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by Dr. John Nobody · 08/19/2004 (1:30 pm) · 28 comments
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#2
08/19/2004 (2:35 pm)
Tried to download the zip. Since there wasn't a "link" I copied the address and downloaded it that. Winzip says the file is incomplete or corrupted. Winrar says its part of a multi-volume file.
#3
08/19/2004 (2:39 pm)
Yep, zip file corrupt.
#4
Pulse Beam intermitted firing
Laser Beam solid firing
Electron Beam Lighting bolt Firing
Dual Pulse/Laser Beam twin beams
etc., I got a few more ideas about beam only weapons but those are types i would love to have
in my uh elitish like project. BUT it isnt ELITE!! :)
John H.
08/19/2004 (3:03 pm)
Very Interested!! Heh. Cobra ships dont fire bullets in Space LOL.Pulse Beam intermitted firing
Laser Beam solid firing
Electron Beam Lighting bolt Firing
Dual Pulse/Laser Beam twin beams
etc., I got a few more ideas about beam only weapons but those are types i would love to have
in my uh elitish like project. BUT it isnt ELITE!! :)
John H.
#5
Fixed the link, have a .rar up there that I know works... not sure whats wrong with my copy of winzip.
08/19/2004 (3:05 pm)
Johnny, we've set the code up so that you could make it do that easily with scripts, we'd probably include a few scripts to do things like that with explanations on what all the variables mean.Fixed the link, have a .rar up there that I know works... not sure whats wrong with my copy of winzip.
#6
08/19/2004 (4:08 pm)
Very cool! I like it, and I would be interested in this for my game. Only problem that I saw with it, is if the orc (Kork) runs through the beam, he should take dmg instead of just having to directly hit him with the end.
#7
08/19/2004 (5:06 pm)
CAn't wait to get my hands on this =) Great job Guys
#8
@Anthony: thanks buddy :D
08/19/2004 (5:43 pm)
@Steve: what do you mean? currently its set up so that it hits the closest thing in its path and emits an explosion and damage if its a player. In the beta we were rather liberal with the explosions but not with the damage. Currently you have to make a direct hit on the enemy and you have to make contact for several seconds to kill them, the explosion offers no damage. however, thats just a simple variable in the script, I believe its called radiusdamage or sometihng along those lines which will give a splash damage to coincide with the explosion. You can also set how much damage is given. We're hoping the beam class will be flexible to accomidate an abundance of different laser types.@Anthony: thanks buddy :D
#9
Do you mean like a laser such as the ones in Star wars (ie, short beams that fly through the air)? Thats probably better done with normal projectiles, but I could make an extra class that lets you do something like this and package it up. If you mean making the beam turn on and off quickly (the traditional sense of pulsing) then yes, it can do that easily.
Laser Beam solid firing
This is the default setting. Hold down fire and it drains energy and has a constant beam. Let go and it stops.
Electron Beam Lighting bolt Firing
Dont know what you exactly mean here... You can change the texture, and even make it cycle through multiple textures creating an animation. At the moment its just a straight beam from the beginning to the collision point, but it doesnt allow for a lightning/jagged effect. This might change however, depending on what people want.
Dual Pulse/Laser Beam twin beams
Yes, you can attach multiple beams to the same weapon, allowing them both to be fired at once or alternatively (this is all done script side of course).
Hope that helps. Any other ideas or comments to get more value for your money would be very appreciated.
Dylan Sale
08/19/2004 (7:22 pm)
Pulse Beam intermitted firingDo you mean like a laser such as the ones in Star wars (ie, short beams that fly through the air)? Thats probably better done with normal projectiles, but I could make an extra class that lets you do something like this and package it up. If you mean making the beam turn on and off quickly (the traditional sense of pulsing) then yes, it can do that easily.
Laser Beam solid firing
This is the default setting. Hold down fire and it drains energy and has a constant beam. Let go and it stops.
Electron Beam Lighting bolt Firing
Dont know what you exactly mean here... You can change the texture, and even make it cycle through multiple textures creating an animation. At the moment its just a straight beam from the beginning to the collision point, but it doesnt allow for a lightning/jagged effect. This might change however, depending on what people want.
Dual Pulse/Laser Beam twin beams
Yes, you can attach multiple beams to the same weapon, allowing them both to be fired at once or alternatively (this is all done script side of course).
Hope that helps. Any other ideas or comments to get more value for your money would be very appreciated.
Dylan Sale
#10
08/19/2004 (8:10 pm)
I ran another test. When Kork runs through it, he gets hit. So its working fine. Yes, I am interested and would pay for this.
#11
08/19/2004 (8:18 pm)
That's great to hear Steve, what kind of features would you be looking for in a beam weapon? Also, what do you suppose a fair price would be? We're just trying to get a feel for what people want and what they want to pay for it ;)
#12
I just fire the beam and let him run into it since he runs that same pattern all the time it was funnnnny.
Gives me a idea for emitters that make laser barriers to keep players out. Think burning force fields of instant death only you have to amp up the kill power so the brave ones dont try to just run through it heh.
