Code_Man Posted February 22 Author Posted February 22 Thanks for your condolences, i wrote a small dedication in the readme, im still reeling, but im doing better after talking to some friends. There was little time and eneregy leftover for me so i didnt get much done and il be gone for two weeks on monday with probably no internet access. So rather than adding another 2 weeks minimum overdue delay time i will be releasing tomorrow as is and hope for the best. There will be probably some spawnpoints where you spawn under the map or over it and that one occasional random crash, but there are quite a few maps and most have 8 spawns. Otherwise its fairly playable and pretty balanced, there is very little feedback on things still, but there are many new and changed gameplay features that are not noticable. I seriously need a change of scenery and im really burned out and i dont wanna drag this on needlessly for very little gains, i rather release an update after i come back. Still need to dig out and impot that vss vintorez model i have laying around some place and some other minor things id like to squeeze in along the way. Quote
Code_Man Posted February 24 Author Posted February 24 So il be going away for a while with no net access so rather than delaying it further i give you what i got. The rad alert infantry demo, featuring like 15 maps with up to 8 spawn points on a map. Its not as finished as i had hoped for, given the complications its no wonder, some maps are only quarter done. Some spawn points are still either too high or too low so you might end up spawning in a bad place. Download it here at: https://fileditchfiles.me/file.php?f=/b52/mlUzyhfmKEcrJLbYmQf.7z For all gamedevs remember to take advantage of the assets everything is cc0/public domain. There is more content than is used so take a good look and there is interesting unused code in there too to use. I cleaned up a lot and hope its more useful as depository of stuff for people to use. If anyone wants to have a sort of preview of whats to come, edit data/rad_alert/scripts/server/game_modes/game_mode_control.tscript and set %this.bases to true in the initGameSettings function. Used a new small packaging script i wrote last night so i hope i didnt make any mistakes, i will improve and share it once i get back. Quote
fLUnKnhaXYU Posted February 25 Posted February 25 On 2/11/2025 at 6:25 PM, Code_Man said: i need proper working ai support that can operate vehicles reliably like the design intends to. NoWay! , Codee , it.....is.....broke , sorry ,. Quote
Code_Man Posted March 26 Author Posted March 26 Im back at it again, finally got around to add trees into the game and maps, they will look a lot better now. The maps are also much better scaled and portioned similar to the originals mostly, its gotten a whole lot easier. Also i improved the puter buildin algorithm slightly, you can actually preview something like that in the demo too. If you want to see the crappy rts building simply change %this.bases = true; in function GameModeControl::initGameSettings(%this) to true and you should have an overhead camera inside your construction yard so zoom out and watch, thats all you can do right now. Im working on general improvements such as classes tweaking and asset and map improvements, im a bit stuck in terms of direction so il just build up on what i have and see where it takes me. While i was away i had noticed the blog entry for 4.1 dev and got pretty excited about it, i hope it comes out soon. The game mode subsystem thing is something i emulate for my main game mode right now, if theres an api reference out there i could emulate that already and just switch some lines when 4.1 is out. Same for the sublevels, i could already make groups of objects and save them as a file and use them already. There will be an improved release by the end of the month with some new content, but no major gameplay changes. Quote
fLUnKnhaXYU Posted March 29 Posted March 29 joking aside , I think theres activity concerning the path finding for vehicles , very exciting ! Id like to know how's the feedback on this project . Its really been quite interesting and Im wondering what others have to say and surely there is interest in this , right ? anyhow hope your little trippy went well and wb (lol , wb was such a cool thing back in AOL world ...hmmm) Quote
Code_Man Posted April 2 Author Posted April 2 Well the the trip was ok, it was depressing and cold plus we cought a nasty influenca, but the mission objectives were accomplished smoothly. The situation in the east is more hostile than ever, now with talks about poland becoming a nuclear power, who would of thought life would end up mimicking the game. Yeah i really hope bots and vehicles will be fixed, it would be a major milestone, even tho im not at a point where i can use it. Right now all vehicles except ranger are not functional and it will take a long time to make them drivable and adjust weapons. Speaking of vehicles i found a model of a harley and since those were actually used in military service the allies will get a bike somewhere down the road. However i thought of some interesting mechanics to build and use vehicles, theres some stuff i want to try, such as players being able to take direct control of vehicles. I mostly focus on infantry combat, improved bot code some days ago, npc fights gotten a lot more entertaining trough a agression modifier that is set randomly. The idea is for the commander to be able to set it and since the npcs by design do not move/scatter on their own its intended the commander/computer will give those orders. You can stil tell theyre kinda crappy bots, but they gotten a lot less crappy now and its a good base for making improvements. The gameplay is pretty decent in my opinion, some bots get stuck in the barrackses, which is a bit of a drawback i hope to fix. Other than that and maps needing more touchup, plust the crappy ui and lack of chat aside, i find it be a very passable fps, i have experienced a whole lot worse. There are a few places and people i want to propagate the game, i havent gotten around to since i was sick and the release was a bit of a rush job. Im going to tell some people next week and try to make some improvemnts on the presentation to rouse some interest. The next version wil be similar to this one but significantly improved, it will take a long time for a subsequent release after that since vehicles and structures need to be tweaked intensely, in addition to the maps being done on the side. Pics attached feature the biolab and field hospital that will serve as tech buildings later and bases built by computer, i much improved the algorithm by now btw. Quote
