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PostPosted: Wed Mar 27, 2019 10:34 am 
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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.

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PostPosted: Sat Mar 30, 2019 9:55 am 
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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).

Part 3
Attachment:
TDC_wiconsp3.png
TDC_wiconsp3.png [ 989.27 KiB | Viewed 608 times ]

Part 4
Attachment:
TDC_wiconsp4.png
TDC_wiconsp4.png [ 972.93 KiB | Viewed 577 times ]

Part 5
Attachment:
weaponiconspart5.png
weaponiconspart5.png [ 127.46 KiB | Viewed 272 times ]

Part 6
Attachment:
weaponicons_part6.png
weaponicons_part6.png [ 496.99 KiB | Viewed 169 times ]

Part 7
Attachment:
weaponiconspart7.png
weaponiconspart7.png [ 535.19 KiB | Viewed 68 times ]


Download:
Attachment:
weapon_icons_part3.zip [95.07 KiB]
Downloaded 6 times

Attachment:
weapon_icons_part4.zip [49.61 KiB]
Downloaded 6 times

Attachment:
weapon_icons_part5.zip [55.45 KiB]
Downloaded 3 times

Attachment:
weapon_icons_part6.zip [263.85 KiB]
Downloaded 3 times

Attachment:
weapon_icons_part7.zip [444.91 KiB]
Downloaded 1 time

Also weapon table has updated.

No. Type - Name

    1. Melee - Fist (texture v1)
    2. Melee - Fist (texture v2)

    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. 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 - (...)
    7. Pistol - (...)

    1. Assault Rifle - (M4A1?)
    2. Assault Rifle - Mini14 FB
    3. Assault Rifle - (...)

    1. Submachine gun - Mac10
    2. Submachine gun - Mac10 (texture v2)
    3. Submachine gun - Mac10 Silenced
    4. Submachine gun - Mac10 Suppressed

    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 - (...?)

    1. Ray gun - Vector

    1. Water gun - Waterthrower

    1. Freezer gun - Freezer

    1. Grenade - M62
    2. Grenade - Molotov (texture v1)
    3. Grenade - Molotov (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

    1. Weapon item - Suppressor M10
    2. Weapon item - Silencer M10

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

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

Last update: added weapon icons part 7.

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Last edited by Logofero on Fri Apr 19, 2019 11:22 pm, edited 3 times in total.

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PostPosted: Sat Apr 06, 2019 9:31 pm 
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What are the successes in the development?

P.S.: Waiting new video.

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PostPosted: Mon Apr 08, 2019 5:32 pm 
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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.


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PostPosted: Mon Apr 08, 2019 6:57 pm 
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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.

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PostPosted: Tue Apr 09, 2019 6:45 am 
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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


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PostPosted: Tue Apr 09, 2019 10:40 am 
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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.

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PostPosted: Tue Apr 09, 2019 12:09 pm 
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shotgun is jackhammer, it's same thing. riot gun is a machine gun that fires bouncy rubber bullets.


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PostPosted: Tue Apr 09, 2019 3:41 pm 
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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?

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PostPosted: Wed Apr 10, 2019 8:27 am 
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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).


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PostPosted: Sat Apr 13, 2019 2:00 pm 
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>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

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PostPosted: Sat Apr 13, 2019 11:11 pm 
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Announce: Added pack of icons of weapons part 5. Topic updated viewtopic.php?f=21&t=1149&p=10879#p10879

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PostPosted: Mon Apr 15, 2019 5:38 am 
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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


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PostPosted: Mon Apr 15, 2019 10:34 pm 
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> 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.

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PostPosted: Tue Apr 16, 2019 6:17 am 
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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 )


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PostPosted: Fri Apr 19, 2019 11:23 pm 
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Announce: Added Weapon Icons Part 6. Topic updated viewtopic.php?f=21&t=1149&p=10879#p10879

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