New game: Top down city!

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Re: New game: Top down city!

Post by Logofero » 02 Oct 2019, 20:28

JernejL wrote:
01 Oct 2019, 06:40
1 blocker bug/feature left to new release (background audio transitions) - pathfinding is finally finished (more or less)
This is good news. Waiting for updates!

And I will soon release something from myself for the current version of TDC.

I have a question. After restoring the OS, full screen stopped working (the window appeared on the left side at the edge of the monitor when the screen was full), but i have solved the problem by restoring the video card drivers, after noticed a problem with the game window:

When the game starts, the window does not appear in the center, but from the upper left corner of the screen. Was this done on purpose? How can I make it possible to start in the center?

Added #1:
When creating the mod, I was faced with the fact that only health began to fall out of the wooden box - this is due to the fact that I changed the names of the weapons in the game.sqlite3/weapons table to new ones. For this reason, I had a suggestion to improve the drop mechanism and not only:

1. Any object can become a "surprise box" after destroyed/picked for this you need to add the appropriate flag in the properties of the object.

2. If the object is a box of ammunition, then it should have a parameter where all the names and the amount of what will be issued when the box is destroyed/picked up are displayed: weapons, experience points, life, armor, money, etc.

3. An object that you can sit on top of for example a "bench" should have an animation in which you can see the skin from above. The same parameter should be for cars "convertibles" (cars without a roof).

4. I would like to have a variable in which you can specify the names of the cars that will travel around the city. It would also be great to adjust the traffic density for cars and pedestrians depending on the time and location zone.

5. The auto signal should only work when pressed again (without sticking). The alarm for special vehicles should switch to mode 2 (accelerated operation of the siren), when pressed in the signal keys.

6. The radio. I would like to be able to play the sound track in the car and switch on/off. And not only. if I had the opportunity to play/stop the track at the specified point.

7. Looking for ambient city sounds. The big city makes noise in the morning and becomes a little quieter at night - this creates the effect of presence.

8. Let me ask you once again to add a variable for a car that will strictly set the color of the sprite when spawning a car - this will be useful when you need only 1 or 2 default colors. But this parameter should not limit repainting when custom color setting at the level of the game script.

9. In the chat, when the server starts, the Cyrillic alphabet is not supported instead of the void characters. With the Latin alphabet, everything is ok.

There are other comments as well, but I will wait until the release of the new version. Since it’s possible you have already fixed them.

P.S.: I ask you to take all these proposals only as a reflection on the topic of improving something. But not bearing a binding character. Perhaps you will like something from this and you decide to add it. Then it will be doubly useful.

Added #2:
Published the current demo version of your engine on moddb: https://www.moddb.com/games/tdc

And published TDC GTA 2 DLC: https://www.moddb.com/mods/tdc-dlc/down ... c-gta2-dlc

Added #3:
I have long wanted to offer this feature. During the development of the DLC, I had to create new models on the gang decals, but this can be solved differently:

Need the ability to install decals on top of the car (like those on gang cars). Then it will not be necessary to create models for each decal, and decals can be imposed on any car. Also, this feature will allow tuning cars applying new extra components (for example, strips on the hood or the inscription on the roof).

Also, decals should have their own color so that it can be repainted separately from the car body.

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Re: New game: Top down city!

Post by JernejL » 14 Oct 2019, 16:20


When creating the mod, I was faced with the fact that only health began to fall out of the wooden box - this is due to the fact that I changed the names of the weapons in the game.sqlite3/weapons table to new ones. For this reason, I had a suggestion to improve the drop mechanism and not only:

1. Any object can become a "surprise box" after destroyed/picked for this you need to add the appropriate flag in the properties of the object.

2. If the object is a box of ammunition, then it should have a parameter where all the names and the amount of what will be issued when the box is destroyed/picked up are displayed: weapons, experience points, life, armor, money, etc.
wodc is the only one supported, this is because the triggers mechanism is still primitive and unrefined, there is no reason that other objects don't drop pickups, it was just done to test the thing - it will be changed, but i don't plan to support more than 1 pickup per crate, this is going to be something for scripting.

there are pickups for things like armour, health but can only be made in scripting currently, i still need to revise this.

