Matt's Day 8:
Well, things didn't go according to plan. It was too hot today and, after work, I really didn't feel like doing more coding, so there' won't be a Gyro 2.1 release. Instead, I'll try to entertain you with a list of upcoming features:
- Improved removal of FL_ONGROUND flag
- Attached forces affect their host entity, and instead can be given an ignore entity
- Attached forces are removed along with their host, but a new property can counteract this
- All 2.0 falloff types have been condensed into Gyro_Force_ApplyFalloff_Area()
- A new cone/cylinder-shaped falloff has been included
- A new property causes forces to only affect grounded objects (e.g. like an earthquake)
- Turbulence systems have been revamped to produce smoother motion
- Turbulence and ATurbulence force affects introduced
I'll be sure to make some noise in the Inside3D forums when I'm done, so make sure you keep your eyes peeled! All the best for the last few hours of the expo, guys!
Matt's Day 7:
Panzer! It's ready for download! I'm really relieved to have it done, since I was half-worried that I wouldn't get it released during the expo, much like last year.
I didn't get to do much coding yesterday (but I managed to record a Panzer demo with some friends), so the last few hours have been a bit of a rush to get everything completed. Tomorrow, if everything goes to plan, I should have Gyro 2.1 ready for release. Damn shame I missed the speedmodding, though - I
really like those Quake runes...
Matt's Day 5:
Well, I missed days 3 and 4 to some real-life activities. Don't worry though - it was all good stuff! Anyway, this evening I've been tinkering with Gyro a bit and I've started work on integrating it into vanilla Quake. So far, I've got the usual explosions and floating grenades, and I've also got monsters as active physics objects. It's damn fun being able to shoot them off ledges with the shotgun!
Matt's Day 2:
So, it's my second day here! I've been making a little bit of progress on Panzer and taken the time to get some Gyro screenshots, even finding a bug along the way. For Panzer, I'm still debating whether players should be allowed to shatter runes or if that honour should be given exclusively to the monsters. I'm opting for a happy-compromise at the moment and making players only deal half-damage to runes. I'll see how it pans out in some upcoming testing sessions.
Update: Panzer screenshots!
Matt's Day 1:
I'm finally getting my booth together! QExpo kinda jumped out at me before I was ready, but at least I'm practically ready to make some releases. Just a few more days and I should be done with my main projects, which'll hopefully leave some time for some speedmodding!
Stand Together:
Panzer is a team-based mild strategy game. Although your deathmatching skills remain as important as ever, you'll be joining battle with monsters - lots of them! Take and hold a series of floating runes to ramp up your power reserves, then build an army of the damned to help you crush your foes! Only demon blood can seal their summoning portal, so ensure you always have minions at hand to make the final sacrifice.
Plea: I'm a slow and not particularly good mapper, which is why Panzer only has one map available. If you know a thing or two about making good maps and have some time to spare me, or even if you've got a CTF map that you think could be ported, please let me know! Either get hold of me in the Inside3D forums or email me at
rogermelon at yahoo dot com.
Links and Downloads:
Download Panzer Beta 2 - finally, something new to release!
Coming around Again:
Yes, the other mod that made an appearance last year! Gyro is my QC physics library - it delivers all sorts of powerful effects through a simple interface, allowing it to be plugged into almost any mod in just a few minutes. Soon, everyone'll have floating grenades!
While you wait for the upcoming 2.1 release, I've got some screenshots for you to enjoy:
The new version will be mostly minor additions and bugfixes, but it's certainly going to be worth upgrading. I'm going to revamp the turbulence subsystems, to make them smoother and more realistic (less random jittering), as well as add some turbulence force affectors and new force properties. Anybody trying to use Gyro to blast monsters about will be pleased to know that I'm fixing a big bug with movetype_slide entities bouncing!
Links and Downloads:
Download Gyro 2.0 - previous version, new one coming soon!
Inside 3D - three Gyro tutorials
Error's Booth of Madness - unreleased Gyro-powered mod (even I don't know what it is yet!)
XavioR's MegaTF Dev Booth - another Gyro sighting