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Work in Progress / Time Front returns! (LOTS of images)

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Uncle Sam
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Location: West Coast, USA
Posted: 19th Dec 2010 02:52
Testing the new installer.
Crazy Acorn
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Posted: 19th Dec 2010 02:54
sweatness!! I can't wait!! OMG!

Uncle Sam
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Posted: 19th Dec 2010 02:58
Haha. Well, it seems to be working ok. Uploading.
Crazy Acorn
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Posted: 19th Dec 2010 03:04
Yay! Hope to get on when installed!

Uncle Sam
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Posted: 19th Dec 2010 03:11
Sweet. I sent out the email, and the server is up. I'm going to go eat, but feel free to join (remember to refresh list, click on the server, then click join. If it doesn't work, try a few times).
Crazy Acorn
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Posted: 19th Dec 2010 03:16
whoo! coming!

Eminent
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Posted: 19th Dec 2010 03:18
One thing you should really do Sam, is make the recoil less for people with lower frame. Lower FPS= Lower Loops per Second = Less moving the aim thingy down= harder to shoot if you know what I mean. With my desktop, I get 60 fps and when I shoot the MP40, the recoil is almost nothing because I only have to move the mouse down slightly. With my laptop, I move it like mad and it still kicks up like hell.
Downloading the update .


Crazy Acorn
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Posted: 19th Dec 2010 03:50
Hey I already found some bad glitches that are getting annoying. If you on Sam I will tell you. It would be easier but just hint to everyone DON'T OPEN HE RESEARCH MENU!!

Crazy Acorn
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Posted: 19th Dec 2010 04:01 Edited at: 19th Dec 2010 05:43
Double Post

Know Bugs(Oasis)
1. When you research something the menu wont go away and you can't exit so you have to Ctrl+Alt+Delete and exit it to shut it down.

2. When in water you can not swim you just walk on the bottom and it is hard to get out.

3. Minimap seems to be off

4. Two odd blocks that have no texture and are not rendered near the water.

5. Cannot repair buildings

6. Collision issues

7. Tower if transparent a bit

8. At bottom of Oasis you can not see above the water

9. sometimes Archery range gives a runtime error

10. When you spawn at a building the select weapon HUD sometimes freezes

By the way had fun playing!

Uncle Sam
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Location: West Coast, USA
Posted: 19th Dec 2010 04:09 Edited at: 19th Dec 2010 05:09
Thanks for the suggestions. The research menu thing doesn't usually happen...hmm, try clicking the build button if that happens, it might work. Then press tab.


EDIT: I can see I have a TON of bugs to address...
Crazy Acorn
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Posted: 19th Dec 2010 05:42
I have tried to everything to get it off but it is like the HUD freezes but Green bar moves.

thenerd
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Location: Boston, USA
Posted: 19th Dec 2010 16:21 Edited at: 19th Dec 2010 16:23
I'm from New England... and we're absolutely the craziest people in the USA.

I'll download the new version as soon as I have time...


BMacZero
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 19th Dec 2010 18:58
Hey, just downloaded 0.92, ran it. It asked for my product key, entered it, said the key was good. Pressed enter, got error "failed to open zip" and then "File Block is invalid or does not exist"

Uncle Sam
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Location: West Coast, USA
Posted: 20th Dec 2010 02:30
Quote: "have tried to everything to get it off but it is like the HUD freezes but Green bar moves."


I'll try to see if I can fix that.

Quote: "I'll download the new version as soon as I have time..."


Great.

Quote: "Hey, just downloaded 0.92, ran it. It asked for my product key, entered it, said the key was good. Pressed enter, got error "failed to open zip" and then "File Block is invalid or does not exist""


Looks like you're the second person to have not read the email completely. I said to install version .91 first. You must now do the following:

1. Uninstall Time Front
2. Install v.91
3. Install v.92 (update)

Eminent
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Posted: 20th Dec 2010 03:12
No server is up..


BMacZero
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Posted: 20th Dec 2010 03:47
I did too read it . I ran the version I had and specifically checked that it said 0.91 in the top corner!

I'll try it from scratch tomorrow.

