665b3e725ca1b

665b3e725d3b2
7 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
Page: « 1 ... 32 [33] 34 ... 63 »
Read 162326 times  

665b3e725dbf2JosiahJack

665b3e725dc53
Another day, another commit...pasting description here:
"Added vaporization of useless items.  Added healthkit effect.  Added
battery effect.  Added icad battery effect.  Added sight patch effect.
Added infrared effect.  Added use button for useable items in general
ineventory.  Added apply button for patches.  Added sight patch side
effect.  Linked remaining icon sprites in Const.  Added remaining
AddToInventory indices."
Github - Commits
Acknowledged by: Colonel SFF

665b3e725e082JosiahJack

665b3e725e0d9
Bug: No video in past 30 days.
Type: gfx
Priority: low
Notes:   This one has been rather hard to figure out.  Maybe I'll fix it in a patch after release.

665b3e725e1a3JosiahJack

665b3e725e1ef
Relocation Procedure Initiated...
Establishing connection to new address...
Packaging data...
Command center temporary decomissioning procedure beginning...
Citadel progress halting until relocation is complete...ETA 4/8
SHODAN is deactivating all links to the ne@%##%$@$%$#@-----________     _      .           .

665b3e725e280JosiahJack

665b3e725e2d5
Yes, I'm moving to a new house.   :thumb:
665b3e725e480
All the best of luck, and don't kill your back! You are optimistic to be back in action tomorrow. Took me a shitlong longer than a few days to move and set up the computer at it's spot. And I was only moving from 31sqm to 42sqm!
« Last Edit: 07. April 2017, 08:50:52 by Colonel SFF »

665b3e725e6e0JosiahJack

665b3e725e736
 :thumb:  Added teaser video effect:
https://www.youtube.com/watch?v=7BmvlUjfhgE


Can you count how many bugs there were?  Oops.  Work in progress.  :stroke: XD  Also, yes the video cut off the bottom portion of the screen for some reason.
Acknowledged by: Join usss!

665b3e725e834JosiahJack

665b3e725e889
BUGS
Left MFD not auto-adjusting to far lower left corner: FIXED
Changing center tab caused incorrect item to display in search box: PENDING
Dropping patches fails when it is last item: PENDING
Dropping weapons fails when it is last weapon: PENDING
Subtle bloom effect applied before berserk effect: FIXED
Blank saved games need blank save names and to prevent attempting to load blank: PENDING
Poor performance: FIXED (always slower in the editor than in build, plus video recorder is throttled for filesize)

665b3e725e988ZylonBane

665b3e725e9d4
How are you doing the berserk effect currently? Are you emulating whatever palette abuse the original did, or using more of a post-processing hue shift filter?
Acknowledged by: JosiahJack

665b3e725eac4icemann

665b3e725eb16
The video I await to see is when combat is in + the enemies work. Seeing that in motion will be interesting.
Acknowledged by: JosiahJack

665b3e725ee7dvoodoo47

665b3e725eede
BUGS
-patches are still shoepolish cans, and not actual dermal patches.

665b3e725f20bvoodoo47

665b3e725f25d
would still make little sense to have them in shoepolish cans.

665b3e725f598JosiahJack

665b3e725f63e
Patches are coiled. Container keeps them from oxidizing.  Micropores on top surface allow stacking but would require extra backing.
Combat is still being worked on, hardest part to get right.  Still working on particle effects to complete the ensemble (e.g. impact effects such as blood or sparks).
Berserk effect is a hue shift post process effect with multiple hue palettes to pick from and increasing intensity.

665b3e725f7c1JosiahJack

665b3e725f811
Been getting the damage system working.  It's...complicated.  feels good having accomplished a system for handling damage but...well not much to show for it, unless you want to read boring code.

I can explain the sequence though:
Attacker shoots a "bullet"
"Bullet" gets hamded the DamageData class info about the attacker
"Bullet" hits another GameObject
"Bullet" sends DamageData as a message to what it hit
"Bullet" checks Constants Pool for available effect object, activates it, puts it at bullet location, and deactivates bullet.
If Attacked object has TakeDamage function, it receives the message that it was hit.
Attacked object updates the DamageData sent to it by the "bullet" with info about itself.
Attacked object sends the completed DamageData packet to the global GetDamage function which then reads all the data, calculates how much damage to apply based on offense, defense values, armor value, attack type, etc.
Attacked object subtracts damage amount from its health.

Yawn.

So it goes, ever onward.  :thumb:
« Last Edit: 14. May 2017, 02:47:55 by JosiahJack »

665b3e725f986icemann

665b3e725f9d4
As cover really doesn't make a difference in this game, you could get away with applying set values for it all.

To use an example from another game (Shadowrun on the super nintendo):

(Assuming a hit has been calculated)

Gun damage is calculated via:

Random: 0 < Random <= Attack Power (random is a random number calculated from 1 - the attack power of the weapon)

So a pistol with an attack power of 3 would give you a random value between 1-3.

Damage = Random - Defense. Meaning that earlier random number minus the defense value of the target. So if they were heavily armored of say 5 would mean that any pistol shots would always cause 0 damage.

As SS1 appears to do the same damage per hit every time (or it appears to), you could just use the same damage amount every shot, based on the weapon used (hence attack power) and the armor value of the target.

Easy peasy.
« Last Edit: 14. May 2017, 09:38:32 by icemann »

665b3e725fa7aRocketMan

665b3e725facb
JJ:  Here you go.  I'll never use them.
[meshes.rar expired]

665b3e725fbbdJosiahJack

665b3e725fc88
You already gave these to me in 2015.  O_o

Oh well, now they are here for everyone else if they are curious.

665b3e725fd24RocketMan

665b3e725fd70
I did?  Sorry, I have a shit memory.

665b3e725fe18JosiahJack

665b3e725fe68
I took a break for a while....opened things back up today.  Updated Unity editor, started quashing the inevitable bugs, cleaned up some files, and still have some wierd bugs to fix.  Ahh, I like coding!
Acknowledged by 5 members: JML, icemann, JosiahJack, dertseha, chickenhead
665b3e7260152
Any updates on this, mate? And if possible, could you put up a taster video please, showing a little more of the gameplay and movement through a level? Unless you'd rather not show anything else until you release the game, of course.

By the way, how will it be with a joypad (XBox 360 joypad in my case)? Will everything be set up automatically to use a joypad if the player wishes, or will you not bother adding this feature? After all, I doubt many people will use a joypad with it, and those that will can use a program like XPadder to make it compatible with the joypad.

Personally, I prefer a joypad to mouse + keys, but I'm happy with either, and so when playing a FPS (or FPS hybrid) on a PC I mostly use keyboard and mouse, as PC FPSs aren't geared towards joypads and they instead tend to rely on the speed and accuracy of a mouse.

Your name:
This box must be left blank:

Name the main villain of the System Shock series:
7 Guests are here.
what's the point in even having a breath anymore you know what I mean?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665b3e7260274