Vital wrote:
That’s great!
Any site for this?
not yet, but php web api is ready to perform initial account registration and activation through emails
also I suck at web end
Vital wrote:
That’s great!
Any site for this?
not yet, but php web api is ready to perform initial account registration and activation through emails
also I suck at web end
HeIIoween wrote:
Yep, with this station, ship and small planet feels like spirit of good old FL
that base is actually dockable, but yet no internals
while implementing base docking feature, thought that ice was not too ice and revised ice shader
it looks badass when there’s lot of them and huge while sweeping around them, too bad could not record due to low fps so there’s only one for you to observe
J.R. wrote:
On ENIGMA V.4 ATG we have several “EVENTS” to be activated Serverside and the Banners are updated aswell during activation. The Banners usually show up every 15 min…. but there is a good chance to have the appopriate “EVENT-BANNER” finally after 45 min ´cause in this case there are at least 3 Banners active…Here´s the question:
Is there a way to have a plugin that enables the player to type… lets say “/events”— and get a list and maybe a short manual for the activated event displayed from a serverside .txt- or .ini-file which could be modified easyly during serverside mod-activation via the script.xml of FLMM ?THX in advance
J.R.
sure thing there’s way, pretty much easy one
updated ice asteroid shader, most likely you want to see fullres here
shadows+bloom+AA as post fx
standalone client/server is here http://www.sendspace.com/file/6nc5rb
F1 opens sort of console, type /zs to start local zone server and connect to it, I recommend to start server separately from client
notes:
-> starting zone server may crash, but if console says that Zone server started then all ok
-> sometimes netclient crashes on startup since it cant bind to socket, restart later
-> may contain bugs, but you can always look into Data folder/output_log.txt for crash data
contains raven talon and rha wraith ships, both have almost same stats and 2 guns
this is a combat techdemo, where you can shoot each other
if you could make a similar Unity API level, then my tech demo could run without Unity
initial hud in action
hud under construction, target crosshair yet to implement
bump with pew pew online
SolCommand wrote:
I got the Unity engine a while ago but I reached the conclusion that game making is not for me, I just have no idea how to use it. The fact that I know zero coding in any programming language doesn’t help either hehe.I wish you the best of luck with your project mate. It looks fantastic !!
Im planning online pew pew in 2 weeks or less, this will be a simple connect to zone server app with player name and predefined ship selection on start, after this test it will be clear if Unity can maitain all this
Alucard wrote:
Unity Engine? Looks good. How difficult is it to learn?
if you’re a professional software developer then its ultra easy
does it feel like freelancer? HUD+net code to go
sorry if effects are not AAA, Im a bit nob at them
bhg pack
meshes…meshes…y no textures
bump with new video
I almost finished procedural generator just like FL has, but more configurable and with more complex zone shapes which use 3d noise instead of simple boxes/spheres
that scene has about 1kk triangles rendered at once Core2 quad + Radeon 5670 + Fraps = 15fps (30 without fraps) at 1366x768
ofcoure tris count it will be reduced when I introduce procedural generator both for nebula and asteroids similar to what Freelancer has, at least I will aim to have 60fps using my configuration, which kinda old for today
EDIT: added new video
moving my tech demo to Unity, volumetric cloud + ice asteroids
such a retarded space fight, Freelancer’s speeds and hardcore absent