Uncle Sam
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Posted: 20th Dec 2010 08:53 Edited at: 20th Dec 2010 08:54
Quote: "No server is up.."


I had it on for awhile today. Sorry, been REAL busy all day. When I get up tomorrow morning (which might not be too early ) I'll leave it up for the day

Quote: "I did too read it . I ran the version I had and specifically checked that it said 0.91 in the top corner!

I'll try it from scratch tomorrow."


Oops, sorry. I assumed wrong. I'm not sure what's going on. I guess installing from scratch would do it.

To All: Tomorrow begins the great day of debugging.
Uncle Sam
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Posted: 21st Dec 2010 01:24
Bug fixed: Now, if you refresh the list, it will accurately show how many players are on the server.
Satchmo
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Posted: 21st Dec 2010 01:46 Edited at: 21st Dec 2010 02:47
Uncle Sam, it seems like there is something slowing it down a bit too much..., I get a solid 60 fps with everthing maxed, but bloom and water off, but if I turn them on it drops to about 40. I have pretty good specs so it shouldn't be that much of an issue.. looks pretty though. Is there going to be any optimization in the future? New beta is sick btw.

Edit: Guys get on lets play.



EDIT2: Crashed at the end there, object illegal error.

Uncle Sam
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Posted: 21st Dec 2010 02:47 Edited at: 21st Dec 2010 02:47
Hahaha, not sure what happened. Everyone crashed I think. We'll have to play again later. LOL, thanks for trying guys.
Crazy Acorn
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Posted: 21st Dec 2010 02:48
yeah I just place a sandbag to... hehe Get on MSN please!

Uncle Sam
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Posted: 21st Dec 2010 02:57
Quote: "EDIT2: Crashed at the end there, object illegal error."


Yeah, Gorlocks built a sandbag and it caused the error. I have to work these things out...
Crazy Acorn
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Posted: 21st Dec 2010 03:58 Edited at: 21st Dec 2010 04:42
lol im cursed... hehe

Bugs (overpass)
1. some spots where you can build work but building is a bit see through
2. Can't spawn at archery range because you get a runtime error.

Bugs (all maps)
1. Can't repair buildings
2. When spawning at a zone you do not get the weapon you choose.

Uncle Sam
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Posted: 21st Dec 2010 06:09
Thanks for the bug reports.

Great news! I've now added the long-awaited feature: buildings align to the terrain:

Crazy Acorn
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Posted: 21st Dec 2010 06:46
yes!!! This is awesome! Now they wont look very weird... no offense but if I were to test they would align?

Uncle Sam
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Posted: 21st Dec 2010 07:00
Once I send out the update they will.
Satchmo
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Posted: 21st Dec 2010 08:04
Nice, that was pretty quick!

Eminent
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Posted: 21st Dec 2010 14:19
Players align to the terrain ?


Uncle Sam
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Posted: 21st Dec 2010 21:17
No. But yes, once I figured it out it was very quick.

Just finished fixing the minimaps. Now they are all at least accurate enough.
Crazy Acorn
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Posted: 21st Dec 2010 22:18
hehe I am sane now...

bergice
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Location: Oslo,Norway
Posted: 22nd Dec 2010 20:21
Aren't buildings supposed to be horizontal?

51fa1db0ec7c4af52d93a6f5d0e86bc5

Uncle Sam
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Posted: 22nd Dec 2010 21:09 Edited at: 22nd Dec 2010 21:11
Not in Time Front.

It's actually because I don't have the skills to manipulate the terrain mesh so that it is flat in-game.

There is a limit on how steep of a slope you can build on, which I am still trying to set at the right level.
Satchmo
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Posted: 22nd Dec 2010 23:14
Also remember my advice about building "foundations".

Uncle Sam
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Posted: 23rd Dec 2010 09:23
Ah yes. Well, I guess I'll have to see what people think of the angle solution and decide from there.

By the way, more bugs fixed:

1. Freezing when chatting bug.
2. Butterflying (don't ask )
3. Water now kills you once your head goes under. I don't think I'm going to make swimming or anything like that, since you're wearing armor anyways.
4. I've been re-aligning all weapons so they look better on the players.
Crazy Acorn
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Posted: 23rd Dec 2010 18:51
Quote: "2. Butterflying (don't ask)"

.... I will miss you butterflying!

