YADU (Yet Another Devlopement Update) :)
Great post Flagg!!!!
Just wanted to add that if we had to send it out to day Duel is pretty solid. The last few bugs we have were squshied and for the most part it very stable (always room to tweak this, change that, ect) And I am sure there are a few minor bugs left but nothing that will effect the game play. The Melee stuff is working pretty well both off/on line. The only issue left is the blocks now. We wanted to make it more realistic so you can time a block and not have it be a random event like it was in old CUT. The easy method will not work due to a limitation of how the UT2k3 engine handles collision. We have 2 or 3 more ways to handle block but each has a set of trade offs which makes them less then ideal. So once we get one of those methods working well, then we are in a much better postion. Granted we could give it today but it wont block right. We always believe that quality comes frist and we wont release anything until we are happy with it.
Just wanted to add that if we had to send it out to day Duel is pretty solid. The last few bugs we have were squshied and for the most part it very stable (always room to tweak this, change that, ect) And I am sure there are a few minor bugs left but nothing that will effect the game play. The Melee stuff is working pretty well both off/on line. The only issue left is the blocks now. We wanted to make it more realistic so you can time a block and not have it be a random event like it was in old CUT. The easy method will not work due to a limitation of how the UT2k3 engine handles collision. We have 2 or 3 more ways to handle block but each has a set of trade offs which makes them less then ideal. So once we get one of those methods working well, then we are in a much better postion. Granted we could give it today but it wont block right. We always believe that quality comes frist and we wont release anything until we are happy with it.
Jb
One would be a completly deterministic approach. Here you look at both the players/enemies direction that they are looking, look at the type of swing, look at the timing of the swings. Then come up with cases when a block would happen. The more different swings and weapons you have the harder it gets.NeoNight wrote:If you don't mind me asking jb what are the other two ways of blocking you guys had in mind?
The other method was to model each blade of a weapon as a vector. Then see if those vectors ever touch.
So thats what we have at and are looking at the pro'/con's of each.
Jb
-
- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
The way it seems to work when I play the IR is that when two swords collide it already works as a block. Since we don't have defensive moves in right now, I've been calling it a parry, since it usually only happens in the middle of an attack. This seems to work well, but I'm not seeing what's going on in the code when that happens, so maybe I'm not seeing the big picture here. Anyway, I'd say we should just take that and go with it. Make some moves that are designed to prevent an opponent's blade from hitting you. That's the most realistic way to do it IMO. Then we can come up with rules that determine if a block actually occurs when that happens, like comparing the stances, etc, whether the block causes an attack to be totally stopped, or whether the attacker gets pushed back, or the defender, and the swing is allowed to continue, and stuff like that... Right now it just cancels the attack if two swords hit each other.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
Update 10/24/2003
Ok not sure were I left off from last update but....
- Blocking is in and working (yes even in on-line games.
- We have tweaked the swipe trails so they are final now
- Most on-line issues have been resolved now. The only one that I know if is a "phantom swing". Sometimes when you hit fire, the server will go ahead and play the firing animations, however your pawn will not. So you don't see the swing but the server does and deals with it accordingly. To me this is the one real issue we have left that could impact any release date. but the other stuff that was broken with on-line games now works (meaning hit effects, ect).
- Got 3 models in: Sword, singe bladed axe, duel bladed axe. we have a few others ready to drop in but have not had a chance to do that as the coders just got the update package with all of the models in late last night
- The only other issue that could hold us up is animations. We have some of the animations done. But not others. For example the blocking animation is not done yet. What we wanted to do is just move the sword to ensure its more in front of a player during a block attempt. However we need the proper animation to do that. Again you can block now but that requires hit their weapon with yours...
- We have also added a few tweaks to the code. One is a Melee only death cam. Currently this will only work off-line, but the idea is that when you kill some one it will do a slo mo 360 pan around the loser
Looks pretty sweet.
- The duel maps have also gotten close to being completed. Several are in the final stage waiting for the "OK" to say its done.
As you can see we are making lots of progress.
Ok not sure were I left off from last update but....
- Blocking is in and working (yes even in on-line games.
- We have tweaked the swipe trails so they are final now
- Most on-line issues have been resolved now. The only one that I know if is a "phantom swing". Sometimes when you hit fire, the server will go ahead and play the firing animations, however your pawn will not. So you don't see the swing but the server does and deals with it accordingly. To me this is the one real issue we have left that could impact any release date. but the other stuff that was broken with on-line games now works (meaning hit effects, ect).
- Got 3 models in: Sword, singe bladed axe, duel bladed axe. we have a few others ready to drop in but have not had a chance to do that as the coders just got the update package with all of the models in late last night
- The only other issue that could hold us up is animations. We have some of the animations done. But not others. For example the blocking animation is not done yet. What we wanted to do is just move the sword to ensure its more in front of a player during a block attempt. However we need the proper animation to do that. Again you can block now but that requires hit their weapon with yours...
- We have also added a few tweaks to the code. One is a Melee only death cam. Currently this will only work off-line, but the idea is that when you kill some one it will do a slo mo 360 pan around the loser

- The duel maps have also gotten close to being completed. Several are in the final stage waiting for the "OK" to say its done.
As you can see we are making lots of progress.
Jb
Jb, and i have been beating theese puppies into shape, and in the process i have captured a few decent screenies. So here they are:
AngeliQue (wip) Wins a battle with the Katana...

AngeliQue (wip)Wins again with the Templar...

Havoc Bot destroys his enemy with the Battle Axe...

Mr. Crow shows off his prowess with the Long Axe...

R. Flagg (WIP) and Titania battle it out with the blunt weapons.

Subversa is victorius with the Long Tooth Dagger (wip)...

Hope ya like
AngeliQue (wip) Wins a battle with the Katana...

AngeliQue (wip)Wins again with the Templar...

Havoc Bot destroys his enemy with the Battle Axe...

Mr. Crow shows off his prowess with the Long Axe...

R. Flagg (WIP) and Titania battle it out with the blunt weapons.

Subversa is victorius with the Long Tooth Dagger (wip)...

Hope ya like

The Dark Side of Chaos.
-
- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
The long tooth dagger looks more like a broad shortsword, perhaps it should be a little narrower and maybe a tiny bit shorter?
Also, will we need new sound effects for the new weapons or are we just going to use the current melee sounds for all of them?
Also, will we need new sound effects for the new weapons or are we just going to use the current melee sounds for all of them?
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
-
- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
-
- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact: