IronDuke’s I-War2 Remake/I-War3

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Viewing 15 posts - 61 through 75 (of 114 total)
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  • #19378
    Bozobub
    Participant

    Sweet! Thanks, at least several heaps’ worth.

    #19390
    IronDuke
    Participant

    Good grief, the model for the Advanced Command Section is an absolute mess! I don’t know if PS originally modelled it that way or if it’s simply a converter error, but the Heavy Corvette model was much cleaner. I’m going to have to manually remodel the cockpit area for sure. I’ll wait until it’s necessary though. Right now I’d rather work on immediate gameplay.
    Basically, as long as you keep a little distance from the comsec, or are sitting inside it, it looks fine. But don’t you dare give the exterior of the cockpit a close look. It’s rather ugly.

    Edit:
    There’s also a funny thing. When in first person view in I-War 2, the cockpit model you see is not the actual comsec model. It’s a separate model of much higher quality; however, it does not at all match the geometry of the cockpit when viewed from the outside. I actually like the inside of the comsec model cockpit better than the jerry-rigged one.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19451
    IronDuke
    Participant

    Good news: Someone else is doing the exact same thing with X-Wing! 😆 Not only that, they’re using Unity just like I am, and are adding a requirement for owning a legit copy of the original before their remake works. (Although they’re calling it a remaster – what the heck is the difference? XD ) Here’s a link if you want to know more:
    Linky linky

    As for my own development, I got hit with an LDSi missile in the form of holidays, school, and other winter festivities/pains. 🙁 Fortunately, I did manage to not only clean up the comsec model, I got it flying. :cheer: Works with all 6 DoF, and you can bind the controls to any combination of controllers. No flight assist as yet, so if you accelerate in a direction, you keep drifting, and if you start to rotate, you keep rotating until you manually correct it. Hilarious fun though, just zipping around a checkerboarded derpy pseudo-terrain I threw in. Oh, and it can be affected by gravity, and I have a localized gravity script from another project that I’ll be throwing in, so that instead of being simply a universal downwards force, gravity can pull objects toward a specific location, AND the force of the gravity falls off correctly with distance. :cheer: This means you will be pulled towards planets, so stations and ships having actual orbits is going to be important. I just hope I didn’t bite off more than I can chew with this one; keeping a whole system properly orbiting, yet have active gravity is always hard.
    What I plan on doing next is copy-pasting a damage model with basic projectile, beam, and missile weaponry into the game from another project – it’s not the fancy thing I’d dreamed up with Chessking’s help, but I love placeholders. :V Besides, I think it best to replicate the original game’s story to a T before actually improving anything, to ensure that I keep to the original vision of the game. Plus it’s a good idea to just get something done and completed.

    Hope the rest of you had a Merry Christmas, and I wish you all a happy New Year! I plan on doing much more work on this project in January, since the new year is always a good time to start off anew. B)

    Edited since the link doesn’t work if I don’t say linky linky. :p

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19530
    IronDuke
    Participant

    Okey dokey, flight assist is in and astoundingly operational. The ship behaves EXACTLY the same as in EoC. :cheer: To make things even better, there’s a toggle to switch the flight assist on and off to suit your preference. Max throttle speed and max rotational speeds will be fully adjustable ingame; the settings are there already.

    In another project that utilized the same flight model, I created an AI control system that will attempt to put the ship at a certain position and point in a certain direction, independently of each other. The position can be moving, and the ship will move with it because it takes its velocity into account. That’s actually all that’s really needed for AI flight control TBH; one can just think of fancy strings of positions and orientations to get all the fancypantaloony maneuvers you need.

    In this same project, I have fully functioning projectile weapons, fully functioning beam weapons of both EoC and Freespace types, fully functioning missiles with intercepting flight as in EoC rather than trailing.

    Next up is to bring both of these systems over to the EoC remake. B) Then cook up a few basic AI maneuvers, add a shielding system, give the weapons tracking ability using joints to simulate gimbals/turrets, then create an Instant Action mode. Then play it, record it, upload the video and link it to you guys. 🙂 Hopefully it won’t take me too long.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19533
    IronyMan
    Participant

    Dude, you are the best.

    A weapon to surpass Metal Gear, a space sim to surpass Star Citizen, et cetera.

    If there’s any way I can help, lemme know. This project is awesome. Thumbs up to you, sir.

    #19535
    IronDuke
    Participant

    [quote=”IronyMan” post=20578]Dude, you are the best.

    A weapon to surpass Metal Gear, a space sim to surpass Star Citizen, et cetera.

