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.
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
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.
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
Sounds kinda difficult :-P
yes but it would work and when can we excpect a movie or something
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).
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
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.
you still with us unpro? its been a while
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.
will do
does that mean your back workin 'for the man'?
Glad to hear it. BTW, your website is down Unproffesional...
Yep, back workin' for the man, but I get paid and I don't work so damn much.
My site is down... workin' on it.
Well my site's back up. As I mentioned on my site i recently switched back (after two years) to a semi-normal job schedule, giving me more time to enjoy my life and work on hobbyist ventures, including jihad/HT.
I'm re-integrating some recent work (really cool once I show it to you) and trying to get my main editor squared away so I can send it to Neil, in case he gets bored enough to make some new maps.
Yeah, from day 1 it's been an xbox game. I develop on PC, but periodically test on the Xbox. Alot of things have to be run regulary on the xbox to assure that i don't overlook something that'll cause problems on the xbox. And yes, I'm the only programmer.
since my job change i've been focusing mostly on a proper level editor. it's come along far enough that I'll be giving it to neil so he can mess with it. I also took some time to improve the engine, abstract the 3d api completely, so someone could take the source and port to linux (just have to write the GL version of the renderer), without having to modify much else. But at least now I can spend some time on it almost every day,
Can someone lay down the mighty hand of banning on CSO? All he can do is troll.
whats the status of this game? ive been away for ages
QUOTE(EcL|PsE @ Jul 12 2005, 12:32 AM)
whats the status of this game? ive been away for ages
I've been lagging a bit tying up loose ends at my old job. Started today at my new one. Working a new title slated for next-gens... so that'll make for some good exposure 
QUOTE
Make sure you tell us everything you learn about the next-gen right away!
Can't say too much... they're not final, and it's pretty tight-lipped. I'll tell you what I can tell you without getting my ass canned 
My project's not dead... I'm just trying to get settled where I'm at. Trying to familiarize yourself with such a large codebase, much of which is uncommented, is a brutal feat.
is there a beta out yet? or any version of this game?
Unfortunately no, not yet.
can't you just wait
It's been about a month. Any new updates on this Unprofessional?
Yes, work is being done. I'm coordinating efforts with another programmer to build tools and consolidate our engines (he's building a different game). He has far more experience than me, and we're making good progress.
QUOTE(The unProfessional @ Sep 14 2005, 05:20 AM)
Yes, work is being done. I'm coordinating efforts with another programmer to build tools and consolidate our engines (he's building a different game). He has far more experience than me, and we're making good progress.
I hope now that you have more time on your hands means that the game will have all those amazing features you told me about in the past
QUOTE([MF]superman @ Oct 9 2005, 09:12 AM)
I hope now that you have more time on your hands means that the game will have all those amazing features you told me about in the past
QUOTE
hope now that you have more time on your hands
Well I've still gotta show up for work and get stuff done 
The cool thing is I'm now working with another programmer and coordinating efforts.
all i get is datagenix on your website nothing to do with this game
Yeah, someone screwed up my DNS... workin' on it.
I just want to be able to play this game. I been waiting along time. I hope this project will get finished before xbox dies. Good luck and screen shots and movie look great.
Yeah, I know, it's been forever and a day. My mistake was announcing it right before starting a business - so it sat idle for so long immediately after it began.
My new roommate and I are both programmers, so we're working on it together whenever we get home at a reasonable hour.
any chance for a demo??? 
That would be sweet!!
Cant wait... All the details makes me want to play so bad! Keep up with the good work! Movies and screens are looking Great!!!
Looks good! I can't wait!
Hi, man!!! How's it going? I'm still eager to try your game, and I guess there's many with me. Would be nice to hear if there's any progress. Hope to see a release this year. Better late than never(especially considering all the time you've dedicated to writing it).
I love it, but the tank that has the "Just a joke" texture, WHAT'S THE SPOILER FOR? Not being an ass or anything, but I'd like to know, I mean if a tank is moving fast enough to need a spoiler, it shouldn't be in the desert.
You should make it during the Soviet - Afghan war in 1988.
Update to this game?
this topic is DEAD
Sorry for the let-down... but I'm afraid it is dead. My first vaporware, and it doesn't feel good.
I am willing to give out the source, though. It's not complete, but it could come in handy for someone... PM me if you're interested.
Hey guys...
Just wanted to let everyone know I'm working on a title. It's no halo 2, but it'll be fun and look pretty nice. I'm calling it Jihad. Basically, take Bomberman, move it over to a 3D landscape with nice effects such as shadows, decals, and particles. Replace the characters with tanks, and make it a team game. Okay, so it's completely different than bomberman, but that should give you a rough idea of what it's all about. Also, I'll be writing a PC-based game server and authoritative server list. So basically, many boxes can play together xbox-live style... only free.
Things are coming along pretty well, and you can check updates at my site. The screenshot is a little old, but i update the news regularly. If you'd like to get involved, I'm perfectly willing to form a *small* team. Primarily, I'm in desperate need of someone who can model vehicles fairly well, and possibly do the texturing for them as well. let me know if you're interested.
Check my site for updates!
Take care, everyone.
The website doesn't work.
hmm... seems to work fine... http://www.theunprofessional.com
I might've mistyped it
No, I mean the links within the website don't work. I can only get to the homepage.
Sorry about the Confusion.
Yeah, i just recently put it up... work in progress.
Give me some more details on the tank please, one of my team members is going to have a go building it for you.
Details such as:
poly count
how should it be textured
camouflage
army green
battle worn
etc
also have a look here: http://home.planet.nl/~nab00004/ they might help you
Let me know what you think of the reply to the post that you made in the thread that I started [below this one], cheers.
This post has been edited by the_Watchers_eye: May 20 2003, 11:07 AM
Great, glad to hear it ...
Fairly low poly, but not ultra-low... about 800 polys or so.
The M1 should have a light brown desert-style texture, probably with a UN logo on it. The T72 should also be desert colored, but with some fake type of logo. Eventually, it would be nice to have 3 or 4 versions of the texture with varying amounts of damage that could be applied based on current health.
Thanks a bunch
- Bill
why call it Jihad? As in "holy war"?
OK this is a direct quote from the designer:
"OK...I know what he means by the desert color.
The M1 is a howitzer I think...t72..I have no idea.Plus what time frame are we talking here...WW2? If so there was no UN at that time.
I`ll do the M1 first with some different texture maps.Kinda hard though to make a tank with only 800 poly`s."
Hello again!
Don't worry too much about the poly count. 1500 polys is also fine. Leave it up to the modeller... 800 was a bad number.
Also, it takes place in present time. T72 and the M1 both weren't around in WWII... it's more like desert-storm.
Do you have ICQ or aim, watchers? Might be easier to discuss there. Here are some links for the tanks
T72:
http://www.soviet-em...y/tanks/t72.php
http://www.cdi.org/t...rism/t72-pr.cfm
http://www.voentour....anks/t_72.shtml
M1:
http://www.fas.org/m...sys/land/m1.htm
http://www.globalsec...und/m1-pics.htm
http://www.army-tech...rojects/abrams/
Thanks Watchers!
In response to Eug:
It's called Jihad because it is exactly that... a Holy War. The only way to make good out of meaningless killing for a religious cause is to turn it into a fun game... get's our minds off of the real horror.
I only use msn messenger, if you use that then pm me your email address, otherwise will keep chatting here.
sounds cool.
i will follow your news and wait the arrival of this game.
i like that people can make their own games for xbox
good luck
OK a quote from my graphic designer:
"Ok..have the T72 russian tank well on it`s way to being done.Tell your buddy that it`s going to be at least 5000 to 7000 poly`s.That`s after optimization.There`s no way I can get it lower without loosing it`s integrity.X box should have no problem displaying that number of poly`s.
Let me know what he thinks"
So let me know
Sounds like it's going to be a cool game..
Can't really help with any of the programming, but if you want a testor, would be glad to help out..
Are there going to be upgrades and the like available between the levels etc...
Anyhow, keep us all up to date.
Here is a current model of the tank.
And another quote:
"this comes in at about 7800 poly`s.I`ve crunched everything I can.There are no textures yet.I can`t actually model the treads cause the poly count will go through the roof.So I just put a bump map on them,....I `ll come up with some textures and decals and such.
I`ll try to get the poly count down further if need be...ok?"
So need some comments from you....
| QUOTE (the_Watchers_eye @ May 27 2003, 09:48 AM) |
Here is a current model of the tank.

And another quote:
"this comes in at about 7800 poly`s.I`ve crunched everything I can.There are no textures yet.I can`t actually model the treads cause the poly count will go through the roof.So I just put a bump map on them,....I `ll come up with some textures and decals and such. I`ll try to get the poly count down further if need be...ok?"
So need some comments from you.... |
That truely is a kick ass tank! *jaw drops* Tell your friend to give himself a pat on the back
If this game turns out with graphics like that it'll be a tank version of Halo
Keep up the good work.
And also if you need someone to design a dvd cover then i'm your man!
Thanks chilin_dude, will tell him. Also hope this proves to people that I am serious with the game that I have been talking about, est less than a month... :popcorn:
Looking Brilliant guys!
Please give me a copy when your finished
Thanks... check www.theunprofessional.com for updates =] i'll be posting them regularly.
(IMG:ftp://thewatcherseye:[email protected]/models/tanktest3.jpg)
This is an unfinished texture...
| QUOTE (the_Watchers_eye @ May 28 2003, 04:44 AM) |

This is an unfinished texture... |
OMFG!
All I can say is Woooooooooooooo! great job guys!
thanks xbox_freak
Another quote for you:
"It`s a little frustrating cause I`m used to doing things in detail.
I agree about the wheels..that will lower the poly`s if I just texture.The turret hatch can go.
I`ll loose the ladder and ariels.
I really wish I had a poly count I knew not to cross.But as his engine is in early days I understand his situation.
Back to the drawing board...ask him if using bump maps are ok....I can replace a lot of stuff doing bumps...ok"
Let me know...
Hey nice stuff so far, what 3d package are u using? if you need any help lemm know...
I think I might be involved with the music part, but its hard to write music without any animation to go on, I guess I will talk with theunproffessional about that more. Keep up the good modelling!
Later
The program that my friend is using is 3D Studio Max. This is not my project, so will definately need to talk to theunproffesional. If you want to, you could always help out in the project that I will be starting in a couple of weeks time... It has been posted in this section...
Good to hear, the_Watchers_eye, well as soon as you have ideas for your project just PM me adn let me know what kind of time frame you are on as well as other details...I use LW but 3d models can be exported to whatever you need them to be...
Anyhow talk soon
Hope theunproffesional does not mind me putting a direct link here to the project that I will be starting, but here you go fokus.
http://forums.xbox-scene.com/index.php?act...ST&f=30&t=47266
This post has been edited by the_Watchers_eye: May 28 2003, 03:20 PM
What do you think?
that looks great half breed :D
Thanks
I love it, Halfbreed. Looks great... I like the title text, too... photoshop? How many polys is this bad boy at? Small details, like the hubcaps and small pieces on the turret assembly can expressed via a texture. I want the game to be as fast-paced as possible, and support large multiplayer games without too much slowdown as a result to rendering. I'm no professional game developer, and I'm creating this engine from scratch. So, keeping the polys around 5K would increase this game's chances of being the best homebrew yet. Less polys per tanks = more tanks = more fun =]
Thanks alot, Halfbreed... I truly appreciate it
- Bill

if you would like the .psd file for it, i can do that.
Hey Halfbreed,
Sure, the psd would be cool... I can base the menu graphics on the same sort of theme you used for the title text. When I get around to that, the psd would be a good reference.
Also, how low do u think u can get the poly count :- (no need to go lower than 5k).
Thanks
Well if I take out the tank i come up with 7.15kb (had to make text a tad smaller)
with the tank its 16.7kb and the whole logo is smaller in size
Aww... okay... that makes sense then =].
The current poly count is 7800 on the tank, my friend is going to try and cut it down...
Brilliant job guys, keep up the good work.
Unprofessional looks like your going to have a hit on your hands here.
I don't know how close up the tanks are gonna be viewed in the game, but if you're going for 16 tanks (possibly all on screen at once) then are the extra details on the_Watchers_eye's modeller's tank (phew) really needed.
The ladder, the aerial, the "wheels" in the treads and all the little individual details surely could be done with textures.
Just don't want to see any (or little!) slowdown ;)
. Potentially, every tank can be on screen... and you'll never see a tank TOO closely... especially from the front - if you do, you're probably already dead.
In response to bearhug... I hope so. For a free, homebrew game, i home people have a great time with this one. =]
I'm sure they will, I'm hanging for this one now :D
Damn, nice. With the team building mechs, Doax girls getting nude/a new wardrobe, Doa getting skinned, New halo maps being worked on and lots of homebrew games out and/or being worked on. It looks pretty good for the game mod future.
Here's a small video of the octree tests for the Jihad mapbuilder. It's glitchy though, only because the machine i was running it on was also encoding the movie at real-time... otherwise it's fast =]
http://www.theunprof...hots/octree.wmv
| QUOTE (The unProfessional @ May 30 2003, 10:56 PM) |
Here's a small video of the octree tests for the Jihad mapbuilder. It's glitchy though, only because the machine i was running it on was also encoding the movie at real-time... otherwise it's fast =]
http://www.theunprofessional.com/screensho...hots/octree.wmv |
Just downloaded it and i must say it looks surprisingly nice, how big is that patch of land in comparison to the tank?
Keep it up team!
You're seeing a very zoomed-out view. That patch of land represents 500x500 feet. Tanks will be to scale.
It's showing the octree code, as the white thing I assume is a tester for the octree and acting as a "tank" showing which nodes will be affected (the cubes) and therefore where to do collision detection to greatly lessen the amount of work needed.
let me know on this, plus some news on the 2nd tank, it is nearly finished and currently at 3900 polys...
.
A high poly model along with the in-game model is a great idea. I'm sure i can find some good uses for the higher-poly model. Which is the second tank? Another guy is doing the M1 for me... but 3-4-5 tanks is cool
. I just hope your modeller isn't referring to the m1 :-
So far your modeller did the T72, and another guy did the M1 for me. Any other vehicles... other tanks, jeeps, other firepower-related vehicles... all good =]
Wishi was right... the white block is just a test object to demonstrate the octree.. =]
Edit: Oh, the background sound is probably just the slight pickup of some megadeth 
Thanks
Yeah, I know I did originally, but I thought your modeller was still working on the textures :-. The other guy helping me out already did change it from the t72 to the m1... :-
Is it possible for your modeller to add his own detail touches... to essentially invent his own M1-like tank?
