Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 277817 times)

wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #575 on: 15 June 2010, 02:13:21 »
Whatever... I'll consider renaming it if you can support that statement [Reference needed].


I guess I'll use the model. Its your model, so of course you can add it to your model dump, though I have to texture this, so if you want, I'll send you the blend with a texture once I've done that.
I'll find some support for it, and thanks for offering to send the textured SAM launcher, if you send it I'll give you half the credit at least,

wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #576 on: 15 June 2010, 02:18:10 »
http://en.wikipedia.org/wiki/Battleship
the first paragraph says so, later it says battleships were last used for fire support 20 years ago which especially since this is supposed to be in the future they won't be in service, if it was more recent I'd agree but its too old for a future based mod :| :|, battleships are too vulnerable, in the falkland war they sank one with a couple of rockets ::) ::), still its your mod and its up to you

Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #577 on: 15 June 2010, 18:44:12 »
Interesting. I'll rename it I guess.

Don't expect a texture for a while though. Sooo busy with sooo much (looking for solutions to Kukacs problem, final exams, military, I wanna animate a glestimal, IP webpage, etc;).
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wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #578 on: 16 June 2010, 00:50:52 »
Interesting. I'll rename it I guess.

Don't expect a texture for a while though. Sooo busy with sooo much (looking for solutions to Kukacs problem, final exams, military, I wanna animate a glestimal, IP webpage, etc;).
It doesn't matter I have tons of summer and glest work so :( :(

Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #579 on: 16 June 2010, 16:31:21 »
Well.... converted to GAE 0.2.13a.

Results:
Water units: epic
AI using water units: fail

(In mundane terms, the AI cannot build the dock, but can use the dock if supplied. Oh well, at least the humans can build the dock. The rest we'll fake in scenarios. For now, water units are a part of normal gameplay =).

Possible solutions to AI problem:
-Make dock a default unit (you start with it), though you can't produce a destroyer until you reach the same req for building a dock (plus the navy upgrade).
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Gabbe

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Re: Military Tech Tree -- Now v2.3
« Reply #580 on: 16 June 2010, 16:40:19 »
transporting have been mentioned in GAE forum topic, i suggest to you for watching it.

wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #581 on: 16 June 2010, 16:45:50 »
carrying would be great for our ww1 mod too with the seaplane tenders and aircraft carriers, by the way omega, if you want I have an apc/ifv vehicle in my model dump if you want it ;D

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Re: Military Tech Tree -- Now v2.3
« Reply #582 on: 16 June 2010, 16:47:59 »
Quote
Well.... converted to GAE 0.2.13a.

Results:
Water units: epic
AI using water units: fail

(In mundane terms, the AI cannot build the dock, but can use the dock if supplied. Oh well, at least the humans can build the dock. The rest we'll fake in scenarios. For now, water units are a part of normal gameplay =).

Possible solutions to AI problem:
-Make dock a default unit (you start with it), though you can't produce a destroyer until you reach the same req for building a dock (plus the navy upgrade).

Nice.

Have you seen the topic on basic transport units?
I was thinking you could have VTOLs and stuff.
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Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #583 on: 16 June 2010, 16:57:05 »
Will look tonight! Sooo want those!  :D :D :D

In other words, I'm making a military video, and I don't mean an in-game video of glest. The best way to compare it is to imagine Civilization 4. It has that starting movie that isn't a movie of gameplay, or even in the perspective or graphical detail of normal gameplay. What I have in mind is a beautiful intro video that I'd like to implement into a future version (possibly a separate version though, because it would be an automatic minimum of 10mb added to the filesize, which, as far as glest mods go, is huge. And I'd expect closer to 30ish mb anyway).

Anyone know a good way to create a realistic looking explosion in blender? Best idea I have yet is a sprite based billboard using a sequence.

There's also a water scene. Take a look at this below and tell me that isn't beautiful!

Of course, I can't take credit for it. It's from a tutorial. Still, now imagine my destroyer in that (too bad the destroyer's quality can't come close to that. Fortunately, I can add shaders and displacement to the destroyer, since poly count, etc are no problems there. And yes, that water's animated, and its not even a fluid simulation (in love with it).
« Last Edit: 17 June 2010, 05:29:32 by Omega »
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Re: Military Tech Tree -- Now v2.3
« Reply #584 on: 17 June 2010, 10:41:15 »
Very nice! I don't get along with particles all that well, I need to take a bunch of tutorials. :P

Are you going to have a combat scene, with people shooting and stuff?
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Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #585 on: 17 June 2010, 16:33:40 »
Very nice! I don't get along with particles all that well, I need to take a bunch of tutorials. :P

Are you going to have a combat scene, with people shooting and stuff?
Of course. How could I not? That explains the whole game in sum! :O

I'll give you a few spoilers on the scenes (theres more than I mention though, and none of the scenes are done yet. This may take a bit of time, creeping slowly with finals week).
-It starts with a scene of helis and stealth bombers ambushing an enemy, flying up after bombing the foe's camp. In the sky, the text "Omega presents" fades in. You can expect to see the military logo in the next scene.
-Another scene involves tanks and stuff duking it out in a battle.
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Re: Military Tech Tree -- Now v2.3
« Reply #586 on: 17 June 2010, 17:55:58 »
Want help with Humanoid animations.
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Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #587 on: 17 June 2010, 19:07:01 »
No. All looks very good so far. Why they don't in Glest? Because I used WAY too little frames. Viva la small file size :O.

