A siege pack
by James Thompson · 04/18/2006 (4:30 am) · 17 comments
This is about a 'Siege Pack'
It's called siege 'engine' beacuse I like that word
It's for DawnOfMen (maybe for you to... If I release a resource/pack)
I am now working on the mighty Siege Engine ;)
No really I am
So what is it?
The siege engine is all the things to do with siege (weapons, catapults, environment destroyers, destroyable walls etc) in a great big folder.
The point? There isn't one, it just makes me feel like im making progress :}
Calling Code...
Game.cs sends a call to siegeengine/init.cs which calls all the init.cs 's in all the subfolders of /siegeengine
which then loads the files in their subfolders.
confused? me too :(
game.cs has a call like this:
There were so many weapons that I needed to do a separate system for them:
Wow, the engine works!
All that code (theres a lot more, 1000+ lines)
Done by me
and it works!
You don't know what an achievement that is for me
There are, in total 31 files in the siege engine and i've only done basic stuff there will be over 200 files in the final version.
Whats this got to do with you?
Well the siege engine may be released either as a pack or resource and will have the following features:
-> Destructible terrain
-> Destructible buildings
-> Destructible environment objects
-> 100's of sounds and audio effects
-> Over 100 weapon models and their code (axes, swords, bows, pikes)
-> Over 20 new siege models (catapults, battering rams, etc)
-> New textures (lots)
-> Much more
So what d' you think? Good, Stupid?
I'd go with stupid, but Im very modest...
;)
It's called siege 'engine' beacuse I like that word
It's for DawnOfMen (maybe for you to... If I release a resource/pack)
I am now working on the mighty Siege Engine ;)
No really I am
So what is it?
The siege engine is all the things to do with siege (weapons, catapults, environment destroyers, destroyable walls etc) in a great big folder.
The point? There isn't one, it just makes me feel like im making progress :}
Calling Code...
Game.cs sends a call to siegeengine/init.cs which calls all the init.cs 's in all the subfolders of /siegeengine
which then loads the files in their subfolders.
confused? me too :(
game.cs has a call like this:
// Load up Siege Engine
exec("./Siege Engine/init.cs");
SiegeEngine();which calls this://-----------------------------------------------------------------------------
// Siege Engine
// Copyright (C) SphyxGames.com
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Load all files and echo results to log file
//-----------------------------------------------------------------------------
function SiegeEngine()
{
echo(" ");
echo("--------- Initializing: Siege Engine ---------");
echo(" ");
StartSiegeEngine();
echo(" ");
echo("--------- Finished Initializing: Siege Engine ---------");
echo(" ");
}
function StartSiegeEngine()
{
// Load Audio
LoadAudio();
// Load FX
LoadFX();
// Load Weapons
InitWeaponLoad();
LoadWeapons();
// Load Environment
LoadEnvironment();
}
function LoadAudio()
{
echo("Loading Audio");
exec("./Audio/audioProfiles.cs");
echo("Finished Loading Audio");
echo(" ");
}
function LoadFX()
{
echo("Loading Effects");
exec("./FX/fx_lights.cs");
exec("./FX/particle_effects.cs");
echo("Finished Loading Effects");
echo(" ");
}
function InitWeaponLoad()
{
echo("Loading Weapons");
exec("./Weapons/init.cs");
echo("Finished Loading Weapons");
echo(" ");
}
function LoadEnvironment()
{
echo("Loading Environment");
exec("./Environment/environment.cs");
exec("./Environment/destroyableenvironmentobjects.cs");
exec("./Environment/terrainDeformer.cs");
echo("Finished Loading Environment");
echo(" ");
}There were so many weapons that I needed to do a separate system for them:
//-----------------------------------------------------------------------------
// Siege Engine - Weapons
// Copyright (C) SphyxGames.com
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Load all files
//-----------------------------------------------------------------------------
function LoadWeapons()
{
exec("./Global/weapon.cs");
exec("./Global/radiusDamage.cs");
exec("./Bows/init.cs");
exec("./Axes/init.cs");
exec("./Swords/init.cs");
StartWeapons();
}
function StartWeapons()
{
LoadBows();
LoadAxes();
LoadSwords();
}Wow, the engine works!
