Page 24 of 42 FirstFirst ... 1420212223242526272834 ... LastLast
Results 461 to 480 of 839

Thread: Ballistic NG - Wipeout fan project

  1. #461
    Join Date
    May 2014
    Location
    Malaysia
    Timezone
    GMT + 8
    Posts
    54

    Default

    Oy, I made a thing XDDdDR
    Full size 1920x1200
    uhqgXgY.jpg
    I put DreadOfMonday's design to good use. And I'm glad it looked professional enough.


    I was wondering tho, and I asked this a lot of times but, how do you guys think of renaming the game as Re'lapsE" as opposed to Wip'Eout. Like as in an ecstasy wipeout then you'd have a relapse and you felt confused but high idk.

    Need some feedback that's all.
    Last edited by TheXTR09; 14th March 2016 at 06:12 AM. Reason: Miissing stuff

  2. #462
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    897

    Default

    Honestly, I like Re'LapsE'. (I think the L should be capitalized. lol)

    Is it being planned for a Steam release? That'd be cool.

    Also, how's the scraping mechanics going? I saw somewhere that the damage had been tweaked, but I've also noticed that it seems to bring you to a stop a bit more than it should, too. Just my thoughts.

  3. #463
    Join Date
    Nov 2015
    Location
    France
    Timezone
    GMT + 1
    PSN ID
    Germanistgeek22
    Posts
    25

    Default

    Been enjoying 0.2 as well as trying out the github masters (i dowload them and compile it myself). Here's what i hava to say :

    -
    The AI by the way use your ship's top speed to balance them out
    I have nothing against that, but by doing so, you end up with some ships not selected at all by the AI. Since we got 8 teams and 8 racers (player included), why not make it so that the whole field is represented (each AI racer a different random craft), just like Wipeout Pure did ?

    - I also think that some sounds are quieter than other (pre-race and system voices mainly). I might be a bit nitpicking on that point, but i wanted to point that out.

    - Aciknovae still has some issues (spawning waaay to close to the wall in TA, altered AI behavior), but i already reported these on GitHub.


    Otherwise, i've really been enjoying the game so far and i can't wait to see the next things that are coming. I'll try to record some alternate voice lines (this time in a 2048 style, i'll do the fx processing), i'll post a preview on my channel once done

  4. #464
    Join Date
    Dec 2012
    Location
    England
    PSN ID
    bigsnake009
    Posts
    300

    Default

    Currently working on the AI, by the next release I'm hoping to have all the quirks you've no doubt seen and sort out the AI clumping together. I've just changed the top speed thing so that the top speed is narrowed towards the players top speed but not exactly the top speed to give it some variation per team.

    I'll take a look at balancing the sound volumes for the voices, it's just a matter of re-exporting with a higher volume so that's easy enough

    Aciknovae is proving to be a problem, the generation of the track data is done automatically and requires a specific mesh setup. Dreadofmondays used Blender to model it opposed to 3DS Max like me and Xpand so I assume there has been some sort of issue regarding differences in how the two export to FBX, all the tile positions and section positions are shifted left and the section indices are scrambled too (if you play with AI you'll notice your position jumps about all the time). I rather need to make a tool to manually fix that all or the track mesh needs to be remade.

    Looking forward to hear those 2048 styled lines Also by the way if you aren't already, for downloading the source from github I recommend you use Sourcetree, that will let you pull commits without having to download the entire repo every time something new is pushed.

  5. #465
    Join Date
    May 2013
    Timezone
    GMT + 10
    Posts
    16

    Default

    Quote Originally Posted by Meg.A.Byte View Post
    So my feelings of 0.2 are that it's in really good shape, but needs some more polishing in some ways.

    As someone stated before me, the wall collisions are pretty unforgiving. And especially for low-armor ships. I was able to destroy myself in first half of fist round.

    Next thing is AI, I think they behave quite ok, but the weird thing is the clumping or clustering of all AI ships together, no matter the differents of the ships. And if you get right in the middle of that cluster...boy, it's hell.

    I don't exactly know how the speed classes work, but Nexus in Apex is faster than G-Tek on Zen. And if you try G-Tex on Toxic it's super slow, but the other ships are even slower even if they have better performance.

    Yea, and how does the Friction shield work?

    But overall status and my rating is GREAT! Really, really good job Bigsnake, Xpand and Dreadofmondays. And also others who contributed.
    There was an article in Retrogamer (February 2016 edition)about the making of Wipeout 2097, and the guy who programmed it said one of the key changes over Wipeout 1 was to correct the unforgiving wall collisions. The problem was that the ships were triangle in shape and this would push them into the walls, so they introduced the wall scraping for 2097. I think wall scraping is what Wipeout 3 and Wipeout HD lacks. I would love to see it fully implemented in Ballistic NG!

  6. #466
    Join Date
    Nov 2012
    Location
    Perth, Australia
    Timezone
    GMT + 8
    PSN ID
    Ace3000_42
    Posts
    1,114

    Default

    Wall scraping was in Wip3out. In fact, it was kinda broken, slightly increasing your speed and pushing you ahead.

  7. #467
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    897

    Default

    Yep. Wall scraping was in Wip3out. The scraping in Ballistic NG seems a bit better than WipEout 1, but not quite to the level of 3 yet.

    In unrelated bits, has there been any thought to getting some WipEout ZonE signage into the game like there was in SSGX? I think it'd be good to have that in there.

