Nice changes. Whens the new UI coming?
I used asset bundles for maps in a recent project, works like a charm, but never came across this issue. Glad you solved it. Maybe nag at Unity to give us an option to exclude bundling from the Resources folder, that'd be pretty nice.
I'll upload it here when I get some time
Residential construction. Friend is a contractor, places bids on jobs and we work out a cut on the profit. If its a big job we have a 3rd guy who takes an hourly rate. I maintain the company website, so I guess that's part of my work and pay, but web dev is the last field o...
should be pretty nice with the probuilder ui integrated a little better
About time we get this shit
Collision Detection & QuadTree systems for Unity
https://raw.githubusercontent.com/Chabinka/Unity3d-QuadTree-Collision-Detection/master/screenshot.png Download demo package: Unity3d https://github.com/Chabinka/Unity3d-QuadTree-Collision-Detection The CollisionSystem is inspired by JitterPhysics. It's less than a physi...
Interior tileset http://crayz.tv/files/sharex/ScienceVaultTileset.mp4 Exterior tileset https://crayz.tv/files/sharex/CliffsTileset.mp4 First town where you meet a chubby naked man called Grigor https://crayz.tv/files/sharex/SherwoodWalkaround.mp4
Procedural maps and a town
My first task was to create a "metadata" system for characters. Basically it lets me read and write values with names assigned to each value, and all metadata saves and loads with the character. This is so quest scripts could read and write dynamic character data on the fly,...
Dialog system & quests
I spent the past few days tying together important features. First thing I did was make items compatible with my serialization shit, then fleshed out my character's serialization. Now characters are saved along with every item across all inventories all in one little file. ...
Saving & loading, character progression, ability granting items
SabreCSG added support for importing UnrealGold & VMF files https://github.com/sabresaurus/SabreCSG/tree/master/Scripts/Importers Prototype in Hammer (or Sledge Editor), touch up and finalize in Unity/Blender/etc. That should be pretty nice @Henry00 nice work!
Not trying to spam threads, so I'm gonna keep my shit in here for now. I refactored my inventory system a bit to support moving items between inventories, and added a potion belt. I also created a popup label utility to easily show screen space elements on the fly. I integr...
I dropped in my old simple physics engine for this instead. each label implements ICollisionBody, and ICollisionBody can be added to a physics world instance which gets simulated and raises events when collision bodies collide with each other. https://streamable.com/25dn7 ...
Not quite, there's nothing for walkable slopes either. Walking up a slope slows movement down, walking down a slope causes it to bounce. Normally you'd sweep test down to figure out where the ground is, and snap the player's Y to the hit position, then it would work just fi...
There's no logic for stairs. It's just air acceleration, surf, and simple collision checking
https://streamable.com/owmif World space canvas with a combination of unity rigidbodies & manual collision resolving. Performs well and looks pretty good I think
People are going to bypass code, then bypass blueprints (bolt?), then spend all their time learning how to use these kits and imported assets.
Never played a trapper before, I think I'm just gonna fuckin wing it. Should be fun. How is the leveling/questing for trappers, can they keep up?
http://crayz.tv/files/sharex/devmeme.jpg Each project brings in a new set of challenges, and the knowledge I gained from Fragsurf will be very valuable going forward. Abandoning projects isn't necessarily a bad thing, but making claims and announcements definitely can be b...
Back to the ARPG
https://github.com/Chabinka/Fragsurf-Character-Controller A few users were interested in having their own surf in Unity so I thought I'd share. SurfPhysics.cs contains functions ported from the hl2 source. SurfController.cs simply puts those functions to use, taking in s...
Surf Character Controller for Unity
I got it set up and imported a simple map, pretty swift process. I'll be playing with it some more eventually, but I already look forward to prototyping some stuff with it, creating levels in Unity is a pain.
Added an XML ui framework. PowerUI is just too much. I think I'm going to leave it in for now, but it's just a clusterfuck of a project and often acts in unexpected ways. This XML framework is pretty lightweight, it parses XML and converts elements into Unity UI objects. I...
I needed a way for the client to communicate with the server via some interface, to create things like map voting menus and whatnot. At first I was gonna make something like the Counter Strike menu, where the server builds and sends a list of choices and the client sends back...
Client-side modding, html ui, and custom data packets
Python is nice, but for my personal project I don't really want to set up all these modules and maintain a proper "pythonic" environment for modders. If I'm modding somebody elses game where the Python shit is all set up nicely, I'll be happy to use it. Never really used Jav...
Cool, I look forward to playing around with it
That's really cool. I'm not familiar with TrenchBroom or Quake, are textures/materials/models etc compiled into the maps? Also curious if it's possible to whip up my own game configuration for entity definitions and whatnot, that'd be pretty slick
I'd maybe use this for my game Keep us updated
Photon seems like a good scalable solution that provides a lot of tools out of the box to get shit done. Forge Networking has looked promising for a while, with decent ingeration into the editor. Some other choices, if you're not interested in high level stuff: https://githu...
Yea, peeker's advantage and getting hit behind walls seem to be big problems here. If they smooth it out a bit I'm probably willing to live with it. I kinda like the fact that two people can kill eachother at the same time, a little quirk of their hitreg system I guess
I might port over my scripting thing just for the hell of it
Server plugins and performance
From what I saw there's quite a bit of customization, and a good number of guns. Guns can be individually customized too
What have they done wrong? This is my first time playing anything by them.
https://ironsight.aeriagames.com/ I was a bit skeptical, but I played a little and it's solid. Really good performance, plays smooth, and overall well polished. The netcode is unique. Hitreg is processed in realtime, the only delay is your ping. So when a client fires a b...
Ironsight - new F2P, non P2W CoD like shooter
The art looks good. It's really busy though, maybe reduce the motion of the platform and sun? Also thought it'd be cool if you had a sort of day/night cycle going on there
sluice is good, didn't like the surf on runewords much. nmb is just gay
Combat surf or skill surf. My favorite combat map is surf_buck-wild, skill surf is maybe surf_nostromo
Favorite surf map?
hehe maybe I was inspired by both games And that's cool, I thought my posts might be a little bit helpful in ways, but wasn't really sure
Looks cool, any updates?
I've done a few multiplayer playtests, but previous ones were kinda buggy and shitty. Today though, it's running pretty solid. A few issues here and there, but nothing game-breaking. I'm almost confident enough to release a download and start soaking up feedback & bug reports....
Fragsurf direction, multiplayer playtest & server browser
You don't have permission to view this result. It's probably in a forum that your account has no access to.
I love the concept of being trapped inside this sort of deathly construct.
I agree, I'd like to see it stay relatively simple.
I'd like to try some War
That's a good idea
what you think? Playing solo was fun, but squads is definitely unbalanced. You can drop in some shit area and guarantee nobody gets any real loot, or you can drop where there's loot and guarantee at least one of your squad is going to die. Duos might be perfect though
New map Savage
These tools are extremely helpful to me, so I thought I'd share. PatchKit is a patching software with a good handful of features. Create an application on their dashboard, upload the files, download your launcher, distribute the launcher. When you're ready to patch, create ...
A few useful build & patching tools
I'm trying to make a really solid multiplayer FPS foundation, then build on it with scripting and content systems. https://streamable.com/v1v5h These systems can't directly affect the foundation, they only add to the gameplay and might cause issues within their own litt...
Netcode and polish
Here's mine https://files.facepunch.com/forum/upload/274/fdd83441-2a42-4028-95ad-f188a3f4f199/461315_10151016405303408_944125835_o.jpg Some rich kid bought it for my friend, my friend blew out the tranny and had no money for beer, so he sold it to me for $200, a case of bee...
Lifted trucks and small dicks
The good old days of manually installing phpBB plugins by modifying its scripts. Reading through a massive list of "open this, go to line xx, delete this, add this"
Who remembers phpBB
Looks like your lightmapping prayers have been answered
https://forum.unity.com/threads/unity-incremental-c-compiler.523993/ Support for C# 7.2, it'll be nice to stay up to date and have a reason to learn about all the new fancy features of C#.
Unity's new C# compiler released for testing
Ah, there should be a really easy and fast way to flag individual points on the grid without recalculating the entire thing. It's possible the plugin's threading will only be utilized for processing paths, since graphs are generally calculated once then tweaked during gameplay.
I never played Shining Force, but this looks like a cool project. I like the dialog system Your grid is really low res, threaded pathfinding shouldn't be needed anyways
I bought this watch strictly for use in my dirty, gritty oil field work back in the day. https://www.amazon.com/Bulova-98D109-Diamond-Accented-Black-Stainless/dp/B0021AEDSM It's a little scuffed, maybe it can be polished or something. edit: https://files.facepunch.com/for...
Cool vid, good luck getting accepted. That'd be an awesome experience
Hmm. I think what you're seeing is the capsule collider hitting the corner of the steps, they're slightly too tall to bhop up cleanly Either that or the shitty lerp, it's a bit jittery
I simply provide a tool which builds an AssetBundle with any given scene.. wraps it with some information of my own, then packs it all into a single file. To load, I open up the file, read my data, extract the AssetBundle for Unity, and it's good to go. https://streamabl...
Putting together map creation tools
No worries, I derailed the topic a bit myself. I appreciate you coming in and supporting with SabreCSG, might end up sticking with it after all. Small feature request coming your way @ github
Oh hey. I gave the 2d editor a try, and it would actually be perfect if it could extrude/segment along a certain angle to create this sort of shape: https://i.imgur.com/jhFVeur.png Blender is perfect for easily creating this geometry (using an array + curve modifier), but ...
I've been a bit short-sighted lately, being so caught up in programming and shooting for dumb goals. Whenever I get like this I feel like I'm moving 100 miles per hour, most days fly by and everything else tends to get neglected. Fragsurf is coming along nicely, but it's bee...
Hiding lag in multiplayer games
I like the gore. And the windows look nice, adds a bit of character
SabreCSG now has the feature I was after, gonna toy around with it and see what it's all about edit: ehh, tons of errors and controls aren't exactly intuitive. I might just use blender curves for making ramps, fuck this old fashion shit
I do too. When a player gets killed I want his full surfing velocity to apply to ragdolls so we can see lifeless bodies smashing against walls and floors edit: I did add a very basic ragdoll system already for capsules: https://streamable.com/m83z5 edit2: better ragdolls: ...
Ah, pretty solid library. Unity's navmesh/pathfinding is good, but its built-in movement is really shit. I touched it once a long time ago, never again.
What'd you do for pathfinding?
I have a hardon for RPCs now. I'm curious what sort of overhead or limitations come with them
Looks pretty cool. I never bother to learn about extending the editor, but from time to time I really want to create something like what you've got here.
Multiplayer is now functional, shooting/killing/respawning/joining/leaving/etc. is in. I ran a dedicated server on my machine and tested with a friend from Canada to make sure my local environment performs the same as a live environment, had a few small issues but everything ...
The minimalist look w/ noise is really cool
Yep I think it's risky to commit to anything other than ProBuilder. I'm mostly interested in creating surf ramps, and these CSG editors & ProBuilder all lack the ability to translate brushes pivoted to a single vertex point (this is needed to make ramps the old fashion way li...
Right mouse button to block wasn't doing anything, so I couldn't get far. I did figure something out though https://streamable.com/qgvhr
Yep, in cs people can fly around at max velocity and still be able to kill from across the map, I would like to create combat that has more depth. I haven't considered not using guns but I like the idea of bows, they could add a lot to gameplay. Level design would be interes...
Awesome, I feel exactly the same & I suppose that's why I'm creating it. If you have any ideas for maps or guns or anything related to gameplay I'd like to hear it, game design isn't really my focus and I kinda want to put it into the hands of the combat surf community. You s...
looks nice w0w
I'm happy to see your interest I'll let you know when it's time for testing, just make sure to check back here from time to time
Client prediction & reconciliation is in. I was relying on Unity's rigidbody for collision resolving before, but you can't simulate a single physics object without simulating everything else. So now I just resolve manually during each movement step, which makes it very easy ...
My plan is to create the core gameplay, then add modding support which should allow for any gamemode. Initial plan is to have round based 1v1/2v2/3v3, and also a deathmatch mode