Re: New game: Top down city!
Posted: 27 Jan 2020, 13:21
Ok, i've fixed it this time - you can just download the same file again (https://gtamp.com/tdc/tdc_demo.7z), (again clear browser cache).
A lot of reworking in the map renderer, now supports more than 1 quad per block face, various optimizations, tweaks, simplifications and corrections, as consequences more complex map cube shapes were added such as rounded and additional other irregular pieces
Added feature: jumping over objects and cars (except the big ones)
Additional debug view mode in map editor (see-thru topmost tiles to see errors)
AI Threat tracking now supports multiple targets and picks one based on health (in future based on some priority.. )
Audio sources on actors are now bound there, so that doppler works properly on footsteps
Avoiding / running away brave sir robin scared logic
Cars: support tyre oiling, this makes oil slicks work
Fixed actors sinking occasional crash
Fixed additional issue with touching objects
Fixed findfriendlyZ and related actor traffic generation bugs
Fixed graphical look when actors sink
Fixed networking particles crash
Fixed nonsense jump bugs hurting you when touching cars / objects
Fixed the stuck-falling bug when going around objects
Fixed traffic for singleplayer games
Improved AI for wandering, fixed issues with traffic & pedestrians generation
Improved audio: fixed audio lost crash bugs and improved audio effect gain levels for crash sounds
Improved info boxes - corrected buttons
Improved vehicle snap logic on longer vehicles, looks better, feels better and is a better approach (uses vehicle length and max velocity to know when snapping is appropriate)
Improvements to ground detection functions for actors
Improvements to handle landmine / ground placed particles, support for active and passive breaking of particles based on proximity
IsUnderGround improvement: diagonals and irregular blocks are now properly checked so it no longer triggers underground mode when near building edges
Map editor got some fixes aswell, plus a big upgrade to block shapes editor
Maps now support version formats and editor will correctly open older maps from now on
Particles now support collide sound
Removed self-inflicted damage calling police on you
Reworked map surface parameters, now it's a distinct parameter for where pedestrians spawn, and the surface type is determined per tile option as set in editor
Some audio fixes and improvements
Sorted out walking on slopes under angles (more or less)
Triggers are again support in scripting
Underground view improvements, fadein+fadeout effect
This i am not sure what it is, a picture will help me out figure this out.
Logofero wrote: ↑10 Apr 2020, 19:35 2. The game really began to work more stable. There are no crashes when changing the resolution - it pleases. However, this did not completely correct the fall. Perhaps this is also affected by the weak parameters of my PC. So on my discrete, GT720M from Nvideo the game hung up 5 minutes after the client started. But by restarting the game I was able to play without crashes. And on Intel's integrated HD Graphics, the game slows down.
This is not actually what the problem is, initially every particle is launched at vehicle velocity, this is something that gta1 and gta2 didn't do properly, this is why the tank rockets took some special aim to get them to hit while moving, the effect that you see is lack of additional acceleration once the rocket is launched (rockets should be fast) - this is what i need to implement, then it will look good.
On which weapons does this happen? I went and centered all shoot offsets, the flash and bullet appear at correct place, only the bullet trail has a bit of glitch when shot initially - see picture:
This is more similar to how gta2 had it, there's even a aim target graphics for some throwables that help you throw it at correct space.
It needs to be tweaked properly in my opinion too, it's not a finished effect - it needs more work, but i wanted to have prototype of that working at least and improve later.
I need to add mechanism for dropping mines and oil from cars, that'll look much better in the end.
This would turn it into a complex articulated vehicle, i know it would be neat, but won't make this currently because it would be a lot of work for just this, it can be done in the future.
It actually has acceleration and max acceleration which i did not yet make configurable. But you can use mouse aim for this (hold right mouse to aim to cursor) in vehicles too, so you can just use that.
I've tried to make this already (tracked vehicles do drive slightly different), but it requires a completely new tracked vehicle dynamics model, it is planned, but low on priority, i know it will look great tho.
I plan to do something like this - a transparency overlay will be used in the future, similar to this:
Logofero wrote: ↑10 Apr 2020, 19:35
Yet. Due to the decrease in players' interest in modifications, my transfer of DLC to the new version of the engine is frozen until an indefinite time.
For full adaptation, the transfer of resources to a new engine will require a lot of free time and personal motivation. Since my DLCs are non-profitable, it’s hard and pointless to do this now without personal motivation.
If suddenly I have time, and most importantly desire and opportunity, then maybe an update will appear, if someone does not do this before. Therefore, I allow independent authors to use all resources from the TDC GTA1 DLC and TDC GTA2 DLC in their mods, including continuing to update the mod for the new version of the engine and become the author of this update. The only conditions: Your mod must be non-commercial and distributed under the same conditions with the preservation of previous authors.
I also want to wish JernejL success to your project, not to abandon it, continue to update. And as far as I know, how long have you been making the game. The cherished ideas must live, and dreams come true, despite all the difficulties of being.