Thanks
)
| QUOTE (xbox_freak!! @ Jun 4 2003, 12:01 PM) |
july first I think....(Canada day! ) |
You're joking right? Surely a game of this calibre can't be done by then? If it is then i am supremly suprised and want to thank the lord for this blessing!
| QUOTE (The unProfessional @ Jun 4 2003, 06:25 PM) |
Hey guys.... thx for the questions. I wouldn't expect a complete release by July 1st, just because so much needs to be done and we're all working people. BUT! Don't get discouraged, because I expect a playable alpha by then. Unfortunately, i can only allow select people to test it at that point. But I want everyone to know that things are moving along as they should =]
Don't worry -- this one's really happening |
Great to hear that its all going well! Don't worry i thought it was too good to be true.... will it be out by September the 8th?My bday
if you need any alpha testers you know where i am... i tested a couple of things before this so i have experience
Yeah, i'm definitely shooting for an end-of-summer release. But, i have a gut feeling that network-related bug fixes will be subsequent to that release, in addition to game updates, such as more levels and vehicles.
Bear with me everyone =] It's moving along and I have a couple awesome artists doing the vehicles for me and helping me out with ideas.
- Bill
Hey nice tanks!
So as soon as you can get me a little vid of the game I can try to make a some music loops...I think loops are much better since writing a whole score for a game would be suicide concidering my schedule right now...
talk soon
Hey Fokus, whats up. Have you emailed me? Are you one of the two guys who emailed me about music? I think there are already a couple of people who want to write the music for the game :- If you're one of them, then badass =]. But, if not, i'll need to keep you posted if those guys don't come through. Sorry, but I can't have too many people doing music... the styles would be too different. BUT, please stick around because I'd love to have your help, alright?
OH! For everyone, I put up a short rating of metallica's new album... check it out on my website (check my signature for the URL). Post on this forum if you have an opinion on the new album, St. Anger.
laters all
YAY!
I'm happy to wait.
When do you expect to be finished with the game
I might help in a few weeks cuz i am gonna talk C++ class at the local college
I'm looking at an end-of-summer beta release -- much to be done =]
| QUOTE (Bredro @ Jun 8 2003, 12:16 PM) |
Hello Guys
-Unprofessional-..I`m the guy that did the T72 for you
I guess your main concern at this point is poly count? There are some obvious changes that I can make to the model to get the count down. If your happy with a 5000 poly count than that should be no trouble,while keeping the model looking decent. The current cg gray model you see here was about 7800 poly`s.That`s due to the fact of the turret hatch and actual modelled wheels.Each modelled wheel is about 260 poly.A textured wheel ..well that`s simply the cylinder count..about 12 to 16 poly`s..depending on how round you want it to look ,so needless to say there`s big poly savings if I just texture. The hatch...yes it is a little highly detailed.I can change that also if you wish..however I think the hatch gives it a distinctive look. As far as high poly models..I have both M1 and T72 at over 200,000 poly`s each.Nice to look at but rather unpractical for in game use...mabey as renders for website or something....
good to meet you finally,good luck with the project and if you need further help don`t hesitate to ask.
laterz
Bredro |
Must say one thing to you:
Great models they really do look amazing! Hope you and all the team keep up the good work its already looking good!
he he Hi -aka- Poor
Bredro
Hey Bredro.. it's GREAT to be able to talk to you directly =] . You do great work, i appreciate it very much. I apologize for the issues with the M1... Keeping in touch with you through other people wasn't sufficient I guess. I hope I didn't waste any if your time. Just so you know, though, anything you do and would like to contribute WILL be used in the game.
Also, in addition to in-game models, it'd be cool to have the higher poly version for use when say, the player is picking their tank. At that time, I could have a large, high poly rotation version of the model. By high poly, i mean 7,8,9 thousand or so. Then, the in-game tank would be lower poly to allow for faster gameplay frame rates.
Thanks alot for helping out... ! You rock.
Here's a link to the M1A1 abrams tank that was done for Jihad. The modeller doesn't really use this forum, but feel free to drop him a message on the www.cgtalk.com forums... I think he deserves some praise
This is a *rally* version of the M1 abrams tank. The texture used in the first image is just sh*ts and giggles... sort of as an easter egg for the game. THe desert texture can be found directly below it.


His cgtalk thread is at. Check it out
http://www.cgtalk.co...&threadid=67181

As for decals, we were thinking of having a few unique textures for each tank that hte user could choose. This would make the whole thing a bit more customizable and interactive for players. So if you've already created the mapping for the texture, you're free to paint in whatever you'd like
. For starters, Neil and I were thinking to just have a *flag* type decal for each team. Basically, each tank would have it's standard desert or camo texture, with some flags pasted onto it to represent it's team. Neil came up with a couple of flags that will apply perfectly. Other than that decal, you're free to add whatever you'd like to the texture to *spruce* it up. Some wear marks on the armor would be cool, too 
I can get those flags for you. Do you have any chat programs? aim/msn/icq?
