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Combat-Helo Dev Blog

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Drivers again

Seem to be having performance issues with the new nVidia drivers 257.21   I noticed the reported OpenGL version has done up from 3.2.0 to 3.3.0 Repeated launching over an hour will sap the frame rate to around 1, yes one. No apparent memory leakage. But other games are fine. Also the editor will remain unaffected unless importing the Apache model where it will sometimes exhibit a black skin.   So there's some combination of factors I need to understand, the current Apache model with it's re

Flexman

Flexman

Nothing serious but one reader sent in this...

From an Australian gaming mag (and those guys are tough cookies) at the bottom of a review of Take On Helicopters...     Thanks for the mention guys the picture is a bit out of date though, but what the hell.   Source

Flexman

Flexman

New oak-tree billboards in place

While I'm spending hours pouring over interfacing the flight model, AD has been tinkering with billboards again, finding a blend of shadows. There's still more to do, I want a ground fog layer, multiple layers, realistic light scattering and a more dynamic LOD system which we can't do yet. AD is reducing the tree poly counts from 1,500 to 500 on the LOD1s. This should improve shadow performance a little.   Looking at shadows again, I came across a GameDev.net post that I might look into. It'

Flexman

Flexman

Internal views

Added some fixed internal views for 'quick' look downs and drama shots.   Wiper dash...this has a little vibration.   Pilot displays...   Over shoulder...   Pilot engine controls (startup and lighting)...CP/G similar (not pictured)   Co-pilot target panel (TEDAC)...   I think a 'foot-well' cam will come when we get a pilot model in game so we can see the crew looking around. And I think we could use an ADI/Comms panel view. Feel free to suggest a few more.   Source

Flexman

Flexman

Tonight I have mostly been coding...rotor RPM

Actually the rotor brake system. I'm not really clear what would happen if the rotor brake is off when you move the power levers from the Idle to Fly position. Procedures say DONT, return the switch back to on until the engines are at flight speed (approx 100%). Once the engines are happily settled at flight speed flip the brake off and the rotors begin to turn. Watch the rotor RPM gauge on the MFD until it's in the yellow close to 100% then you're good to go.   Conversely, I'm not too clear w

Flexman

Flexman

Fingers crossed for good weather on Tuesday

Fingers crossed the weather is not too bad tomorrow at Gilze-Rijen air force base. Our man in the Netherlands is prepared for a day of audio recording for the Apache and Chinook.   Good luck Reck. Weather is pretty lousy here, high winds, low temps and rain, sat images and forecast is so-so. Expect wet weather and don't forget the 'dead cat'   Source

Flexman

Flexman

Command Tent - wip

We're not trying to re-create Armed Assault, or even build some form of Helicopter MMO. Our plan is to take the old school 2D interfaces of military bases and create 3D analogues. Mission assignment and planning is done in the command tent. This is still exploritory, we have a number of office furniture elements planned, some of which we have tried in the editor to get a feel.   There's more furniture to come. A mil-spec laptop/terminal, interactive map on a board (that's a copy of your person

Flexman

Flexman

Compounding a problem (child object counts)

Compounds, the Herat map contains approx 500 of them. Each one consisted of a number of walls and out buildings. Turns out, these sub objects chewed through a bit of processing time. In effect there were 7500 objects getting worked through. That's a lot and it was reflected in the performance in LE 2.31 on a fully dressed map.   By collapsing the compound models into a single object for the lower LODs we saw a large increase in fps in LE 2.31. Although LE 2.32 shows not much difference (it's a

Flexman

Flexman

SimHQ Dev Diary update

AD has been finishing more of the villages and green zones around the region. You can read more about it here...   SimHQ Dev Diary update   This is "Dara" in the Northern region (See map below)   Source

Flexman

Flexman

Upgrade 2.32 - let the fun begin

My wife reminds me that it takes typically two weeks after each engine upgrade to get things working as intended.   There's the odd "caps sensitive" issue in some of the LUA source. And a quick change of fw.Main to fw.main in Renderer to get ll the helo/sky scripts working. Rebuilding the lua-gluefunctions and making sure not residue from the previous version was causing problems.   All that's left is handling changes of appearance and shaders....and re-serialising all of the 3D work.   Pe

Flexman

Flexman

World clocks now in sync

The game world clock is now synced across network clients, time advance and day-night cycles locked. Accuracy is down to round-trip packet times plus a few milliseconds. More than enough to keep entity spawn times and waypoint navigation in close sync.   I'm as yet unsure how often to send clock updates, currently it's every half-second which is quite aggressive, it's easy enough to tweak. Clocks run on client and frame-rate independent so they don't need to be updated often. They just need t

Flexman

Flexman

Wipers and material updates

Another "gravy" feature which I wouldn't have spent time on had David (part man, part 3DSMax) hadn't made it so easy. He detached the existing low res wipers from the exterior model and created a single 100 frame animation cycle of both wipers complete with slight wobble. The two blades operate at different speed ratios too.   The cockpit wiper control was set to send it's setting as a key to both the exterior and interior cockpit model. Allowing for dual speed wiper control and a park mode

Flexman

Flexman

TrackIR Pro-Clip, shreded

The 3 active IR-LED head-tracker clip was never made of study stuff, constantly falling apart as soon as you put it down on the desk. Now it's finally disintegrated, I might have to resort to super-gluing the tattered remains.       Microsoft Kinect apparently shoots out hundreds of IR beams in a grid pattern and uses that to build a set of data points from which the software can pull out a skeleton, track body motion. It's a motion capture studio in a box. Brilliant, for indie game producti

Flexman

Flexman

Mipmaps caution light. Check your drivers, sir!

