Game Development Community

Combat Starter Kit 1.0 Released

by Dave Young · 02/13/2008 (11:00 pm) · 80 comments

No one's on the bridge. Using the trees and larger rocks as cover, you weave through the foothills until you reach the foot of the bridge. Looking around, it's clear but once you're on the bridge there is no cover. You'll need a good 60 seconds to capture the flag.

You make a sprint for it, HEART pounding. As you reach the flag your brain registers what your ears have been hinting at... an Assault Chopper bearing down on your position too quickly... too late. You drop to prone and try to melt into the unyielding bridge. The flag crawls up the pole as the concrete around you erupts in near misses, debris flying wildly as the chainguns do their dirty work. Enough is enough. You unsling your rocket launcher and turn around as the heli pilot repositions for a final assault. You flip open the monitor and wait the 3 seconds it takes to lock on to the heli's heat signature. *Launch*

You can almost see the look on the pilot's face through the windshield as the rocket finds its target.

www.mydreamrpg.com/images/Screenies/CSKBanner545X115.jpg
We are proud to announce the release and availability of the Combat Starter Kit on our website:
Combat Starter Kit

You must be a registered owner of TGE to purchase the kit, this is a GG sanctioned product.

The CSK team worked for the better part of 2007 to bring you this new entry into the Starter Kit market.

Here is the result of their hard work:

www.mydreamrpg.com/images/Screenies/gunshipss.jpgwww.mydreamrpg.com/images/Screenies/jeepss.jpgwww.mydreamrpg.com/images/Screenies/tankss.jpgwww.mydreamrpg.com/images/Screenies/transportss.jpg
www.mydreamrpg.com/images/Screenies/CapturePoints.jpgwww.mydreamrpg.com/images/Screenies/Chutes.jpgwww.mydreamrpg.com/images/Screenies/CommanderMap.jpgwww.mydreamrpg.com/images/Screenies/CustomScopes.jpgwww.mydreamrpg.com/images/Screenies/DockWarehouse.jpgwww.mydreamrpg.com/images/Screenies/Interiors1.jpgwww.mydreamrpg.com/images/Screenies/LargeMapsize.jpgwww.mydreamrpg.com/images/Screenies/Lockons.jpgwww.mydreamrpg.com/images/Screenies/Mayhem.jpgwww.mydreamrpg.com/images/Screenies/MissionBuilder.jpgwww.mydreamrpg.com/images/Screenies/SpawnSelector.jpgwww.mydreamrpg.com/images/Screenies/SupplyDrops2.jpgwww.mydreamrpg.com/images/Screenies/Turrets.jpgwww.mydreamrpg.com/images/Screenies/Vehicle1.jpgwww.mydreamrpg.com/images/Screenies/VehicleBunker.jpgwww.mydreamrpg.com/images/Screenies/VehicleGUI.jpg
Gameplay video here

Here is a master feature list of specific changes and additions.

Vehicles
Helicopter (New Object Class)
Tank Vehicle (New Object Class)
Transport Helicopter with source art
Attack helicopter with source art
HumVee with source art
Tank with source art
Vehicle Repair Pads,
Vehicle Refit Pads
Vehicle Lockon and Lockon Warning System
Helicopters with multiple mountpoints and turrets
Gauge Controls (Velocimeter, Altimeter, Compass)
Customized GUI swapping depending on vehicle, weapon
Vehicle Location-based damage system
Steering Decay
Upright Camera
Weapon Camera (Barrel Cam)
Vehicle Throttle
Multiple Gear Transmission, Configurable RPMs, Engine Pitch
Tread/Track Thickness (Position Offset)
Rigid Body forces on vehicle
EngineOn/Off
Engine sounds for flying vehicles

Sample Classes
Engineer (Repair Tool)
Medic (Medikit)
Sniper (Sniper Rifle)
Support (Ammopacks)
Heavy Assault (Rocket launcher, C4, Detonator, grenades)
Assault

Commander Map
Supply drop
Vehicle and Place Icons
Target Area Set
Spawn Points
Custom IconType set on Shape Level
Optional spawn sweep cam (camera slowly moves in and focuses on player)

Other Additions
Turrets
Parachuting
Teams
Group Targets
Team Targets
Custom Player Positions (Swimming, Prone, Kneeling, Parachute)
Update Bounds Box, and optional Bounds Box Update to include weapon extent
Climbing: Buildings and Objects
Sliding Doors
Encrypted Zip support
Equipment Mounting and Reskinning
Mounted Object Fine Tuning (pass in a transform)
Individual Gravity
Flag capture mechanics
Team scoring
Base command console destruction
Radar destruction

New Art
Icons
22 New Interiors
2 New Player Models
Assault Rifle
M60
Shotgun
Sniper Rifle
Submachine Gun
Grenades
Knife


Weapons
Multiple Weapon Recoils
Exclude Built-in Hands Rendering of models
Sticky Bombs (C4): note: these do not follow when vehicles move
Bullet Line Tracers
Autoload when empty
Weapon swapping
Multiple firing modes
Switch to alternate weapon on noAmmo
Rocket launchers with lock-on
Head shot notification
Chainguns with spin-up
Configurable Directional Weapon Recoil
Ammo and Clip GUI
Custom Crosshair based on weapon

