Combat-Helo presents a persistent world, day-time / night-time mission capability where you can stand around your base with your thumb up your rear-end. The game's heartbeat is the day cycle clock from which all missions, AI entity start/stop times, spawn times. All operate as offsets from mission start time. This presents the issue of real-time vs game time.
To offer variety of day/night operations in a real-time game could be tedious. I want to fly a night mission, but it's noon, I can't.
Connection time-out now resets the connection status to "disconnected"
Apache canopy glass, lighting issue fixed
GUI input controls that receive key-presses still occasionally hogging the keyboard. (fixed)
Some speed improvements to OpenGL DrawCurve function.
New GUI style as submitted by Spac3Rat in place. See Facebook image
Next week: Back to weapons and more multiplayer functions.
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Our Apache received more love today, the cockpit panel textures suffered a little from DDS compression acne. But by increasing the bits-per-pixel to 24 and using DXT1, we get better quality results using a texture half the size as a larger one using 8bpp compressed. And smaller texture memory footprint too. This only works for some textures.
Additionally specular maps were added to the cockpit, now it reacts to light in a much more dynamic way and the scratched glass blast shield and canopy
AD made some atmospheric screen-shots when playing with lighting and environment settings. SimHQ Diary
Starting with the only major airbase in the region. AD is responsible for some Strike Fighter mod aircraft models, one of which is a Tornado GR1 (?). Which he's used here. I don't think these will be in the game unless we get permission from the original mod maker to use it. But it does look nice.
This is our early version of Camp Stone complete with a half-court basket. You wouldn't
Dave, the kids must have been playing "pilot" again, they've gone and pulled off the knob for the standby instrument lighting, make it like the other two rotaries. I'll fix the camera clipping on the seat
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That's right. No 3D glasses will be required. Full support for the very latest 2D high-resolution monitors will be included, no additional headache inducing hardware will be required.
(yes I am loosing my mind)
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HMD = Helmet Mounted Display
Remember when Virtual Reality was going to be the next big thing? Seems odd having to re-create something virtual in a game that is virtual, the modern Apache has evolved a bit since the late 1990s. Being able to display in the pilots 3D monocle (yes that's a joke) a lot of data to the crew about targets hidden behind objects, terrain contours. These 'virtual' items are matched 1:1 with the crews head movement unlike a lot of the symbology that is static.
The
More flight symbology added today. Raining almost non-stop and my cars wiper motor has failed, so wasn't going anywhere.
We added a couple of items that make it possible to do some precise flying.
Velocity Vector
Acceleration Cue
The Velocity Vector is the blob on the stick that originates from the cross in the centre of the HMD. This is a representation of the direction and speed of your aircraft. Think of these as "top down" views with your aircraft in the middle, forwards move
About: This is a short series for the Leadwerks community on the process of creating a simple game using procedural content.
In part 01 we looked at one theory of generating random maps in the style of old school dungeon crawlers. This week we'll put that into practice to generate map data, room geometry and mesh colliders. The easy part was adding a flying physics based camera to act as our first-person flown "spaceship".
Again I want to flag I'm not a LUA expert, this is not a LUA t
All the things we want to show but can't. Still making some final hour changes to get a robust demo working that can be operated by Joe Public (I'm told he's coming along). A simple flying demo that will show the technology, Afghan map, lighting and cockpit. It has the mark 1 flight model I keep tweaking. sounds could be better. I wish I had time to do the landing gear joints, it's hard to land without wheels.
Better stop with the bloggin and get back to writing.
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I've been using this for testing and making profiles for Combat-Helo since the weekend. This is a really odd stick. It's perhaps the best built joystick out of the box I've ever had the privilege of using. And quite a looker too. The textured metal feel, the metal triggers and even a couple of the HATs. Oddly this level of build isn't consistent with several hats made from what feels like a poor quality plastic. But it wasn't broken or badly assembled, and nothing has broken yet.