The russians aren't bad at all
Just that the T72 is russian-made and often used by militant groups 
Take care
you have pm
Bredro

Muahahahahahaha!
Site was temporarily down... back up now
The games looking better every time i look YAY
nice pics, game looks to be coming along good
Yeah... it's still not half-bad, i agree. The accompanying DVD is sweet too... 5.1 metallica =]
hi, i'm the guy that made the 'rally' and m1a2 tank. I figured it's about time i register.
halfbreed: can you remake that logo without the faded out barrel, else i think it looks sweet!
bredro: hows' the texturing coming along?
here are the flags, feel free to slap on the blue one onto your tank.
better talk to unprofessional on this one.
I made a t7 to about 80% completion before i hear word that you already completed yours. So i might just resurrect mine instead. Talk with him first though.
| QUOTE (Bredro @ Jun 11 2003, 04:55 AM) |

3500 poly`s This is the look I`m goin after,if you wanna run with it be my guest.Or use your own model...no matter.
Bredro |
all I can say is wow!
Looks pretty kickass to me... I dont want anyone's work on this project to go to waste. There must be a way we can use this model.
Hey, you haven't let me down at all. You were willing to help me out, and I appreciate that very much. I know how it feels to be swamped -- it's fun to work on the game, but i can only spend so much time on it, as i have to jobs (one 40 hr, one 20 hr), so i have very little spare time. No worries, okay? You're always welcome to help out, but there were never any obligations. Take care
Hey Watchers,
Sorry to hear you're not feeling well... hopefully it'll pass soon =]. Take care, man... enjoy the free food @ the wedding. Thanks for the update!
Updated tank renders on my website for all who are interested =]
Hey watchers... i don't have a public FTP up, but it's small enough to email me. Plus, since it's a model, it'll probably compress 30%. Toss it to [email protected]
Thx man
Looking impressive m8. if u can get those models in ur game at a nice FPS ur gonna be looking at a sweet title...

It is... it's movin right along. i just wish i had more time to move it along faster! But don't worry -- i love doin it and ill really love finishing it
i made a cover but i need a host can anybody help me out?
Since the final release will be multiplayer, and it's designed to be centered around multiplayer gameplay, i doubt there will be any cheats. However, there will be plenty of easter eggs.
Also... things are still moving along swiftly, but this week was slow for jihad dev because my company had a great week. But, it was also put me in a great mood -- the kind of mood that will make the subsequent days very productive =]
Man, that looks kick ass. It would be cool if you could make a story editor of some sort and us peeps can trade missions, too.
I'll be adding all kinds of content to the game once it's complete and well tested, such as:
Mini-quests
Purchases of tank/weapon upgrades
Secret maps
Rare, but ridiculous power-ups (in addition to regular, reasonable power-ups)
More vehicles
More maps
More weapons
| QUOTE (Mechazilla @ Jun 24 2003, 06:20 PM) |
whats the ETA on this game it looks pretty sweet, maybe Christmas this year |
ETA's suck... hehe they rush the dev. I have been talking with TheUnPro for awhile now... and he is doing a great job coding this game. When its done its done.
It will be well worth the wait though, and will most likely be the best Homebrew Xbox game anyone can own. 
Christmas this year is actually a good date though... hehe ;-) Maby we will see something by then.
| QUOTE (LumbraX @ Jun 25 2003, 01:00 AM) |
| QUOTE (Mechazilla @ Jun 24 2003, 06:20 PM) | whats the ETA on this game it looks pretty sweet, maybe Christmas this year |
ETA's suck... hehe they rush the dev. I have been talking with TheUnPro for awhile now... and he is doing a great job coding this game. When its done its done. It will be well worth the wait though, and will most likely be the best Homebrew Xbox game anyone can own. 
Christmas this year is actually a good date though... hehe ;-) Maby we will see something by then. |
lol I hate that whole Peter Molyneux and Carmack release philosophy.
Well, that philosophy does keep people off their backs ;-)
But, this project is for fun, so i dont mind people asking questions about it's release time. But, LumbraX's right... and it's tough to put a finger on it. I work ALOT... too much... but i'm investing what I can into this project, which is plenty to see something by the end of the summer, albeit just for kicks & testing. I personally expect a quality release well before Christmas. I've got a great modeller helping me out, in addition to some great people in #xfactor
I'm rushing myself enough to not let people down, including myself. So have faith and be patient
Also, I know there'll be people out there (most likely not devs) who will flame to high heaven about how my engine won't implement physics as well as Halo 2 or possess vertex shaders as kickass as Source (Half-life 2). Although, if you'd like a homebrew game of that calibur, feel free to send a check for $120,000 permitting me to spend the next two years on it
What I can promise is that it'll be "fun, free, and multiplayer"... can't complain about that
NO multiplayer cheats... just some easter eggs... and nothing that would cause a player to feel cheated.... err... I can't do anything about the people who always feel cheated unless they are winning
can we eat the easter eggs?
Sure, but you've gotta find 'em first.