  8. #468
    Join Date
    May 2012
    Timezone
    GMT -6
    Posts
    863

    Default

    Quote Originally Posted by twenty90seven View Post
    There was an article in Retrogamer (February 2016 edition)about the making of Wipeout 2097, and the guy who programmed it said one of the key changes over Wipeout 1 was to correct the unforgiving wall collisions. The problem was that the ships were triangle in shape and this would push them into the walls, so they introduced the wall scraping for 2097.
    That would probably explain why the wall collisions were "softer" in the Sega Saturn version of the first WipEout; because the Sega Saturn used quadrilaterals instead of triangles, the collision mesh was likely "boxier" than in the PS1 version.

    Quote Originally Posted by Hybrid Divide View Post
    In unrelated bits, has there been any thought to getting some WipEout ZonE signage into the game like there was in SSGX? I think it'd be good to have that in there.
    That wouldn't be a bad idea, might help to bring more attention to the AG Racing scene from Sony. Maybe some references to R8 and Caged Element wouldn't be a bad idea either.
    Last edited by Amaroq Dricaldari; 16th March 2016 at 01:12 AM.

  9. #469
    Join Date
    May 2014
    Posts
    38

    Default

    Quote Originally Posted by Hybrid Divide View Post
    Is it being planned for a Steam release? That'd be cool.
    I don't know about that, if it WERE to go onto Steam, he'd probably have to scrap the WipEout-Wip3out ships because....I don't know...copyright.

  10. #470
    Join Date
    May 2012
    Timezone
    GMT -6
    Posts
    863

    Default

    The WipEout ships aren't included with the game, they have to be imported separately. Legally, there's nothing to worry about.

  11. #471
    Join Date
    Mar 2016
    Location
    United Kingdom
    PSN ID
    Argo7200
    Posts
    2

    Default

    Making my first post here to say how much I love this project With Wip3out being my favourite of the bunch, being able to play something so similar on PC at 144 FPS is heavenly

  12. #472
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Quote Originally Posted by Amaroq Dricaldari View Post
    That would probably explain why the wall collisions were "softer" in the Sega Saturn version of the first WipEout; because the Sega Saturn used quadrilaterals instead of triangles, the collision mesh was likely "boxier" than in the PS1 version.
    Not that at all. Wipeout 1 ships are triangle shaped, meaning their collision model was a triangle, or rather a triangular pyramid, it wasn't about the ships being made of triangles or quads.
    Also the SEGA Saturn could render triangles but its hardware was optimized for quads.

  13. #473
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    897

    Default

    Quote Originally Posted by Argo7200 View Post
    Making my first post here to say how much I love this project With Wip3out being my favourite of the bunch, being able to play something so similar on PC at 144 FPS is heavenly
    Welcome to WZ!

    If you haven't done so already, do be sure to introduce yourself over at the New Pilots thread. In General Discussion, I think?

  14. #474
    Join Date
    Nov 2015
    Location
    France
    Timezone
    GMT + 1
    PSN ID
    Germanistgeek22
    Posts
    25

    Default

    Oh, i was wondering, can i use the BallisticNG intro from the 0.2 trailer for BallisticNG related videos ? I'm currently making a vid of the alternate voice that i just recorded and modified.

  15. #475
    Join Date
    Dec 2012
    Location
    England
    PSN ID
    bigsnake009
    Posts
    300

  16. #476
    Join Date
    Nov 2015
    Location
    France
    Timezone
    GMT + 1
    PSN ID
    Germanistgeek22
    Posts
    25

    Default

    Thanks a lot ! i'll definitely do some time attack runs as well (Some will be done with standard ships, others will be done with either the wipeout ships or the barracuda, which i really enjoy flying around with)

    I'll make my alternate voice available along with the demonstration video.

    More info on how it all went soon !

    - - - Updated - - -

    The alternate voice is done !


    What i tried to achieve here is to emulate the system voice heard in Wipeout 2048.
    This is done through minimal use of audio effects, unlike the standard voice which is heavily
    modified to give it a more computer-y sound.

    I am pretty happy with how everything turned out. Of course, 100% accurate reproduction of
    the OG 2048 voice won't be possible, and kinda silly to achieve.

    Here's a lil' preview of the voice :


    Hope you guys like it
    Attached Files Attached Files
    Last edited by GGeek; 16th March 2016 at 09:09 PM.

  17. #477
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    897

    Default

    Niiiiice! Well done!

  18. #478
    Join Date
    Dec 2012
    Location
    England
    PSN ID
    bigsnake009
    Posts
    300

    Default

    Nice work GGeek! I'll get those implemented in the game as alternative voices soon

    Here's progress on the multiplayer by the way, lobbies are now fully functional. Built game on the right is hosting, the game running in Unity on the left is the client. I need to work on the text component that holds the chat though, on the left you'll see my test message isn't showing which is being caused by the height of the text component not being stretched far enough down to display it.


  19. #479
    Join Date
    Dec 2014
    Location
    Czech Republic
    Timezone
    GMT + 1
    Posts
    109

    Default

    One small question. After the release, is the game open for propagation? I mean when the game will be release, can I submit it for showcase or possibly review to the 2nd biggest game e-magazine in Czech Republic? Or do you want the game to be known in AG racing fanbase or similar groups?
    And the progress is sick! Great work! Is the multiplayer online?
    Last edited by Meg.A.Byte; 17th March 2016 at 03:28 PM.

  20. #480
    Join Date
    Feb 2016
    Location
    Cincinnati
    Timezone
    GMT -5
    Posts
    8

    Default

    Quick question about the remake tracks. Will they require a copy of their respective games? If so, how will BallisticNG detect them? I kinda miss Gare d'Europa from 0.1

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •