Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
General Coding Discussion
11-08-2007, 09:52 AM, (This post was last modified: 06-05-2008, 08:58 AM by Heoga.)
#1
General Coding Discussion
Intro section added on 22nd Dec 2007:

This is the general coding topic. Below is a list of features we need to code for Alpha 1 and their progress.

List of features:

- Energy system, including HUD readouts and battery packs Done by Heoga suggested by Heoga
- Servomech remote controls Done by Heoga suggested by Jupix
- Shields Done by Heoga suggested by Heoga
- Player character damage model (how does it differ from Source? - mainly to do with implementation of shields) Done by Heoga suggested by Heoga
- I/O system for level-wide security alarms (this could include a prop type for the red rotating alarm lights, so that when alarm state is enabled all the lights + alarm soundscape go off automatically without need for I/O connections in Hammer) Completed by Heoga suggested by Heoga
- Security cameras Claimed by Heoga suggested by Heoga
- Spider bombs Unclaimed suggested by Jupix
- Spider mines (obviously this is basically just a combine hopper mine that doesn't hop) Unclaimed suggested by Jupix
[ this list is incomplete, please post missing features if you come up with any ]
- LMC Guards Should be a modification of the Metrocops with a new models and slightly modified AI Unclaimed suggested by Heoga
- Computer Terminals Unclaimed suggested by Heoga

regards
Jupix

Original first post:

Okay, a heads up on what's happening here and what I've managed to do so far.

Changed HUD colours from orange to red.
Implemented the coding for the three types of batteries and the energy cells.
Figured how to make weapons drain suit armor instead of using ammunition and implemented this with the shotgun as a test rig.  Code can now easily be applied to energy weapons when we get them ready.

Things to do over the next few weeks:

Add the various shield generators and modify how the character takes damage to match the original
Implement some (realatively) basic entities such as the cameras and alarm systems

Anything else you think I should be concentrating on?
Reply
11-08-2007, 05:38 PM,
#2
Re: Coding
Remote operating of the mechs comes to mind first. We've got to look into how that feature should be implemented.

By the way, you can leave the HUD to me. It's mostly simple VGUI stuff so I believe I'm going to be able to do it. Smile
Reply
11-08-2007, 06:06 PM,
#3
Re: Coding
Yea, I haven't messed with the hud itself, just changed the colour.

As for the mechs it won't be that much of a problem to attach a camera to them and copy the crane control method for movement and firing.  The image from the camera could then be flashed up on a panel at the top of the screen.  I was thinking the same method would be used for controlling spider bombs as well.
Reply
11-08-2007, 06:28 PM,
#4
Re: Coding
Sounds good.
Reply
11-08-2007, 11:24 PM,
#5
Re: Coding
ohh guys you have some nice progress there. I need to get back to modeling. I'm getting better here so should find more time to model stuff.
"Time is a great teacher, but unfortunately it kills all its pupils." - Hector Berlioz
Reply
11-24-2007, 04:56 PM,
#6
Re: Coding
Okay guys, I've built the base servomech class.

How it works is this:

When building the map, a point camera named "Mech_Cam" is placed somewhere in the map.  When a Mech is activated from a switch, it freezes the players movement controls and disables their weapon.  It then attaches "Mech_Cam" to the eyes of the Mech.

The Mech can then be controlled:
[table][tr][td]Player Control[/td][td]Mech Control[/td][/tr]
[tr][td]Strafe Left[/td][td]Turn Left[/td][/tr][tr][td]Strafe Right[/td][td]Turn Right[/td][/tr][tr][td]Move Forward[/td][td]Pitch Aim Up[/td][/tr][tr][td]Move Backward[/td][td]Pitch Aim Down[/td][/tr][tr][td]Jump[/td][td]Release Control[/td][/tr][tr][td]Primary Attack[/td][td]Primary Attack[/td][/tr][tr][td]Secondary Attack[/td][td]Walk Forwards[/td][/tr][/table]

Whilst the player is controlling the mech, they're mouse control is still enabled and so they can continue to look around them for possible threats, releasing control when an enemy arrives.

This is all programmed in such a way that before control is activated, a Mech will work under it's existing AI functions and then return to it's AI on release,  i.e. if you took control of a Mech that was attacking you then released it again, the mech would resume it's attack.

The next hurdle is how to display the Mech View.  At the minute I have a large monitor on to which the camera projects it's image.

Options:
A HUD Element that becomes visible on command and displays the camera screen.
Displaying the data on Monitor screens ingame.
Taking control of, and replacing, the player's view entirely.

My preference is for the first option, this will however require a few extra code changes as default HL2 can only display one camera view at a time.  I plan to create a series of textures which cameras can target so that we can display multiple monitor views in a level.  One of these will be dedicated to the "Mech_Cam" view.  The rest can be used on security monitors.
Reply
11-24-2007, 10:03 PM, (This post was last modified: 11-24-2007, 10:14 PM by Jupix.)
#7
Re: Coding
Jesus, dude. Someone should give you some money for that... Can't wait to see the code in action.

If I may pull some authority here, let's go with the third mech view option. That's how I envisioned it from the start. (View mode changes when player uses the security console and is changed back by pressing Esc).

My vision had quite a different set of controls for the mechs (identical to player controls) but yours don't sound too shabby, either.

Edit: As for how to implement the camera, have you already thought of utilizing the same method Valve used for, for example, the Combine mounted binoculars? (Near New Little Odessa, if I remember correctly.) It seems to me like the logical place to start, it would probably be the easiest method.
Reply
11-24-2007, 10:48 PM,
#8
Re: Coding
The use of the arrow keys for aiming isn't the best admittedly, but it's functional until I suss out to steal and pass along the mouse controls.  It can always be rewritten later.

I'll take a look at the third option later on then, I have a feeling it might cause some difficulties with PVS systems so I'll leave the camera option in as a backup whilst I work on it. 

I think the code for the binoculars was a point_viewcontrol (same as the intro Gman sequence and the menu background levels) and your right - it's exactly what I'll need to steal to make the viewpoint for the player control.

I'll see if I can get the code wrapped up nicely and send you the .cpp and .h files later in the week.  It just plugs into the HL2 Singleplayer SDK Project and needs a few lines added to the FGD before it's good to go.

As for the money, if we can get this mod to work - that'll be reward enough.

Oh yea, level design issue:  the player doesn't actually have a model so is invisible to the mechs at the moment.  Might see if I can do something about that later on.
Reply
11-28-2007, 10:47 PM,
#9
Re: Coding
(11-24-2007, 10:03 PM)Jupix link Wrote: Can't wait to see the code in action.

Would you like the compiled dlls or the source code files so you can compile a version yourself?
Reply
11-29-2007, 11:42 AM,
#10
Re: Coding
Source code, please. Smile
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)