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TIGSource ForumsCommunityDevLogsTolroko - A John carter & Avatar inspired openworld game
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Author Topic: Tolroko - A John carter & Avatar inspired openworld game  (Read 63826 times)
surt
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« Reply #200 on: July 03, 2013, 12:06:55 AM »

Yay! No black screen on my Radeon 7870 and I can even see it with all the eye-candy.
The new adobe buildings look much nicer.
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dvoid
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« Reply #201 on: July 29, 2013, 01:17:03 PM »

Progress report:
Team Tolroko is working as hard as always!
Heres a few of the things we have been working on.

* distance blur post effect
* city walls
* FSM based animation system in progress
* Weapon tweaks and effects
* Ship control tweaks
* Loads of new concepts for characters, ships etc
* Kakari character model in progress
* Loot tables
* Building system uses resources that can be acquired trough trade.
* 3rd person camera
* RPG rockets leaves scorch marks and creates craters ( by modifying heightmap )
* Build able sentry guns


Mountains far away gets blurred, gives an even softer feel to the world.



Kakari concept by Bartosz Tchorzewski
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dvoid
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« Reply #202 on: August 01, 2013, 12:36:33 PM »

I wonder, is there any interest out there of source access to our engine ZeroFps?
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dvoid
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« Reply #203 on: August 18, 2013, 10:14:59 AM »

And heres a new build of Tolroko ( V 0.70 )
With a completely new AI system amongst other things.

http://goo.gl/VOJEnx
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dvoid
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« Reply #204 on: August 18, 2013, 10:32:15 PM »

AI System overhaul involved creating a state machine editor.
Its written in python using PyQT.


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eobet
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« Reply #205 on: August 27, 2013, 12:31:56 AM »

AI System overhaul involved creating a state machine editor.
Its written in python using PyQT.




Ok, inside dev question. The block diagram with the spline line connections. Is that a 3rd party library you're using or did you create that from scratch?
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dvoid
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« Reply #206 on: August 27, 2013, 09:58:52 AM »

AI System overhaul involved creating a state machine editor.
Its written in python using PyQT.




Ok, inside dev question. The block diagram with the spline line connections. Is that a 3rd party library you're using or did you create that from scratch?

Im using the QGraphicsView widget in QT to draw the diagram, it supports drawing splines and geometric figures.
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eobet
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« Reply #207 on: September 11, 2013, 06:44:41 AM »

Super, thank you for the info!
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dvoid
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« Reply #208 on: September 15, 2013, 09:18:01 AM »

Mixed screenshots:





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dvoid
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« Reply #209 on: September 30, 2013, 05:40:57 AM »

Been working on a new flight control system, the new system is very much based on the system used in X3 , but adapted to work with airplane controls ( instead of space ships ). Might create a new build in the near future to let you guys test it out =)
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dvoid
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« Reply #210 on: October 14, 2013, 10:34:06 AM »


Been doing some experimentation with a grain post effect, I kind of like this look =)
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eyeliner
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« Reply #211 on: October 17, 2013, 01:05:16 AM »

Tolroko (c) Richard Svensson & Tolrokians...
 Tongue
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dvoid
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« Reply #212 on: November 02, 2013, 07:09:34 AM »

Made a new Tolroko dev video. It shows some new stuff like:
New flyer control system, ship dogfighting, Layred materials (boxes & rifle), camera shakes, Grain post effect ( youtube compression pretty much ruins it though )



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surt
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« Reply #213 on: November 02, 2013, 12:01:59 PM »

Looks sweet, dig tracking down enemy craft by their exhaust trails.

The dense bubbles of cloud bug me. They going to be getting more natural looking?
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dvoid
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« Reply #214 on: November 02, 2013, 04:15:47 PM »

The dense bubbles of cloud bug me. They going to be getting more natural looking?

Maybe, it depends on if i can find a better/easier/faster way to do it =D, would actually
like them to be maybe even denser...but above all bigger, would like the cloud scape to feel like a landscape that you can fly trough, where the clouds almost feels like floating water bubbles, much like in the movie "Nausicaä of the Valley of the Wind" etc
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dvoid
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« Reply #215 on: November 25, 2013, 03:18:06 AM »

No we are not dead, just very busy doing awesome stuff =D.
Heres some new really awesome mood concepts by Bartosz Tchorzewski.



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dvoid
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« Reply #216 on: December 09, 2013, 11:35:49 PM »

Made a bloom post effect shader.


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dvoid
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« Reply #217 on: December 11, 2013, 03:15:01 PM »

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dvoid
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« Reply #218 on: December 29, 2013, 06:26:47 AM »

I made a new build:
https://docs.google.com/file/d/0BwYsvMu4jw8vRlNEQlUtN0JnS00/edit?pli=1

There is now a public server at:
ghostlord.no-ip.org

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dvoid
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« Reply #219 on: December 31, 2013, 07:03:18 AM »

These are Tools created for our engine ZeroFps and used for
the development of Tolroko.



FSMed:  Finite state machine editor for editing ai state machines.
Modelviewer: for viewing models and animations.
ZeroBP: Blueprint (think unity prefab) editor for editing game objects.
Flow editor: For visual editing of flow scripts.
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