
JK Tactical Assault |
Wednesday, March 28, 2007
*blows the dust off JKTA*
Hey, lookie here, I remember this... Ah right, drivable vehicles in MP. Well, it's not just a fancy dream or idea, it's been a reality since, well, the last time I worked on JKTA. Sitting here, collecting dust on my HD, has been the method/code for getting vehicles in MP to sync up as good as JK can sync a player. I never knew it would work, I swear! It was just theory! Honest! =)
Me and ZeqMacaw did some MP testing in the last few days, mind you, with old code that hasn't been updated for use with JKUP. While the models are quite the eye candy, they bogged down Zeq's poor Voodoo2's frame rate too much. During that round of testing though, the positions of the X-Wings were synced up pretty well as far as position, however, we found out that JK updates things depending upon your frame rate, the other persons frame rate and ping time between the two computers. So I wound up seeing Zeq warp from point to point, and vice versa.
With this in mind, I rewired in the good ol GoZ Studios X-Wing and stripped out all other things in the level, leaving it with the SpaceSphere™ and 3 X-Wings. Zeq's Voodoo2 chugged along at a mighty ~40fps and a-flying we went. With an average ping time of about 100-120msec, we were flying circles around each other, with nary a warp or skip in sight. Zeq was surprised but I wasn't. >.>
So, now that I know this works, I hope to have some generic drivable vehicle cogs up for download, somewhere along the line. Before I go and do that, I want to see if I can further improve upon this code, and make it so that it isn't dependent on the clients frame rate by wiring in a client/server deal. Instead of having the client move the vehicle on their computer and having that transmitted to everyone else, I hope to have it so the client forwards movement info to the host, then the host would move it and forward that to everyone else. There's no triggers, no sync verbs, just pure raw JK netcode doing the grunt work.
Feel free to badger me about this in the forums. =)
Tuesday, June 13, 2006
As Live by the Force presents cogging quagmire after quagmire, JKTA is looking more and more fun by the day. So for the next, well, while, I've decided to pick back up where I left off with JKTA. This means that the release I promised so long ago, something about pilot-able T/F's and X-W's, will be coming in the near future.
JKTA presents much less problems for me in the coding arena, as most of it is pretty straight forward with what I've already coded. Not only that, but I've yet to use any of the new verbs that cogext.dll has presented. Mainly the GetPlayerLVec() verb, which will eliminate my need for FireProjectile, making this, hopefully, quite playable over the internet. I'll be utilizing some code from SaberMaster for fighter AI, some code from RBots for troop AI, and throw the good ol Hell Raiser spin on it all. Mix in some good ideas for syncing all this in MP, and you've got JKTA. :)
Thursday, January 26, 2006
I've uploaded another vid, showing me running from the hangar to the bridge. (flying up the elevator shaft)
This is all 3do. I'm positive I can have elevators working no problem inside of ships, even doors, with some cogging and position vectors. Hopefully I can divide the insides up as I go along, and have some random passages that are unlocked, so each capital ship encounter has a different flow.
>.>
<.<
That's it for now. =)
Tuesday, January 24, 2006
This one shows off some ship innards, some flying around, and carnage inside a ship. Get it from the download section. =)
Monday, January 23, 2006
0.4 is steadily making headway since I've returned from our vacation. I've got the weapons wired back into my new weapon hotkey system, fixed a few bugs, and will hopefully have some new cog verbs to prevent alot of network traffic from happening. ;)
Saturday, January 14, 2006
And me and my wife are doing so. Along with the In-Laws. My In-Laws. How fun. No computer, no cable, no computer, no cable, make Helly go, something something. =P
See ya in a week. >_<
Tuesday, January 10, 2006
There is a new video showing off the new Calamari Cruiser with hangar 3do ingame in the download section.
Enjoy. =)
I have posted a thread with my plans for 0.4 and some things slated for 0.5 here.
Monday, January 02, 2006
I made another vid showing off the few animations for the X-Wing. Download it, now. =P
The converter, as you can tell from the latest screens, is working qutie well. Animations are working too, so cockpits open/close, and S-Foil wings open/close. =D
Thursday, December 29, 2005
Well, the converter isn't 100% perfect in the sense that all you have to do is plunk the 3do in JK. Tweaks needed are:
* reassign faces to new meshes if there's more than 512 verticies in one mesh (so I don't have to open up in JED to cleave down and risk messing up some of the UVs)
* 3do comes in facing backwards so I need to negate the Y values of verticies
* need to add in Lower LOD into next Geoset in 3do, y'know, cuz the Geosets are meant to be used. =)
* double, triple, then quadruple check the scaling.
After that, I'll release the converter for download, along with some models for everyone's use. =) THEN I can get back to 0.4 cogging. ;)
If you check out the screenshots, you'll notice spiffy models are now a part of JKSF. I've spent the last couple of days programming in Visual Basic, so that I could port the models from www.xwaupgrade.com to JK. Now that I have it up and working perfectly, I can resume working on the code for 0.4 =)
Monday, December 12, 2005
There's a new vid available for download. It shows off the hangar cinimatic scene and a few other things. =)
Thursday, December 08, 2005
I'm not going to lie. JK Starfighter whatchamabob needs someone to help with designing some 'prefabs' of Capital Ship interiors/hangers, a few ground bases, things like that. At the moment, Missions will consist of fairly modeled levels and whatnot. My talents do not lie in architecture and paint programs. They lie in coding, specifically for JK! ;D
Please apply in the forums. Even if it's something simple, or only one of the above, it would be greatly apprieciated. I really think this would be a fun mod. :)
Monday, November 28, 2005
I've uploaded some new screenshots of what I've got coded in.
Here's a lowdown of new stuff for 0.3:
Forward/Back for Throttle
New Mouse Reticle
Lasers with Sounds
Basic Targeting System
Target Reticle
Lead Firing Reticle
TIE Fighter AI
And maybe a few more things. =)
Wednesday, November 23, 2005
This should work in MP. I rewired some things so that the ship creation and movement would be synced. =)
Saturday, October 29, 2005
Just for everyone to see what I've done with Freelancer type mouse controled flight. There is an in-game video in the download section along with the current mod and level. The level is Multiplayer, but it is quite buggy if a client connects.