
Banshee64
Joined: Dec 4, 2012
oify
|
Posted: Dec 11, 2013 07:47 PM
Msg. 36 of 86
Quote: --- Original message by: Not InfernoQuote: --- Original message by: Banshee64 not going to work Context is important. It fell off! It went there! It was cold! sorry. It's not going to work.
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Dec 14, 2013 02:09 AM
Msg. 37 of 86
So a LOT was worked on today in a pretty short amount of time. Most importantly I have worked on the physics BSP so it is now almost 100 times faster than before. The physics BSP of Portent is 41k triangles unoptimized and it is running pretty smooth. The engine now supports convex hull collision objects. Basically you can make a convex hull for a gun or a vehicle of a piece of scenery and then it will have physics and roll around and shaz. It's really easy to do, takes about 2 minutes in 3ds max. I also ported Portent over as well. I only made a couple of shaders (making shaders is a bit time consuming) but it's looking pretty nice. I've noticed some bugs in the lighting engine but that's a task for another day. Cheers everyone, and thanks for following the project. http://www.youtube.com/watch?v=YYBVqLSYJ7Q Quote: --- Original message by: Banshee64 sorry.
It's not going to work. I hate you. Edited by Not Inferno on Dec 14, 2013 at 02:10 AM
|
|
|

Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
|
Posted: Dec 14, 2013 04:01 AM
Msg. 38 of 86
Man this is looking great! Keep going dude.
|
|
|

Xtralaos
Joined: Jun 1, 2013
"I AM THE GREATEST!"
|
Posted: Dec 14, 2013 04:11 AM
Msg. 39 of 86
The last video doesn't work. Anyway , I can't wait to see more stuff from you!
|
|
|

Tommyhill98
Joined: Dec 25, 2012
because I couldn't have 99
|
Posted: Dec 14, 2013 09:53 AM
Msg. 40 of 86
will this have vanilla halo assets or custom or what? either way, good luck
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Dec 14, 2013 10:10 AM
Msg. 41 of 86
Whats the collision of that sniper look like? it looks really odd rolling/sliding off the hill. - maybe its just wierd mass/friction etc? Edited by Higuy on Dec 14, 2013 at 10:12 AM
|
|
|

Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
|
Posted: Dec 14, 2013 06:37 PM
Msg. 42 of 86
porting yoyov2 would be more effective in debugging lol
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Dec 14, 2013 09:00 PM
Msg. 43 of 86
Quote: --- Original message by: Dwood porting yoyov2 would be more effective in debugging lol Might port that later. I think portent is higher poly though. Quote: --- Original message by: Higuy
Whats the collision of that sniper look like? it looks really odd rolling/sliding off the hill. - maybe its just wierd mass/friction etc? Edited by Higuy on Dec 14, 2013 at 10:12 AM It's a convex hull (think like a shrink warp) around the sniper. The reason it looks odd is because it has a super low mass for it's size and it's LOL HUEG. The scale is all wrong right now (gravity/object size/mass proportions). That kind of stuff isn't really important at the moment and just requires lots of tweaking. Quote: --- Original message by: Tommyhill98 will this have vanilla halo assets or custom or what? either way, good luck A direct port I believe. I'll include good custom maps. Quote: --- Original message by: Xtralaos The last video doesn't work. Anyway , I can't wait to see more stuff from you! Fixed.
|
|
|

Tommyhill98
Joined: Dec 25, 2012
because I couldn't have 99
|
Posted: Dec 15, 2013 10:17 AM
Msg. 44 of 86
will the project include things like firefight, boarding, assassinations, normal maps, rag-doll physics and (dare I ask) splitscreen/online functionality/co-op also do you have a website on the engine at all?
|
|
|

Dumb AI
Joined: Sep 18, 2011
Dead.
|
Posted: Dec 15, 2013 01:10 PM
Msg. 45 of 86
Quote: --- Original message by: Tommyhill98 will the project include things like firefight, boarding, assassinations, normal maps, rag-doll physics and (dare I ask) splitscreen/online functionality/co-op also do you have a website on the engine at all? Maybe not but the engine is far from being finished, so keep your hopes up! Edited by Dumb AI on Dec 15, 2013 at 01:11 PM
|
|
|

Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
|
Posted: Dec 15, 2013 01:22 PM
Msg. 46 of 86
Ai is a whole other ball-game than mp, and I have yet to see any indication of including ai to any degree.
|
|
|