@Dylan exactly the way you describe them is how I was thinking. except the electron beam shoots straight only it
has this obvious electric arching field that travels along with the blue beam.
More Beam ideas: Changing the look of beams is great but the type damage should be different as well
Sonic Beam: a Concentric Rings beam stuns
Tractor Beam: a Scatter mini-particle looking beam ala "star trek" Holds target when beam is on them
Ice Beam: a blue beam freezes target in place
Anyway just let me know when you beta that pack LOL. I got some crazy beam ideas as well.
John H
08/19/2004 (9:20 pm)
Spend a lot time burning old Kork to death LOL!! Works great for me. Yeah I would pay for a content pack of this.I just fire the beam and let him run into it since he runs that same pattern all the time it was funnnnny.
Gives me a idea for emitters that make laser barriers to keep players out. Think burning force fields of instant death only you have to amp up the kill power so the brave ones dont try to just run through it heh.
@Dylan exactly the way you describe them is how I was thinking. except the electron beam shoots straight only it
has this obvious electric arching field that travels along with the blue beam.
More Beam ideas: Changing the look of beams is great but the type damage should be different as well
Sonic Beam: a Concentric Rings beam stuns
Tractor Beam: a Scatter mini-particle looking beam ala "star trek" Holds target when beam is on them
Ice Beam: a blue beam freezes target in place
Anyway just let me know when you beta that pack LOL. I got some crazy beam ideas as well.
John H
#13
08/19/2004 (11:02 pm)
Nice ideas Johnny :D I'll work on those to be sure. Might give adding 'arcs' a go as well.
#14
08/20/2004 (1:15 am)
Very cool Eric!! I'l be looking into that one for sure!
#15
I'm thinking on doing a few for sale content packs as we wrap up the Beaver Patrol 1.5 beta. I'm thinking on selling them until demand falls off and then putting them into GB long term.
08/20/2004 (1:32 am)
Hey Dylan, did you have to do any engine coding? My guess is you did. Just played with it and it looks great guys good job! What are you plans? Content pack or a release to the community? You could probably sell it for 10-15 easy, especially if it came with a weapon model.I'm thinking on doing a few for sale content packs as we wrap up the Beaver Patrol 1.5 beta. I'm thinking on selling them until demand falls off and then putting them into GB long term.
#16
Also, this does need engine changes, however Dylan has kept things very organized and rather then having to cut and paste lines of code in tons of files, you pretty much just drop one class (new beam weapon class) into the engine and compile. Should be pretty painless.
08/20/2004 (2:31 am)
@Britton: Yeah, we were thinking content pack (we both need to stop losing money on game dev, students just arent rich enough for that sort of thing :P). We were also thinking 10-15 bucks with a couple models and maybe some other little extras. I'm glad thats the price everyone else is quoting, seems to confirm what I thought this was worth.Also, this does need engine changes, however Dylan has kept things very organized and rather then having to cut and paste lines of code in tons of files, you pretty much just drop one class (new beam weapon class) into the engine and compile. Should be pretty painless.
#17
08/20/2004 (2:31 am)
I'll paypal you 10 bucks for the code as is right now. Money well spent imho.
#18
As far as your content pack, I'd just be more interested in the actual "beam" class/scripts then the models as I will have my own models. As far as what I would pay.. I'd, personally, pay more than the $15. Just cause of the work it would save me.
Features: Just easy to configure your different beam type and options and highly documented. The "Beam" suggestions above are sufficent for what I wanted.
08/20/2004 (6:42 am)
@EricAs far as your content pack, I'd just be more interested in the actual "beam" class/scripts then the models as I will have my own models. As far as what I would pay.. I'd, personally, pay more than the $15. Just cause of the work it would save me.
Features: Just easy to configure your different beam type and options and highly documented. The "Beam" suggestions above are sufficent for what I wanted.
#19
In terms of the engine mods, Eric is correct. Two files that have to be added to your project (beam.c, beam.h) and the addition of the beamType in another file (so theres only 1 line of code added to the existing engine). Recompile and then drop the scripts in and you are done.
08/20/2004 (7:39 am)
LOL @ David Bunt. While not impossible to decipher, I would probably wait until I have commented it up nicely and done some documentation... Should be early next week as I'm planning to work on it this weekend.In terms of the engine mods, Eric is correct. Two files that have to be added to your project (beam.c, beam.h) and the addition of the beamType in another file (so theres only 1 line of code added to the existing engine). Recompile and then drop the scripts in and you are done.
#20
Feel free to use the GB code base as well (hint hint) since you guys also own GB feel free to add in anything else there too. Thats what GB is for... to help you sell stuff.
08/20/2004 (12:03 pm)
I'd recommend a diffent visual effect for the beam hit... the partilces it puts out now are a bit harsh on the frame rate. Good work guys! I like it. Just an idea but you could probably sell it better with a precompiled exe that comes with it as well as the class file.Feel free to use the GB code base as well (hint hint) since you guys also own GB feel free to add in anything else there too. Thats what GB is for... to help you sell stuff.

Torque Owner Erik Madison
Without viewing it, I'd say its worth 10-15. If you packaged it with a few more weapon models and differing beam scripts/art, you could get more.