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Everything posted by Raap
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I'll look forward to seeing what you manage to set up in 3DS. When you get to a certain point in development that reaches more technical matters, such as how to set up certain things in order for them to work in-game, poke me and I can give you any information you need. I'm not sure when APB's SDK will see release. AFAIK it is mostly ready but pending documentation. That shouldn't really hold you from making your level in 3DS though; All the textures APB uses can be extracted from the always.dat using a tool like XCC Mixer. And if you need a scale reference you can use W3D importer to import a W3D file of an existing level or building. The tutorials section already covers a load of general subjects, you're really just missing some APB Delta specifics... And ultimately it all comes down to your own mastery of the tools (and understanding the limits, etc.).
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I think you proved my point! You took effort designing your AI functionality for your project, and used custom script work as well as a consistent implementation plan to ensure it functions in other maps. That's not just randomly tossing in some AI. APB has nothing like that, so before APB can/should receive AI support, it first needs a design for it, which falls to Pushwall to decide as he controls the project. But I don't think W3D projects should outright copy each other, and I'd personally like to see a borderline RPG approach to AI behavior for APB, in other words, being able to trigger AI behavior/statistics/weapon changes based on their health percentage. Another example: If health drop to 25%, AI soldier finds nearest object of a certain type and crouch near it (typically anything LE-placed like tree's or dummy editor objects near rocks or buildings, all things that can be proxy'd and often already are.), said object is to be considered a cover object, said object in turn could have a script that raises nearby AI soldiers protections by X% to simulate cover). The ultimate goal is to make an AI that behaves in a unique way and eliminate the "dumbness" of it. Regarding pathfinding and waypoints for Ore Trucks, I can confirm this is an ancient issue. As soon as you generate space beyond the intended Ore Truck path, they generally end up taking on a life of their own. Unexplained routes get taken, or odd maneuvers get made on the path it is supposed to take, such as awkward turns on the spot where it is supposed to be able to go into a straight line as per waypoint and terrain design.
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A lot of vehicles suffer from that problem though. Besides the Ore Truck, Mammoth/MAD Tanks and Tesla Tanks also struggle with certain terrain segments... An easy example is the rivers on Bonsai; Drive in them and follow them, then try getting out of them. It's actually been quite a time consuming problem for level development.
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I think you have an overcomplicated theory about AI implementation. I did several tests that lets me spawn and remove them on any map easily based on whatever event I wish. In my opinion, I'm not over-complicating it. You need a structured design to follow as guideline for all levels so that the implementation is consistent across all levels. Map-specific mechanics aside of course, but I assumed the request was for AI presence in all maps. I'd personally only design AI for all levels if it only kicked in when player counts are below 3 or 4 per team. And that would still mean you need to design what their purpose is besides simply existing. Not to mention that sending AI to objectives via waypoints and scripts would need a consistent implementation approach - but this is beyond my knowledge as I've never implemented AI in such a way before. Unless of course the design demands that these AI units are on base defender-only duty, but without changing the way the AI can identify targets beyond their generated space, this would cause issues, as Pushwall already pointed out. Creative work-around can be done on this such as creating a separate AI firing range pathfind generated region that does not connect to their travel space, but that's messy trickery and untested, not to mention a lot of extra work for each level. Another lovely problem that we then ignore: generating pathfind on APB levels makes LevelEdit crash due to memory issues, because of their size. The tools were designed for box canyon maps of CamosCanyon-size. Now it is my understanding that new level tools are on the to-do list, but that's still quite a way off. And icing on the cake; I'd personally want script logic that allows me to change AI behavior or send customs based on the health percentage of the AI unit. Meaning a way to make an AI unit "panic" or act more defensively once his health drops below a certain point, or start using a different weapon. I'd also like to see AI health reset to full if they remain unharmed for 2 minutes or so (essentially a modified functionality of the existing health regeneration effect), while ensuring the percentage based triggers still function additional times after such a health reset(s). And then some.
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The AI is too poor to see widespread implementation, plus it will be a consistency issue. Also, one doesn't just add AI logic to a map. You need to design their functionality (their stats as well as their spawn logic such as WHERE do they spawn and how many of them spawn under what conditions, and depending on a structure being functional or not?) as well as implement pathfinding on each map, which is no simply task because the pathfinding logic doesn't understand various concept such as water, and at the same time there is no way to create an "AI world" mesh in 3DS Max since no collision settings can be set up in LevelEdit to be pathfind-collision-only. Temporarily objects can be used but is just messy. And let's not forget the elephant in the room of the AI being unable to attack buildings unless a fancy programmer dude can make building mesh register as valid targets at their origin position (which even then would mean changes to some buildings as well, most likely). (Edit: Yes, building meshes, not buildings as grouped meshes with a single origin target point, that'd look weird.) You really can't decide to randomly just add some bots to some maps. Doing random and poorly thought out things is what got you Gamma.
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I don't speak for W3DHub, but I do not think anyone is interested in spending time on a completely new project using the same IP and the limitations that come with the IP. Some of the current projects have been in development for many years and so far only APB has reached a state which one could consider "finished". If I was personally interested in working in the industry as my job, then the logical step would not be a new non-profit project based on an existing IP, but a brand new IP developed using licenced software. Nowadays, making and selling your own game is more achievable than ever before. Starting a project of that nature would be the stepping stone to bigger projects. However, that's not my plan, as I am far too busy with other things IRL. I'd be surprised if not at least several current W3DHub project team members have a desire to expand in new directions, however.