Horeb
Joined: Nov 27, 2013
bananakid
|
Posted: Dec 19, 2013 12:18 AM
Msg. 47 of 86
Updates?
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Dec 20, 2013 04:13 AM
Msg. 48 of 86
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Dec 20, 2013 02:01 PM
Msg. 49 of 86
Ignores troll. Nice one inferno
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Dec 20, 2013 02:55 PM
Msg. 50 of 86
Haha I'd post it here as well but I can't format the post right on this forum. :P But thanks for the laugh, I love it when people try to insult my intelligence while acting immature. It's gr8. Quote: --- Original message by: Dwood Ai is a whole other ball-game than mp, and I have yet to see any indication of including ai to any degree. Implementing AI wouldn't be too hard TBH, I could make a dumb ai that walks around blindly and shoots at you in about an hour, the hard part would be making it smart. :P Quote: --- Original message by: Tommyhill98 will the project include things like firefight, boarding, assassinations, normal maps, rag-doll physics and (dare I ask) splitscreen/online functionality/co-op also do you have a website on the engine at all? Ragdoll physics - yes Co-op / Multiplayer - yes The other stuff would be parts of actor sub classes (which I have not worked on in detail). That stuff may or may not be in the engine. I don't know. The website for the engine is just my youtube channel and the 2 threads for the project. I'll make an actual website later on. Quote: --- Original message by: MEGAVKNG2 How will all the accomplishments made in the actual Halo ce game carry over to this? By accomplishments you mean? Like open sauce features? Because yes, it should have everything halo has and much more.
|
|
|

ZOBI3KING
Joined: Dec 25, 2012
Look at me, I'm the captain now.
|
Posted: Dec 20, 2013 07:38 PM
Msg. 51 of 86
|
|
|

PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
|
Posted: Dec 20, 2013 07:41 PM
Msg. 52 of 86
Hey Inferno, keep up the great work. I've been watching your videos on youtube recently and I've been impressed with your overall project.
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Dec 20, 2013 08:03 PM
Msg. 53 of 86
Quote: --- Original message by: ZOBI3KINGhttp://halo.bungie.net/inside/publications.aspx You might find the "Illusion of Intelligence" powerpoint helpful for AI. It has some nice documents that might be useful to you. I just read the whole thing about balancing for gameplay. It's not a priority right now but I'll keep it in mind. Quote: --- Original message by: goldkilla88
So how does world creating worlds/BSP go with this so far? Are there any rules such as closed-world like Halo CE? Edited by goldkilla88 on Dec 20, 2013 at 05:53 PM It's more like a combination of UE3 and Halo. There are no rules on geometry but you should probably try and make sure your collision mesh doesn't have many open edges. You can make your maps of multiple small pieces (like static meshes in UE3) or one big BSP (like halo). No need to compile lightmaps (dynamic lighting) and no need to compile bsp (runtime bsp building).
|
|
|

greg079
Joined: Apr 1, 2013
channeling my inner april fool
|
Posted: Dec 20, 2013 08:35 PM
Msg. 54 of 86
while this is all really really awesome, i'm still keepin' my fingers crossed for tessellation. i'd love to be able to import a custom .map (like takedown for example) and have the dynamic lighting and such, but then have the engine tessellate the models/meshes to make it feel less rough.
|
|
|

MEGA_VKNG
Joined: Dec 23, 2013
|
Posted: Dec 23, 2013 02:38 PM
Msg. 55 of 86
Will definitely coexist with Halo CE unlike those stupid cry engine protests.
|
|
|

renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
|
Posted: Dec 23, 2013 08:15 PM
Msg. 56 of 86
^ Personally, I hope it'll *succeed* the current Halo CE engine (while still being able to play with current Custom Edition players)... P:
Sigh, if only it were easier to port Bungie/Gearbox/Microsoft/Gamespy's multiplayer infrastructure...
|
|
|

TheChunkierBean
Joined: Oct 31, 2013
This Bean is Cooking!!
|
Posted: Dec 23, 2013 08:28 PM
Msg. 57 of 86
Inferno I can help ya if you'd like.
|
|
|

Xtralaos
Joined: Jun 1, 2013
"I AM THE GREATEST!"
|
Posted: Dec 25, 2013 09:54 AM
Msg. 58 of 86
Quote: --- Original message by: ClickerQuote: --- Original message by: Banshee64 not going to work But please, try to create something that will work. At least he's trying to do something.
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Dec 28, 2013 03:52 AM
Msg. 59 of 86
I've been busy because of Xmas but I had some time today to work on stuff. I ported all the new physics features to the server and got that all working and then I messed with inventories and items and stuff. Here's the vidya. New Video: http://www.youtube.com/watch?v=od2saD564-o Don't make me throw an oversized sniper rifle at your head.
|
|
|

