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SonicGDK 1.30.000

Discussion in 'Fangaming Discussion' started by Xaklse, Feb 10, 2010.

  1. Aerosol

    Aerosol

    Not here. Moderator
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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    Short answer: Yes

    Long answer: You'd have to figure out how to add the chasing robot on your own, and editing those splines looks like it'd be a pain in the ass. But that's very possible, yes.

    EDIT: This is probably firmly within the realm of "Do it yourself, god", but I noticed that Sonic will uncurl when he slows to stop on slopes. There should probably be a check for how steep the ground around him is, and if it's above a certain steepness, he should remain in a ball and keep rolling. He should still be able to uncurl at any time with the crouch button, too!
     
  2. Do you still can't load the test map?

    Change the code of the class FamilyInfoSonic so that it points to your model, animations... Although you should use your own classes if possible.

    Well, it took 1 minute for me. Granted, I have a godlike PC, so I should have thought about that.

    The tutorial is correct.
    To enable Sonic Physics with BSPs and Terrains, use a SonicPhysicsVolume: it "is a bounding volume, an invisible zone or area which tracks other actors entering and exiting it. This type tells pawns to switch to Sonic Physics mode if possible."

    It is, you would need to code some basic movement, the boss and the three invisible parallel rails though.

    I added that a while ago but SpinDash was easy to be abused and exploited.
     
  3. Azu

    Azu

    I must be stupid. Member
    Well, I need to find some good UScript tutorials then.

    This what someone said on UDK forums.


    To which I replied:
    You can do scrolling textures in Kismet? Like turn it off/on?
    And Maybe a trigger that would stop movement except for left or right?
     
  4. James K

    James K

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    Ok, so now I have just about the tools needed to make a level now, as I found out how to add Sonic physics volumes to BSP so I can have Sonic literally be able to run on any surface.

    The main problem now is that something changed between SonicGDK preview 4 and 5 that made Sonic physics less reliable, the engine seems to be able to fall off things way more easily now, as in, it was possible to run all around a sphere and stick to it, but now sometimes Sonic can just fall off of it, this happens in the test level too. Any idea what variables were changed that would make Sonic fall off geometry more easily? Because I'd rather have Sonic be able to stick to geometry like in SonicGDK preview 4.

    In the test level, when I spin-roll down those set of 4 ramps, Sonic falls off when going too fast instead of being firmly put to the ramp

    Another issue is if I scale a model too large, I'm unable to collide with it properly and Sonic also falls off the model even if it's a level surface, is this just the nature of vector physics, or is it possible to fix this? Collision problems should only occur if the actual polygons are malformed, not if they're just scaled, right?

    ---

    I'm going to do more than just make requests, I'm very familiar with coding and I'm looking at the physics code of SonicGDK now, all I need to know is how to compile - After I edit a .uc file, do I need to do an extra step to make it a .u file and THEN I use Unreal front end to finish the compile?

    Some code questions:
    Where's the vector physics and collision code?
    Where's the code that determines if an actor should fall off geometry?


    I have MSVS 2008 installed and something else that is supposed to handle .uc files I think, could you tell me how to compile your code in full?
     
  5. UDK crashes for me, whether I try to run the 32 or 64 bit binary. Makes me sad, because I'd really like to construct something wonderful and amazing.
     
  6. Azu

    Azu

    I must be stupid. Member
    Post your specs.
     
  7. It's not my specs, it's the configuration of UDK. Don't worry about it.

    My computer's a beast, it can handle SonicGDK with ease.
     
  8. Azu

    Azu

    I must be stupid. Member
    I see. Did try reinstall UDK?
     
  9. I just added an option (disabled by default) which allows players to uncurl while rolling on ground.

    I'll take a deep look, but I'm afraid nothing changed aside from the UDK version.

    Looks like the collision model is deformed in a bad way.

    After you edit, just run the Frontend and compile.

    I can't help you, I always compiled the code through a batch file until late june (now through Frontend).

    Vanilla UDK crashes? Do you have an ATI graphics card?
     
  10. 1.00.005 is up!