Eminent
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Posted: 23rd Dec 2010 19:05
Me too.....


Uncle Sam
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Posted: 23rd Dec 2010 20:19 Edited at: 24th Dec 2010 10:28
Alas! It had to go.

But Gorlocks, how is it that in your quote of my post the smiley face is different?

EDIT: Finished aligning all but one weapon to the player. Didn't do to much today because it was a really busy day. I imagine tomorrow and Christmas Day will be the same.
Uncle Sam
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Posted: 28th Dec 2010 03:36 Edited at: 28th Dec 2010 07:19
Alright, it's been a great Christmas. Hope you all had a good one too. Now it's time to get back to work! First thing I've done so far is to make the commander helmet appear on the appropriate player.

EDIT: Added some movement code for the camera. Before, just the weapon moved when you walked, but now the camera swings back and forth as well, creating a nice effect.

EDIT: Almost finished adding an in-game menu so that you don't have to press a combination of keys to quit to the main menu, or worry about bumping escape.
Uncle Sam
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Posted: 29th Dec 2010 05:45 Edited at: 29th Dec 2010 05:47
-Added a new skybox system so that each level has it's own.
-Made each level aware of whether it should have atmospheric particle automatically.
-Added a new system for background level models. These will be, for example, 3D hills in the distance so that the map appears much bigger than it really it. The Oasis already has it.
-Started adding the bugle model by General Jackson.

JLMoondog
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Posted: 29th Dec 2010 09:10
Quote: "Added a new system for background level models. These will be, for example, 3D hills in the distance so that the map appears much bigger than it really it. "

Any screens on that? Sounds interesting.


Uncle Sam
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Posted: 29th Dec 2010 20:13 Edited at: 29th Dec 2010 21:08
Sure thing. Just fixing up a couple things to make it appear right.

For now, here's a shot of the new skybox for the Oasis. Much more fitting.



By the way, I had all these dust effects going in the Oasis that didn't even look good at all. I removed them, and now I can run it with water quality on high and get 70-80 FPS.

EDIT: And here's that background map model. Still working on the camera range and skybox size for this map. It actually goes further back and you can see more hills, but the skybox is temporarily blocking it. There will be an invisible border to keep you on the real terrain.



EDIT:

-Invisible borders now added into the level system. This is in addition other additions such as atmosphere and skybox customization. I can now make each level truly unique and set parameters for each without having to make a new EXE every time a new map is made.
-Created new animation for blowing the battle horn. Now I just need to add this and the horn model to the game.
JLMoondog
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Posted: 29th Dec 2010 21:40
Oasis map looks really nice. Can't wait to play this.


thenerd
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Posted: 29th Dec 2010 21:56
Same, I love the grass.

Uncle Sam
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Posted: 29th Dec 2010 23:33 Edited at: 29th Dec 2010 23:34
Thanks guys. It's going to be wicked fun.

By the way The Nerd, what's the status of your router and all that? Will a server be possible once this game is finished?

Added Josh's new arm texture:

JLMoondog
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Posted: 30th Dec 2010 00:12
Heck yah, knights armed with rifles!


Uncle Sam
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Posted: 30th Dec 2010 00:23
Doesn't it just bring a tear to your eye?
Eminent
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Posted: 30th Dec 2010 00:30
LOL. Yes, yes it does.


Lemonade
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Posted: 30th Dec 2010 00:47
Screenshot of a new map!



We're may not add this one to the beta.

Uncle Sam
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Posted: 30th Dec 2010 01:10 Edited at: 30th Dec 2010 01:11
This, by the way, is completely a cliff map. There are multiple levels on the face of the cliff, which drops down very steeply. This map will be more sneaking and climbing around. It's not hard to hide, but at the same time it's easy to be spotted (because the players will be very close to each other but will not know it). There will be some vegetation.

EDIT: Finished animating the bugle model.
Lemonade
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Posted: 30th Dec 2010 08:09
Volcano map!



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