Page 54 of 460
Posted: Fri Mar 13, 2009 2:25 pm
by Gimi
Bumb!
With all these new shader enhanced OXP's coming on-line I find it hard to belive this thread has gone so far down on the list.
Those of you doing testing, please!
Posted: Sat Mar 14, 2009 12:45 pm
by another_commander
Posted: Sat Mar 14, 2009 12:52 pm
by DaddyHoggy
Beautiful Griff.
See that illumination map was so worth it, those little yellow lights look great!
EDIT: And thanks to A_C for posting them!
Posted: Sat Mar 14, 2009 1:32 pm
by Screet
another_commander wrote:Yes sir! Vipers on screen, sir!
WOW!!! Those are really impressive!
Screet
Posted: Sat Mar 14, 2009 3:20 pm
by pagroove
Pro-work
Posted: Sat Mar 14, 2009 3:57 pm
by Gimi
another_commander wrote:Yes sir! Vipers on screen, sir!
Thank you. (Like the attitude in your reply,
) When I think about it, this is just self torture. This won't work in the current test release. So close, and yet so far away. Need to find time to build from source, but RL is always there to nudge me away.
Anyway. Brilliant and can't wait to have all this stuff flying around.
Posted: Sun Mar 15, 2009 10:27 pm
by DeepSpace
Hi there commanders... Just thought I'd post a vid of DeepSpace: Life on the Frontier. There has been some interest in it (in the past), so I thought I'd post a video of the game so far. The video is of terrible quality (I appologise in advance), but it gives you an idea of where I got in the project before I canned it.
The download is 17mb Zip file and you can get it here...
http://www.jblythe.f9.co.uk/files/DeepspaceVid.zip
Enjoy.
Posted: Sun Mar 15, 2009 11:30 pm
by pagroove
Today It took me all day to write a .PDF Installation manual and Planet Guide for all the 46 planets of Famous Planets 2.0. Which is now in Betaphase. Here's a screenshot from the manual (planet guide part)
I'm of to Bed now. Very tired
Posted: Sun Mar 15, 2009 11:33 pm
by DaddyHoggy
Nice one pagroove! Bravo to your dedication!
Posted: Mon Mar 16, 2009 12:03 am
by ramon
DeepSpace wrote:...so I thought I'd post a video of the game so far. The video is of terrible quality (I appologise in advance), but it gives you an idea of where I got in the project before I canned it.
You got quite far then really. I like it, it'd be great to see the witchspace jump implemented in Oolite, that looked really, really nice. I also like the fact you gave each item you can buy a little icon, that's a nice feature too (reminds me of the Amiga Elite).
Well done, I look forward to seeing what you're going to do for Oolite
..
Posted: Mon Mar 16, 2009 7:10 am
by Lestradae
DeepSpace, what about joining the devs team and implementing some of your features for DeepSpace into Oolite yourself?
I guess not only me, but a lot of people would find that desirable.
L
Posted: Mon Mar 16, 2009 9:09 am
by CaptKev
another_commander wrote:Yes sir! Vipers on screen, sir!
Wow, I see Griff's been busy again.
Posted: Mon Mar 16, 2009 9:11 am
by DeepSpace
Thanks for the kind words and encouragement, guys.
@ramon - Yeah I got quite far with the whole front end and flight engine, problem was alot of that is done for you under the hood with Blitz 3D (the programming language I used for DS). When it came to actually coding things like flight paths and AI for NPCs thats when I couldn't get any further with it. I'm an artist by trade and maths just confuses the hell out of me. I did quite well to get the 3D scanner working as it does in Elite, but that nearly made my brain collaspe
Funny you mention the Amiga version that was exactly the inspiration for those screens.
@Lestradae - A few people have suggested this, but honestly I don't know what I could bring to the table, my coding is bloaty and simplistic and like I said before most of the really hard work was done by Blitz 3D itself. I don't mind throwing my Artist hat in the ring if they wanted some work doing, indeed thats what the DS H.U.D OXP and DS Ships OXP with be all about.
But glad you all liked the work I did on DS. It was satisfying but ultimately Oolite does it far far better coding wise.
Posted: Mon Mar 16, 2009 9:39 am
by ramon
would there be a way of implementing your witchspace jump graphics, they were really nice.
Posted: Mon Mar 16, 2009 10:01 am
by DeepSpace
Well all that was, was a large particle effect played in front of the camera, I also create a black cube around the camera and faded it in to black, played the particle effect (set to render in front of the black cube), reset the planetary system up for the destination system, picked a random point between Star and the Planet and faded out the cube again.