    Code (Text):
    1. Changelog:
    2. * Improved SGDKHud documentation.
    3. * Moved SuperMusicTrack to SGDKPlayerController.
    4. * Moved "lose all rings" code from SGDKGameInfo's ReduceDamage() to SGDKPlayerPawn's AdjustDamage().
    5. * Moved Faction and FamilyID default values from FamilyInfoSonic to SGDKFamilyInfo.
    6. * Added bCanUnRoll boolean and its related code to SGDKPlayerPawn; if enabled, allows players to uncurl while rolling on ground.
    7. * Added MyGame script classes.
    8.   If you want to program a new code package to use your assets properly:
    9.   - Add or modify the files of the \Development\Src\MyGame\Classes folder.
    10.   - Open the DefaultEngine.ini file of \UDKGame\Config folder, add a new line "+EditPackages=MyGame" after "+EditPackages=SonicGDK".
    11.   - Compile; run the Unreal Frontend tool (\Binaries\UnrealFrontend.exe), click on the "script" button and choose the "Compile scripts" option from the list.
    12.   - Run the game with the option "SonicGDKTestMap?game=MyGame.MyGameInfo":
    13.      C:\UDK\Binaries\Win32\UDK.exe SonicGDKTestMap?game=MyGame.MyGameInfo
    14. * Added a pair of notes to the test map.
    15. * Updated the readme text file.
    16. * Included the SonicGDK logo in the zip file.
    - Download links: (requires UDK June 2011):
    DepositFiles / FileServe / FileSonic / HotFile / MegaUpload / RapidShare / Uploading / ZShare
     
  11. Azu

    Azu

    I must be stupid. Member
    Would it be possible to do something like the Red rings through Kismet?


    Also, I can't seem to get how the 2D.5 camera works, could you maybe do a tutorial? I was looking at the map, but it seem confusing.
     
  12. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects
    Yeah a tutorial would be nice for the 2D system's ins and outs as a kick start.
    I've been following all the tutorials and starter guides from the UDK site for a few Weeks now,( I started at the beginning and haven't skipped anything yet)
    trying to soak all that I can in for UDK. There is just so much to cover.
    Haven't even got to the Kismet stuff yet,

    Yesterday I began converting my Retro 3D green hill zone model over to be UDK compatible.
    ( in Ult 3d the engine wasn't picky about texture sizes like other game engines) (23x 75 for example)lol
    I have 100s of textures to re-UV unwrap to there corresponding models to make them fully compatible with UDK.
    I've Also taken most of what was before 100s individual textures and made Texture-sheets to get everything organized nicely for the UV unwraps.
    At this point I'm roughly around 80% finished with the conversion.
     
  13. It's possible... but what would you unlock with them? And you have to store somewhere that you collected all red rings before switching levels...

    I should explain the cameras & splines system, I'll try to find some spare time and write something about the matter.
     
  14. Azu

    Azu

    I must be stupid. Member
  15. StreakThunderstorm

    StreakThunderstorm

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    Mecha Madness
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Sonic colors model partially ported into GDK. Still needs a Ragdoll mesh for death and some animation tweaks.
     
  16. Aerosol

    Aerosol

    Not here. Moderator
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    Not where I want to be.
    Sonic (?): Coming summer of 2055...?
    Should've expected you to hop on this. Looks good Streak.
     
  17. DustArma

    DustArma

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    Learning Python.
    Great job, looking forward to seeing it in action, but why not port the Unleashed model or the Generations model if it has been ripped? Those seem to have higher polycounts than the Colors model.
     
  18. Azu

    Azu

    I must be stupid. Member
    I'm sure the unleashed mode is the same as Colors. And people are stingy with the Generations model, although, it's understandable.
     
  19. BlazeHedgehog

    BlazeHedgehog

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    The Unleashed HD model has totally been ripped, too. I remember goofing around with it in Garry's Mod.

    Then again, I am pretty sure the Unleashed HD model wasn't ripped with animations still intact, but the Colors model was. Though I guess if you just rigged the Unleashed model to the Colors skeleton it probably would work, but I'm no expert on how tedious that would be.
     
  20. StreakThunderstorm

    StreakThunderstorm

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    I don't have access to the generations models or the unleashed models due to the overwhelming stingyness of our lovely Sonic community. Since colors was readily available and had all animations intact, in it went. It was actually pretty fun to put into the engine. I sat and did it for 2 days straight. I may release this to the community because what good will me just posting screenshots do if I can share and have everyone use something I made?