General
Allow multiple copies to run on same machine
SQLite Database Integration

New Gui Controls
CommanderMap
Generic Progress Bar
Vehicle Gauges
Vehicle HUDs

Drawing
dglDrawBitmapRotated
Animated UV support for mesh materials (variable speed directional animation)


Turrets
Allow multiplayer client control of vehicle mounted turret
Added max Pitch and Yaw to turrets for a configurable field of fire
Added configurable max pitch and yaw speed, to allow variable turret speed

Crosshair Hud
Per weapon crosshair
Weapon Range
Render Object Range
Optional Frame
Configurable Offset
Fill Colors, Frame Color
Lock-on Cabability
Change Name color based on team

Mapmaking/Level Editing
Object builder additions: add preconfigured clusters of objects (landing pad with lights)
Custom light objects


The price for all of this is only $99. Documentation and forum support included.
Combat Starter Kit
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#1
02/13/2008 (11:20 pm)
Holy s%#t!!!!!
#2
02/14/2008 (12:02 am)
Who said you could sell my helicopter code? :P
#3
02/14/2008 (12:28 am)
Just two questions:

When you buy the starter combat kit, you get all source files to integrate in to your own TGE build or you are selling a modified build of tge (just the exe) ? I just ask to know if i can integrate my code in to the SCkit.

What about a TGEA a version ?

P.S.
Great work !
#4
02/14/2008 (12:31 am)
That looks amazing!! I remember you saying that a TGEA version would follow shortly after the TGE version. I guess the upcoming update to TGEA has changed quite a lot of stuff within the engine but do you have an anticipated release date for the TGEA version yet?

Edit: What he said! (points up...)
#5
02/14/2008 (1:20 am)
The TGEA version is in the works but I don't have an ETA on it. This is full source code. A lot has been changed from stock tge code. For instance the helicopters... they have gravity. Thats right helicopters that actually fly like helicopters. :P
#6
02/14/2008 (1:31 am)
Good job! You should change the name to Battlefield starter kit though. ;)
#7
02/14/2008 (2:05 am)
Great! What I looking forward to see!
#8
02/14/2008 (2:55 am)
oooohhh... good,good now i have sandbox where i can test my cyborgs,robots and other stuff
will buy it ...
#9
02/14/2008 (2:57 am)
One more question regarding the TGEA version - will it be a completely standalone product at full price or will there be an upgrade cost from the TGE version? I have both engines and can't wait to take a look at the product!
#10
02/14/2008 (3:13 am)
@Tim H.

:)
#11
02/14/2008 (4:42 am)
Looks freaking fantastic, will be picking this up. :D
#12
02/14/2008 (4:56 am)
Is the art assets such as .dif files and models of original DCC file also available?
(I wonder the content pack includes .max file either or not)
#13
02/14/2008 (5:48 am)
@ Arron E

They deny it's my code however I played the beta and know that it is, adding a simple gravity flag doesn't change that. ;)

Oh, and the helicopters hardly fly like helicopters. A Torque flying vehicle with Z plane maneuverability is not the pinnacle of helicopter physics (nor are the severe collision issues and highly unoptimized network code of that vehicle class). They also used my sound effects for the beta (chaingun sounds) which were not free for commercial use (as stated on the resource page) but hey, some people are cowboys and others are not.

This whole kit is simply a bunch of resources from this site loosely stitched together. If that works for you, have at it. Otherwise, caveat emptor.
#14
02/14/2008 (6:14 am)
Nice pack, seems like alot of resources bundled together but still cool. Will definetely wait on a tgea build, will make a nice starter kit since alot of ppl are looking for battlefield esque games.

Since this has database support, does that mean it supports logins/persistant stats e.t.c ?
#15
02/14/2008 (6:22 am)
@ Tim : "This whole kit is simply a bunch of resources from this site loosely stitched together"...

Even if that's the case (and I don't believe it is), that many resources "stitched together" represents many hours of me not having to sit there and get outdated or buggy resources playing nice with the latest TGE and each other. That is more than worth it at that price.
#16
02/14/2008 (7:33 am)
Most of the time when a contract Programmer job is posted, the work requested is to "integrate resources." Almost anything that one would want to do with Torque has already been done as a resource at SOME point in time, but a lot of the most useful ones were done at least 2-3 years ago. It requires a non-trivial amount of work and knowledge to adapt those to work with the latest version of Torque.
#17
02/14/2008 (8:34 am)
Great Job Ash & Team!
#18
02/14/2008 (9:04 am)
Awesome job guys and gals!
#19
02/14/2008 (9:09 am)
@Tim, I'm fairly confident that if you diffed the source you would not be able to easily back up that rather strong set of statements. If resources were used for a beta or to gain ideas from, I would think that it would be flattering. The team was under instruction not to use any stock resources without permission and several passes were made after beta with this in mind. I invite you to check it out, please contact me privately via my profile email to arrange it. If a mistake like that was made it will be corrected immediately.

Just in case, we will disable the product until I have a chance to verify the note about the sounds.
#20
02/14/2008 (10:21 am)
@Tim - You do realize that 80% of the Programming Contract work done is a request of putting a bunch of resources togeather and getting them to play nicely with each other.

@Ashy and rest of the team - Great job on the Combat Kit here and keep up the great work. This is going to save alot of people many many hours of work and is a great step into getting a fast prototype up and running for just about any type of FPS game out there.
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