3. An object that you can sit on top of for example a "bench" should have an animation in which you can see the skin from above. The same parameter should be for cars "convertibles" (cars without a roof).
In theory, you could sit on benches but this mechanism would be of little use and need more supporting animations, maybe i can do this when i start using internal renderer for character animations.

I was working more towards carrying objects - and i already have animations to do this, i just need supporting code to carry things.

Open-top cars, this is already implemented, you can see the logic working for bikes. There is a flag for this in vehicles sqlite table (but not in the old version)
4. I would like to have a variable in which you can specify the names of the cars that will travel around the city. It would also be great to adjust the traffic density for cars and pedestrians depending on the time and location zone.
Zones are work in progress, and are intended to carry traffic density info.
Which vehicles will travel however will be up to script, however scripting does not yet support this.
5. The auto signal should only work when pressed again (without sticking). The alarm for special vehicles should switch to mode 2 (accelerated operation of the siren), when pressed in the signal keys.
Currently there is only 1 siren, maybe if i change that in future, i can add alternate modes.
6. The radio. I would like to be able to play the sound track in the car and switch on/off. And not only. if I had the opportunity to play/stop the track at the specified point.
Radio stations cannot be just rewind on the fly :) i'm not yet finished with game audio systems, so i'm not sure if i will even include car music audio as i'm not sure where i could even license soundtracks without bankrupting.
7. Looking for ambient city sounds. The big city makes noise in the morning and becomes a little quieter at night - this creates the effect of presence.
I think it will make big difference too, i could not yet find a few days to work on completing city audio sounds
8. Let me ask you once again to add a variable for a car that will strictly set the color of the sprite when spawning a car - this will be useful when you need only 1 or 2 default colors. But this parameter should not limit repainting when custom color setting at the level of the game script.
While i agree this might be easier for you, keep in mind that it's much more flexible and correct if this is done in scripting (still unimplemented)
9. In the chat, when the server starts, the Cyrillic alphabet is not supported instead of the void characters. With the Latin alphabet, everything is ok.
This should not happen, cyrilic should work, if supported by the font, i made great care to support proper font rendering, game uses utf-16 internally for this.
The game only loads font \data\fonts\NunitoSans-SemiBold.ttf - you can replace that with for example arial ttf file and see if cyrilic will work then.
There are other comments as well, but I will wait until the release of the new version. Since it’s possible you have already fixed them.

I have long wanted to offer this feature. During the development of the DLC, I had to create new models on the gang decals, but this can be solved differently:

Need the ability to install decals on top of the car (like those on gang cars). Then it will not be necessary to create models for each decal, and decals can be imposed on any car. Also, this feature will allow tuning cars applying new extra components (for example, strips on the hood or the inscription on the roof).

Also, decals should have their own color so that it can be repainted separately from the car body.
Why not include the decal with the car itself?
There is no limit on how many car models you can have in the game, it also doesn't make much sense today why gta2 reused cars for normal and gang version.

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Re: New game: Top down city!

Post by Logofero » 14 Oct 2019, 18:01

JernejL wrote:
14 Oct 2019, 16:20
Logofero wrote:
02 Oct 2019, 20:28

When creating the mod, I was faced with the fact that only health began to fall out of the wooden box - this is due to the fact that I changed the names of the weapons in the game.sqlite3/weapons table to new ones. For this reason, I had a suggestion to improve the drop mechanism and not only:

1. Any object can become a "surprise box" after destroyed/picked for this you need to add the appropriate flag in the properties of the object.

2. If the object is a box of ammunition, then it should have a parameter where all the names and the amount of what will be issued when the box is destroyed/picked up are displayed: weapons, experience points, life, armor, money, etc.
wodc is the only one supported, this is because the triggers mechanism is still primitive and unrefined, there is no reason that other objects don't drop pickups, it was just done to test the thing - it will be changed, but i don't plan to support more than 1 pickup per crate, this is going to be something for scripting.

there are pickups for things like armour, health but can only be made in scripting currently, i still need to revise this.
Perhaps it will be more correct to do this through the code, however I suggested a trigger that will be an object with properties. Also, it will need to be additionally checked (in the script) after adding to the location. This is an old but reliable option for the 3D series of GTA games. However, I do not insist on this option.