Hey unprofessional, did you get my emails about getting me some ideas on the music and loops? If you have some time could you please PM me or email me with some titles of tracks and artists? That would be big help and it would get the music bgm stuff up and running.
Thanks.
I would look to Metal Gear Solid I for music ideas.
I liked it a lot, and it had similar big-machines tension music to it.
Had this been any other game, i would say Castlevania SOTN, that is the best OST ever!
MGS did have good music. Thanks for the tip. The game will have an original score, but w definitely need something to go by, and MGS might just be it =]
I've been following this thread for a while and just wanted to say it looks great. I also wanted to throw my name in the hat for alpha testing. Keep up the good work guys!
Thanks bearhug... it's movin right along =]
And sainty

-Bender
-Bender
Indeed... staring at code never drove anyone crazy! (hmm....)
So has Josh written any music yet? still waiting for that PM on music...
Anyhow if he has, could I get it from somewhere to have a listen? Thanks
Fokus
Whats up fokus. I told him I would let him know once I have some *destruction* to show him. So, he hasn't written anything yet.
Just as an update: The project has NOT died, and it will NOT die. Everyone's got to give me some time, because I'm a working guy, with only some much time to spend on dev. Please just be patient.
I'm also building a nice map editor, so people can create levels easily once the game is out. My plan is to build a community of the people who are interested in homebrew gaming, in order to get more people playing the game (better multiplayer games), and more people creating content.
So, just hang on out there, I'm still working on things. The last month has been unbelievable hectic, and I'm essentially working 15 hr days. But don't worry, I'm still getting coding time in (don't ask how).
Thanks, everyone
Oh one more thing Unpro-. Could your 3d designer send me a model of the map on your site...I just wanted to take a look at it, and maybe if its ok add a few things if thats ok.
That way I can feel like Im doing something while I wait to get on the sound design...
cheers
Actually, the maps are generated by heightmaps and a terrain engine right now. They're not modelled. So I really don't have anything I can send :-. If I have time, I can write a quick OBJ exporter
Fokus, are you into SFX at all?
SFX? sound FX? yeah I produce music and bgms at work sometimes, but my main job here is a 3dcgartist and video FX designer...I use LW and after effects every day, and I have a small music studio at home for remixing and other stuff.
Hmm, well if you'd be interested in producing sound fx, I really have absolutely no bites so far on that. Would you be?
| QUOTE (Bearhug @ Jun 30 2003, 03:26 AM) |
Whats with people that complain about FREE HOMEBREW! Get a life guys, you get a game for free and then complain, people these days.
Look at it this way its better than a smack in the head. (which is also free). |
OMG, that was funny.
Made me laugh outloud.
The more the merrier... what I need more of is time, however =]. But don't fret, i'll get it out... killing tomorrow on it, since it's my first full day free in weeks.
I can help test or do 2D art if you still need it... but I am realllly looking forward to this game... Do you think the netcode will be optimised enough so that 56k'ers will be able to play online? i mean, all you really need is the position, direction, and a "fire" code.
2D art for menus and such will come relatively soon... i'll post if i need help with them.
Yeah SFX sound cool!! That I have time for...Just PM me and we can figure some kind of timetable out...
BEAUTIFUL! You rock, focus.... message on the way.

shame things didn't work out for the game that i wanted to make. will have to see how this 2nd project does....
Also I can help out to do with music, etc.... I will hopefully be creating some of my own stuff later on, and some for the current project [at the other message board....]
| QUOTE |
| The 'small patch' video looks really intresting, i think the terrain/lanscape looks like it will be a great battle field for things, as i see their are many ditches for hiding in for those suprise attacks, and i'll be glad to help beta test when the time comes |
Definitely... I'll be posting test versions here for everyone to mess with.
Yeah, we may be deciding to model the levels, instead of generate them. This would allow for tunnels, caves, etc.
I put up another small vid.
Watchers: Once I get the first releases of this game out, I'll be releasing editors as well. If you would still like to be part of the project, your help in creating content and advising would be great. As of now, only two of us are contributing conceptually. (the artist and myself)
BTW: Where is my Beta at? lol

| QUOTE |
| BTW: Where is my Beta at? lol |
I'm my brain =]
sure, i got lots of ideas....
Hey, do you think we should up the texture maps to 1024x1024? This will probably mean some recreating, but in the long run it will better suit more varient textures and battle damage.
Or maybe i'll just make a whole new tank...
I'm bored tonight... haha. But i'll probably be busy again by tomorrow.
I dunno though, just wondering. (i will probably make some desert versions or something, but with siggraph creaping up, i'm balancing lots of shit right now)
Did you ever try out the barrel fire sprite i sent ya?
The sprite is VERY well done though, so I'm sure it'll look great
No release date yet... i'll have more spare time soon.
Chillin: Thanks, i'll keep u posted as soon as I get things re-organized... i'm only coding for this like 2 evenings a week right now (soon to chnage)
Future's always important...