    If there’s any way I can help, lemme know. This project is awesome. Thumbs up to you, sir.[/quote]
    This will likely not surpass Star Citizen, you know. XD They have the CryEngine graphics, a much better flight assist, and way more peoples on their team. I’m just trying to remake I-War2 to be better than before; there’s no way I’m beating Star Citizen. Anything in my remake that does so will likely be original PS material like the story or voice acting or whatnot.

    As for helping, well, I don’t know what you’re good at. :V But keep an eye on here and if you notice me yakking about something you know stuff about, hit me. 🙂

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19536
    IronyMan
    Participant

    You may not beat SC for objective quality, but you can definitely achieve what you set out to do. That may be more than Chris Roberts and his millions of dollars can manage… 😛

    Yeah, I’ll always be around here to lend a hand if I can. 😉

    Best of luck.

    #19537
    Bozobub
    Participant

    Well, I have about zero coding skills but I’m willing to help test stuff, if nothing else.

    #19538
    IronyMan
    Participant

    That reminds me… I have a laptop running Ubuntu, if you want to test linux compatibility. Not that that would be an issue if you’re using Unity… :side:

    #19539
    IronDuke
    Participant

    [quote=”IronyMan” post=20583]That reminds me… I have a laptop running Ubuntu, if you want to test linux compatibility. Not that that would be an issue if you’re using Unity… :side:[/quote]
    Oh, that’d be great. I never know for sure if Linux builds of Unity stuff will work or not, and now I can be certain.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19546
    IronyMan
    Participant

    Does Unity support Python scripting? I’m teaching myself Python, and it’d be neat if I could script some basic mission or function mods for the remake. It’d give me some goals to strive for… but then maybe I’ve overloaded myself with programming projects. :unsure:

    #19548
    IronDuke
    Participant

    It used to have a sort of Python-based language called Boo, which was pretty darn fast from what I heard, but they dropped it a year or two ago for reasons I can’t remember. I didn’t pay much attention. Currently it supports C# and a slightly modified version of Javascript. C# is really easy to learn, however, and Unity does so much for you already. My whole flight assist takes up 20-30 lines. B)

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19549
    IronyMan
    Participant

    Alrighty, I may have to give Unity a shot then. I’ll see what I can do with it and Blender this weekend.

    #19558
    IronDuke
    Participant

    Looky what I did!
    GloriousUnturretedGunstar.png
    So I put these on:
    TurretedGunstar.png
    They seem pretty functional…
    AngryGunstar.png
    However, you can bite back!
    InjuredGunstar.png

    After I’ve made the thing able to lead the player’s vector and added actual damage scripts (:blush:), plus finalized the Comsec’s flight model balancing, I promise to record a short video of myself flying the Comsec against the Gunstar.

    The only weapon in game ATM is the Light PBC. It travels at the correct speed of 4,500 m/s, makes the correct sound both upon firing and hitting, but doesn’t use the original image file because I can’t seem to find where I stuck my pile of converted SFX textures for the game. Any other weapon can be added simply by changing the stats and effects. B)

    The turrets on the Gunstar are fully simulated by physics – a motor turns them, and they have real colliders, unlike the vanilla game’s turrets. If I were to press against a turret with enough force, I could likely turn it somewhat. The good news is that the gimballed weapons ingame can be done simply by using turrets with 45 degree horizontal and vertical tracking. :whistle: Not done yet though. I did stick weapon jitter in already. 😉

    I’ll also work on sticking in a missile script I wrote for another project. It can predict target velocity and everything, and assuming you give it a strong enough thruster, is actually pretty hard to dodge. Beam weapons are imminent as well; that is another simple copy-paste.

    No textures, obviously. Those aren’t coming until I’ve remodeled the 3-D models. I’m just copy-pasting the originals to get the game mechanics in place solid.

    The PBC bolts use a special raycast collision detector that I coded. Your shots absolutely positively cannot ever pass through a target and fail to detect it, assuming I did this right. :cheer: I also have an extremely evil plan for using particle systems to make rapid-fire infantry-type weapons. Might not come to anything, or might only be used for point-defense cannons, but I’ve been wanting to make one of these systems for a while now.

    No shields implemented at the moment; that shall also change soon. I-War 2’s main focus is combat; hence, I’m implementing all the combat mechanics first to make sure they’re solid before I do anything else. Plus, this means a Unity-made Instant Action will reach you guys sooner. 👿

    I also can’t wait to see what sort of eye candy I can pull off for things like LDS and capsule space. B)

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    #19559
    Bozobub
    Participant

    Nice! Seriously, that’s impressive work.

    I can only hope you can actually complete the entire project before you get sick of it. If so, this looks to be pretty epic.

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