The unProfessional
Oct 12 2003, 04:53 AM
Yeah... it just takes too long to do everything from scratch. But, for all you homebrewers, I recommend Tokamak for dynamics.
I also have Neil to thank... a talent, for sure.
More updates to come
Neil
Oct 12 2003, 10:01 PM
Thanks for the props.
Big ups to you, for getting the models in the engine.
I was wondering why the tank looks so much brighter than the surroundings. Is that because of a shader applied to it (have you even done anythign with shaders yet?)?
If not, then i guess a quick fix would be to just adjust the brightness of the texture map in PS.
I like it though!
The unProfessional
Oct 13 2003, 04:37 PM
Yeah, that's just because there aren't any affects being applied to the tank just yet. Once things are working completely, I'll work on good shaders for the vehicles.
I spent the entire weekend on vehicle physics. Man, is it a bitch. It's coming along, though, with extreme experimentation. Fun as hell, though
sleep_21
Oct 14 2003, 03:38 AM
Are you looking at any crazy Halo-Style physics or a more "actually follows the laws of gravity" style?
The unProfessional
Oct 14 2003, 07:09 PM
Well Halo physics are actually pretty realistic. When you see the Warthog fly 100 yards, it's usually because of a massive explosion. I'm trying to keep everything physically realistic, to answer your question
UberJim
Oct 14 2003, 08:24 PM
The reason Halo physics seem so messed up is because of indestructable objects. If you had that big of an explosion on a jeep in the real world it would just explode into a billion pieces. Just having the Warthogs explode into a billion pieces wouldn't be that fun now would it?
Neil
Oct 15 2003, 04:14 PM
Halo's physics was set up to be realistic yet fun. Just like most FPS. If you make it ultra realistic and make it so that your gun randomly locks up and you can only carry 2 guns at once, then you'd get frustrated and bored.
There is always a line you gotta draw that borders on realistic and gay. I've seen games try to push the realistic too much, and needless to say the games disappeared.
The unProfessional
Oct 15 2003, 04:35 PM
True. I'd be pretty pissed if some jackass on XBConnect blew up our only warthog.
We're shooting for fun on this one. I'm sure we'll put a twist on gameplay physics if we feel it'll increase the fun factor a bit.
Neil, I worked some things out for the tank physics. It'll take me a few days to implement it, but it should be big pimpin.
Nukey
Oct 15 2003, 04:56 PM
wow i just read this thread and i must say, that this game looks incredible for a "spare time project"!! I can't wait to try it out!
The unProfessional
Oct 15 2003, 09:44 PM
Thanks Nukey... good to see u on here.
Neil
Oct 15 2003, 10:35 PM
| QUOTE (The unProfessional @ Oct 15 2003, 06:35 PM) |
True. I'd be pretty pissed if some jackass on XBConnect blew up our only warthog. |
LOL!!
Then everyone is just stuck in ghost mode and gets to view the eyecandy scenery
LumbraX
Oct 15 2003, 10:35 PM
the unpro... when do I get to test physics engine
The unProfessional
Oct 15 2003, 11:01 PM
Soon Soon Soon, my good buddy
NooberTehGod
Oct 17 2003, 10:06 PM
All right, I know you've heard this a million times already, but here it is again.........this game looks awesome! I cant wait.
Also, I was thinking about it, and is the engine you're writing going to be available for other homebrew projects. It would save others so much time and really help out the scene.
The unProfessional
Oct 21 2003, 12:11 AM
Yeah, as soon as i think it will be more good than headache for other devs, i'll release the source. Once the game is out and relatively bug-free, releasing the source will be a high priority.
Nukey
Nov 12 2003, 08:20 PM
Any new info yet?
The unProfessional
Nov 14 2003, 05:14 PM
Progress is being made and we're having fun with it. I like driving tanks around... Of course, it becomes a problem with one of 'em flies off into space as a result of buggy collision handling, but that's half the fun, right? A HELL OF A LOT of progress is being made constantly. This is a challenging part of the development, but damn is it fun.
New news update on the website
|
|
v
The unProfessional
Nov 15 2003, 06:45 AM
New vid on website... drivin' tank around
chilin_dude
Nov 19 2003, 03:18 PM
| QUOTE (The unProfessional @ Nov 15 2003, 08:45 AM) |
| New vid on website... drivin' tank around |
howd i miss this?
*runs off to watch*
The unProfessional
Nov 21 2003, 07:06 PM
I recompressed the vid, btw... its now about 2MB rather than 18
buckwilliamsca
Nov 22 2003, 12:55 AM
Looks great! Can't wait to play it! Oh, an if you need any beta tester... look no further

I'd be happy to
chilin_dude
Nov 24 2003, 03:56 PM
| QUOTE (The unProfessional @ Nov 21 2003, 09:06 PM) |
| I recompressed the vid, btw... its now about 2MB rather than 18 |
looks great!
The unProfessional
Nov 26 2003, 04:25 PM
Thx... I'll let you know once some more is rolled out.
Alexpeoples
Nov 26 2003, 05:21 PM
Looks pretty damn sweet! Can't wait to try it out
sleep_21
Dec 5 2003, 08:04 PM
Hey Un,
I've looked and looked, and I don't think I've found a single homebrew game for linux that looks as awesome as Jihad. It's amazing how you're able to take the Xbox homebrew games scene to the next level, and the linux game scene is still pretty drab.
Sleep_21
The unProfessional
Dec 6 2003, 09:21 PM
Thanks, sleep... I really appreciate it. Still workin' on it when I can and I'll keep you all posted.
xbox_freak!!
Dec 10 2003, 08:43 PM
lookin good man! can't wait till i can play this game! the vids look sweet! is there gonna be music in it? or can there be the xbox soundtrack in it?
xbox_freak!!
The unProfessional
Dec 10 2003, 09:07 PM
Still haven't figured out what exactly to do with music... there was a guy willing to write the music (he's @#*$ talented)... gotta see if he's still interested
JapanFred
Dec 10 2003, 09:12 PM
That would be cool, you sould implement custom soundtracks too. I've looked at the API calls, doesnt look too hard. But hey, i'm sure your busy enough with more important stuff, like physics.
Looking good though. Keep it up.
xbox_freak!!
Dec 10 2003, 09:17 PM
| QUOTE (JapanFred @ Dec 10 2003, 06:12 PM) |
That would be cool, you sould implement custom soundtracks too. I've looked at the API calls, doesnt look too hard. But hey, i'm sure your busy enough with more important stuff, like physics.
Looking good though. Keep it up. |
yea the physics first the music isnt very important yet
JapanFred
Dec 11 2003, 01:46 PM
| QUOTE (xbox_freak!! @ Dec 10 2003, 11:17 PM) |
| QUOTE (JapanFred @ Dec 10 2003, 06:12 PM) | That would be cool, you sould implement custom soundtracks too. I've looked at the API calls, doesnt look too hard. But hey, i'm sure your busy enough with more important stuff, like physics.
Looking good though. Keep it up. |
yea the physics first the music isnt very important yet |
Indeed, if people are that bothered about the music, listen to your CD's
Neil
Dec 11 2003, 01:47 PM
Thanks for the motivational words guys. I don't think you could imagine how much of a bitch the physics engine has been to Un_Pro. Just getting the tanks to drive around and stay on the ground was impressive enough. If the cameras were corrected, i'm sure we could launch the game as is right now (hell that's what EA does, haha) [just kidding]. Once we get that out of the way, then updates 'should' be out faster.
sleep_21
Dec 12 2003, 04:36 AM
If you want, I'll contribute some heavy metal dropped-D (guitar) riffs, i think that's what you'd expect from a hardcore multi-playing tank blast-fest. I'd be honored to contribute to such an awesome project.
GRiFFBALL
Dec 12 2003, 05:28 AM
This just keeps sounding better and better! I Cant wait for a release.
So, Unpro What exactly is there left to do on the game?
and roughly how big will it be?
Wishi
Dec 12 2003, 10:16 AM
Well, I think at the moment The_UnPro is just getting the engine together. Once the physics and graphical base is all worked out, then he can start working on the actual gameplay.
The unProfessional
Dec 12 2003, 11:07 PM
Yeah, exactly right... once the core engine components are done then it will become an actual game

the vehicle physics are at a point where I think it's acceptable. Fine tuning will definitely come later, and even possibly some serious changes to the physics. But everything is set up with that possibility in mind. As of now, full rigid body physics are supported. The only thing that realllly sucks is the friction. Weird sh*t goin down.
Currently I'm taking the level/terrain to the next level... support much larger terrain patches and I'm hoping we can design at least two great levels for initial release.
I'm starting next on the net code and making this thing multiplayer. At that point, we can test game aspects in a multiplayer environment to best optimize development time.
Thanks for EVERYONE's ongoing support! You guys rock. I will definitely need to figure out where to get good music, but it'll be in a while. Thanks for caring guys.
Some other good news is that I'm quitting my regular day job, to cut my work hours from 75 to 40 (yippy skippy, i can have a little bit of a life). Well anyway, more time for Jihad. ('bout time)
Also, I decided to create most of my GUI-based tools in c#.net because it's MUCH more rapid than MFC/VC++. But, has anyone else had problems with Dx9 under .Net? Do simple things like Indexbuffers not work or is it just me?
Wishi
Dec 13 2003, 10:34 AM
Good to hear your work load is cut down and then pushed back up by Jihad! I'm gonna have to take a closer look at C# as I've heard lots of compliments about it.
artynerd
Dec 14 2003, 01:46 AM
"there was a guy willing to write the music (he's @#*$ talented)... gotta see if he's still interested "It's Josh here, and yes, I am definitely still interested in writing music for Jihad, as long as you're still interested in
heavy metal 
tunes to compliment the heavy metal tanks

Good to hear you're still working on this game, it's looking amaaaaazing! Better than some OFFICIAL Xbox games that I've seen. Can't wait to dink around in an early build for inspiration!
BTW, I'll take
"@#*$ talented" as a compliment, thanks

... At least, I hope that was in reference to me
Later!
The unProfessional
Dec 14 2003, 03:48 AM
Josh! Damn right it was to you

Glad to see you've been following the progress. I was worried I'd lost your interest. When I started this project I was overly optimistic in terms of time. But, my choice was to maintain my original plan and deal with the work and time, rather than cut the project. I'll send you an email. I can send you a current build of the engine & content (basically just driving around). Not sure if that'll help. Sorry guys, I think right now Neil and Josh can mess around with it. But since it's far from tuned, I don't want it distributed.

Metal

... this metalhead would have it no other way. I thought of your tunes when I saw Maiden live a few months ago.
Neil has a phenomenal artistic talent... and now a good composer, too?
I'm the luckiest homebrewer there is...
Neil
Dec 14 2003, 10:05 PM
Josh out of curiosity, because this will come up eventually. Video game music has to loop, and it has to be done in a means to not annoy the hell out of the player too.
With jamming guitars, there is the possibility of wreaking too much havok on the listeners ears if they play for extended periods.
What is your intended course of action, and how long do you think your loops would be?
Shredso
Dec 15 2003, 12:28 AM
I have some music you may be interested in for the game. It is a 6 song EP of original Hard Rock/Metal that may be fitting. It is professionaly recorded and mastered. I also have some riffs and song clips that could be used as loops. When you are ready for music, let me know if you're interested. ed@fivetotheface.com
artynerd
Dec 15 2003, 01:09 AM
Josh out of curiosity, because this will come up eventually. Video game music has to loop, and it has to be done in a means to not annoy the hell out of the player too.
With jamming guitars, there is the possibility of wreaking too much havok on the listeners ears if they play for extended periods.
What is your intended course of action, and how long do you think your loops would be?
I agree, but before I can answer you best, I have a few questions of my own.
What format are you guys planning to use? MP3? WMA? OGG? Will the music loop fairly well, or will there be a little pause between looping? Will there be specific songs for certain maps, or will it cycle through the whole list? I'm assuming you'll want some specific title, credits, menu, etc., music in addition to in-game music.
As far as length goes, I can be as flexable as you want should you have specific requirments, ie, 1-2 minute songs to 10 minute songs, whatever you feel is best.
Personally, I think it's best to keep the songs at a steady, intense pace (if that's the style we chose, but either way, keep it consistant, ie, not too many contrasts of moods within one track), but also keep it kinda short (2:00) if you plan on looping. Then again, the intensity of the music will depend on the intensity of the game. For example, the music would dominate the atmosphere if we had thrash metal and the game was more strategy-based. Likewise, the music would be lost and ignored if we chose a more ambient style with the game was a more fast-paced, frag-fest.
In other words, there's a fine balance I need to strike. The music should compliment the general amount of action on screen. I'll have to spend some time with the game in order to get a feel for the style/pacing/length that would best suit the modes of gameplay.
I'd like to hear any ideas you guys have on how I should approach this project.
artynerd
Dec 15 2003, 01:27 AM
PS If you could, list me some game soundtracks similar to the one your after.
The unProfessional
Dec 15 2003, 06:44 AM
That all makes perfect sense. The only thing that sucks is the pace of the destruction will be directly dependent on both the size of the map, and the # of people playing. I suppose, in order to intensify things, the tanks would be unrealistically fast. I think this may turn it into the frag fest we're looking for. What do you guys think?
As for the looping, I"d imagine 2 minutes is a good way to go there. But, we can switch tracks during rounds, since potentially one brawl could last any arbitrary amount of time. To start with, maybe just two tracks, 2 mins each, with X # of loops per track before switching to the next. Just speculation :-
Mp3, WMA, or OGG are all sufficient. I'm thinking mp3 at this point, but OGG is becoming a very possible format. Although, any format conversion shouldn't be a big deal, I hope.
GRiFFBALL
Dec 15 2003, 02:37 PM
custom soundtracks would be nice as well
Wishi
Dec 15 2003, 03:39 PM
If you really want to go to town Uber, then maybe you could explore the XACT engine which would allow you to make some form of interactive music to go with the action.
Probably requires a lot more music though so might not be the best option
The unProfessional
Dec 15 2003, 04:56 PM
That'd definitely be pretty cool. Definitely something to consider later on. But as of now, we dont even have sfx :-
artynerd
Dec 15 2003, 07:39 PM
If you really want to go to town Uber, then maybe you could explore the XACT engine which would allow you to make some form of interactive music to go with the action.I was kinda thinking about that, but I don't want to complicate things anymore than they already are. I'm willing to write multiple piece tracks that could transist according to on-screen action. Could be very cool. Definitely something to keep on the back of your mind

I'll have to do some research on that one.
Keep the ideas coming!
artynerd
Dec 15 2003, 07:40 PM
PS If the format doesn't matter, I would prefer OGG for several obvious reasons, but mostly because IMO, it has less compression noise than MP3 or WMA.
The unProfessional
Dec 16 2003, 04:45 PM
OGG works for me
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