Here, my animations run at 25fps and are incredibly smooth! I am also utilizing the IPO window a lot, especially for repetivite animations like walking or the spin of the heli blades.
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Re: Military Tech Tree -- Now v2.3
« Reply #588 on: 17 June 2010, 20:01:22 »
Ok, can I proof-watch the video first? ;D
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Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #589 on: 18 June 2010, 01:25:10 »
... Maybe.

Don't expect it for a while. I'm still on the very first scene, and will have to look at particles a bit more so I can get the smoke coming out of the stealth bombers in the opening scene. I'm going for a high degree of quality here, since I don't have to worry about fickle poly counts any more (what a beautiful weight off my shoulders! 100k+ poly counts, here I come!).

Anyway, concerning the actual military, here's changes that will make the next release:
-Revamped ALL voice sounds. Now its manly, consistent voices all in lines that compare to something you would hear in a military situation (minus the female computer voice warning of a nuclear launch :)).
-Water units are now normal units
-A few water unit scenarios
-Scripted naval battle to put your ability to adapt to those new water units to the extreme test
-New model by wyvern for the AA Launcher
-A new upgrade to give your water units more strength later in the game
-A few minor bug fixes
-Battle ship renamed destroyer
-Fixed icons for the dock and destroyer
-A number of new maps made specially to allow water units to be able to play well (ie: the lake map has a large lake, with the four factions bordering it)
-Upgraded to GAE 0.2.13a
-Off-screen attack notification and a (cool) new sound to accompany it.
-Xceres dll included so configurator works

Did I miss anything that should be in the next version?
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Gabbe

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Re: Military Tech Tree -- Now v2.3
« Reply #590 on: 18 June 2010, 13:07:46 »
you should take a look at blender 2.5 smoke sim.

wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #591 on: 18 June 2010, 14:11:31 »
you  could have a marine landing craft it would deploy marines on an ep basis

Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #592 on: 18 June 2010, 22:20:12 »
you should take a look at blender 2.5 smoke sim.
Hmm, perhaps I need to update my blender... I'm still on 2.49 :|

you  could have a marine landing craft it would deploy marines on an ep basis
That could make for an interesting unit, but I'd prefer a carrying unit (in the future, once hailstone impliments them) that can carry our marines. Besides, creating units with EP is currently VERY BAD. Rather than using a big chunk of EP to start producing a unit, it instead uses the much EP every second while producing the unit (so if a unit takes a minute to produce, and ep cost is set to 5, you'll need about 300 EP to produce the unit). If you run out of EP in the middle of production, it's canceled and the EP is not refunded. I don't think either the player nor the AI can handle this.
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wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #593 on: 19 June 2010, 00:28:33 »
you should take a look at blender 2.5 smoke sim.
Hmm, perhaps I need to update my blender... I'm still on 2.49 :|

you  could have a marine landing craft it would deploy marines on an ep basis
That could make for an interesting unit, but I'd prefer a carrying unit (in the future, once hailstone impliments them) that can carry our marines. Besides, creating units with EP is currently VERY BAD. Rather than using a big chunk of EP to start producing a unit, it instead uses the much EP every second while producing the unit (so if a unit takes a minute to produce, and ep cost is set to 5, you'll need about 300 EP to produce the unit). If you run out of EP in the middle of production, it's canceled and the EP is not refunded. I don't think either the player nor the AI can handle this.
true but the unit could be produced in one second, and instead of the infantryman to marine it could be infantryman to some other unit green beret or something

Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #594 on: 20 June 2010, 21:52:12 »
I'm still not really sure about a moving production unit that can instantly produce units.



In other words, the FIRST part of the video is done (roughly 1/3?). At 24 seconds long, this is just a LOW QUALITY, LOW RES export from blender without sounds, post-production video effects, etc; Still, take a look at it below. Bear in mind it doesn't necessarily reflect the finished product.

http://www.filefront.com/16812643/part1.avi
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Gabbe

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Re: Military Tech Tree -- Now v2.3
« Reply #595 on: 20 June 2010, 22:55:57 »
part2?

ultifd

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Re: Military Tech Tree -- Now v2.3
« Reply #596 on: 20 June 2010, 23:49:16 »
Hmm, looks cool, can't wait for next part(s)... or are you going to upload "perfected" part 1 first?  :| Probably not...
Awesome.  :thumbup:

Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #597 on: 21 June 2010, 16:29:12 »
Perfect part? Do you mean high quality with sound, etc? I'm only putting in sound after I go all 3(?) parts.
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wyvern

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Re: Military Tech Tree -- Now v2.3
« Reply #598 on: 21 June 2010, 16:43:39 »
There should be a campaign for military.

Omega

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Re: Military Tech Tree -- Now v2.3
« Reply #599 on: 21 June 2010, 16:47:24 »
Like a set of scenarios? There is.... :P

Change the scenarios catigory to "End of Morning".

There's also a catigory for expert scenarios, tutorials, and standard scenarios.
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