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#1
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This thread is a continuation of "Dev Blogs" ( http://forums.empiresmod.com/showthread.php?t=2032 )
The discussion thread can be found Here Discuss elsewhere. ![]() This image is NOT IN GAME Last edited by Kylegar : 09-30-2008 at 12:43 PM. |


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#2
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This Blog Entry features Work In Progress information, and is Subject to change, even without me telling you.
GUI Blag: The Intro Hello! I'm Kylegar, a developer for Empires. Most of you know me, so I'll cut the introduction out, and continue. I'm currently working on a re-write of the base GUI controls, and, eventually, the menus themselves. Our goal here, is to do an eventual design overhaul of what you see, because the current interface is blocky, and, honestly, isn't very pretty. The way some of these GUI panels are designed, however, do not allow for any kind of new textures or layout redesign. So, I'm going to change that. Overall, My Goals are simple: 1) Create a GUI Framework that has the same functionality of 2.12 2) Make sure that the Framework scales to match any number of screen resolutions 3) Make sure that the Framework allows for any number of future features that are needed and finally: 4) Reduce workload implementing new GUI design in the present and future. Hopefully you can see that I'm working to create a functional back end for the GUI interface that is scalable in both display, and in the features that are implemented. Details...pls So, I'm still in the design and concept phase, and actually haven't punched any code out (that's coming). I'm playing around with Valves GUI controls (Panels, Image Buttons, etc), as well as what Krenzo had implemented. I'm also trying to formulate what pieces of code I can split out into new controls that would simplify the creation of new menus that you see. For example, one of the new controls I am designing is the Socketed Button and Socket Button Slot. This concept is used currently in the Vehicle Customization Menu, where you drag boxes into their respective slots on another part of the GUI. Currently, this is done with an image panel, and when you drag it, it checks to see if it has been left in a specific area on the panel. However, what I plan to do is, Create a new control, Socketed Buttons, that are dragable, and have a few simple parameters, such as Texture, Size (the size of the socket slot it needs), and the weapon/item that it holds. When a Socketed Button is dragged onto of one of the slots, It PostMessages its contents to the Socket, and the Socket checks to see if 1) its the same type as the Button, 2) It's big enough to hold the Button, and 3) There is enough room to hold the Button. Not only does this simplify the GUI, it is reusable across the other GUIs. For example, we can use it in the future Aircraft Menu, perhaps fit it in the Commander Interface, Or Drag Skills from a Skill Menu to the Class Menu. The options are there to create anything with these Socketed Buttons for any level of customization, without a ton of work to be done. Sounds Great! Whens it going to be done? 2.2? Well, Release dates are always "When its done", and, I doubt it will be finished before 2.2. Like I said, I haven't started writing code yet, I'm still conceptualizing different controls that are needed to rebuild the GUIs. The final design of the GUI is still up in the air as well. We have some pretty good Concept Mock-Ups, but, its all a work in progress, and we have nothing really to show at this point. If you have any questions or comments, the Discussion Thread is Here. Also, you can reach me on IRC, on irc.gamesurge.net , channel: #empiresmod . Peace out! Last edited by Kylegar : 08-07-2008 at 02:53 AM. Reason: Grammer |


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#3
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These are concept images showing how new GUI might look like. Commander GUI concept is being done.
New GUI might not be available in Empires 2.2 and the design might change. Some of these are very early work. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last edited by MOOtant : 08-15-2008 at 02:28 AM. |


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#4
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Doggeti has been working on concepts for the new HUD:
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


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#5
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We are still working on the commander interface, major commander revisions, squad revisions and, of course, the Scout. Lots going on right now, we will post up something a bit more concrete when we set things in stone. I can say the improvements are long awaited and should really improve Empires.
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#7
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Upon request, I am re posting some images I had already posted in the first Dev blogs thread. These are not in game shots.
Field piece/Anti-tank gun. ![]() The Arnaud-Amaury, named after the Papal agent who said "Kill them all, let God sort them out" before burning a church full of people. Its an AA half track but it dosent take alot of imagination to use it on infantry. ![]() The NF Sidewinder ![]() NF Heavy tank reskin ![]() The Beast, NF super heavy tank. Would be dropped by commander. ![]() |


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#8
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Well, I keep seeing ideas on the forums for aircraft models that I have already made. I love to see people getting into modeling and like to see thier work on the forums but just dont expect it to alwasy be included.
I've switched jobs in the real world so hopefully I'll have a little more time and can get some eye candy to all of you soon. Work on Empires is still going nicely, not alot to show since its mostly code side but bugs are getting squashed and things tweaked. We are in need of some good modelers as I am the only one on staff at the moment and we have, at the very least, got to make new LODs for the current vehicle models; not to mention the new stuff we'd like to get out to you guys. We are also looking hard at the commander and his/her role, the Scout, ballencing, and a great number of other things that should be coming down the pipe after these bug fixes. In the mean time, for those of you who lost the current aircraft that have been modeled I'm going to repost them here. This is the StingRay, the NF medium transport. She can carry 6 in the bay and two pilots. In the belly are mounts for MGs or chain guns, or what ever. Pads on the bottom allow the Stingray to carry vehicals. ![]() The Vulture is the NF Ground Attack Aircraft. She boasts a hard mounted vulcan cannon in the nose and a number of optional mounts under the wings. ![]() The Warthog is the NF Gunship and is also the oldest aircraft in the arsenal (She was decomissioned before Jeoktia was defeated.) She began life as a light transport but was quickly fitted with armor and guns. This model has a rotating turret, twin 40mm canons, 20mm canons and rocket pods. In game versions may vary. ![]() The Raven Mrk IV. Jekotia and the NF's premier air superiority fighter. A more detailed history can be found here, albiet without pictures. ![]() and the lowpoly version ready for game. ![]() |


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#9
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Code Blawg the Second
The Myth, The Legend, Two point Two You have all heard the rumors...I changed the #empiresmod topic...There an uncanny increase of activity on the forums... What does it all mean? Well, I'll tell you. 2.2 is coming. And it isn't just "Coming", its...Coming soon. I'm not gonna tell you when just yet, but, I will tell you that it will defenatly be a treat. Changes?!? There is going to be a TON of changes in 2.2. I mean, a TON. We are compiling the changelog, and, I'll tell you, it's pretty big already. Weapons are being re-designed, there's new researches, you can finally voicechat in the Vehicle Customization window... Ok, Fine, I wont be that vague. For some reason, over the break since 2.1 both empires have forgetten how to spawn on their APCs, and in 2.2, you now must research the spawnpoint. Meaning, There's a new research in Mechanical Engineering, "Advanced Personnel Deployment", that grants the ability to spawn on APCs. This was implemented this change to slow down games, and stop the "Party Bus rush", but, it's in the first tier of researches, so, you will see it pretty quick. This doesn't change the APC's ability to give ammo, so, you can jump in and re-arm and heal if an APC shows up. Also, Commander Vehicles are locked for 60 seconds after the game starts. Oh, and 9mining is gone. What about Weapons? Well, there is a big overhaul in the Weapon code and scripts. However, I need a disclaimer right here, because, well, its weapons, we are changing the scripts every day. SOME THINGS HERE IN THIS SECTION ARE STILL NOT FINAL, AND MAY NOT BE IN THE FINAL VERSION With that said, the changes are Radical dude! The BE AR is now 3-round bursts, and has the same role as the NF Heavy Rifle, Medium to Long range, and a relatively high damage output. Of course, don't try storming around a corner with this baby, because you wont get enough shots off. Instead, use the reconfigured Brenodi Heavy Rifle, with a moderately high rate of fire, this gun is perfect for close range combat. The NF's Assult Rifle is for close-range, medium damage, and the Heavy Rifle is perfect for Medium to long range, due to its Single-shot nature. Of course, these names will probably change, but, the roles are there now, and you now have to make a choice, Hit at a distance and be terrible up close, or, be great up close, but cant hit the broad side of a barn if it's too far away? The SMGs are getting changed too. No longer are Engineers plagued with crappy peashooters. The damage of both SMGs have been uped, and the RoF has dropped a bit. Grenadiers haven't been touched all that much, mostly because they are anti-tank. However, rumor has it, that he has a machine pistol (Read: Sorry to get your hopes up, it was a bug...I had to mention it though). And that brings us to... SCOUTS!!!!111one oen elevenone Here's the bad news, and you are all going to hate me for it. Scouts aren't changing for 2.2. Nope, sorry, no changes...yet. The scout is being overhauled for 2.3, but, as of now, he isn't feature complete, and pulling the sniper rifle is just going to break the class even more. If it's any compensation for you, We moved him to the bottom of the list when selecting a class. Engineers are now the first class you can pick on the selection menu, and it will be the class you spawn as if you just hit "Accept". In Conclusion That's only a small part of the changes in 2.2. Of course, the 2.2 is on the Orangebox engine, so, we are moving over all the particle effects to the OB engine, as well having a ton of OrangeBox effects, like improved HDR, a bit of Motion Blur, and a few other things. So, when is it coming out? Well, I'm not going to say, but, Its gonna be soon, and I mean really soon. I left a hint in the devblog about the release date... Have fun! Last edited by Kylegar : 10-13-2008 at 09:20 PM. |


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#10
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Well, as some of you may have surmised, there was a slight hiccup with 2.2 concerning the commander. Our ingenious coding team, however, has that sorted out and 2.2 is once again on the fast track. You should be seeing something more VERY soon.
On my front, however, I am forced to begin work on 2.3 and some of the new artistic goodies therein. There has been a great deal of discussion about the gameplay of Empires, the role of the Commander, how to improve the mid-game and make squads more important/robust. The changes to the Scout will be extensive and will include a shotgun. That's what Im working on right now, getting the pretty highpoly shotty into a workable first and third person view along with animations. I also have a good concept drawn up for the BE shotgun as well and I think you all will be pleased. Ofcourse you'll get pics when I have them. Other changes that we hope to have comeing your way soon are new Jeeps and, yes, Jeep attachments. To this end I had to make an entirely new NF Jeep. I know, I know, you all love that seldom used monstrocity but I hope you'll like what I've come up with. Unfortunatly I modeled it for my portfolio first and as such it has pretty show room paint; completly unacceptable for the Northern Faction. So, all I can show you is one of those practically useless silhouette shots. Once I bang it up, cover it with gear and add a few dozen years to its life, you'll get a better pic. So I give you the first partial view of the "Taurus" the new NF multipurpose vehical. |


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