All that code (theres a lot more, 1000+ lines)
Done by me
and it works!
You don't know what an achievement that is for me
There are, in total 31 files in the siege engine and i've only done basic stuff there will be over 200 files in the final version.
Whats this got to do with you?
Well the siege engine may be released either as a pack or resource and will have the following features:
-> Destructible terrain
-> Destructible buildings
-> Destructible environment objects
-> 100's of sounds and audio effects
-> Over 100 weapon models and their code (axes, swords, bows, pikes)
-> Over 20 new siege models (catapults, battering rams, etc)
-> New textures (lots)
-> Much more
So what d' you think? Good, Stupid?
I'd go with stupid, but Im very modest...
;)
About the author
Been a programmer for a few years, started when I was quite young and got into it so carried on through my life. Currently studying at Kent Uni in Canterbury.
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#2
-> Destructible environment objects
-> 10's of sounds and audio effects
-> Over 50 weapon models (axes, swords, bows)
-> New textures (lots)
-> 1 new siege model (catapult)
-> A little more
04/18/2006 (4:46 am)
-> Destructible terrain-> Destructible environment objects
-> 10's of sounds and audio effects
-> Over 50 weapon models (axes, swords, bows)
-> New textures (lots)
-> 1 new siege model (catapult)
-> A little more
#3
04/18/2006 (5:08 am)
It's a rather specific setup for something anyone could use, especially if it's all so integrated into your engine, picking out useful bits would be a pain. I would say you now have the proper setup for a Dynasty Warriors environment. So go make that because it would be totally awesome.
#4
Paul - Read my other .plans, DawnOfMen is kinda like dynasty warriors
04/18/2006 (5:13 am)
Paul - actually its just a drop in thing, drop the folder into server/scripts and add 2 lines to game.cs then you get all the features listed :)Paul - Read my other .plans, DawnOfMen is kinda like dynasty warriors
#5
04/18/2006 (6:45 am)
wouldnt "Denting" the terrain require a relight of the sciene? you going to end up with some messey lightmaps.
#6
04/18/2006 (6:47 am)
It does sound interesting. I would be interested in the breakable walls and such.
#7
"OK" :p
04/18/2006 (7:01 am)
Quote:Destructible terrain without changing source code?
Paul - actually its just a drop in thing, drop the folder into server/scripts and add 2 lines to game.cs then you get all the features listed :)
"OK" :p
#8
Stefan - Okay then most of the code is just drop in, I dont think much has been edited in the engine. I suppose I could release multiple resources rather than an all-in-one
04/18/2006 (7:22 am)
Allyn - Yeah it requires a re-light but beacuse the terrain is hardly dented it doesn't need much re-lighting so I don't re-light it, I might do a thing like dynamic lighting (real-time light stuff)Stefan - Okay then most of the code is just drop in, I dont think much has been edited in the engine. I suppose I could release multiple resources rather than an all-in-one
#9
04/18/2006 (7:30 am)
release it as a resource! =)
#10
04/18/2006 (10:17 am)
Is it really so impossible Stefan? I seem to remember GG saying the world editor and such were developed entirely in script and those deform the terrain.
#11
04/18/2006 (10:48 am)
Sound good, I like to see it.
#12
04/18/2006 (12:55 pm)
might have screenshots by next blog :0
#13
04/18/2006 (2:56 pm)
Hook it up, man! This is a great idea.
#14
or is it different?
04/18/2006 (4:47 pm)
is that the destructable terrain from this resource www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7343or is it different?
#15
04/19/2006 (7:56 am)
yes, it wasn't working as well as I would have liked though so I modified it; lighting, tweaking times/sizes, making it more 'real time', etc
#17
05/08/2006 (8:31 am)
Lol, It won't be for a while...
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