Friday, October 16, 2009

late post

what iv done:

  • started the port over to torque 3d beta 5 (wasn't used)
  • started the port over to torque 3d 1.0.
  • c++ changes so aiplayers can fly ships.

Edit:

  • random debris created from available elements during explosion instead of the normal creation all elements as 1 object.
currently working on:

  • king of the hill gametype.

2 comments:

  1. Thanks for the update Will ^^

    We should only have a few completed modules left to port over. You have turrets / the script in yours right?

    I suppose once the field is set up - we can see who has a torque script change left to do for their assignment. If so, perhaps they can work on some AI scripting.

    Otherwise I might try to get them moving around. Are we able to slow them down (in proximity of target) more? Though they might come to a near stop.

    You've also been working with debris. We might just need to use one piece of general debris for each ship - if the loading time of the dts is not omitted or pre-done - and only done once.

    The same goes for meteors - of course they are less noticable with that method, than ships.

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  2. ah yeah i forgot about debris D:

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