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» HELP WANTED!
I am looking for people that can model and/or animate and/or skin in MDL format. EMAIL ME
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| » Now on Dedicated Webserver. |
: Posted on 4/16/04 by JeT |
Ok, the deal has been in the works for a few weeks now, and I've been readying the sites for transfer over.
HQN and Gameservers.net have come upon an agreement-
What we get out of the deal: A dedicated server with about 5000GB of monthly data transfer.
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| » Many New Renders! |
: Posted on 3/22/04 by JeT |
Steve re-rendered all of his previous work with a new rendering technique, and they look awesome. He has also given me all of his newest work, and all of this is listed in the WiP section on the MEDIA page. Go check them out, they're pretty insane. (9 weapon renders from him in total)
He has also started to animate and texture a few of them... can't wait to get one of these in-game!
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| » Site Updates. |
: Posted on 2/16/04 by JeT |
I have put up a WiP page, you can find it under the media page.
I have also updated the developer page to include the 3 new members.
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| » I AM ALiVE! |
: Posted on 1/11/04 by JeT |
Well, the project sure isn't dead. There is no way this project will just be tossed out the window. What have I been doing you may be asking? Well... pretty much nothing on OTD over the few past months, but this was because I have still been looking for a modeler. I stopped on the weapon system, and because I didn't have models that had the animation setup I needed, the weapon system wasn't being made, and I got burnt out on it, and stopped for months.
The other reason I have been waiting - A new engine release. It's probably still months away, but this release will have it's own model formats, tools. exporters, etc, so it'll be a HUGE help on getting what I want in OTD. Lots of other great updates in it as well.
What I HAVE been doing - Basically... for the past 5 hours... I have been working on OTD. I have had some ideas in my head for a few weeks now, and I've been trying to implement them. Mainly a lot of tweaks to the atmosphere types, but I have also fixed some rendering order bugs, as well as done some optimization. The one big feature that you guys will be glad to here is the Enemy Structure. I've finally started to get the base code for the AI into the game. I have place-holder spheres being used as the enemies... so screenshots will be pointless at the moment.
I HAVE ADDED 2 NEW SCREENSHOTS OF NIGHT-TIME ENVIRONMENT.
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| » 2 New Screenshots. |
: Posted on 9/28/03 by JeT |
I put up two screenshots of OTD Ed. v1.02 Beta. There were many changes since the last screenshots I put up, so check em out if you'd like to.
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| » New Layout! |
: Posted on 9/28/03 by JeT |
You have probably noticed a completely new look to the site. I designed it today due to some boredom. The top banner features 2 in-game screenshots from Operation: Take-Down and some 3D abstract art I created a week or so ago.
The navigation is the same, so you'll have no problem moving around the site. Everything has been changed over, but if you somehow find an old page, or broken link, please email me.
Oh, and the lack of updates has been caused by me working on a chatroom application to get a good feel for Direct Play. (I'll be using Direct Play for OTD's netcode)
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| » Want to Join the Team? |
: Posted on 9/2/03 by JeT |
I am looking for 1 or more people that can model and/or animate and/or skin. MDL is the same format that is used in the half life engine, so I'm sure there are many people fimilar with it. I have tested my game using some HL/CS models, and they work the same way, and use basically the same proportions.
If any of you are interested, please email me at Jetbike@optonline.net.
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| » Netcode for OTD. |
: Posted on 9/2/03 by JeT |
Lately I've been looking into developing the game's netcode using DirectPlay. I have no prior experience with it, so I've been working on some test projects to gain knowledge. This is the main reason as to why there haven't been any updates in the last 2 weeks.
If any of you aren't fimilar with the term netcode, it basically means that I am adding multiplayer support in my game, allowing online matches. :)
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| » Start of HUD and Weapon System. |
: Posted on 8/15/03 by JeT |
Check out the new in-game screenshot in the media section. This one shows the start of the weapon system, the model is not mine, it was from polycount.com. It was used for testing purposes only. :)
The HUD will be tweaked more, I plan on rounding it, rather than just having it as rectangles.
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| » Beta Release and Screenshots. |
: Posted on 8/10/03 by JeT |
If you're active in the forum then you'll know that 11 people are now busy beta testing v1.0 Beta of OTD Ed. I have squashed a whole bunch of bugs already, and there are a few good suggestions that I'll be adding. This is all just from half a day.
I have also put up 4 new screenshots. One is a shot from the editor, and the other 3 show how it looks in-game. Check em out!
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| » New Menu. |
: Posted on 8/7/03 by JeT |
I have gotten around to re-making a new menu system. I am taking a completely different approach to it, the menu is loaded before actually loading the game. The only exception to this is the in-game menu that is much more limited.
Check the screenshot in the media section to see the opening menu that loads when you first start up the game.
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| » Compile and Load your Map! |
: Posted on 8/3/03 by JeT |
The editor now has the "compile map" function working, and I went back to the game to build my "load map" function. Maps made with my editor now load perfectly in-game! This is a big step in development.
On a separate note, if you keep up with the forums, you'll notice I am going to be doing a beta test for v1.0 Beta of OTD Ed. I have decided to leave out the whole enemy tools section for 1.0, since you guys won't be able to test the map out in-game anyways. If you'd like to try and get into the beta test, join the forums and check the OTD section for updates on this.
I will be posting some in-game screenshots soon.
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| » Optimization, Bug Squishing, And Progress. |
: Posted on 8/1/03 by JeT |
Like the title says, I have been doing a lot of different things on my editor.
I have optimized map building time greatly on certain functions. When editing a meshes details the editor used to re-initialize and re-render the entire map, but now it just edits the one mesh instantly. This occurs for other functions now as well, and makes work a lot easier.
For bug squishing I have found a few functions that could cause runtime errors with bad variable values, and a few other things I forgot. I have fixed all of the bugs I have found so far, but I'm bound to find others. ;)
Progress... I have added a feature that lets you drag your selected mesh around in real-time. You can now easily move a mesh around and visually see where it fits best. I have also added functionality to the "Create Player Spawn" button. The location will be saved, and you can move it around freely, by clicking in another location you just move the spawn, so no need to delete anything before-hand. That is also done in real-time. And of course, I added all of these new things to my saving and loading functions, so again, every feature and aspect of your map will save and load at this point.
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