In the case of a script, I am waiting for functions for working with triggers (triggering when a player / vehicle enters) and functions for creating / deleting objects (for issuing weapons). Then it will be possible to work with ammunition boxes through a script.
JernejL wrote:
14 Oct 2019, 16:20
Logofero wrote:
02 Oct 2019, 20:28
6. The radio. I would like to be able to play the sound track in the car and switch on/off. And not only. if I had the opportunity to play/stop the track at the specified point.
Radio stations cannot be just rewind on the fly :) i'm not yet finished with game audio systems, so i'm not sure if i will even include car music audio as i'm not sure where i could even license soundtracks without bankrupting.
The ability to turn on the radio in the car is more important than listening to music (as with the sound of the city). It is not necessary to include music tracks in the game, but you can add a function to play custom music. Let the player throw music into the game folder from which the radio in the game will be launched. If there is no music when switching will be just silence.
JernejL wrote:
14 Oct 2019, 16:20
Logofero wrote:
02 Oct 2019, 20:28
9. In the chat, when the server starts, the Cyrillic alphabet is not supported instead of the void characters. With the Latin alphabet, everything is ok.
This should not happen, cyrilic should work, if supported by the font, i made great care to support proper font rendering, game uses utf-16 internally for this.
The game only loads font \data\fonts\NunitoSans-SemiBold.ttf - you can replace that with for example arial ttf file and see if cyrilic will work then.
I'll try to do it. I will write about the result later.
JernejL wrote:
14 Oct 2019, 16:20
Logofero wrote:
02 Oct 2019, 20:28
There are other comments as well, but I will wait until the release of the new version. Since it’s possible you have already fixed them.

I have long wanted to offer this feature. During the development of the DLC, I had to create new models on the gang decals, but this can be solved differently:

Need the ability to install decals on top of the car (like those on gang cars). Then it will not be necessary to create models for each decal, and decals can be imposed on any car. Also, this feature will allow tuning cars applying new extra components (for example, strips on the hood or the inscription on the roof).

Also, decals should have their own color so that it can be repainted separately from the car body.
Why not include the decal with the car itself?
There is no limit on how many car models you can have in the game, it also doesn't make much sense today why gta2 reused cars for normal and gang version.
Because it will limit the ability to add this decal to other cars. It will also make it possible to place new tuning parts instead of stickers. It will not be just a decal, but an independent component.

Bug report in the particle engine. This applies to TDC build 13 feb 2019:

Some objects and weapons create duplicate frames when creating a particle, while others are tied to the program code; therefore, they cannot be disabled.

1. The boom explosion (via code) causes a smok particle, even if it is removed from the "breakcreate" table.

2. Explosion bomb hard (via code) causes the ssmo particle, even if it is removed from the table "breakcreate".

3. In the blod particle, the "breakcreate" event does not work for killed ped. Therefore, I could not make a puddle of blood after the death of ped (this does not apply to the drops that appear every time they enter the body - they work well).

4. Objects: bnch, cmnt, obj1, flow create a duplicate frame during destruction (in the event "destroy_particle_id").

5. Object gren creates two frames of the boom particle. Therefore, the texture looks fatter.

6. When an object is destroyed, a particle appears above the object that stands above it. I wrote about this bug before. Link to the screenshot: download/file.php?id=1908

In some cases, it is necessary for a particle to appear under an object standing above it. To do this, you need a parameter that allows you to set the layer level for the particle.

I also had a question: "When the game starts, the window does not appear in the center, but from the upper left corner of the screen. Was this done on purpose? How can I make it possible to start in the center?"

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Re: New game: Top down city!

Post by JernejL » 15 Oct 2019, 10:35

For car details that's fair - maybe once i change the vehicle deltas system to actual components, the decals could be implemented with those systems.

For particle system i don't think those particles are duplicated, afterall, there are always 2 explosions - one from your rocket exploding, and others from the car exploding. car / object can also have multiple explosion dummies - for example the tanker truck has this and it will produce more explosions, it could been a issue in the old game too - new build of game allows for different explosion particles to work on cars too - same as for objects (this will allow for stuff like blowing up a "nuclear truck" producing a bigger, green explosion, and for destroying a water hydrant produce a water splash effect).

ssmo particle is hardcoded only for burning tyres and smoking at engine dummy when car is sufficiently damaged, i do not know if the old alpha release had this hardcoded anywhere else.

