GTAMP.com

Grand Theft Auto Multiplayer
It is currently Wed Jun 19, 2019 7:17 pm

All times are UTC




Post new topic Reply to topic  [ 100 posts ]  Go to page Previous  1, 2, 3, 4, 5
Author Message
PostPosted: Wed Mar 27, 2019 10:34 am 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
JernejL wrote:
Yeah but how to draw it? i'd want to show map icons on it, but it has to show roads and building elevation - but in 2D, so.. for elevation what it needs are colors?
The first way: dynamically render tiles (show all texture details and their color) in a reduced form.

The second is to take only the color of tile and build a cartoon minidar style.

Third: render the whole map further cut into pieces and load the part that the player is on (as was done in the GTA 3D series) - in this case you can always stylize the map by replacing the textures for the radar with others.

Any option is acceptable. In this case, I am not categorical to suggest a specific way.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Sat Mar 30, 2019 9:55 am 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
So uploaded the pack of weapon icons. At this time, this throwing weapon, as well as bottles with rags (of which you can make molotov as modular weapons).

Download:
Attachment:
weapon_icons_part3.zip [95.07 KiB]
Downloaded 21 times

Attachment:
weapon_icons_part4.zip [49.61 KiB]
Downloaded 22 times

Attachment:
weapon_icons_part5.zip [55.45 KiB]
Downloaded 20 times

Attachment:
weapon_icons_part6.zip [263.85 KiB]
Downloaded 20 times

Attachment:
weapon_icons_part7.zip [444.91 KiB]
Downloaded 17 times

Attachment:
weapon_icons_part8.zip [385.83 KiB]
Downloaded 17 times

Attachment:
wpn_icons_p9.zip [359.88 KiB]
Downloaded 17 times

Attachment:
wpn_icons_p10.zip [249.88 KiB]
Downloaded 12 times

Weapon table

No. Type - Name
    1. Melee - Fist (texture v1)
    2. Melee - Fist (texture v2)
    3. Melee - Brassknuckles

    1. Armor - Armor M1 (texture v1)
    2. Armor - Armor M1 (texture v2)
    3. Armor - Armor M1 (texture v3)
    4. Armor - Full Armor M1 (texture v1)
    5. Armor - Full Armor M1 (texture v2)
    6. Armor - Full Armor M1 (texture v3)

    1. Helm - Helm M1 (texture v1)
    2. Helm - Helm M1 (texture v2)
    3. Helm - Helm M1 (texture v3)

    1. Gas mask - GP5
    2. Gas mask - MSA (texture v1)
    3. Gas mask - MSA (texture v2)
    4. Gas mask - MSA (texture v3)

    1. Revolver - Magnum357

    1. Pistol - USP45 (texture v1)
    2. Pistol - M1911
    3. Pistol - M1911 Silenced
    4. Pistol - USP45 (texture v2)
    5. Pistol - USP45 Silenced (texture v2)
    6. Pistol - TT30 (texture v1)
    7. Pistol - TT30 (texture v2)
    8. Pistol - Deagle 50 (texture v1)
    9. Pistol - Deagle 50 (texture v2)
    10. Pistol - Deagle 50 (texture v3)

    1. Assault Rifle - AK47
    2. Assault Rifle - Mini14 FB
    3. Assault Rifle - (...)

    1. Submachine gun - M10
    2. Submachine gun - M10 (texture v2)
    3. Submachine gun - M10 Silenced
    4. Submachine gun - M10 Suppressed
    5. Submachine gun - MP5 (texture v1)
    6. Submachine gun - MP5 (texture v2)
    7. Submachine gun - MP5 Sight C
    8. Submachine gun - MP5 SD1 (texture v1)
    9. Submachine gun - MP5 SD1 (texture v2)
    10. Submachine gun - MP5 SD1 Sight C (texture v1)
    11. Submachine gun - M100 (texture v1)
    12. Submachine gun - M100 (texture v2)

    1. Shotgun - M500
    2. Shotgun - M500A
    3. Shotgun - Jackhammer (texture v1)
    4. Shotgun - Jackhammer (texture v2)
    5. Shotgun - Jackhammer (texture v3)

    1. Riot gun - M500 Compact

    1. Rifle - Mini14 Tactical
    2. Rifle - (...)

    1. Sniper Rifle - Mini14 Sniper Rifle
    2. Sniper Rifle - (...)

    1. Flamethrower - M2

    1. Rocket Launcher - M72
    2. Rocket Launcher - Bazooka M9

    1. Grenade Launcher - M79 (texture v1)
    2. Grenade Launcher - M79 (texture v2)

    1. Ray gun - Vector
    2. Ray gun - Phaser 2287 (texture v1)
    3. Ray gun - Phaser 2287 (texture v2)
    4. Ray gun - Phaser 2287 (texture v3)

