Before you go please use the 1.2 scale on cassandra. PLEEEEEASE!
Before you go please use the 1.2 scale on cassandra. PLEEEEEASE!
............................. Unityyyyyyyyyyyyyyyy, this engine is so filled with bugs that it is a total pain in my ass! I've had so many problems with it but continued anyway. Now that's going too far, especially when you think about it's scripting language which is structural, not object, so it's much harder to work in it... I think about moving on to Unreal Engine 4 as I plan to work as a programmer in future and Unity is just not the way to go :| (yeah... bit late decision, half work behind me) I'll see if there is ANY possible solution for my actual problem although it seems to be an internal bug again and see if it's possible to continue...
Description of problem:
Because there is no such thing as "2D Texture Alpha Cut-Off" I had to make some quads on which I've placed textures I've made earlier, ok but without ("dynamic text")? it's useless so I came up with "Text Mesh" thing which seemed to be what I needed... and here comes my **** problem: When I type something into the text box it will appear normally and everything is ok, but just press the play button and your text mesh is not showing anything... now press play button again and what you see? Matrix! Literally, like in NES game xd Now when you type some text again after you erase everything it works again... Comment: ?????????????????????? :?
btw. Unreal seems to be compatible, no, it IS compatible with SVN (or Version Control System, something like Git) so we could really work together :)
I'm sorry to hear about your troubles; have you reported the bug to the Unity developers / asked for help on any Unity boards? All programs have problems, even Unreal.
Nope, cos when moving through Unity forums I've seen words like: "Bug report has been already sent but no reply" many times :| Anyway, Unreal is something really unreal (got UDK already) :o As for SSGX, **** this problem, I'll just change my HUD a little and bypass this "Text Mesh" thing, done :)
Oh, I hope you can work this problem out and SSGX won't lack of your good work because of some Unity bugs.
I don't know about that stuff, would it be much work to move everything from Unity to Unreal? Will ship models and all the other stuff other people are working still be compatible?
Racing games like Wipeout seem possible, just watched this:
http://www.youtube.com/watch?v=5KhZF...ature=youtu.be
It may be beneficial to move to Unreal if the bugs are a compelling enough reason to do so. If you are not planning to sell the game then this is another good reason too as Pro stuff in Unity costs money that is free in UDK.
Yeah Wipeout games are possible but as far as I understand it zero has some problems to get his ideas working in Unity [mainly the HUD?], I know that can be frustrating...
I can start learning UDK next week. I'll be done with the exams by then.
Your guys' effort is awesome!!
Sorry for disappearing for so much time guys, exams week and work are killing me! >.<
So, I saw something about Unreal Engine 4 and I think it's a good idea, indeed.
And @Xpand, do you know where to get some tutorials for learning how to program for this engine? I want to learn something 'bout it too.
Oh, and other thing: I remember that zero told me something about using C# to build some parts of his code. If possible, we could use the XNA framework for porting it into Xbox Live, can't we?
I haven't started looking for tutorials yet, only next week (exams too). Well about the XNA, the game-engine based codes differ from SDK to SDK. I believe you can import the UDK C# codes into XNA, but they may not work as expected. They will probably need some work around the variables...
LOL 666th post... :g
@Xpand: Now u can't write anything cos devil will come to get you xD As for UDK, if you want to learn it then ok, 3 different versions of game shouldn't be a problem xD I'll finish SS in Unity and then without any pain I'll move to UDK too and ask you for help if needed :P
@Bruno: C# is much faster than JavaScript (UnityScript) although same performance can be achieved if well written. That's why I plan to check my code for unnecessary functions... someday... ok, today as I have nothing to do anyway except for skipping boring classes :g
I won't make a diferent version of the game. I'll conduct my experiments here and feed the results onto your version since it's more advanced.
Hey guys, I got invited by a friend I know in the music production world to join in here. I have a background of playing all the WipEouts, so it's fair to say that I am a big fan, and I would be really interested in getting involved in an existing WipEout project.
Quite simply if there is something someone needs doing that is on the creative side rather than technical, I would love to help. My background probably means that I am more suited to music, vocals and sound effects than anything else but if I can help, someone pop me a message here.
If I could interject my thoughts about graphics engines as I can see this has been discussed lately. Unreal Engine 3 is the current release at the moment and although it is coming to the end of its life cycle, this isn't going to happen any time soon as it will be about two years before UE4 is released. This will also come with licensing issues, not to mention the requirement of powerful PCs to run. Just my 10 pence worth here.
Welcome onboard Southern :) Sound effects and music you say? Cool! We're a bit short on sound effects so if you could make explosions, wall hits, ship to ship, track surface hit, plasma, engine sound effects that would be awesome! Hope that's not much I'm asking you to do :g
Oh right, just noticed in the demo that the menu has sounds and everything is quiet as soon as the race starts^^
Welcome on board!
welcome here southern :) always good to see people show interest ^_^
Hey there Southern! Glad to see you joined the team! :D You'll do just fine! We're like a big family, here! Hahahahaha
Aye we love we, we laugh, and we savagely beat each other over the head with our own arguments about what we think should be in. in the end we will get something awesome out of it :)
Does anyone know how to pick a font, change its width and save it back as another font without much effort? Cos I can't seem to find anything to make it real... thx in advance :)
you could probably open the font file in illustrator or something, export a picture file of it and stretch that file, then you should somehow be able to make it into a font file, though I'm unsure of the specifications of a font file of course.
Short history how turned out my attempt to change font width:
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Hell yeah!!! I've somehow managed to change their width :) Ok, so now into Unity... hmmm, shouldn't they be different?... eeeerm..... oh, after changing this option and it changed to my version, yaaaay! Hey, why it turned back into this unchanged one? Why this option that was working before is not working now?! Unity!!! WHYYYYY!!!
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And that's how I've been just f***** up again by Unity :) To be continued...
EDIT: Hah! I had to take this font again from system folder, open it with font editor and save it changed with the same name and put it into the same folder as other fonts I'm using (differently colored fonts).. Yaaaaaaaaaaaaaaaaaaaaaay ^^:+ Sorry for another part of "Angry Zero" xd
EDIT2: Nevermind, it stopped working again after restarting Unity...
EDIT3: Eeeeh, Unity created itself a font file which was taken from system fonts folder and deleting it helped... lol
EDIT4: Uh huh, when compiled game uses properties of system font instead of properties of font that I've put in the folder I'm using font from...
EDIT5: Oh, now I've changed some things inside the font and now it's working xd
Anyway, small change log:
- game code is much faster than before
- physics is a bit tweaked but that's just because I'm still working on it...
- new HUD
- HUD is shaking on collision :P (strenght depends on collision strenght)
@Xpand: What do you think about this idea: When u'll be done with exams I'll send you the newest version of SSGX Project with "FullShipController" script full of comments so you'll know what is happening in there and tweak physics related parts as you wish and later you'll send a demo which we will test and comment/post suggestions about it so we will have a nice physics in SSGX?
@Aspect: If you want I can send it to you too so you can play with it too :g
YO!
School's out so, I have 2 months with this "big family" here ;)
Meh, as all my intro's get read over quick :), let me get to the most asked question... from me;
What'd I miss and what should I do?
P.S. I see a new guy, sup
Zero: sounds great, I'd love to do some testing for you!
Hey there.
I was thinking about creating some new & interesting race modes for Slipstream but it's really not so easy to think about something groundbreaking since we know about Zone, Eliminator, Detonator etc. already. Anyway, I wrote down a few ideas but since I don't know all of this is realistic to code, feel free to change the ideas or tell me it's nonsense :D
Wavebreaker
Multiplayer
Would be the first team-mode race for a Wipeout alike game. There are two teams on the track, team one starting a little ahead of team two. Team one is the "wave" and team two the "breakers". Basically the breakers just need to stop the wave. In detail that means that team wave wins if they complete 5 rounds or eliminate all breakers. Team breaker wins if they eliminate all guys from the wave-team or simply overtake all guys from the wave team.
