, still got a good bunch left, but its doable, the editor in t3d is really good, despite the minor regressions in the current version. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted December 13, 2024 Share Posted December 13, 2024 Its all looking better and better to me Code_Man . sorry I misunderstood your issue with chat functionality . I'd suggest making new topics in forums related to your issues as I personally dont think that tech GRU and GRU's or Asset GRUs , or , whatever they re called , peruse the likes of show-off threads , their loss . amyway great to see you and your latest developments and I'll be watching for more . and please do have a good ol' day Code_Man Quote Link to comment Share on other sites More sharing options...
Code_Man Posted January 8 Author Share Posted January 8 So as anticipated i slacked off again and the demo is delayed once more, but not for too long, most of the levels i did so far are decently enough done. I mostly want to make sure the levels are roughly right and have proper spawn positions, i wanted to finish this week, but its short notice after all. Hopefully that will be done by end next week, i still try to see if i can fix the chat, if no then well im not gonna let that stop me. Gameplay is still very dry sadly, but atleast the new maps and gameplay will give some variety to the game. There should be about 15 maps then, i still havent started 7 more i wanted to, but those will be done shortly after, which would complete the roster of original red alert skirmish maps. Also after the demo is uploaded i will work on some coop internal mission levels that was one of the major focus points of the original game, internal missions of the expansion pack will be remade as best as possible. Here some extra eye candy for the hard reading effort. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted January 15 Share Posted January 15 (edited) and the visuals continue to improve , how are you feeling about 4.xx now ? and when you gonna lay out some action scenes for us all to watch and appreciate ? Edited January 15 by fLUnKnhaXYU Quote Link to comment Share on other sites More sharing options...
Duion Posted January 17 Share Posted January 17 On 1/15/2025 at 7:09 PM, fLUnKnhaXYU said: and the visuals continue to improve The visuals look like an LSD trip. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted January 17 Share Posted January 17 IDK , I'm feelin it tho , the cold wor springs to a new beginning with that last photo of the soviet thingy . as if Code is etching away at some archaeolical discovery slowly revealing what made CnC a legend . yes ? Quote Link to comment Share on other sites More sharing options...
Code_Man Posted January 18 Author Share Posted January 18 On 1/15/2025 at 7:09 PM, fLUnKnhaXYU said: and the visuals continue to improve , how are you feeling about 4.xx now ? and when you gonna lay out some action scenes for us all to watch and appreciate ? Im pretty satisfied with 4.0.3 all in all, despite some regressions, it runs enormously smooth and stable when you avoid the stuff that does cause crashes. ParticleEmiiterNode seems to cause one, it would be nice to have powerplants and ore refineries make smoke. Also the navmesh being broken and bots unable to use vehicles is something i will make a dedicated thread about i think. The visiuals improved alright but im focusing on improving terrain materials, cleaning up, making the maps playable right now and ship that infantry demo. There are a number of props i need to show some more too, once i got the maps better done il place them and post some more. I would like to make videos, but i have neither working editing software and i dont know if the builtin video capture works, it would be real nice if it did. 16 hours ago, Duion said: The visuals look like an LSD trip. Makes me wonder what you will say about announced project that really does look like an lsd trip. Over time il have the graphics look more gritty and less trippy. 12 hours ago, fLUnKnhaXYU said: IDK , I'm feelin it tho , the cold wor springs to a new beginning with that last photo of the soviet thingy . as if Code is etching away at some archaeolical discovery slowly revealing what made CnC a legend . yes ? Yeah im really trying and imo suceeding in bringing out how red alert was meant to feel like and over time il bring in a lot more soviet and eastern european themes. I hope when the infantry demo is about done il shill it on some places and maybe even get to contact the westwood people who made the original and see what they think. Most stuff is there and somewhat satisfactory and with the exception of bots and vehicles not mixing well the engine provides everything i need in a good way. It does come very close to how one would imagine the original to have been if it could have been made with this tech level. Also i keep improving the games page at the side, so there will a better represenation when the demo is ready. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted January 19 Share Posted January 19 Code_Man , I agree , not having the simplicity of a bot , vehicle , way point setup is disturbing and stressful , for me , but this fascinates me . for you it may be too slow or whatever . its from my fave read 3DGPAI1 . // ======================================================================== // moveshape.cs // // This module contains the definition of a test shape, which uses // a model of a stylized heart. It also contains functions for placing // the test shape in the game world and moving the shape. // ======================================================================== datablock ItemData(TestShape) // ---------------------------------------------------- // Definition of the shape object // ---------------------------------------------------- { // Basic Item properties shapeFile = "~/data/shapes/items/heart.dts"; mass = 1; //we give the shape mass and friction = 1; // friction to stop the item from sliding // down hills }; function InsertTestShape() // ---------------------------------------------------- // Instantiates the test shape, then inserts it // into the game world roughly in front of the // the player's default spawn location. // ---------------------------------------------------- { // An example function which creates a new TestShape object %shape = new Item() { datablock = TestShape; rotation = "0 0 1 0"; // initialize the values // to something meaningful }; MissionCleanup.add(%shape); // Player setup %shape.setTransform("-90 -2 20 0 0 1 0"); echo("Inserting Shape " @ %shape); return %shape; } function MoveShape(%shape, %dist) // ---------------------------------------------------- // moves the %shape by %dist amount // ---------------------------------------------------- { %xfrm = %shape.getTransform(); %lx = getword(%xfrm,0); // get the current transform values %ly = getword(%xfrm,1); %lz = getword(%xfrm,2); %lx += %dist; // adjust the x axis position %shape.setTransform(%lx SPC %ly SPC %lz SPC "0 0 1 0"); } function DoMoveTest() // ---------------------------------------------------- // a function to tie together the instantion // and the movement in one easy to type function // call. // ---------------------------------------------------- { %ms = InsertTestShape(); MoveShape(%ms,15); } So , instead of a Ai player or wheeled vehicle , navmesh , waypoints , you know as one might image a typical slooshy , it is for simply moving around a static (and theyre animatable) I havent tried this but I imagine that mounting an Ai to the static is possible , possibly making use of its scanning functions . its on my bucket list . if you consider it , let me know how it goes . this is found in 3D Programming All-In-One by Kenneth C. Finney . Chapter 3 . the files are also on the companion CD that comes with the book and are located in the resources "directory"<-is that still a word ? chapter 3/bookcode . Quote Link to comment Share on other sites More sharing options...
Code_Man Posted February 11 Author Share Posted February 11 Unfortunately that is of no help, i need proper working ai support that can operate vehicles reliably like the design intends to. I got sidetracked, i made the computer build bases really halfassed, but its working and infantry squads are built too and sent to the front. Also slightly updated structure materials again, the helipad mostly, except for the gun turret, tesla coil, sam site, aa gun, iron curtain and gap generator all structures have proper textures. Still working on the maps, mostly proper placement of spawn points still and bits of scaling. Vehicles are still messed up so mostly keep focusing on infantry, but some of the code improvements done go a long a way. There is also a interesting way to control vehicles as a team that i work on, but i have no idea how well it will work in practice. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted February 12 Share Posted February 12 2 hours ago, Code_Man said: i need proper working ai support that can operate vehicles reliably like the design intends to yea Code_Man , I agree , So will you look to making some engine modification/s to achieve that goal or possibly you might find some available sufficient technique with further experimenting.? Quote Link to comment Share on other sites More sharing options...
Code_Man Posted February 17 Author Share Posted February 17 Not at this point and i will need help finalizing that anyhow, i will make a vehicle testing template for the devs to use it at one point. The maps havent made much progress, i was shook when i saw my best friends picture bellow some white roses on the cementary three days ago. This struck me pretty hard but im doing much better, he would have loved this game and now he will never get to see it, so il dedicate it to him. Its such a loss for this me and so many people, but most of all the world in general, he was one of the few leftover ones but yet his own struggle was met with such a tragic fate. On another note i found out why spawnpoints gotten deleted nullyfing my efforts, i forgot to overrride the damage method so it got destroyed when splashed. Im going to release something this week probably, as im gone by next week and the following without internet access most likely. There is also a chance i might sneak in a harley for the allies as recon motorcycle. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted February 18 Share Posted February 18 sorry Code_Man . Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.