If you didn
I want to thank Komodo Simulations for inviting me down for Summer Sim 2010, even though it didn't go according to plan we all learned a lot, I certainly did and this was really a chance to meet people and forge connections.
Rich was clearly deep in thought and concerned about hardware performance. I was lost in deep thought and concerned about software. Everyone else didn't seem to mind very much. What happened was, early in the day while I was re-compiling the demo to fix a stupid inverted
No work will be done tomorrow. Just Cause 2 PS3 is released. The acting sucks, the actual game doesn't seem all that hot from the demo either, but the stunt playground aspect is brilliant.
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Check off the list, working external canopy doors, flip up/down, will indicate available crew position as well as letting you chat to your mounted team-mate while you're on foot. You could even arm the pilots chopper for him.
Internal doors and wipers next followed by external lighting system. Hopefully we'll have the cold start-up sequence in a few days, we need that so we can get on with more vital systems.
(I just noticed the text on the rail is reversed)
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I had a couple of hours with Just Cause 2 which I hesitate to recommend, it a really fun game but you're stuck playing an unlikeable character. Cheesy dialogue abounds and that's no bad thing in games, I scripted plenty of cheese for Longbow Combat Helo. Think about the lines of dialogue from old games you might remember.
The Playstation 3 was needed by the children for Final Fanstasy n so Rico, Scorpio (whatever the slab of MDF you play is called) was parked for the evening.
So back to
On the whole, I'm starting to warm to using text for user options, the nineties style. Dave showed me some icon screenshots from ArmA and remembered why I didn't like them. Is that a steering wheel? Desk fan?
Below is an in-game shot showing the menu and data displays for helicopters. Not unlike something you might have seen in older games using pre-rendered art. All interactive objects around the base will have these. If you don't want the floaty status text, CTRL L (for labels) is your fri
Writing this up for reference later.
Thinking about players, names, callsigns, current rank, medals, changing characters. The 3D base metaphor avoids a lot of GUI work. Using 3D lockers (since I have one to hand) is perfect. As it turns out, as easy as setting user keys on Locker entities. Simple.
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I was thinking over some official forum posts and one gentleman indicated that they were partly colour-blind. Accessibility issues are something I think about whenever I'm writing software or web site design work so I kicked myself when I didn't apply that to the interface. I added some GUI elements that link current selection to the tooltip, this should avoid ambiguity in the menu system.
So that's all working as it should, just have to fix up the weapon selection system which wi
Still working on the loadout system, as it happens I totally forgot to do the pylon classes. While I'm working on polymorphic classes to deal with that (lot of cases to think about). During lunch I played with some more dust effects, this time for rotor downwash. This uses the roaddust pixel shader so it picks up the colour of the terrain it's currently over.
With no wind vector applied, brown-outs, where the crew can't see outside are occurring. Not sure why the canopy isn't blending
Last night we added rotor blade coning which resulted in realising the helo was just a little slightly off axis, now corrected. The Apache has been attacked by an angle grinder on more than a few occasions, might be showing signs of wear.
Some LUA issues came up which erroded confidence in relying on it for so much. I've ditched arming through scripting. It's prone to misuse.
The pylons are now ready to take the 3D models of the assigned loadouts leaving the final stage of th
This entry is not about the life of pioneer George Stephenson. The pylons seem capable of configuring themselves, got some elevation in there for aim assist if/when we add that.
I removed the LUA based weapon loading, it wasn't working out the way I hoped it might. There's a level of disconnect between LUA and the game-engine which added to the complexity of something that is already complex, when it didn't need to be.
Can finally get started on the arming now. Got a little sidetracked w
Most of the IHADSS modes are complete except for a couple of elements in hover and bobup, and the flight-path indicator in TRANS mode.
Also added for Dave's benefit a small map which I'll use later as a background underlay for a tactical situation display (TSD) and easy nav mode.
RichP has supplied an authentic start-up sequence complete with appropriate caution and warning signalling that fits our bird nicely. Once we're done with the arming set-up I'll get back on the cockpit sequencin