Further on, there are no speed pads on the track and you won't get a turbo pickup. Team wave actually only gets dropable stuff like bombs and mines [and barriers??] and team breaker gets canons or rockets. Of course both of them can get shields. Oh and of course it is not possible for anyone to drive backwards [like if team wave managed it to get far infront, team breakers can't go backwards to wait for them]. If you go backwards or your speed stays under 10% for a certain time, your shield energy will decrease immediately.
I know the idea is in early state and I don't know if it's even possible to do this, but it's just an idea after all.
Training
Singleplayer
No AI, infinite rounds. The track has more contrast than the ambience, or the ambience is black&white or blurred. This mode is just for training on the track. Kinda like speed lap. Of course, this mode can't be used in campaigns aswell.
Double Race
Singleplayer, Multiplayer, Campaign
"Double race" instead of "single race". Half of the contenders are racing the track forward, the other half backwards. Of course it works only on tracks where both directions can be raced. This could be kinda interesting if you imagine a quake rolling up on you from infront because someone from the other half of the players shot it. Also there are speed pads for both directions of the track so if you race over a speed pad for the other direction, it actually slowes you down for a moment [just like in Wipeout].
Nightflighter
Singleplayer, Multiplayer, Campaign
Actually the opposite from "Training". Basically a normal race with AI, weapon & speed pads. The difference is that everything is much darker, the contrast between track and ambience is not so high and there are no ambient lights [also no lights on the track itself]. Of course you can still tell where the track is, it shouldn't be totally dark of course xD but you have to be familiar with the track after all cause you can't see so well. In fact the only real light is from explosions or from the engine. This video inspired me to the race mode:
http://www.youtube.com/watch?v=1wH51pcYGOQ
@Aspect: Okay, uploading now...
This version is stable one although there needs to be some adjustments added (especially stability related things). As for now engine fire changing is turned off as I plan to change it a bit, results screen is is not working as with HUD change, script has to be changed too. (that's probably not everything I wanted to say so I'll add something later)
Enough of this, now, to open the project you need newest version of Unity (gooogleee), when you have it installed go to project folder and find Assets/Pre-SetScenes/C-Distra+Cassandra.scene, here if you press play button you can play normally. Now open FullShipController in Assets folder and search for huge green noticeable text where you have function that controls anti-gravity. If you have questions, don't hesitate to ask :g
Controls: "r" to restart, "x" to thrust, "c" to change camera, "b" to boost, arrows: pitching, turning, barrel rolling
Compiled version of game for everyone: https://rapidshare.com/files/3545173..._Beta_Test.rar
Project files: https://rapidshare.com/files/7385951...ject_Files.rar
Looks great! Only decrease the track scale by like 5-10% and it's good! Also I edited the track so the walls are smaller and the ships don't look very small in it. But you have to use the "trackwall" object to make the wall collision work correctly. I'll send it whenever I can... next monday or so!
If you want you can set-up everything and send me set-up scene back cos I think I'm not going to take care of anything not related with programming anytime soon xd
Anyway, project files are up 2 posts earlier :)
@Docfo4r: Wavebreaker sounds good :) Something like car chase in Most Wanted :P Nightflighter is nice too with its climate ^^:+ Although multiplayer gameplay is still far from being begin...
Thank you zero :)
Yeah I know, we're far from multiplayer at the moment. It was just an idea that came into my mind and since it won't be really enjoyable in single player mode, it could be a multiplayer thing.
Actually these are just basic ideas. If you like to, keep them in mind so we can create a list of ideas for racing modes and when we reach the point to program then, we can decide which ones would be nice to be intregrated in SSGX.
Hey how about someone write a definitive, or at least partially definitive backstory for the game? But I mean a whole backstory, not bits of it. It probably won't be something you will do in a day. It doesn't have to be very long. Probably just to work as like an introduction to the game, or an extra.
BTW I hate rapidshare... It's saying that 52 minutes are left since 1.5 hours ago... I even downloaded Unity (500 so MB) in the time that the project (400 so MB) advanced by 1%...
