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Thread: Sup driggers, I'm back, and I'm still slaving away.

  1. #11

    Re: Sup driggers, I'm back, and I'm still slaving away.

    I did some work today. Got hitscan collision detection working so now I can have bullets.
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  2. #12

    Re: Sup driggers, I'm back, and I'm still slaving away.

    So a LOT was worked on today in a pretty short amount of time. Most importantly I have worked on the physics BSP so it is now almost 100 times faster than before. The physics BSP of Portent is 41k triangles unoptimized and it is running pretty smooth. The engine now supports convex hull collision objects. Basically you can make a convex hull for a gun or a vehicle of a piece of scenery and then it will have physics and roll around and shit. It's really easy to do, takes about 2 minutes in 3ds max. I also ported Portent over as well. I only made a couple of shaders (making shaders is a bit time consuming) but it's looking pretty nice. I've noticed some bugs in the lighting engine but that's a task for another day. Cheers everyone, and thanks for following the project.
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  3. #13
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    10/10 map choice
    So what's your goal with making this and basing it so close to halo stuff (using the same skybox for instance)?
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  4. #14
    halo.ru Rosco's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by n00b1n8R View Post
    10/10 map choice
    So what's your goal with making this and basing it so close to halo stuff (using the same skybox for instance)?
    i like to think of it like this

    someone who loves halo enough would build an engine from the ground up to mirror aspects of blam if microsoft won't give us the tags source ultimately creating something of awesome potential for everyone who sticks by this game.. and of course other games given it's being built as an accessible engine not just for halo things..
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  5. #15
    Senior Member Btcc22's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Rosco View Post
    ultimately creating something of awesome potential for everyone who sticks by this game...
    I've said it before (in other words) and I don't wish to come across as negative but it's probably safer to view it as a personal project than anything that's going to have value for the Halo community.

    There's nothing stopping somebody from importing Halo's assets into existing and mature engines rather than waiting for this.
    Last edited by Btcc22; December 14th, 2013 at 02:22 PM.
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  6. #16
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    I think Inferno had stated that he was using Halo assets to try and replicate some of the multiplayer maps to fully test his engine, then move onto his own full indie game.

    Correct me if I'm wrong Inferno~

    Although looking at that statement, wouldn it just be smart to instead start work immiedtiely on your own game, rather than just port Halo stuff and try to mimic it? If your end goal is really your own game, I'd imagine you'd much rather try to start seeing stuff from that rather than another game.
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  7. #17
    halo.ru Rosco's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Btcc22 View Post
    I've said it before (in other words) and I don't wish to come across as negative but it's probably safer to view it as a personal project than anything that's going to have value for the Halo community.

    There's nothing stopping somebody from importing Halo's assets into existing and mature engines rather than waiting for this.
    was basing that portion of my words on the idea of porting or emulating halos multiplayer to it which is what he said he would like to do
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  8. #18

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by n00b1n8R View Post
    10/10 map choice
    So what's your goal with making this and basing it so close to halo stuff (using the same skybox for instance)?
    I needed a stress test for the engine and portent was very pretty and high poly. :3

    Quote Originally Posted by Rosco View Post
    i like to think of it like this

    someone who loves halo enough would build an engine from the ground up to mirror aspects of blam if microsoft won't give us the tags source ultimately creating something of awesome potential for everyone who sticks by this game.. and of course other games given it's being built as an accessible engine not just for halo things..
    Yeah, you could stick halo 3 in 12d if someone can rip all the assets. I'm not really mirroring blam but I am takeing ideas from blam and other games and trying to improve on them. EX: Tagging structures are based on blam, shaders are based on UE.

    Quote Originally Posted by Btcc22 View Post
    I've said it before (in other words) and I don't wish to come across as negative but it's probably safer to view it as a personal project than anything that's going to have value for the Halo community.

    There's nothing stopping somebody from importing Halo's assets into existing and mature engines rather than waiting for this.
    People have tried and there is always something that stops them from porting halo fully. You also have to consider that most mature engines cost money and have legal restrictions tieing them down.

    Quote Originally Posted by Higuy View Post
    I think Inferno had stated that he was using Halo assets to try and replicate some of the multiplayer maps to fully test his engine, then move onto his own full indie game.

    Correct me if I'm wrong Inferno~

    Although looking at that statement, wouldn it just be smart to instead start work immiedtiely on your own game, rather than just port Halo stuff and try to mimic it? If your end goal is really your own game, I'd imagine you'd much rather try to start seeing stuff from that rather than another game.
    I want to port the entire MP to the engine. A lot of features like proper netcode and true mod support and auto-downloading would be awesome for Halo.

    I could start working on my own game but I dont want to start making a game till I have an engine that I know can handle it. Porting HCE provides a huuuuuuuuuuge amout of debug data. Portent uncovered some massive bugs in collision when I imported it. Now they are fixed :P
    Last edited by Not Inferno; December 14th, 2013 at 03:39 PM.
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  9. #19
    Tking care of prego wife. Scooby Doo's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Ermm.... could you do us a favor and post your intentions in the first post of this thread? I still don't know what you're doing exactly and I read the entire thread.

    What I've gotten so far:
    1) you're building an engine for a game you've been planning
    2) you're using halo content to test the capabilities of your engine?
    3) you want to port halo MP to your engine?

    What I want to know:
    1) What is the time frame for this?
    2) What language are you using?
    3) Are you still using Java...?
    4) Are you using an open source framework as a base or is this ALL your code?
    5) Are you looking for help or just showing your progress?

    Either way... this looks interesting.

    -Scoob
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  10. #20

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Scooby Doo View Post
    Ermm.... could you do us a favor and post your intentions in the first post of this thread? I still don't know what you're doing exactly and I read the entire thread.

    What I've gotten so far:
    1) you're building an engine for a game you've been planning
    2) you're using halo content to test the capabilities of your engine?
    3) you want to port halo MP to your engine?

    What I want to know:
    1) What is the time frame for this?
    2) What language are you using?
    3) Are you still using Java...?
    4) Are you using an open source framework as a base or is this ALL your code?
    5) Are you looking for help or just showing your progress?

    Either way... this looks interesting.

    -Scoob
    1) Yes, the game I'm planning would not be possible in any exsisting engines (It's a pretty unique concept). This caused me to start researching and developing 12D roughly 2-3 years ago.
    2) Yup, it's good test data.
    3) I want to port halo because I'd love to see Halo: CE on a "modern" platform. My engine is no UE3 or CryEngine but it should be pretty solid if everything falls into place.

    1) My time frame is working on this every day I'm not at my actual job. Basically, GOTTAGOFAST.
    2) Programming in java, tags are written in a language I created (12Tag) and scripts are written in a scripting language I created (12Script). 12Script looks almost identical to Halo's HSC/lisp stuff so no issues there for all the oldfags.
    3) Yes, I know the drawbacks of it but it was the language I knew when I started and I can't change that. Some day I'll be writing another engine and it'll be in C++ haha.
    4) LWGJL is a framework but it's not like I'm really using it much. My renderer is written in OpenGL and GLSL. My physics are done with Bullet now. I've moved the basis of networking over to Kryonet. I still use my own system for handling connections and data but Kryonet makes things run really smooth.
    5) Right now I've got everything under control and I'm just posting progress. When I get to the point were I'm actually moving content into the engine I'll need some bros to port maps. I'll post a tutorial and documentation on how to port a map later on down the line. The way things are designed now you can just make a mod with a new map and then I can add it to the final game as native content.


    Hope that clears some stuff up.
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