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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #521

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    OK, here is a run down on how the AI works-

    There are green cubes called nodes. They have no logic, they just act as targets for the blue cube.

    The blue cube has all the logic>

    A node count property that increases when it collides with nodes.

    A list of nodes (1-10), so when property node =1, go to node 1, when collison with node 2, property 'node count' increases by 1 (1 + 1 =2) so go to node 2, and so on.

    Logic to reset the count to 1 when 'node count' = 11 (i.e. the last node, 10 plus the collison value).

    If you want to increase the amount of nodes, then you will have to manually add more logic bricks in this sequence:

    PROPERTY > AND > EDIT OBJECT (TRACK TO)

    and make the track to target the node number.

    If you run through the steps in your head its quite simple, its just confusing on-screen!

    By the way, I have managed (with a bit of help) to get loops working in a way almost the same as the mag-strips. How the AI wll work with it I do not know yet!

    And where is Xpand?

  2. #522
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    Sorry. I've been really busy now and for the next 3 weeks. I regularly check the thread but I don't post anything because I have nothing to add...

  3. #523
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    I'm sorry for you man I have 1 week free from school (maturas/matures... how do you spell that?) + 2 holy days = 9 days of free time (Last week i had 6 days ). That's why there's no PSN now... becouse i'm home... (i'm unlucky like hell) And that's why my work is going on forward
    I've rendered next movie about my alphard ("what?! AGAIN!!!"), but this time rendered (no, it's not raytrayced ), with 5 ships flying together and some (crappy ) effects

    http://www.youtube.com/watch?v=CekV2G7vSTA
    (202 posts... wow... rapier pilot?!?... not phantom?)
    Last edited by zero3growlithe; 5th May 2011 at 06:40 PM.

  4. #524
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    Default

    Ok, I see, thanks Aspect. With mag-locks IN GENERAL(mabey tracks) have the track move at mag-lock so AI just sits in place. Did you use any forces (wind, turbulence, etc.) to help with mag-locks.

    P.S. Aspect, parlez-vous français? Non, je peux aider toi? (Anyone understand?)Any time you need help, you can ask me.

  5. #525
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    Default

    Aspect do you have a skin for the mag locks. I found out how to make glass so, I think a light blue glass with a light green line on the edges. You like that, huh? I also made a test track for you to try out mag locks with.

    Zero, can you upload tracks in .zip on this site. PSP can't download from Megaupload.

    P.S. Nodes are fun to play with, untill you make the uglyest thing, EVER!

    P.S.S. Need to reselect something, hit the C key and click the edges.

    P.S.S.S. When will python get invovled? I'm ready...

  6. #526
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    Eh?
    You have working PC, and yet you are using PSP as internet browser?

    btw. Those files are on RapidShare in *.rar and weighs ~20mb... If you're using Linux (by some way) copy this to terminal: sudo apt-get install unrar

  7. #527
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    Default

    Quote Originally Posted by zero3growlithe View Post
    You have working PC, and yet you are using PSP as internet browser
    I can only go on the comp on weekends and I hate my basement, its WAY too cold...

  8. #528
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    Ah, ok. So i'll reupload alphard as *.zip
    btw. I was thinking about that Pashtun Wheel, and... i think that what i had on at the beginning was good enough to put in our game. Environment that i've made so far will be used in future tracks.

  9. #529

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    The maglock style script has a few bugs to iron out- the material physics do not work when going round the loop. So far I've experimented in various ways of getting round this but its slow going. I will post it later, just in case someone else has a brainwave.

    Do you understand the AI better now feisar rocket? Sounds like you are having fun with it.

    Edit: Forgot to mention at the minute I am trying to make a speed and thrust indicator.
    Last edited by Rotational_aspect; 12th May 2011 at 08:05 AM.

  10. #530
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    Has anyone seen my track that is still in what,the very first stage of making?

  11. #531
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    F.E.I.S.A.R, Nope, i don't recall anything like that

    feisar_rocket, Here's that track:
    https://rapidshare.com/files/3505554..._Converted.zip

  12. #532
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    Talking

    Quote Originally Posted by Rotational_aspect View Post
    ...you understand the AI...
    I am trying to make a speed and thrust indicator.
    I got everything but logic. I'm experimenting with nodes and multi-layer objects. I might just get logic on my own... MIGHT!

    P.S. Got a nice starting area texture! Light blue-white ground.

    P.S.S. Want SONY to know about this?

    P.S.S.S. Aspect, are you using Python for the speed and thrust indicator?

    P.S.S.S.S. Can I make a title screen? Just give me a name and I'll draw it.
    Last edited by feisar rocket; 12th May 2011 at 09:37 PM.

  13. #533
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    Quote Originally Posted by zero3growlithe View Post
    btw. I was thinking about that Pashtun Wheel, and... i think that what i had on at the beginning was good enough to put in our game.
    I saw PW on youtube... mind adding me (TheShamarski)? The other track, I think it was Alph, it was S*XY! Loved that jungle! You use rhino still? I might go back to it... Also, thanks for uploading it!

    P.S. Anyone can call me anything as long as it's in my name (feisar, rocket, feisar rocket or Shamar (real name))

  14. #534
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    Yes, i'm still in rhinoceros, but i don't recommend you to use it, becouse it has less options than Blender/3DS Max (ex. no proffesional animation software). It's great only for modelling (in my opinion, of course )

  15. #535

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    The indicators are in Python, they are basic but work (so far!)

  16. #536
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    "Atlantica at night", foggy night test.
    Attachment 2405

  17. #537

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    Mini update:

    Have two simple scripts that seem to do well at the minute-

    Limit speed (you set a maximum speed and it stops unlimited acceleration)
    Speed indicator (speed is set as a property that I can currently see as a debug value). This is linked to an animated speed bar that shrinks/ extends depending on the current speed.

    I am thinking about a thrust indicator but is it worth it, other than for visual impact?

    I have also got hold of a Python health script which will ironically make damage a lot simpler to do (in that I can define how much each weapon will damage the player).

    Slap all this on a HUD and happy days.

    A real time race position system is still unworkable, and the loop system may not be fixed (which would then require a work around, which is not a total disaster)

    A lap timer is possible too, but I need to find how to copy and write to properties (which is not that hard thinking about it).

    OK, back to work!

  18. #538
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    Thanks for update!

    I got a pit lane texture ready (for other tracks)

  19. #539
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    Sooooo... i have an childish HUD for our game: Link
    FAQ:
    Why there is Energy and Health metter?
    Energy is for hyperthrust or shield (can be used alternating... you know what i mean?)
    But how it was in Wip3out was good :/
    That's why there is possibility to use your health for hypethrust, and only for hypethrust.
    I think that's all Tell me what you think

  20. #540
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    Wow, this is really impressive, been watching some of the videos you guys have posted. I can't help you guys in the programming department whatsoever, but I'm interested in doing some original designs for the team logos, billboard advertisements, GUI, etc. Basically the kind of stuff TDR would be involved with.

    Give me some background on the game - like when it takes place, what teams are racing, stuff like that - and I'll try to come up with a few things for it.

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