Tuesday, 19 January 2010

A few more screen-shots

Not much done this weekend thanks to Star Trek Online "open" beta but I did spend some time maintaining code. Here are some screen shots for the sake of having something jam up your browser window.








Still trying to find a good balance of shadow detail vs. range. There are three ranges (or layers) each layer has a shadow map that is reduced in size (hence detail) with distance. It's a matter of fine tuning shapr cockpit shadows, distant trees/buildings and then everything in-between. Ideally another shadow layer could be used.

I'm toying with having the cockpit rendered as a separate world to separate it from environmental effects such as dust-storms and rain. But I want to retain cockpit lighting effects from rockets. Thinking cap on.

Tuesday, 12 January 2010

Busy busy busy



More pressing work issues have cropped up in the past week hence the lack of updates. The freezing cold hasn't helped matters with the UK covered in snow.

But fear ye not. Interesting things are afoot.

Wednesday, 6 January 2010

Back up to speed

Short update to let you know that I'm fully refreshed from the holiday break and back to work.

There's a 3D engine update which requires re-working of existing model scripts and tweaks to the game code. Roads now work.

Hope you all had a good holiday season. We've had six inches of snow here in the last 12 hours.

Thursday, 31 December 2009

Happy New Year Everyone

Here's looking towards big things this year. *sip*

Here's to absent friends. And my friend Gary, thanks for the present you sent me at Christmas. Cheers David, I owe you big time for your great work.

Here's to Banckrupt Stock, the Piman and Automata UK. We miss you. Here's to all those still born and deceased computing machines.

And thanks to the guys who made Gravity Crash, I enjoyed that.

Happy New Year.


Richard, aka Flex.

Tuesday, 15 December 2009

Merry Christmas


Tuesday, 8 December 2009

UFD - Up Front Display

Things you really don't want to see outside of a lamp test...



I've wired up the PlayerHelicopter > Avioncs > Radios to the UFD. All the radios are initialised to default frequencies based on their band (UHF, VHF, FM). Here all warning flags are switched on for a display check, too many to show at the same time.

And this raises and interesting point. This is far too complicated for average Joe gamer. 

Options include parking this module and saving it for the "pro" edition. Then replacing it with an easy radio; simple left<>right channel cycling between: ATC - FARP - Wing - Ground. 

When using 'augmented' controls (such as when playing with a joypad) the radio should be handled for you anyway (by not having any logic checks for tuning etc).


Monday, 7 December 2009

Checkpoints

Started making a few sets to get an idea of what other objects we could use. Assume we place checkpoints to mark boundaries of security zones. Roads approaching to forward bases should be controlled and a semi-permanent road checkpoint established using handy materials, which is a couple of Hesco buckets, wire and an APC or two. There should probably be a small compound or a few small buildings, such a checkpoint is too exposed to be manned in such a manner 24/7.

Could use some wire and road barrier, improvised but clear intent. Still trying to source a soldier model.

These may be subjected to a coordinated attack across several locations during patrols.



Objects to do....

  • Power lines
  • Telephone lines
  • Afghan compound walls
  • Afghan compound buildings
  • Crop fields
  • Concrete blocks
  • Concrete bridge
  • Mosque
  • Flags and poles
  • Water Tower
  • Spiral Wire Fence
  • Road block pole with "stop" sign
  • Satellite Dish array
  • Dome Tents
  • Wooden barracks