Code_Man Posted April 20 Author Posted April 20 This will be my last post for quite some time as of the tomorrow i no longer have unlimited highspeed internet access therefor i will be offline for undetermined time. Thus i will release my current version of the game, its much improved over the previous but still has many rough edges. Bots have been overhauled and trees added to most maps, also some maps were improved, im fairly satisfied with it. Here is the download link: https://fileditchfiles.me/file.php?f=/b54/QaIyGGqpmoMjmydOjaxq.7z Enjoy it as much as you can and dont forget to take any assets you like, everything is copyleft and can be used for any purpose legaly no strings attached. There is so much work to do irl in and outside the house so i will have not all that much time to work on the game(s), however i will make small and steady improvements. I want to make all the maps included now to high standard and includy many more assets i have on my disk that need sorting and working out. There will also be a ton of balance work to be done not only for infantry and structures but vehicles will take a long time too and also many more props, some with functions one day i hope included. Today i also thought of a way to make a decent meta game inspired slightly by kanes wrath that i will work on the side and will add even another layer of strategy to the game. Also if things go well atcs might finally be released too, i just need to finish the maps and fix bots slightly and some other minor stuff. If you change the %this.bases variable in data/rad_alert/scripts/server/game_modes/game_mode_control.tscript to true, you can see what the game could do if the rts interface/pathfind/bots+vehicles would work properly. And a happy 420 all, which happens to be my user id, what a strange world we live in and see ya when i see ya i guess. Quote
fLUnKnhaXYU Posted April 22 Posted April 22 have a nice trip Code_Man . hope you can return to finish your project in the manner you have been on these forums . your models look so nice . and your last link is not a link . have a good'n Sir . Quote
Code_Man Posted September 12 Author Posted September 12 Im back online, currently in my new home in poland next to the czech border. Right now dont have access to a machine i can develop on, but i will be back to my gamedev puter by sunday. While i was offline i mad much progress, including most of all i manged to make my vehicles driveable and significant improvements in "ai" code. On the side of graphics, i began to take significant advantage of the skin system used in t3d, which means every structure will have different looks depending on what faction uses it, so far i only scratched the surface of what can be done. Speaking of which, i also began using the transparency features of the textures i use, squeezing out a whole lot more variaty with little filesize overhead from the fabulous texture set made by yuqhues aka nobiax. Meaning this year there will be a full release out(minus naval, maybe), just need to get flying vehicles working and the rest should fall in place. In addition allen who made the vehicle and structure models, posted an update with all the missing stuff so far, which saves me a whole lot of work, check it out at https://ppmforums.com/topic-66860/various-red-alert-1-vehicles-obj/ More exciting news, he also created some more for tiberian dawn and tiberian sun structures, which you can see at https://ppmforums.com/topic-72934/cc-tiberian-dawn-units-obj/?sid=b1af2a77f00b63767407d002b437a870 and https://ppmforums.com/topic-72995/cc-tiberian-sun-buildings-obj/ Meaning by next week i will also start working on a new game i think i will tiberian sunrise, combing tiberian dawn and hopefully once i get vehicle models, tiberian sun into a two tier system. Since i got most of the ground vehicles working for rad alert fine, it should be a simple copypaste job to get these fine rides working by next week. Im so very excited right now, its too bad i dont have a work environment for this here right now, but i needed a break and with all this im moreso motivated than ever to get things going on track. Quote
fLUnKnhaXYU Posted September 13 Posted September 13 WoW , Poland , I hope you love there and welcome back . Congrats on overcoming the particulars of the wheeledVehicle data blocks . its really is a lot of fun actually so please dont let it interfere in your dev time . I hope that you can share your impending progress with flyingVehicle . its one I've kept on the back burner and have actually zero knowledge of some of its functionalities and terminologies . well , I'm looking forward to more of your work and progress and entertaining posts . Quote
Code_Man Posted Friday at 11:36 AM Author Posted Friday at 11:36 AM Didnt work on this game per se since i started tiberian sunrise, but since both games use common code it will flow back into this. Also forgot to mention i started to work on open world game mode i call isles of thunder, its a combo of the campaign from wolfenstein(2009) and armed assault 3. You will play as a allied elite commando trough missions that will advance the game and unlock weapons and units as you play trough them. There will be separate areas for the allies, soviets and a neutral area where most of the action takes place aswell a island with hostile guerillas. The isles will be connected by a main road with bridges and arranged in a maze like pattern with side entrances that are real dangerous. Every island will feature a castle as the main base, each themed differently and featuring unique layouts that will have all kinds of features and requiring different combat tactics. Enemy presence as well as items will be randomized and danger lurks around every corner, you never know what to expect, there will be an near infinite variation at every step. The code to enable randomized spawning is working well so far and i will build up on it further, i have not had the chance to use it much so far but it is fairly good fun for the little work i put into it. Once tiberian sunrise is released, which should be about by the end of this year or early start of next year, i will resume work on this. In the meantime enjoy some screenshot from some of the revised materials that use transparency and alternative skins for structures. Quote
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