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13 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
Page: « 1 ... 32 [33] 34 ... 63 »
Read 226334 times  

6742de33b0e81JosiahJack

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Another day, another commit...pasting description here:
"Added vaporization of useless items.  Added healthkit effect.  Added
battery effect.  Added icad battery effect.  Added sight patch effect.
Added infrared effect.  Added use button for useable items in general
ineventory.  Added apply button for patches.  Added sight patch side
effect.  Linked remaining icon sprites in Const.  Added remaining
AddToInventory indices."
Github - Commits
Acknowledged by: Colonel SFF

6742de33b138eJosiahJack

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Bug: No video in past 30 days.
Type: gfx
Priority: low
Notes:   This one has been rather hard to figure out.  Maybe I'll fix it in a patch after release.

6742de33b14c8JosiahJack

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Relocation Procedure Initiated...
Establishing connection to new address...
Packaging data...
Command center temporary decomissioning procedure beginning...
Citadel progress halting until relocation is complete...ETA 4/8
SHODAN is deactivating all links to the ne@%##%$@$%$#@-----________     _      .           .

6742de33b15aaJosiahJack

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Yes, I'm moving to a new house.   :thumb:
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All the best of luck, and don't kill your back! You are optimistic to be back in action tomorrow. Took me a shitlong longer than a few days to move and set up the computer at it's spot. And I was only moving from 31sqm to 42sqm!
« Last Edit: 07. April 2017, 08:50:52 by Colonel SFF »

6742de33b1a26JosiahJack

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 :thumb:  Added teaser video effect:
https://www.youtube.com/watch?v=7BmvlUjfhgE


Can you count how many bugs there were?  Oops.  Work in progress.  :stroke: XD  Also, yes the video cut off the bottom portion of the screen for some reason.
Acknowledged by: Join usss!

6742de33b1b61JosiahJack

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BUGS
Left MFD not auto-adjusting to far lower left corner: FIXED
Changing center tab caused incorrect item to display in search box: PENDING
Dropping patches fails when it is last item: PENDING
Dropping weapons fails when it is last weapon: PENDING
Subtle bloom effect applied before berserk effect: FIXED
Blank saved games need blank save names and to prevent attempting to load blank: PENDING
Poor performance: FIXED (always slower in the editor than in build, plus video recorder is throttled for filesize)

6742de33b1ce3ZylonBane

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How are you doing the berserk effect currently? Are you emulating whatever palette abuse the original did, or using more of a post-processing hue shift filter?
Acknowledged by: JosiahJack

6742de33b1e42icemann

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The video I await to see is when combat is in + the enemies work. Seeing that in motion will be interesting.
Acknowledged by: JosiahJack

6742de33b2177voodoo47

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BUGS
-patches are still shoepolish cans, and not actual dermal patches.

6742de33b24fevoodoo47

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would still make little sense to have them in shoepolish cans.

6742de33b29fdJosiahJack

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Patches are coiled. Container keeps them from oxidizing.  Micropores on top surface allow stacking but would require extra backing.
Combat is still being worked on, hardest part to get right.  Still working on particle effects to complete the ensemble (e.g. impact effects such as blood or sparks).
Berserk effect is a hue shift post process effect with multiple hue palettes to pick from and increasing intensity.

6742de33b2b9eJosiahJack

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Been getting the damage system working.  It's...complicated.  feels good having accomplished a system for handling damage but...well not much to show for it, unless you want to read boring code.

I can explain the sequence though:
Attacker shoots a "bullet"
"Bullet" gets hamded the DamageData class info about the attacker
"Bullet" hits another GameObject
"Bullet" sends DamageData as a message to what it hit
"Bullet" checks Constants Pool for available effect object, activates it, puts it at bullet location, and deactivates bullet.
If Attacked object has TakeDamage function, it receives the message that it was hit.
Attacked object updates the DamageData sent to it by the "bullet" with info about itself.
Attacked object sends the completed DamageData packet to the global GetDamage function which then reads all the data, calculates how much damage to apply based on offense, defense values, armor value, attack type, etc.
Attacked object subtracts damage amount from its health.

Yawn.

So it goes, ever onward.  :thumb:
« Last Edit: 14. May 2017, 02:47:55 by JosiahJack »

6742de33b2d81icemann

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As cover really doesn't make a difference in this game, you could get away with applying set values for it all.

To use an example from another game (Shadowrun on the super nintendo):

(Assuming a hit has been calculated)

Gun damage is calculated via:

Random: 0 < Random <= Attack Power (random is a random number calculated from 1 - the attack power of the weapon)

So a pistol with an attack power of 3 would give you a random value between 1-3.

Damage = Random - Defense. Meaning that earlier random number minus the defense value of the target. So if they were heavily armored of say 5 would mean that any pistol shots would always cause 0 damage.

As SS1 appears to do the same damage per hit every time (or it appears to), you could just use the same damage amount every shot, based on the weapon used (hence attack power) and the armor value of the target.

Easy peasy.
« Last Edit: 14. May 2017, 09:38:32 by icemann »

6742de33b2ed8RocketMan

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JJ:  Here you go.  I'll never use them.
[meshes.rar expired]

6742de33b2fcdJosiahJack

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You already gave these to me in 2015.  O_o

Oh well, now they are here for everyone else if they are curious.

6742de33b30aaRocketMan

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I did?  Sorry, I have a shit memory.

6742de33b31a8JosiahJack

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I took a break for a while....opened things back up today.  Updated Unity editor, started quashing the inevitable bugs, cleaned up some files, and still have some wierd bugs to fix.  Ahh, I like coding!
Acknowledged by 5 members: JML, icemann, JosiahJack, dertseha, chickenhead
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Any updates on this, mate? And if possible, could you put up a taster video please, showing a little more of the gameplay and movement through a level? Unless you'd rather not show anything else until you release the game, of course.

By the way, how will it be with a joypad (XBox 360 joypad in my case)? Will everything be set up automatically to use a joypad if the player wishes, or will you not bother adding this feature? After all, I doubt many people will use a joypad with it, and those that will can use a program like XPadder to make it compatible with the joypad.

Personally, I prefer a joypad to mouse + keys, but I'm happy with either, and so when playing a FPS (or FPS hybrid) on a PC I mostly use keyboard and mouse, as PC FPSs aren't geared towards joypads and they instead tend to rely on the speed and accuracy of a mouse.

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