Build 34
* Added new bullets
* Shake effect when falling too fast
* ESC to exit chat
* Made shadow get smaller instead of bigger when you jump
* Fix base cube colors
* Fixed map editor team values to be locked to -1, 1 and 2
* Changed palette for player models and added distinctive team patterns
* Added grid option to map editor
* New editor tools and commands
* SSAO effect
* Building
EDIT: Also a note to anyone who has a crap computer like me and wants to play with SSAO, then follow these steps:
Step 1. Open up data\shaders\ssao.frag
Step 2. Find the line that has "int samples = 16;" (should be on line 26)
Step 3. Lower that number, I don't know for sure, but I think this number has to be a power of two. Haven't tested though so can't really say. Safe numbers: 1, 2, 4, 8, 16 (durr), 32, 64 ETC. I would suggest not going below 4 though otherwise everything looks like crap.
Step 4. Save
Step 5. ???
Step 6. PROFIT
Also if you have an epic computer you can make the number higher and it will make it look better ( I would assume).
And another thing, to make the SSAO look better (in my opinion) you can change the line that has "float lumInfluence = 0.5;" (line 41) to a higher number. It makes it look nicer IMO, I use 1.5.
I found bugs:
-After leaving the big editor screen, the game window does not scale down back.
-Standing near an object (intel or the base), makes you being sucked in its direction.
-You can't die after you fall off the map.
-Blocks do not always match their Y location, making it sometimes impossible to make two bridges connected.
And some things that should be fixed/added:
-Blocks should be placed slower, block spamming may be a problem.
-Editor window should be smaller, so people with smaller screen resolutions may use it correctly.
-Block color picking (with F for example).
-The screen could be rotated automatically with the mouse, with right mouse click or Q E buttons.
-Player shadows are now visible, but other sprites are still black (not everyone has this problem).
As some of you may have seen, there are some problems with "invisible" blocks being placed. I've fixed it in trunk, but it will probably be a few days before I can make a new release.
I realized that that my homebrew collision code wouldn't be up to the task of handling the number of collisions that come with place-able blocks. This was not a problem in e.g. VOXLAP because the world was a uniform voxel world, and so, the collision code was extremely simple. However, since voxels in Subversive Takedown can be placed anywhere and scaled to any size, suddenly, the collision code needs to be similar to normal 3D games. Because of this, I've decided to migrate the code to the Bullet Physics library.
This will not only mean faster collision code, but the possibility of proper physics! This will be super cool to experiment with for e.g. falling blocks and new particle effects. It'll still be a few days before I've migrated everything over, but I'm sure the result will be pretty good.
matpow2 wrote:As some of you may have seen, there are some problems with "invisible" blocks being placed. I've fixed it in trunk, but it will probably be a few days before I can make a new release.
I realized that that my homebrew collision code wouldn't be up to the task of handling the number of collisions that come with place-able blocks. This was not a problem in e.g. VOXLAP because the world was a uniform voxel world, and so, the collision code was extremely simple. However, since voxels in Subversive Takedown can be placed anywhere and scaled to any size, suddenly, the collision code needs to be similar to normal 3D games. Because of this, I've decided to migrate the code to the Bullet Physics library.
This will not only mean faster collision code, but the possibility of proper physics! This will be super cool to experiment with for e.g. falling blocks and new particle effects. It'll still be a few days before I've migrated everything over, but I'm sure the result will be pretty good.
I think it looks okay; I currently have someone working on a logo already though, so I'm afraid I can't use yours :(
In other news, I'm working on a small trailer to put on my YouTube channel (WIP music). Once the next release is out, I suggest we gather around the official server so we can capture some fun footage for it.
matpow2 wrote:I think it looks okay; I currently have someone working on a logo already though, so I'm afraid I can't use yours :(
In other news, I'm working on a small trailer to put on my YouTube channel (WIP music). Once the next release is out, I suggest we gather around the official server so we can capture some fun footage for it.
Tell me when it is and I will be there!
Just a question, will this always be free? Or do you plan on monetizing it someday?
Because while I obviously wouldn't pay for it right now, I would definitely see myself paying for it in the future (as long as it retained the graphics it has now, they look nice and run well).
Right now, I don't have any plans to monetize it. When I'm done with some projects around summer, I could consider going full-time on it, in which case monetizing would be an interesting option.
About the graphics, I know some GPUs have trouble running the SSAO shader, but I can't really debug it here. What GPU do you have?
matpow2 wrote:Right now, I don't have any plans to monetize it. When I'm done with some projects around summer, I could consider going full-time on it, in which case monetizing would be an interesting option.
About the graphics, I know some GPUs have trouble running the SSAO shader, but I can't really debug it here. What GPU do you have?