Some extra flags are sometimes needed for breakcreate to work - primarily this is used when a particle hits something, if you want a particle to create another after particle lifetime expires, option_spawn_anyway has to be used.

Blood effects are intended to be solved with decals (system used for ground explosion smudges and tyre tracks), i just need a proper blood animation to put under actors.

Particles also now have a way to specify rendering order, this is "render_z" value in the new build that is coming out.

Edit: i'm not sure what's up with window positioning, but i assume it's a problem with frontend gui part, which is something i am trying to remove from the game.
Last edited by JernejL on 15 Oct 2019, 11:14, edited 1 time in total.

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Re: New game: Top down city!

Post by elypter » 15 Oct 2019, 10:52

Open-top cars, this is already implemented, you can see the logic working for bikes. There is a flag for this in vehicles sqlite table (but not in the old version)
It would be great if this could have an effect on gameplay. if the canopy is open you should be able to shoot with your hand gun but also be vulnerable to bullets. if its closed you should be protected but not be able to shoot
yur sa'nok ngeyä

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Re: New game: Top down city!

Post by Logofero » 15 Oct 2019, 13:59

JernejL wrote:
15 Oct 2019, 10:35
For particle system i don't think those particles are duplicated, afterall, there are always 2 explosions - one from your rocket exploding, and others from the car exploding. car / object can also have multiple explosion dummies - for example the tanker truck has this and it will produce more explosions, it could been a issue in the old game too - new build of game allows for different explosion particles to work on cars too - same as for objects (this will allow for stuff like blowing up a "nuclear truck" producing a bigger, green explosion, and for destroying a water hydrant produce a water splash effect).
To see frame duplication: Run the assembly together with the tdc_demo and TDC GTA2 DLC mod, take grenades and a rocket launcher. First blow up a grenade against a wall, then a rocket and you will see the difference between two identical explosions. Please note: The explosion from the grenade will be blacker - it overlays 2 frames or more.

The same thing happens with animation when objects are destroyed (if you set animation for them in the event "destroy_particle_id"): bnch, cmnt, obj1, flow, but there it is more noticeable.
JernejL wrote:
15 Oct 2019, 10:35
ssmo particle is hardcoded only for burning tyres and smoking at engine dummy when car is sufficiently damaged, i do not know if the old alpha release had this hardcoded anywhere else.
I also noticed hard coding of this smok and ssmo particles in the TDC build 13 feb 2019 version on which I created the modification.

Perhaps you fixed it in a newer version. In any case, I will write if this will be repeated in the update.

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Re: New game: Top down city!

Post by Logofero » 16 Oct 2019, 17:26

JernejL wrote:
14 Oct 2019, 16:20
Logofero wrote:
02 Oct 2019, 20:28
9. In the chat, when the server starts, the Cyrillic alphabet is not supported instead of the void characters. With the Latin alphabet, everything is ok.
This should not happen, cyrilic should work, if supported by the font, i made great care to support proper font rendering, game uses utf-16 internally for this.
The game only loads font \data\fonts\NunitoSans-SemiBold.ttf - you can replace that with for example arial ttf file and see if cyrilic will work then.
Logofero wrote:
02 Oct 2019, 20:28
I'll try to do it. I will write about the result later.
I checked this way. He works. When replacing the NunitoSans-SemiBold font with Arial, the text is visible.

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Re: New game: Top down city!

Post by JernejL » 17 Oct 2019, 10:32

elypter wrote:
15 Oct 2019, 10:52
It would be great if this could have an effect on gameplay. if the canopy is open you should be able to shoot with your hand gun but also be vulnerable to bullets. if its closed you should be protected but not be able to shoot

It's not difficult to make this, however extra animations would be needed and it might be overpowered as a feature - both (guns in cars and shooting at people in cars) - i can still add this later if there will be demand for it.

Font issue: i suppose i need a better font or a failsafe mechanism so that international alphabets will work correctly - either way, it won't be a lot of work - the system for text rendering was overengineered to support entire unicode character set, you should be able to write in hieroglyphs if you wanted to.

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