Topic Summary
Posted by: Duke64
« on: August 03, 2016, 06:44:23 PM »
I been super busy lately like today I did 12 hours at work for example. Than on my free time you already know its my family time. With the little I have left I try to make maps, check on here, and relax and play a game before it starts over hehe. As soon as I get a moment I can check these updates out. So keep it up.
Posted by: Drahsid
« on: August 02, 2016, 09:55:57 PM »
You now have inverse kinematic arms which procedurally solve. https://drive.google.com/open?id=0B978T7fqxQ6aeVVqMzFFaS1yRkEWorking on some better math for them.
Posted by: Rok
« on: July 24, 2016, 01:23:27 AM »
Pretty nice it ran decent on my pc and mine is not the best it is a sort of above average dell laptop. Its more average than above.
Posted by: Drahsid
« on: July 16, 2016, 05:53:36 PM »
Took me forever to figure out what was causing the bug, but the firerate now works properly and will not crash the game randomly. In this build I also modified a few formulas to look better, nothing else big.
Posted by: Drahsid
« on: July 15, 2016, 02:00:41 PM »
Small update that added gun kick (Back, left, right, forwards, etc. not only rotational now), added more to shoot at and fixed some visual bugs.
Posted by: Jay Doomed
« on: July 14, 2016, 03:08:01 PM »
Still hoping to check this out buddy I just need time. Keep it up though
Posted by: Drahsid
« on: July 13, 2016, 10:38:49 PM »
Uploaded a small fix which fixed: - Gun recoil
- Garbage cleanup
- Post-processing effects
- Soft shadow rendering
Posted by: Drahsid
« on: July 10, 2016, 03:00:51 PM »
Probably not. Especially not with assets (models, textures, sounds) sourced from the internet.
Posted by: Drahsid
« on: July 08, 2016, 11:50:03 PM »
Just uploaded the new build. Other than the bullet rendering, I added bullet sounds, bullet holes upon hit, and made small modifications to the bob and sway upon movement. I also changed the swing formula a ton and made the gun kick around while firing.
Posted by: Drahsid
« on: July 08, 2016, 07:56:21 PM »
Posted by: Drahsid
« on: July 08, 2016, 01:55:55 PM »
I know you guys really want to try the new version out, and might be curious on why I haven't uploaded a build yet, so I'll shed some light on it: Hey, We recently fixed this issue in our mainline codebase. It is indeed occurring when you have both Lines and Trails in the same scene, and when those components share materials, such that the code would accidentally try to batch them together. I'll check whether the fix has made it into 5.4, and if not, will make sure it gets backported as soon as possible. Sorry for the inconvenience, Richard
I was making the bullets look better and it started to render buggishly, so I made a bug report after confirming what caused the bug.
Posted by: Drahsid
« on: July 07, 2016, 10:44:36 PM »
Almost done with bullet physics. You can easily examine air resistance and velocity falloff here. You can easily examine velocity falloff and gravity here. The trails look good in third person, as seen here. I'll upload the build after a few tweaks. 
Posted by: Drahsid
« on: July 03, 2016, 05:58:12 PM »
Just uploaded a small update which fixed the latency when turning while in ADS and sprinting. It also added some post processing filters.
Posted by: Duke64
« on: July 01, 2016, 11:18:36 PM »
I'm enjoying watching this great job man. Going to try this new build like I said before its going to be fun watching something form and grow step by step. Keep it up aye
Posted by: Drahsid
« on: July 01, 2016, 10:58:08 PM »
I uploaded the new version to the drive link and the GameJolt upload now works (and is up to date) This update is a rework on how the gun(s) are handled, It improved organization, efficiency, and ease of use. I also tweaked all of the values in the procedural animations, fixed the ADS, I also added a better prototype gun mesh. I fixed the scale of the player and the gravity. I'll probably be adding the bullet rendering in the next update.
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