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Author Topic: UQM Recreation  (Read 85456 times)
Draxas
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Re: UQM Recreation
« Reply #180 on: February 10, 2006, 08:36:54 pm »

Art can wait. Besides, the near-perfect technicals that he's churning out with almost frightening regularity are beautifukl in their own way. Wink

Remember, if you don't like the look, just recite the gamer's mantra:

Graphics are not important, gameplay is everything.
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DwD
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Re: UQM Recreation
« Reply #181 on: February 10, 2006, 09:47:18 pm »

Yes, he does have a very good engine here, but, even in the concept stage of programming, providing a way to import various resources such as models and textures or sprites is included, if only as a blank method.  Don't let me stop your momentum tho.  Just thought it might save you some headaches later.
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As a matter of fact, I am studying some rudimentary 3d game programming in c# right now.  It looks to me like the most common modeling format, is a directX mesh.  I just happen to have a modeler that will export this format.
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I can supply some 1st run models for experimentation if you want.
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TiLT
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Re: UQM Recreation
« Reply #182 on: February 10, 2006, 10:11:25 pm »

You mean the .X format? I'm using it (temporarily) myself for a game I'm coding, but it's a bloated, slow format. For example, I made a simple model consisting of 5 2d-planes. The size of the X-file? 2 MB.
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DwD
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Re: UQM Recreation
« Reply #183 on: February 10, 2006, 11:33:22 pm »

I just exported my model of the Thraddash ship ( to .X) in my personal image to the left.  It consists of 12-12 sided spheres (You cant see them all in the image, they're nested inside each other.  In the model, they are semi-transparent and luminous.) and 73 polygons.  Total size 703KB and this before it's converted to binary.

I admit, it's a pretty simple model and it has no textures to import, but it is definately Thraddash.
« Last Edit: February 10, 2006, 11:38:36 pm by DwD » Logged
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Re: UQM Recreation
« Reply #184 on: February 11, 2006, 12:05:06 am »

I just put in all the sounds for all the ships that are currently in the game.
 The only sound I cold not switch to .ogg is the orzes “Go” sound when they launch a marine. Anyone want to convert this sound to .ogg and send it to me? The reason why I’m switching them from .wav to .ogg is SDL.net had problems with the .wavs.

Other then the orz all the ships now have sound, unless I missed a few collision sounds.


I agree that I should start thinking about the 3D models or atleast make stubs for them.

« Last Edit: February 11, 2006, 12:11:05 am by BioSlayer » Logged

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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #185 on: February 11, 2006, 12:14:17 am »

I just put in all the sounds for all the ships that are currently in the game.
 The only sound I cold not switch to .ogg is the orzes “Go” sound when they launch a marine. Anyone want to convert this sound to .ogg and send it to me? The reason why I’m switching them from .wav to .ogg is SDL.net had problems with the .wavs.

Other then the orz all the ships now have sound, unless I missed a few collision sounds.


I agree that I should start thinking about the 3D models or atleast make stubs for them.



i don't mind sendin it to ya
« Last Edit: February 11, 2006, 12:19:15 am by Kohr-Ah Death » Logged

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Re: UQM Recreation
« Reply #186 on: February 11, 2006, 12:34:05 am »

i don't mind sendin it to ya

could you upload it using this site?
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
JHGuitarFreak
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Re: UQM Recreation
« Reply #187 on: February 11, 2006, 12:53:00 am »

allrighty Grin
any specific folder?
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Re: UQM Recreation
« Reply #188 on: February 11, 2006, 12:54:40 am »

Well my plans to start investigating how to do 3D graphics with OpenGL has been cut short by a moron.
nehe.gamedev.net has been hacked.

allrighty Grin
any specific folder?

anywhere is fine
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
JHGuitarFreak
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Re: UQM Recreation
« Reply #189 on: February 11, 2006, 01:07:44 am »

Well my plans to start investigating how to do 3D graphics with OpenGL has been cut short by a moron.
nehe.gamedev.net has been hacked.

allrighty Grin
any specific folder?

anywhere is fine

i'll get right on it


.:: EDIT ::.
it's in "../files/secondary.wav"
« Last Edit: February 11, 2006, 01:09:33 am by Kohr-Ah Death » Logged

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Re: UQM Recreation
« Reply #190 on: February 11, 2006, 01:27:22 am »

it's in "../files/secondary.wav"

I was hoping it would be
"../files/secondary.ogg"
Since I was saying I was unable to convert it from .wav to .ogg.
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #191 on: February 11, 2006, 02:29:40 am »

Done, same folder, "secondary.ogg". Sounded awful when I first converted it for some reason, so I jammed it through a filter, amplified and bass-boosted it. If it sounds funny and you just want a direct conversion, I put "secondayNORM.ogg" up also.

- Dean
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Re: UQM Recreation
« Reply #192 on: February 11, 2006, 04:35:18 am »

Done, same folder, "secondary.ogg". Sounded awful when I first converted it for some reason, so I jammed it through a filter, amplified and bass-boosted it. If it sounds funny and you just want a direct conversion, I put "secondayNORM.ogg" up also.

- Dean
Thanks. I'll be making a new release with all these sounds.

Now the entire Gamedev.net domain is down. This really slows down game development.
« Last Edit: February 11, 2006, 04:46:51 am by BioSlayer » Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
JonoPorter
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Re: UQM Recreation
« Reply #193 on: February 11, 2006, 06:40:02 am »

I’m so HAPPY!  Cheesy Grin Grin Cheesy Cheesy Grin Grin  Cool

What I am about to reveal to you may seem like a minor bug fix but its more like a new feature and them some (and them some more).

Remember a while ago I was trying to figure out an anti tunneling algorithm?

So I’ve been trying to solve this problem from the beginning.

 Well I just figured one out finally and implemented it and it works!
I thank God for the brain he gave me so I could figure this out and for answering my prayers. (More then just code goes into this game it’s also powered by prayer!) Grin

See what was happening was if an object was moving too fast (druuge cannon) it would tend to fly right through another object with no collision being detected. As you can see this would be a major problem. This algorithm solves that! Making it so most high speed collision should be detected.
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Dean
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Re: UQM Recreation
« Reply #194 on: February 11, 2006, 07:56:03 am »

Neato. Care to give a simple explanation as to how your anti-tunelling algorithm works?

- Dean

PS: I thought I was alone in thinking Evangelion is the greatest thing since sliced bread Tongue
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