    1. Water gun - Waterthrower
    2. Water gun - Watercannon

    1. Freezer gun - Freezer

    1. Grenade - M62
    2. Grenade - Molotov (texture v1)
    3. Grenade - Molotov (texture v2)
    4. Grenade - M18 Smoke White (texture v1)
    5. Grenade - M18 Smoke White (texture v2)
    6. Grenade - M7A3 Riot CS (texture v1)
    7. Grenade - M7A3 Riot CS (texture v2)

    1. Bomb - TNT D1 (texture v1)
    2. Bomb - TNT D1 (texture v2)
    3. Bomb - TNT D1 (texture v3)
    4. Bomb - TNT D1 (texture v4)
    5. Bomb - TNT D2 
    6. Bomb - TNT D3 (texture v1)
    7. Bomb - TNT D3 (texture v2)
    8. Bomb - TNT D3 Timer

    1. Mine - Antitank M1 (texture v1)
    2. Mine - Antitank M1 (texture v2)
    3. Mine - M18A1
    4. Mine - Antitank M12

    1. Weapon item - Suppressor M10
    2. Weapon item - Silencer M10
    3. Weapon item - Sight C MP5

    1. Item - Rag
    2. Item - Beer
    3. Item - Bottle

    1. Device - DBG 06M

    1. Tool - Chainsaw

    1. Rocket - Rocket M9

    * (?) - under consideration.
    ** (...) - reserve.
    *** (need) - wip.

Last update: added weapon icons part 10 and updated weapon table.

_________________
My channel:
https://t.me/logofero


Last edited by Logofero on Sun May 12, 2019 3:17 pm, edited 9 times in total.

Top
 Profile  
 
PostPosted: Sat Apr 06, 2019 9:31 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
What are the successes in the development?

P.S.: Waiting new video.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Mon Apr 08, 2019 5:32 pm 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
Progress is good! Here is some from my commit log:

map editor had been improved A LOT, there was so much glitches and crashes fixed, it feels much better now!
grenades now have a throw delay and are synchronized properly
police wanted level now decreases if you hide
prepared zones system in map editor
prepared ambient audio systems to work with zones system
improved actors pushing cars too strongly
upgraded networking library to 10 years newer version (no joke) and multi-threaded it
reworked all the timing functions
strafing mechanics and more mouse control
improvements to blood, replaces a whole lot of map objects, effect sprites, ground explosion marks, tank tracks..
fixed a dozen of audio issues
improved weapons hit logic on cars (cars react physically properly now)
actor corpse lag fixes
microstuttering fixes

i've underestimated how much things need to be fixed, however there was really good work done, the game is feeling more and more like a game and because i don't have anyone on team yet, i have to do everything - from map to coding to art sprites & processing and cutting sound effects..

Rspository commit is already on revision 2210.


Top
 Profile  
 
PostPosted: Mon Apr 08, 2019 6:57 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
Such global successes in optimization are encouraging.

At the expense of blood sprites, do you still need them? Describe the model of the system of particles of bleeding - is it round puddles, drops, splashes? How many sprites do you need?

I also wanted to know what types of weapons would be available in the game. It is better if you write a list with the names. Currently, I gradually draw new types of weapons that I saw in your video. There are also those that I drew just for fun.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Tue Apr 09, 2019 6:45 am 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
I have the hit sprites now, but what i don't have is a blood pool animation that would go under corpses, to make them look like they bleed.

weapons: i have generic-looking sprites for 4-5 various weapons, you can then configuire them in any weapon you'd like, so far i have various maghine guns, so far:

Fists
Handgun
Machine gun
RPG
Flamethrower
Riot gun
Grenade
Shotgun
Molotov
Phaser
WaterCannon


Top
 Profile  
 
PostPosted: Tue Apr 09, 2019 10:40 am 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
Is a riot gun an improvised weapon? This is "zip gun"?

Also you previously writen "ray-gun and jackhammer" they are planned? Ray-gun i already drew the release of icons part 5 on the coming weekend. I also planned to draw a chainsaw icon, but if it is in the game. I also wanted to offer a kind of mines "stretch" and distance charges (on RC).

At the expense of blood stains understood. I will try to portray something.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Tue Apr 09, 2019 12:09 pm 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
shotgun is jackhammer, it's same thing. riot gun is a machine gun that fires bouncy rubber bullets.


Top
 Profile  
 
PostPosted: Tue Apr 09, 2019 3:41 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
JernejL wrote:
shotgun is jackhammer, it's same thing. riot gun is a machine gun that fires bouncy rubber bullets.
Maybe add several types of ammunition for the main weapon: solid-state, armor-piercing, incendiary, rubber, explosive?

Instead of making weapons for rubber bullets. Type of ammunition can be displayed on the screen next to the weapon.

Added:
Just wanted to know WaterCannon will be a hand weapon?

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Wed Apr 10, 2019 8:27 am 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
Actually, the main thing how weapon works is particles.

You create a particle, which is the "projectile" with it's specific properties and visual look (bullet graphics).

