This is an update to this article:
Moddb.com
An update has been released (June 26):
Imagetools.itch.io
What has been done:
- The backbone for the template system: you can now edit the object parameters, add new object templates, then add these objects to the map (currently through the features.ini file in the Levels/ folder). The object templates are placed in the Data/ folder. Currently only a small set has been implemented: you can add static objects (trees, stones), also you can construct simple hierarchies (which are not yet simulated, and unable to move). The tank in the plain view at the level start is an example (you can find its data in Data/Objects/Vehicles/Stuart/). The template system is a bit more complicated than that of Battlefield, as you can notice, but I think it will also give more flexibility. I'm planning more things to do here, like for example the inverse kinematics: where you can have, for example, the moving parts of a construction connected in the form of or a rhomboid (or a triangle with a plunger, see below) (which you couldn't have in BF1942/2). This may be especially convenient for things like artillery (where you can have moving parts connected in multiple points):
- The object collisions are now fully capable triangle meshes: BVH for the static objects, for the dynamic objects PhysX supports only convexes, so the convex mesh type was implemented, but complex (i.e. concave) objects will probably require convex splitting/decomposition, which hasn't yet been done. Still you can use this type of mesh even for the static objects (via "MeshType CONVEX" to the CollisionModelTemplate). The visualization of the collision geometry is currently disabled (due to the amount of objects in the scene which will easily overwhelm the drawer -- I'll probably fix it later), so you won't see much difference anyways (with the exception maybe that the balls will hit something in the air as without the decomposition the convex may overhang the mesh).
Screenshots and videos:
What's next?
- Probably the vehicles. I'll try to make them moving in the next release. I'm not sure if it will be the tank tracks yet (this is a serious matter to do), but the wheeled ones quite maybe.
all i can hope for is somewhat competent ai/bots
Yeah.. Seems like I forgot to add that to the list..
didnt mean to offend, i just see that this is a battlefield like engine, whatever it ends up being, its own game, a source port for the old battlefield games, i just hope that the bots are better than what dice could come up with. thats all man.
You didn't. There's a list of what to do in the previous article, and seems like I forgot to add the bots to it (and I had to, because I thought of it as well). :)
The original bot isn't too bad honestly.. I don't know if I can come out with a much better solution (to be honest I think if I can reach THIS level it will be not bad already).
Do you have any specific reasons why the bot is bad for you?
Yeah, the engine was initially made for a game which would be more like Red Orchestra or Post Scriptum. There were no plans to make any ports.