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Star Wars: Republic Commando 2 / Blog-WIP: Recent posts

We Are Back

Hey, folks!


We wasted some time, it happens, but we are back again. Started with transport and obstacle systems. Still have problems with Networking, but we will deal with it sooner or later. UE4 programming is a really cool thing!

Wait for a hover tank, ready-to-use obstacle system, new HUD concept, and more!
If you have any suggestion about how to make HUD concept better, we will gladly read them. Write us anytime.

Posted by Willhelm Sokolov 2016-10-24 Labels: update code transport obstacles HUD

Weapon Mods

Hey, folks!


Weapon Mods. Nothing to add. It's working: meshes are shown, and functionalities are present.
The only question now is who will design new mods, but it is a question of time.

Still there is no interface for it. Well, we have no ideas for it either. If you know UI+UX designer who will gladly help the project, please, let us know.

Posted by Willhelm Sokolov 2016-09-08 Labels: code update WM

Even more little progress

Hey, folks!
I've been busy playing around, but I came back. Here what we've got...


You can now choose next and previous item using mouse wheel (grabbed it from my test project).
Reloading functionality is working fine.

P.S. MP is working now. The problem was with Inventory (thanks to MS output logs, it was easy to deal with).

Posted by Willhelm Sokolov 2016-07-26 Labels: update code

A little progress

Hey, folks!
Small update...


Weapon System (WS) is now working for firearms (except for projectile weapon like rocket launchers, etc.). No doubt it need to be polished, but still... Rapid fire! I've been waiting for this for so long time, but it's working. It should work in network (since Shooter Example is the base).
Well, in two days I'll try to set reload and next\prev_item functionality up.

Posted by Willhelm Sokolov 2016-07-14 Labels: update code

Reworking the Iteractable stuff

Hey there!


First things first.
Never, just never use '!' in filepaths for UE4. It can cost you a possibility to build engine and your projects.
In Win it's sometimes useful to replace dp0 to dps0 in /Engine/Build/BatchFiles/some_filename.bat
And don't you think that if you can create Blueprint from abstract C++ class, you can GetWorld()->SpawnActor() of this class.

The second update for today is the interactive items structure.
There will be 3 types of interaction between characters and other world:
• Standart — stands for opening doors, picking items up, etc;
• Operational or Obstacle — climbing on the walls, rushing through doors, stunning NPCs — like in the Standart part, but it makes more noise;
• Force — killing moves (melee distance), making traps for NPCs, banging the walls and doors up — all that badass stuff.... read more

Posted by Willhelm Sokolov 2016-07-03 Labels: update restructuring code

"Starting" point

Hey there!

What do we have so far?


Weapon System (WS):
• firing, reloading
• different types of firearms
• possibility to switch between them
• damage types

TODO. But it should be completely rebuilded, because of reasons like incapability of networking handling, functionality (burst firing)

Lead Character (LC):
• movement (WASD)
• firing (no secondary fire or zoom yet)
• interaction with objects ('E'-'V'-Space for Use-Force-Obstacle Interaction, UFO!)
• chosing weapons ('1'-'4')
• started with Health System, damage taking... read more

Posted by Willhelm Sokolov 2016-07-01 Labels: update code
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