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Author Topic: Game In Progress  (Read 2905 times)

The unProfessional

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« Reply #105 on: February 22, 2005, 01:54:00 AM »

I'm glad you're curious... it's good to know people are still interested in the project.  I'm doin' fine... the decision was rough, but it'll work out much better this way.
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throwingks

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« Reply #106 on: February 22, 2005, 01:43:00 PM »

QUOTE(The unProfessional @ Feb 22 2005, 01:00 AM)
I'm glad you're curious... it's good to know people are still interested in the project.  I'm doin' fine... the decision was rough, but it'll work out much better this way.
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The unProfessional

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« Reply #107 on: February 23, 2005, 05:06:00 PM »

smile.gif
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El_Conquist

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« Reply #108 on: February 25, 2005, 09:31:00 AM »

CODE
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


where
GL_CLAMP_TO_EDGE = 0x812F
GL_TEXTURE_WRAP_S = 0x2802
GL_TEXTURE_WRAP_T =  0x2803

I think those are all defined in glext.h
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The unProfessional

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« Reply #109 on: March 14, 2005, 03:44:00 PM »

The skybox is pretty cheeseball ATM.  I'm using D3D rather than opengl, but i'll fix the problem as soon as I get to it.

Also, I like your controller suggestions. The only problem is that sometimes you need to run the treads in opposite directions.  In other words, it's necessary to sometimes have the left tread in reverse, and the right tread going forward.  It helps the tank make tigher turns, and can even turn on a dime.  I've got all this working... but to do it, I'll have to eat up both analog sticks for control.  Still open to other control schemes though.

We may just allow you to switch the tank's "mode"... so you can focus the entire controller on driving, or targeting.  But in the event of driving, you can still target and fire, just not as easily (D-pad perhaps).  I kinda like the idea of it being harder to shoot while you're driving, but if you park your tank, you can get better control over your turret and targeting.  I'm also thinking of incorporating modern laser targeting like what's used in the M1A2.  When a tank is bouncing over terrain, it can still maintain a decent lock.  But if it's too easy to kill this way, this feature will be removed or purpose made a bit crappier than the real thing.
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Mr.INSANE

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« Reply #110 on: March 15, 2005, 07:51:00 AM »

how bout using the seisetivity of the triggers when you pull hard the turret goes up when you pull softly they go down and you use the left anr right trigger to aim
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The unProfessional

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« Reply #111 on: March 15, 2005, 12:21:00 PM »

Sounds kinda difficult :-P
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Mr.INSANE

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« Reply #112 on: March 19, 2005, 08:49:00 AM »

yes but it would work and when can we excpect a movie or something
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devguy

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« Reply #113 on: March 19, 2005, 10:48:00 AM »

I think that original idea of controlling the tank with the triggers would probably suit this game, where:

L- left wheels
R- right wheels

You press the one only to turn and both at the same time for going straight.

Problem that rises is that the triggers don't go backwards, so unless you have a button (a,b,x,y,black,white) that would shift the tank into reverse, you couldn't go backwards.

Then you could aim with one of the sticks and fire with one of the buttons.

The other method brought up was Halo 2's tank driving controls.
L- machine gun fire
R- tank shells
Left stick- move tank
Right stick- move cannon

Not exactly the most innovative, but it is proven to work fine and I don't think anyone would kill you for borrowing it.

Anyways, good luck.  I would help to program, but I don't know jack of C++.  All I have is some basic knowledge of Java and some knowledge of Basic (Ti-83+ version).
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Neil

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« Reply #114 on: March 21, 2005, 08:49:00 PM »

QUOTE(Mr.INSANE @ Mar 15 2005, 02:57 PM)
how bout using the seisetivity of the triggers when you pull hard the turret goes up when you pull softly they go down and you use the left anr right trigger to aim
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The unProfessional

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« Reply #115 on: March 21, 2005, 10:03:00 PM »

Well triggers are analog (256 levels).  But they aren't "pressure sensitive" by default... in other words, a developer has to determine how fast a trigger is pressed... it isn't handled by the hardware.
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d22k

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« Reply #116 on: April 11, 2005, 04:12:00 PM »

you still with us unpro? its been a while  ph34r.gif
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The unProfessional

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« Reply #117 on: April 12, 2005, 02:12:00 AM »

It has; I'm with you more than before, actually.  As of this week, I'm back to an 8-hour shift = more time for what I enjoy.  Stay tuned.
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d22k

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« Reply #118 on: April 12, 2005, 01:44:00 PM »

will do  pop.gif

does that mean your back workin 'for the man'?
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devguy

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« Reply #119 on: April 12, 2005, 04:18:00 PM »

Glad to hear it.  BTW, your website is down Unproffesional...   sad.gif
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