During night time it seems to limit speed for free users cos I have same problem... better give up and try again tommorow.
btw. Did you know that by pressing "d" or "f" you can side shift in SSGX newest release?
LOL Dude! That crash effect is awesome! And the AI camera thing is just genius! :D Almost looks like a regular Wipeout game! :D
He he, thanks :) Camera while barrel rolling is fixed too (if you manage to download project files open Delcor City scene and check them), although making this barrel roll using torque is still on my to-do list. Also, don't know if you noticed (you had to xd) that hotizontal aligning of ship is present in this version (just stand somewhere on a hill perpendicular to a wall :g) achieved by creating external axis for player's ship ^^ That means that I can make ship bank on mag-strips if someone wants xD
Hey I can write a backstory if you like to :)
Yeah, it will take a few days for sure to work out something with quality, but we don't need the story to be done within the next hour anyway, right? I'd love to write something down.
Should the backstory go on in the career mode? I have some good ideas already :D
For now I'm thinking more of a generalized story, like what events happened before the amateur league and how they sparked the creation of an Amateur league. We can include how some teams were formed, based on their description, though I would keep pilot names out to simplify. Things like that.
Alright, got it :)
BTW Zero: I tested your latest demo of the game. For the HUD, I must say it looks awesome! Really good job. Maybe make it a liiiittle bigger but it's cool. But I have to say something about the controls... Did you chance them since the last demo? Because they feel kinda strange and uncomfortable, sry to say. When I hit the thrust-button, it feels like the ship is gaining speed after 2 seconds or so. And when I crash into the wall and let go of the thrust for a second to correct the line, the ship always comes to a full stop. Acceleration is very slow in the beginning but at some point increases like crazy, don't know if that is good for a race feeling...
But maybe you just wanted to demonstrate the HUD, it's awesome. Same goes to the shaking effects when crashing, good work on that!
Well, I need to do some corrections to this feature called "Engine Torque"? in which when you hold thrust button an variable increases which multiplies acceleration variable (this should make ship start fast when stopped by constant collision with wall becouse engine is already rushing and doesn't need to spin-up) and when relased this variable is dropping (a bit too fast xd)
Lol, if my teacher heard me saying "Engine Torque" in the context of a linear movement he would kill me! xD
I can get thrust acceleration data from real jet engines and apply it into the game. Assuming we are using jet engines to move the crafts I can get thrust-increase ratios so we can calibrate our acceleration with that. But that's a very smart system and pretty realistic, because a real jet engine wouldn't stop producing thrust when you collided with the wall (providing that it would survive such impact forces).
By the way how do you made the light map on your version. What settings did you use?
And where do you change the ship's height?
And where do you change what ships can be selected by the AI?
And why doesn't the AI respond when I make changes to their top speed in the AI script?
xD So many questions!
1. Lightmap settings: Mode (Single Lightmap), Quality (High), Ambient Occlusion (0.75), Max Distance (0 (unlimited)), Contrast (1.5), LOD Surface Distance (1), Resolution (80 texels per world unit)
2. You mean how high it is over ground? Well, there is no single value for that: try changing ray lenght + "anti-grav" force (comments should lead you to you destination xd)
3. Search for "RaceSequencer" script in assets/scripts/other, there: first add a new variable under comment "Enemy ships models" and name it as shown (doesn't have to be like that but just for readability), then in "function Start" add new line where: "name of variable you've just created" = Resources.Load ("prefab name in /Assets/Resources");
Ok, now look for function LoadEnemyAIShips where u must
change Random.Range (0,"number of ships") and add line in "switch" like: case(8): RandSelectorModelEquivalent = "name of your variable"; break;]
Finished, enjoy ^^:+
4. Hmmm, wait... which variable are you changing: "Speed" or "SpeedVar"? Cos "Speed" is for that (this one in inspector window)
btw. Newest version of Unity allows you to select multiple objects with same variable and change it the same as you would for one object.
btw2. You can start placing speed and weapon pads on cassandra ;P
EDIT: Full PS3 controller support added to SSGX :)