July 20, 2018, 10:57:45 PM


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 on: May 21, 2018, 05:11:37 AM 
Started by devast3d - Last post by EvgenS
Melee combat and 3D portraits

Hi everyone,

After half a year (geez.. time goes by too fast) overdue update on DO Reborn project is here. Some real-life things had happened and not a pleasant ones but let's skip the details, since "It's personal" as Morgan Bernhardt used to say. Good things are that the life and the project keep moving on regardless.

In the meantime, early version of melee combat mechanic has been implemented with following features:
- combat score (only wound points are taken into account)
- strike priority (3 groups: first strike (charge), normal, last strike (weapon type))
- charge bonus (temporary boosts unit strength, strike priority and combat score in the first round)
- wounds resolution changed from unit based to model based

In addition, user interface got battlefield map view which displays unit information when hovering with cursor over its banner.

Last but not least, we welcome Dougie who is working on 3D character portraits.Thanks to previous community knowledge he figured out how to re-implement portraits in UE4. More details about this can be learned in this thread of DO fan-forum.

Future plans is to finalize melee combat and continue with implementation of the ranged one.

Somewhat dated video of melee combat:

post from DO Reborn web-page with screenshots:

 on: April 29, 2018, 07:38:36 PM 
Started by mattressses - Last post by olly
Looking good!


 on: April 29, 2018, 11:01:28 AM 
Started by mattressses - Last post by dougie
just realized, I might have edited that 0.seq a while back, could be less than 64 Smiley

 on: April 29, 2018, 10:32:55 AM 
Started by mattressses - Last post by dougie
An update on the portraits implementation. The animations are looking pretty good
like the original, First scene is working with clicks.

Here's a screenshot.

I'm about to start on some ui elements, arrow buttons basically

I maybe need help working out which animation sets are used by each
character, there are a multitude 0-64
so it's a time consuming task

For example Clouse has animation set 26 immediately when he starts talking.

All the animation sets currently are in 0.seq

code looks like this:
c->SetBodyAnimation(26, this); or
for example
c->SetBodyAnimation(0, this);

 on: April 26, 2018, 08:13:52 AM 
Started by conradkoh91 - Last post by olly

Yes I can remote in this evening or over the weekend, just pop into our chat channel.



**Remoted in using TeamViewer 13 and fixed by setting compatibility but pressing Change Settings for all users

 on: April 26, 2018, 04:24:24 AM 
Started by conradkoh91 - Last post by conradkoh91

The game works fine, can run and all. But I've tried everything you said and the screen is still flickering and half purple. Could you recommend something to be done, or can we do a teamviewer?


 on: April 16, 2018, 08:08:33 PM 
Started by mattressses - Last post by dougie
Cheers  Smiley, I'll keep going with it till I've got some levels implemented, probably

 on: April 16, 2018, 07:46:28 PM 
Started by mattressses - Last post by olly
Very nice! Well done


 on: April 16, 2018, 06:32:17 PM 
Started by mattressses - Last post by dougie

 on: April 16, 2018, 03:48:42 PM 
Started by mattressses - Last post by dougie
Things are looking good here, but I have a few concerns like whether the system I'm making will run smoothly on slower computers, I'll have to test that out.  but otherwise I've got lighting to work with render targets.  I'll post screenshots of the grissburg scene that I'm creating.

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