ViciousWhiskers
Joined: Dec 19, 2007
Give it a try.
|
Posted: Dec 28, 2013 01:40 PM
Msg. 60 of 86
Quote: --- Original message by: goldkilla88 Looking very nice so far.
Quick question, would jiggle-bones be possible? (DO IT FOR HOBBET360. DO THE FLOP.) Not just "jiggle-bones". Physics on specific materials, i.e. cloths, capes, hair, etc. That would be even better. Edited by ViciousWhiskers on Dec 28, 2013 at 01:40 PM
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Dec 28, 2013 09:23 PM
Msg. 61 of 86
This is looking like an awesome project.
|
|
|

rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
|
Posted: Dec 28, 2013 09:49 PM
Msg. 62 of 86
nice
|
|
|

Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
|
Posted: Dec 30, 2013 11:26 PM
Msg. 63 of 86
One thing I want to know
Are you going to allow objects self lighting? As in the way Halo uses a shader that emits light to perform lighting?
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Jan 2, 2014 02:02 AM
Msg. 64 of 86
Yeah, self lighting works. Also, I'm working on a new portfolio for some job applications. I did some new shaders for portent. 
|
|
|

MEGA_VKNG
Joined: Dec 23, 2013
|
Posted: Jan 2, 2014 02:07 AM
Msg. 65 of 86
How will we be able to carry over what we accomplished in Halo CE? Are we gonna have to get our tags and reimport them? Are we still gonna have to worry about overlapping in BSP? Do we still need nodes and markerz? XD
|
|
|

cippozzo
Joined: May 7, 2013
"I... I am a monument to all your sins."
|
Posted: Jan 2, 2014 02:29 AM
Msg. 66 of 86
lol i want the source and make it in C# XD But I think Java is a good language, but it's not faster than C,C++ and C#... So make the code good I want to port 12D on DirectX and OpenGL for Linux, Windows and something called Mac. Edited by cippozzo on Jan 2, 2014 at 02:29 AM
|
|
|

Not Inferno
Joined: Jun 1, 2013
Nigrish
|
Posted: Jan 2, 2014 06:02 AM
Msg. 67 of 86
I decided sleep wasn't worth it and debugged server > player location interactions. Issue was something rather unexpected and took forever to figure out. (physics locations didn't propogate post tick transforms immideately which caused issues in a rare case where the server wanted to move a player owned object... TLDR version: I'm a drakn casul faglet nigrish) I also set up inventories on the server side so now it syncs properly (funny bug of the day, I tried to cast a Packet31Pickup to a Packet32Drop and I felt really dumb when it crashed) So yeah, I still need to code the functions for Packet30InventorySync so that inventories are registered and synchronized on a gamestate sync but that's a job for another day. Quote: --- Original message by: cippozzo
lol i want the source and make it in C# XD But I think Java is a good language, but it's not faster than C,C++ and C#... So make the code good I want to port 12D on DirectX and OpenGL for Linux, Windows and something called Mac. Edited by cippozzo on Jan 2, 2014 at 02:29 AM Jesus Christ how horrifying. Did you drink 3 energy drinks before writing that post? Quote: --- Original message by: MEGASEAN2812 How will we be able to carry over what we accomplished in Halo CE? Are we gonna have to get our tags and reimport them? Are we still gonna have to worry about overlapping in BSP? Do we still need nodes and markerz? XD 12D tags are different from halo tags. BSPs in 12D are really really easy. Open edges / intersections / overlapping geometry isn't a problem. The physics engine is a lot more modern than Halo's so you don't really need to worry too much about it. Nodes and markers? Yeah you will still need those for animated models and ragdolls and stuff.
|
|
|

greg079
Joined: Apr 1, 2013
channeling my inner april fool
|
Posted: Jan 2, 2014 11:04 AM
Msg. 68 of 86
when did porting code become a thing, i'm pretty sure if u try to use code from one language, and make it into another, you're gonna have a bad time. (though you'll have much to go off of than the person who did the original coding)
|
|
|

cippozzo
Joined: May 7, 2013
"I... I am a monument to all your sins."
|
Posted: Jan 2, 2014 11:19 AM
Msg. 69 of 86
Maybe yes, I've drunk a lot of coffe.
|
|
|

MEGA_VKNG
Joined: Dec 23, 2013
|
Posted: Jan 4, 2014 02:34 AM
Msg. 70 of 86
Gold why now swagger gonna ruin it with messed awp fanfic. Noooo :(
|
|
|