I actually decided to STOP applying in the game development field. It's far too impacted, and even if I succeeded in getting a job, i'd probably get layed off between projects anyway. It's a crappy industry, unless you happen to get REALLLY REALLY lucky (you have to be really lucky to get the job in the first place, really really lucky for a good one).
So, i became an entrepreneur... I recommend it to anyone, especially an engineering major.
Prof and myself were talking about controller schemes, and he hasn't gotten around to posting, so I will.
This is one of the setups we've thought up so far:
r-stick = r tread movement
l-stick = l tread movement
r-trigger = primary fire
l-trigger = secondary fire
control pad = turret rotation
other buttons = other shit.
Movement and looking is pretty much the most important right now.
So basically would this setup appeal to others out there?
Leave some feedback.
Yeah, basically your tank would have two schemes of weapons. At all times, right trigger fires your main gun. By default, the D-Pad rotates your turret up/down, left/right.
But, B or another button, will allow you to decide whether the dpad controls the main gun, or your secondary weapon. So, you can always quickly fire your main gun, but you may only aim one weapon at a time.
Y would switch between different available secondary weapons.
Sound good to you Neil?
"Leave some feedback" sounded aimed to unPro and "Sound good to you Neil?" was definitely aimed at you, so you didn't really ask for feedback.
Anyhow, the only thing I'd think is that the d-pad rotating the turret would it be sensitive enough for tiny movements?
Can I add some suggestions???
for one have single player and multi-player in single player mode when you first start you should be able to select your type of tank e.g abrams , anti-air ,minelayer , a jeep, and a apc and each vehicle would have it own stats heres the stats I made
Abrams
Primary gun:tank turret
special gun:Machine gun
speed:Slow
armor:High
Health:High
Anti-air
Primary gun:Flak turrets
special gun:Machine gun
speed:medium
armor:medium
Health:low
mine layer
Primary gun:mines
special gun:rocket Stream
speed:Slow
armor:medium
Health:low
jeep
Primary gun:rocket stream
special gun:Machine gun
speed:Very fast
armor:none
Health:low
Apc
Primary gun:auto gun
special gun:Troops
speed:Slow
armor:Highest
Health:Highest
Troop
Primary gun:Bazooka
special gun:Machine gun
speed:Slow
armor:none
Health:low
And heres a description and stats for each weapon
Machine gun
power:lowest
damage:1
speed:Fast
description:this is the most basic gun in the whole game only use this gun when you HAVE to it doesnt have good range or power
tank turret
power:medium
damage:20
speed:slow
description:slow but powerful this is a massive tank turret
Flak turrets
power:low-medium
damage:10
speed:Fast
description:fast and powerful this is the guns that are on anti-air tanks
land Mines
power:HIGH
damage:30
speed:medium
description:mines are hidden underground so you never know were one at until its to late
Rocket stream
power:medium
damage:5
speed:Fast
description:tap the button once and out comes a stream of 10 missles
auto gun
power:low
damage:5
speed:slow
description:like the machine gun but slower and alittle bit stronger
troops
power:medium
damage:?
speed:slow
description:This drops off a a.i controlled troop
bazooka
power:low
damage:5
speed:medium
description:like the rocket stream only this shoots one rocket
oh and secondary weapons stats and power again
mounted cannon
power:low
damage:25
speed:slow
description:like the flak cannon only shoots bigger flak
turret
power:medium
damage:10
speed:Fast
description:like the tank turret only faster and weaker
gauss
power:VERY HIGH
damage:90
speed:VERY SLOOOOW
description:EXTREMLY powerful but slow as hell
Rail gun
power:medium-high
damage:40
speed:medium
description:shoots out a disc that will go right through anything including vehicles, enemys ,etc
NUKE BOMB
power:HIGH AS HELL
damage:KILLS EVERYTHING 1 SHOT
speed:one time use
description:Detonate and speed the hell out of there the jeep is the only one that is fast enough to get away from the blast
Chain gun
power:low
damage:10
speed:very Fast
description:like the machine gun but faster and way stronger
ok theres the weapons than theres options. for example in multi-player have modes like troop battle were every one is a troop and they fight to the death with one life each, and i saw the level maker thingy on your site combine that in the release so theres custom maps and above all else secrets ,easter eggs ,Cool shit ,etc heres a few i would to see
play as santa claus in sligh: when you play on dec 25th santa claus will be your vehicle roster from now on
zombie soldiers: play on halloween at 12:00 am to get unkillable soldiers in the easter egg menu
easter egg menu: get any easter egg to unlock the easter egg menu on the main menu
turkey shooting practice: play on thanksgiving to get turkey shoot em up mode in the e eggs menu this lets you play in forest with any vehicle (every playable thing unlocked) and you get to shoot turkeys
snowy nights:if you play on dec 24 it will unlock the snowy nights level in it beat santa claus to unlock the preasent secondary weapon
thats all the easter eggs id also like a few of the following vehicles
troop
how unlock:beat the game one single once
usable in:all modes of play
other notes:like the a.i troop only you controll it
bulldozer
how unlock:kill 200 people in multi-player
usable in:all modes of play
other notes:this vehicle has no weapons but the secondary but when it rams into something it does 20 damage per second
helicopter
how unlock:beat single AS troop
usable in:all modes of play
other notes:it doesnt have to fly just hover and it handles just like the jeep but has rocket stream as primary and auto gun as special
missle launcher truck
how unlock:beat single mode 25 times
usable in:single only
other notes:the big nuclear missle trucks the green ones any way it has missle launch for primary and blow up as special
these ar just suggestions and idea i would love to see and i just want to give my support and ideas to make it a better game
oh yeah one more thing id like to help in anyway possible i can model and im great at making levels
Big post. However, one thing to note, this is going to be an online multiplayer game only as far as I know without a single player mode.
