Author Topic: New Robot combat game- in progress.  (Read 41131 times)

Offline Conraaa

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Re: New Robot combat game- in progress.
« Reply #120 on: June 10, 2011, 07:47:57 AM »
I like this guy already.

Offline Skiitzzox220

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Re: New Robot combat game- in progress.
« Reply #121 on: June 10, 2011, 09:50:48 AM »
@RPJK (if you still read this after so long): Sadly it's impossible to create "useful" source code out of a binary. It is possible to create a "source code file" from a binary that will compile, but that's not useful. All the variables will names like "awf2f" instead of "number_of_bullets_left". Despite common belief source code is for humans, not for computers.

Oh dear, oh dear. How can people always lose source code in some way? Even the bigger projects only are 1MB of source code in total.

If I ever get my hands on a lot of free time I am willing to make "RA3". Before you start yelling "NOT GOING TO HAPPEN" and "YOU HAVE NO IDEA WHAT YOU ARE TALKING ABOUT", yes I do. I can't handle it alone, but if we can get a team together (maybe with http://gamedev.net/) we can do it.

Just my 2 (euro)cents.
I think you're one of the only people who won't be bashed for an RA3 idea
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Offline Mr. AS

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Re: New Robot combat game- in progress.
« Reply #122 on: June 10, 2011, 09:03:41 PM »
Shouldn't this be moved to Game Development?
How you make Alarm Clock Pizza is:
Step 1: You buy an alarm clock from the store, and then you have to break it and put it in the sauce.
Step 2: Fold the sauce in 5 slices and put it in the dough.
Step 3: Paint the eggs with a pitcher of a clock showing what time you want to wake up and eat pizza for breakfast.
Step 4: Put the eggs in the dough.
Step 5: Make it flat into a round shape and draw the time you want on it.
Step 6: Put some old steel to prevent other peple from stealing it.
Step 7: Make it flat and cut into 60 slices 1 for each minute in 1 our.
Step 8: Put in the oven set the timer to 30048813.2884 seconds and put the temperature on 'Volcano' setting.
Step 9: If you think it is take to long, then get yor alarm clock and set it to now so that it will ring and you can take it out.
Step 10: Take it out uv the uvin wen it is redy and go to bed. In the morning eat pizza and also eat yor hands bi mistake.

Offline Serge

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Re: New Robot combat game- in progress.
« Reply #123 on: June 11, 2011, 12:09:18 PM »
@RPJK (if you still read this after so long): Sadly it's impossible to create "useful" source code out of a binary. It is possible to create a "source code file" from a binary that will compile, but that's not useful. All the variables will names like "awf2f" instead of "number_of_bullets_left". Despite common belief source code is for humans, not for computers.

Oh dear, oh dear. How can people always lose source code in some way? Even the bigger projects only are 1MB of source code in total.

If I ever get my hands on a lot of free time I am willing to make "RA3". Before you start yelling "NOT GOING TO HAPPEN" and "YOU HAVE NO IDEA WHAT YOU ARE TALKING ABOUT", yes I do. I can't handle it alone, but if we can get a team together (maybe with http://gamedev.net/) we can do it.

Just my 2 (euro)cents.

Source SDK size:


If you are willing to join me (a C, C++, Python and Lua programmer) in creating a new game engine (and physics engine, unless we do some tests and Bullet fills our needs)  for 'ra3' then please contact me. I already have another developer that is willing to work on this (eFFeeMMe, a Python programmer), but us two aren't enough.
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Offline Vertigo

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Re: New Robot combat game- in progress.
« Reply #124 on: June 11, 2011, 12:12:11 PM »
EFFEs still around?

Offline nightcracker

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Re: New Robot combat game- in progress.
« Reply #125 on: June 11, 2011, 12:13:30 PM »
I don't have the time ATM, but I think that will change pretty soon.

And since you seem to have the same background as me (C/C++, Lua, Python) I think it will be a good fit :)

I'll contact you when I have the time :)

Offline Wolfsbane

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Re: New Robot combat game- in progress.
« Reply #126 on: June 13, 2011, 12:11:53 PM »
I'll do the UV mapping!
Man this needed an update. Anyways, Your local autistic idiot signing out.

Offline Serge

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Re: New Robot combat game- in progress.
« Reply #127 on: June 14, 2011, 04:25:00 AM »
EFFEs still around?

Yeah, although he doesn't really play RA2 anymore :P.
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Offline Zog

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Re: New Robot combat game- in progress.
« Reply #128 on: July 29, 2011, 07:20:33 PM »
If you are willing to join me (a C, C++, Python and Lua programmer) in creating a new game engine (and physics engine, unless we do some tests and Bullet fills our needs)  for 'ra3' then please contact me. I already have another developer that is willing to work on this (eFFeeMMe, a Python programmer), but us two aren't enough.


Surely modifying an existing game engine (such as Valve's Source engine or the Unreal Engine) would be easier and better than starting from scratch? Bear in mind that most game engines are derived from the Quake engine.
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Offline nightcracker

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Re: New Robot combat game- in progress.
« Reply #129 on: July 30, 2011, 08:46:57 AM »
Meh, most FPS game engines are derived from Quake, others not so much.

Offline Skiitzzox220

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Re: New Robot combat game- in progress.
« Reply #130 on: July 30, 2011, 01:00:51 PM »
EDIT: Nevermind I think the HPL engine is specifically designed for Amnesia: The Dark Descent and the Penumbra series
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Offline Serge

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Re: New Robot combat game- in progress.
« Reply #131 on: July 30, 2011, 03:29:18 PM »
Surely modifying an existing game engine (such as Valve's Source engine or the Unreal Engine) would be easier and better than starting from scratch? Bear in mind that most game engines are derived from the Quake engine.