Periodically I'll create a debug build to see if any OpenGL errors popup and sure enough one did. Tthe MFD buffer mip-maps are created after rendering the contents with a call to buffer.GetColorBuffer().GenMipMaps()   Not much had changed except some additional meshes, animations, all the specular maps, actually quite a lot of material changes to the interior and exterior this past week. But the debug ran fine after building and running it on the laptop. My desktop wasn't having any of it.  

Flexman

Flexman

Virtual Waypoint Marker

The HMD of the new MTADS Apache comes with a number of 'virtual' items displayed to the pilot. The currently selected waypoint is made virtual in cruise and tranistion modes, the waypoint position is marked with a flat bottomed diamond with a dot in the centre. See the take-off point (W00) on the image below.   Flying with the flight path marker inside this symbol and you should head right to that spot.   Waypoint marker     Source

Flexman

Flexman

Flight model Mk2 update and roads

At no point before have I felt so much under pressure as I do now. Hence the lack of blog updates. The new physics engine is still being problematic but these are issues relating to -ff-math and tracking down typos, the odd logic error and other errors that occur when programming.   In a flight model, such errors result in numbers quickly blowing up, which they do. So I'm currently tracking down each issue, one at a time until, eventually, it should just all click into place.   I finally con

Flexman

Flexman

Units, Events and Triggers

I'm putting together specifications on the mission side of the game. To me, the bit that you 'play' is every bit as important as the simulation side, and while it's taken a back seat for now, things are getting to the point where it's time to get on and make it all work. Going through some of my older material on this, it needs to play like Longbow 2, have the crew management elements from Gunship 2000 and strategy elements from tactical board games on guerilla warfare and a bit of a story eleme

Flexman

Flexman

TSD started, avoiding work for a Split Second

Another little progress update but first a diversion. Yesterday I took some time-off to brush up on gaming skills and really enjoyed Disney Interactive's "Split Second", one of the few car games I keep going back to since I typically find racing games tedious (lack of skill and patience on my part). However this game is almost pure adrenaline and I find my self coming back to try and shave off 2 seconds while avoiding exploding aircraft and collapsing control towers. Split Second is actually the

Flexman

Flexman

Mossie concept art

Just a short post since I'm busy being pulled in a dozen different directions; I got roped into helping someone create a short health and safety film, drafting a project proposal, raising finances and even managed to fix a long standing bug in Combat-Helo. Now the sensors, line of sight and all that guff is now WORKING again, Hooray. A quick background on that, an engine update needed to fix some occlusion issues slightly changed the Model hierarchy in a subtle way that changed how actual filen

Flexman

Flexman

Saitek Instrument Panel test

Had a quick play with Saitek's DirectOutput SDK, results are mixed but not bad. The MFD resolution in Combat-Helo is a native 512x512 and the Saitek Flight Instrument Panel is VGA 320x240, there's a bit of difference.   Sampling the buffer down to a smaller surface and then adding a suitable BMP header to send over to the device. Remarkably easy. I'll have three more please Saitek   BUT please can you make an FIP version two with a 512x512 square ratio display? Or at least increase the ve

Flexman

Flexman

WEP page (advanced)

This is OpenGL, vector based rendered to an offscreen buffer, now with added mipmaps. I'll try and detail the functions of these pages and sub-modes as I go and allow you to submit corrections early on.   The WEP (weapons) MFD page   Pictured below shoing the gun sub-mode. Main feature is the bust limit selector on the left side indicating the number of rounds fired when the pilot commands. The bottom MFD buttons marked GUN, MSL and RKT will switch the weapons and display rounds and options.

Flexman

Flexman

Middle East city block

Dexsoft's Middle East City pack has been tweaked by the Dave-9000 supercomputer and has produced a low poly high density city block of 1038 polys. Requiring heavy edits of UV co-ordinates and placing all the textures onto a single surface for blinding performance.   Perfect for iPhone and as a building block of the high-density city of Herat.     Source

Flexman

Flexman

Splash one load screen

We've been using the black and orange diamond logo for some time, it needed to reflect the game colour palette. As a 90's homage to sims of that era, a saturated colour scheme with the GUI elements using 90'-45' angles, black and orange. Two contrasting colours that are visible against most backgrounds.   It wasn't until after I had designed and coded a number of elements that I noticed other military games using the same colours.   Why bother with stuff like splash screens at this stage?  

Flexman

Flexman

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