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Apocalypse Rising AR :: June 2016 Update
Raap replied to moonsense715's topic in Red Alert 2: Apocalypse Rising
I forgot RA2 had such units. -
It's either that, or seeing the hitbox from outside, or as a last alternative, setting the MGG as un-targetable for enemies and friendlies alike, which would be pretty bad.
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Balance More rage thread balance issues, minus the rage!
Raap replied to Death_Kitty's topic in W3D Hub Discussion
Well I can blank out their model too. No need to get peoples' hopes up with a visible SAM site that doesn't work. That leaves me with aesthetic concerns since the icebergs are already quite barren and the terminal hub would be a concrete block with nothing on it. Their default appearance is already in a "powered down" state, thanks to W3D's urge to force turret rotations to 0,0,0. Removing the AI should take care of the rest. If I had the time, I'd do a revision of the map, especially since I really don't like the iceberg infantry areas. Unfortunately my time is going into Siege since it is a bigger priority. -
Looks solid. Consider giving the mountains beyond the playable map boundary a higher texture UVW scale to make them look more natural. (OI SABERHAWK! Maybe in 2024 we can have W3D render terrain texture resolutions lower at further distances and smoothly scale down the closer to get, to eliminate tiled appearances.) You should totally, like, add a storm to that valley, too.
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I really needed a new train to load up my excuses in when I fail at something but prefer blaming other things instead. Thanks!
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We should also include Space Ships and Chrono Tanks. And Cruisers, but those would have to be off-map, because otherwise that would be too much work.
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Let's add destructible rocks that fall down and crack open a passage way into an extra-dimensional Missile Silo which gives FREE FLARES FOR EVERYBODY and the resulting explosions obliterate Fissure from this plane of existence, literally deleting RA_Fissure.mix from your hard drive?
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I'm assuming at this point, that the default game menu is being phased out in favor of the launcher. So I wouldn't tie any functionality to something which might become obsolete and removed.
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I'm not a big fan of AI in W3D. For consistency and lowering expectations, the AI version of Camos Canyon should probably be renamed to Multiplayer Practice, which makes sense, and removes the assumption that more maps feature AI gameplay.
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Very different, and I don't want to hear another word of bases lacking elevation differences after this one is completed. Just finished the "transitional" cave system, these are the caves leading up to the ore mines. Unfortunately since I had to proxy these as well, I cannot provide a decent image to show them, so you'll have to hold on until the map is finished. Edit: This is what that looks like, keep in mind there are a few texture seam issues to correct, a side effect from having to work with several different 3DS files for one level. Also note I made a mistake and the support beams are a bit too low, the Ore Truck bumps into them (oops): Next update will be regarding the Soviet base... After that, I'll keep the rest under wraps until release.
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Speaking of bosses, here is something which, fortunately, never made it into APB. I'll leave you speculating what it was supposed to be.
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Games How did you get involved with Command & Conquer?
Raap replied to SilverShark's topic in Command & Conquer
Like most things that occurred more than two weeks ago... I cannot begin to remember. -
Speaking of memorizing commands... Please add a help page for special people like me who will always and forever, never remember how to personal message people in this game or how to use certain server commands (never make me a moderator, ever, I will break your server with stupidity). In the name of all stupid people playing this game, TANKS!!1
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Sorted out my plugin issue today, so I will be able to correctly populate the level with grass, bushes, trees, and whatever else needs to be sprayed around wildly. This also means I will redo the grass on the map since from air view the grass clusters looked too round and unnatural. In other words, I need to create a few new foliage assets. On other news, there is an expanded tunnel/ore mine system beneath the castle courtyard now, with main entrances near the castle vehicle entrances, and infantry-only entrances connecting to the central "trench". The whole place has been re-textured for both consistency, and thematic logic (Why was there dry desert rocks in a wet grassland on top of grey rock formations? We will never know!). A preview will be provided once I finalize a few remaining details. Next up is the redesign of the Soviet base, which will be made more compact, but also moved closer to the castle (the location style of where it is built is also changed).
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Here is a second pass on the Allied base, minus detail objects. As you can see, the base is a lot more compact, and there are elevation differences between buildings in order to eliminate the flat surfaces (The CY and WF are on a hill, the Barracks is in a lower ditch). The ore mine will be under the castle, meaning the Ore Truck(s) have to actually drive towards the action, rather than away from it.
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I don't think it's the base layouts that are problematic. Most APB maps feature asymmetrical base designs without problems. The map itself is at fault, but Pushwall is on the case. And yes, maybe raising ambient lighting could be a thing to consider, since it would make the map less pitch black, without affecting day time. Could always also add a road with light posts one on side of the map, which would also help out.
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Mountain passages isn't an environment previously seen in APB.
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RockTrap would barely have enough room for 3 buildings scattered around the whole map. And those would have to be the smallest buildings. Never mind having 2 sets of those 3 buildings. And they'd displace the control points too. So it could possibly become a barracks-only map with... 1 control point. Well I didn't say it would go without some map expansion, although I don't expect that to be a problem since we're talking space for a very small set of buildings. If only you named it SunnyAndClear Valley, people might have been less depressed with it.