There are a few problems with that, in my opinion:
  • most of the engines have a very unflexible API, with concepts that are not needed in a RA-like game, yet have to be used in order to use the engine to its full potential
  • ...which implies that a lot of custom boilerplate code would have to be written anyway, and, in my opinion, starting from scratch is as good or even better (as you develop the whole architecture from the ground up, and can make everything tailored to your specific needs)
  • I know the obvious candidates (Source, Unreal, ...) don't have physics engines that I'd like to have in the game. They're boring rigid-body engines, and using only these would mean creating something awfully similar to RA2. There is one exception into which I will look, and that is incorporating the Bullet physics engine into any sort of current game engines, as it offers some soft-body physics, and is open source.
  • personal taste, eg: Source being a bit old-ish and too tied with their internal physics engine, Unreal focusing on 'brown' FPS games...
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Offline Noodle

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Re: New Robot combat game- in progress.
« Reply #132 on: July 30, 2011, 04:04:56 PM »
Couldn't you at least try creating something with nig-rig soft body physics using rigid body physics?  I mean, it'd be best just to get a robot combat game out there so you can build up enough steam to get one with a proper soft-body physics engine done.

Something like GTA:IV's car crash deforming system (though done with a much better physics engine):


Offline Serge

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Re: New Robot combat game- in progress.
« Reply #133 on: July 30, 2011, 05:29:57 PM »
Couldn't you at least try creating something with nig-rig soft body physics using rigid body physics?  I mean, it'd be best just to get a robot combat game out there so you can build up enough steam to get one with a proper soft-body physics engine done.

Yeah, I know... I can probably make this my next "big project". I just need to finish up some paid work, my homebrew operating system, my Steam-interfacing library, my 3d engine...  :D.
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Offline Zog

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Re: New Robot combat game- in progress.
« Reply #134 on: July 30, 2011, 06:21:27 PM »
There are a few problems with that, in my opinion:
  • most of the engines have a very unflexible API, with concepts that are not needed in a RA-like game, yet have to be used in order to use the engine to its full potential This is true when it comes to the Unreal Engine, but bear in mind that the source engine was designed to have new features added and for it to modified - HL2 Cinematic mod springs to mind.
  • ...which implies that a lot of custom boilerplate code would have to be written anyway, and, in my opinion, starting from scratch is as good or even better (as you develop the whole architecture from the ground up, and can make everything tailored to your specific needs) A very good point. However a counter argument could say that it would take a lot of time building a completely new engine from scratch. What I suggest is build a new engine but take some elements from existing engines.
  • I know the obvious candidates (Source, Unreal, ...) don't have physics engines that I'd like to have in the game. They're boring rigid-body engines, and using only these would mean creating something awfully similar to RA2. There is one exception into which I will look, and that is incorporating the Bullet physics engine into any sort of current game engines, as it offers some soft-body physics, and is open source. I'm not entirely certain what you mean by soft-body physics. I understand you thinking that the Havok engine could be classed as boring, but it is realistic, and a certain degree of realism needs to be implemented into the game.
  • personal taste, eg: Source being a bit old-ish and too tied with their internal physics engine, Unreal focusing on 'brown' FPS games... Completely true when it comes to Unreal. However, despite Source's age, it still goes on, and is capable of many different things, if you know what you're doing.


What I suggest is to have a new game engine which has aspects from several other game engines (BSP map format for example), plus a good physics system which won't be too mediocre.


I would love to help on this project.
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Offline nightcracker

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Re: New Robot combat game- in progress.
« Reply #135 on: July 31, 2011, 08:10:54 AM »
Guys, a game engine is pretty much worthless for a game like RA2, because there isn't a robotic game engine. An engine is used to simplify expressing game logic, and there is no logic in RA2 apart from the AI. And even the AI must be handcoded, just like it was in RA2 (with the Python files).

What we need is:
  • a good physics engine (this pretty much makes or breaks the game)
  • a 3d rendering engine that simplifies rendering the models and arena
  • an embedded scripting langage for the AI and probably GUI

The first I'm not so sure of, there's a lot of choice here.

The second I have a candidate for, I am very interested in Irrlicht: http://irrlicht.sourceforge.net/

The third will probably be Python or even Lua. I'm working on a scripting language myself, but that's more of a personal project that I'm never going to finish.

Offline Zog

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Re: New Robot combat game- in progress.
« Reply #136 on: July 31, 2011, 08:15:25 AM »
The first I'm not so sure of, there's a lot of choice here.

The second I have a candidate for, I am very interested in Irrlicht: http://irrlicht.sourceforge.net/

The third will probably be Python or even Lua. I'm working on a scripting language myself, but that's more of a personal project that I'm never going to finish.


Bullet or the newest version of Havok.


I've tried out Irrlicht, it has a rather confusing interface. Creating a new game engine with elements of other game engines I think would be far better.


I agree with Python or Lua. They're the way to go.
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Offline nightcracker

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Re: New Robot combat game- in progress.
« Reply #137 on: July 31, 2011, 08:18:07 AM »
Oh and BTW, I can help the project with C++ coding, the scripting, and even GUI design. I have experience with GUI's, I made a skin for WoW in Lua before:

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Offline Zog

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Re: New Robot combat game- in progress.
« Reply #138 on: July 31, 2011, 08:20:30 AM »
I am able to help with it as well.


I can do arena designing for you if you wish.
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Offline That Robot is a Spy!

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Re: New Robot combat game- in progress.
« Reply #139 on: July 31, 2011, 10:22:38 AM »
TBH, we shouldn't call it RA3. That would have to be a massive amount of changes. Unless a proper company works on it, I'd call it RA2.5.