Weapon tells only firing rate and distribution of these projectiles / pellets and at which interval they can be fired, plus a HUD sprite + name.
This way, you can have a lot of weapon variants with different properties.

All vehicle weapons also have to be "weapons", even if it's a water cannon.
In theory you could create a handheld water cannon - it is afterall very similar to how a flamethrower works (exept opposite effect + push force).


Top
 Profile  
 
PostPosted: Sat Apr 13, 2019 2:00 pm 
Offline
User avatar

Joined: Sat Dec 26, 2009 11:53 pm
Posts: 1106
>shotgun is jackhammer, it's same thing. riot gun is a machine gun that fires bouncy rubber bullets.

would be funny if the projectiles could bounce around and hit other people

_________________
yur sa'nok ngeyä


Top
 Profile  
 
PostPosted: Sat Apr 13, 2019 11:11 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
Announce: Added pack of icons of weapons part 5. Topic updated viewtopic.php?f=21&t=1149&p=10879#p10879

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Mon Apr 15, 2019 5:38 am 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
elypter wrote:
>shotgun is jackhammer, it's same thing. riot gun is a machine gun that fires bouncy rubber bullets.

would be funny if the projectiles could bounce around and hit other people


This is exactly how they work, they make small amout of damage and bounce off anything they hit :)

Same thing is used for water cannon if you check the water cannon video, water flow bounces off cars into new direction.



Logofero: thanks, i will check that out when i'm going to work on graphics again, right now i'm mainly in engine coding


Top
 Profile  
 
PostPosted: Mon Apr 15, 2019 10:34 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
> Logofero: thanks, i will check that out when i'm going to work on graphics again, right now i'm mainly in engine coding

Ok. Download when you need it. Maybe I'll upload something else by this time.

What about gas and cluster weapons? Smoke grenades creating a cloud that takes away HP, and fragments flying out and taking away HP.

Then it would be possible to create a gas grenade launcher and cluster grenades.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Tue Apr 16, 2019 6:17 am 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
proximity particles are availible, so is range damage - this is how explosions kill people - it's a sprite particle with radius, time to live + damage parameters.

With this, you can creater a gas bomb.

Particles can also spawn new particles after hitting things or after certain time, so a cluster bomb and similar weapons are possible. if you wanted, you could make a bullet that splinters into more bullets :) but if you did that into infinity, the engine would crash eventually, so you could have 3 copies of bullet particles using same sprite, and then have different parameters on each.

The weapon projectile / particle system is inspired by weapons system that was used in a old game called liero ( https://www.liero.be/ - liero has also been inspiration for weapons system in soldat )


Top
 Profile  
 
PostPosted: Tue Apr 30, 2019 3:15 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
Announce: Added Weapon Icons Part 9. Topic updated viewtopic.php?f=21&t=1149&p=10879#p10879

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Wed May 01, 2019 11:46 am 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
There is a suggestion to add a weapon class "Mortar". I found such a weapon in the Army men series.

The action of the weapon: The player presses the "Fire" button until he releases the button, aiming is in 2 axes: forward/backward and around its axis. If the button is released, a shot occurs and the projectile flies along the hinged path to the point of sight.

This class of weapons is particularly interesting in that it is possible to conduct tactical fire with a delay in the appearance of a firing target.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
PostPosted: Wed May 01, 2019 2:31 pm 
Offline
User avatar

Joined: Sat Dec 26, 2009 11:53 pm
Posts: 1106
that is basically how mototovs work. for further distinction i would suggest a bigger range and aiming with camera zoom or pan. it would be fun if you could also use it in a handgeld mode where you fire it horizontally and the grenades explode a quarter of a second after the first collision so you can use it to bounce it around an obstacle

_________________
yur sa'nok ngeyä


Top
 Profile  
 
PostPosted: Mon Jun 03, 2019 4:54 pm 
Offline
Psycho
User avatar

Joined: Sun Feb 21, 2010 10:03 pm
Posts: 59
A bit slow development.. but i'm working on getting crashes in physics engine fixed, in the meantime i also:

- Added support for map tile materials (this finally lets me have bullets that can pass thru fences)
- Basic map sun Lighting, this makes slopes and walls shaded differently, it also enables me to start of work on actual map lights, and including night / day transition.
- Audio effects, tank feels even more like a tank now that it has extra tracks effect when driving
- Fixed bullet shot gun barrel locations
- Fixed all stuttering issues
- Additional paralel multithreaded processing components
- Explosion "blast" effect - working on this still.

Sorry for slow work, i surely did underestimate amout of work i still have to do.


Top
 Profile  
 
PostPosted: Mon Jun 03, 2019 7:18 pm 
Offline
Serial Killer

Joined: Wed Dec 09, 2015 2:18 pm
Posts: 215
Good news. I will wait.

_________________
My channel:
https://t.me/logofero


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 100 posts ]  Go to page Previous  1, 2, 3, 4, 5

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group