Ok, sorry... yeah i wanted to get feedback from YOU guys.
We're going for semi-realism, with independent track controls, but does that just bore you? Are you only interested in pushing the stick and moving?
I think individual tracks should be fine and fun. Some customisation of the controls to the user's preferences is always good however.
| QUOTE (Neil @ Aug 8 2003, 05:39 PM) |
Ok, sorry... yeah i wanted to get feedback from YOU guys. We're going for semi-realism, with independent track controls, but does that just bore you? Are you only interested in pushing the stick and moving? |
no muss no fuss
DO BOTH!!! controls
anyway ok dont listen to the unrealism any way im thinking up REALISTIC IDEAS il post them later any way one thing this game MUST have is selectable and unlockable vehicles im soory its just to cool not to have them
cheering you on
Da frog
single-player mode were you pick a vehicle and go out each level killing all troops, tanks, jeeps ,etc
customizable controls ala half-life
Multi-player and single-player modes
Thats all i got 4 now
See ya
DA FROG
As I hardly have time for development on my own, and I'm learning shitloads as I go along.
Neil, you've been more than great. We'll tear through this project together, and I think we're both having fun doing it. Bear with me, bro, my heart and soul is in this game. It's not some lameass pipe dream. You rock, and you're a kickass partner with amazing talent. I firmly believe that your natural talent is greater than what most people in the industry posess, and you're just getting started.
Did unPro just profess his love for Neil? Heheh
I'm just letting him know that his effort is greatly appreciated. I've discovered that talented people are hardly recognized, so I'm just doing my part to recognize it.
*does his part*
Bow down to the_unPro, he is a programming genius... seriously!
I give you my sword, err, I mean keyboard.

Anyway, I'll stop whoring this thread now.
What i've seen so far has me equally impressed, you really gotta knock some more out, so something stupid doesn't happen and no one ever gets to see what you've all done
I know it's tough, saying that there is so little information on xbox homebrewing and there aren't any other homebrew games going on.
Let me ask the programmer from work if he would be interested, I've talked with him in the past about the game and he sounded pretty interested. If he is interested, then I will PM you his email, i don't think it's worth putting emails on public boards where he'll just get emailed from people he doesn't even know, haha.
| QUOTE (Neil @ Aug 12 2003, 03:29 PM) |
| there aren't any other homebrew games going on. |
Well, bleh to you, shows what you know.
Sounds good, Neil. Thanks to you as well.
Wishi: Just tell him about your project =]
Updates on progress coming soon for those who're interested
so hows the game comin along? hope everythings running smoothly!
ya this looks kewl .. if u need anyone to beta test anything lemme know .. :]
| QUOTE (The unProfessional @ Sep 21 2003, 02:32 AM) |
Nothing exciting... just a recent render. Physics are mostly working, although I don't want to put pics up for those tests, becase it looks kinda lame. Once the tanks are in w/ physics, you'll see 'em.
http://www.theunprof...ihad_level1.jpg
Why doesn't the IMG button work? |
Damn that looks nice... if you need any testing or anything i'll help...
The img tag doesn't work with 'dynamic pages'
VERY nice work guys. This game looks cool as hell. How do you plan to do multiplayer with this game? wil it have built in servers, or will you have to use a 3rd party app like boxlink or something like that?
| QUOTE (MrSelfDestruct @ Sep 22 2003, 07:40 PM) |
wow.
VERY nice work guys. This game looks cool as hell. How do you plan to do multiplayer with this game? wil it have built in servers, or will you have to use a 3rd party app like boxlink or something like that? |
This I think this was designed for people and their friendsÂ…real friends
Err, not really. Right from the start Uber has been designing this with online multiplayer in mind.
Yeah... i'm a psycho for a good multiplayer "blow the sh*t out of your friends" frag-fest. That's basically the premise for JIhad, except there will be a a bit of a story (or should i say, "a point"). But yeah, i plan to set up internet-based play... not sure how many per box yet. Probably not more than 2.
Ya, 2 per box sounds good as a maximum. Not too much data to send and shouldn't be too taking on the frame rate
Yeah, plus peripheral vision will be crucial to survival in this game. Quad-screen pretty much murders any chance to see who's kicking your ass.