Yakoob on 14/3/2012 at 06:36
Malf, that looks quite awesome... would you perchance be interested in putting your modelling skills into a little game project Renz and I have started working on recently?
As for my update, while not using the NavMesh just yet, I have a basic AI walker support
Inline Image:
http://koobazaur.com/temp/kesc/army_of_ai_walkers.jpgLook at the army of clones! MUAHAHAHAHA!
Bakerman on 15/3/2012 at 09:46
Eldron - I'd really like to have a go at that when it's done!
Yakoob - I highly recommend Recast if you want some really robust navigation. It should be easy enough to figure out how to feed it your own mesh data, then you're home free.
Renzatic on 24/3/2012 at 18:55
Downloaded! I'll test it out later on tonight, and tell you what I think. :thumb:
redrain85 on 31/3/2012 at 03:26
Myself and the team who worked on a Single Player expansion for TRON 2.0 have just released an updated version with significant changes. It's not up on ModDB just yet, but I'll post a link where you can find out more and download it. If anyone is interested, that is. :erm:
(
http://www.ldso.net/tronwiki/doku.php?id=wiki:article:tronfaq:project:usererror) User Error v1.1
But my main reason for posting in this topic, is to mention what I'm currently planning and working on. I've long wanted to make a FM for System Shock 2. But it would require a large investment of time and effort in order to learn working with ShockEd, etc. So instead of doing that, how about making a mission that's Shock inspired in TRON 2.0?
Yeah, I know that will narrow the appeal somewhat. Okay, understatement of the year. A lot. Having to track down a copy of the game, and all that. But myself and the same team that worked on User Error are already working on a follow-up mission, and what I'm looking to create is a "TRON meets System Shock" experience in one or more levels. I think it could work really well, and hope to pull it off.
I don't have anything to show yet because it's early days. I'm hoping maybe in a couple of weeks I'll have something to show in video form. It won't necessarily be Shock-like to start with, but it will be to show that some sort of progress is being made.
redrain85 on 31/3/2012 at 08:27
There won't be any overt references to System Shock. I know better than to try that.
I'm not looking to recreate SS1 or SS2 in a different game. I just want to try and capture the same feel, or atmosphere, from Shock, in sections of the mission. Perhaps some Thief-like moments as well. But it's very much going to be a TRON universe mission first, Shock/Thief second.
Briareos H on 31/3/2012 at 08:48
Looks awesome. I can't believe Tron 2.0 is not on Steam or GOG.com, it was a great great game.
Pyrian on 2/4/2012 at 20:03
Yeah, I loved Tron 2.0 too, I'll have to give this a try. :D
redrain85 on 11/4/2012 at 19:10
<embed src="http://www.youtube.com/v/yQTL71KNwng?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed>
I only spent about four days on this, so it's not all that impressive. An early cutscene test regarding an idea I have, for a level in the next FM expansion I'm working on.
I'm also working on something else, that should be a lot more impressive if it goes well.
zombe on 18/4/2012 at 15:13
Unexpected face plant into brick wall here. No idea how to proceed ...
Teh situation:
Code:
template<int I> class Foobar {};
class Snafu {
private:
static Foobar<sizeof(Snafu)> m_sacf;
};
I get "incomplete type is not allowed" x_x. Evidently sizeof refuses to cooperate before the closing bracket.
Only workaround i can think of is to just guess the size at declaration and use sizeof at definition time - causing a compile time error when my guess is wrong. Not really usable as i need to use this kind of stuff often :/.
/end_of_sharing_my_pain
edit: fuckit, moved it out of class (+some macro magic to generate unique names for them as the variables are referenced only through member functions that are also generated via macros) and dumped them into global namespace.
+ heall, yeah. My frame time dropped ~85% (was ~10 fps) after implementing the, rather minor, optimization this was part of :D.
Al_B on 18/4/2012 at 16:03
I know you've got a work-around for it, but why not keep the class but make the template parameter simply a constructor variable? Yes, it means if you're allocating blocks of memory using new / delete if that's what Foobar was previously just using I for allocating arrays internally - but since these are for static variables surely you're only doing this occasionally (probably once) during the lifetime of the program?
i.e. something like:
Code:
class Foobar {
int m_iValue;
public:
Foobar(int num) : m_iValue(num) {}
};
class Snafu {
private:
static Foobar m_sacf;
};
Foobar Snafu::m_sacf(sizeof(Snafu));