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TDUZoqqer

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Everything posted by TDUZoqqer

  1. Are you using scratch made physics? Or whose Setup do you use? I wanted to get Edy's physics back in the days i was working with unity. Now we bought this super fancy raytraced physics Setup for 250$ idk how it's called but its insane.
  2. Looks good! I like the fact turboduck is evolving into an indie game dev forum :lol: BTW just as a tip for the dev progress: don't add more than 1-2 cars untill the physics and all the car function scripts are working. This will just make a mess. I speak from experience lmao.
  3. Guys I know I suck in 3D modeling, compared to what they are looking for (despite the fact I am a 3D artist by profession, it's my main job and I know their requirements and workflow better than they self), but... should I?: Vehicle Artist - Playground Games
  4. Nice! Gonna follow the thread now. Hah, I am just an overenthusiastic piece of garbage who tries stuff he is not able to make :lol: But I guess as I have some knowledge about my project physics in particular, I will redo the physics from ground on one day or another. Or when the dude I watched the tutorials at releases his physics on the marketplace finally, I will get it, too. I perfer first, though. Visual scripting is literal cancer. But I can't write code. At my work we all use Unity and I can't help because neither I use Unity nor can I code. lmao.
  5. I failed physics. Badly. A good requirement for a completely physics based project I guess.
  6. Just because I randomly create new features I think are quite cool, I will post this little update: rims with weighted center caps eg. Rolls-Royce are now a thing. Took me way too long to figure out how to do that, but it works. It's pretty similar to how Need for Speed Underground 2 handled spinner wheels, just with a slight tweak. Note to myself: I hate physics. E: I abandoned this, though, as the engine has a bug in the way I place down the caps. So it's either not attached to the wheel (falls off the wheel) or the position is very laggy when car is moving. This bug exists since unreal engine 4.7 or so, which is 13 versions ago, so I doubt it will be fixed any time soon. E2: found a workaround. works now. Although it's not the most elegant and efficient solution ever.
  7. the vibe is insane in this one
  8. I should have seen that coming lmao
  9. Just wanted to give you a sneak peak behind the scenes. This is a function I was working and (I think) just finished. This is the logics behind selecting a bodykit. Just selecting. Like, when you hover over a button this bodykit contains, without applying. "previewing" the bodykit before you purchase it. This badboy took me some day, a lot of nerves and even more coffee and cigarettes to complete. Who would have thought developing games is so difficult :lol: Just showing you so you won't be mad at me for not releasing 4 days ago. Sorry :D PS: Before real game developers show up and tell me "hurr durr I would have make it in 2 hrs EZ". First of all, I am not a developer, I am a designer. I work visually by profession, and visual everything, that's how I spent my last 10 years with. Second, yes I know for such big tasks you better write code than visual scripting. But I don't know c++ so I develop all in blueprints eventhough it's not the best solution. Graphics looks neato right now. I'm confident to have the graphics and environment setup done in a short time. Also I am working on the pause menue with settings right now, still a lot to do, but that's basically the last major menue to be created from scratch. Still have bugs here and there, but I'm on it.
  10. Thanks! Cool, can't wait to see it
  11. Thanks, will do, will take a little while till then though. Ill come back at it
  12. Hello, small update time. I keep it short as there is still a lot to do: out of the 4 main customization panels of the demo, two are working 90%, one is not connected yet and one remains to be made. One of the "nicely progressed" panels has 3 logics issues left, although they aren't quite easy and require some time for a workaround. I'm on it. The second is mainly UI. The wheel panel still needs the sync buttons, but it's quite easy to do. The suspension tune menue will be made when the rest is finished, otherwise it won't make sense. The not-connected panel needs tweaks in the main car file so this will have to wait till the end. Also, this one needs some extra logics for some circumstances, this will be literal nightmare to do. Graphics looks very good (in my opinion). A lot is still dependent on me modeling the environment, for which I have no idea what it should be hah. This will come after the logics and UI of the menue is done. I won't post any pictures of the ingame graphics till the release so you won't be spoiled :D Controls are working 98%. Some little tweaks here and there left. Keyboard and controller both supported now. I hope to have the demo done this year. Most likely it will be the 31st of December, but still :D Greetings
  13. I can't hide my TDU roots! Thanks! :) So folks, it was a little while ago when I last time posted about the progress. And I remember to have promised you a demo at the end of september. Well, turns out I was quite a bit overenthusiastic about that. I mean, I've made great progress over the time, but no way I can manage to finish all the Demo in this one week now. Additionally to that, I have quite a lot to do real-life wise, in terms of projects and stuff, so I barely can fix easy bugs in my free time. Sorry. I will definitly release this year, but I can't tell you with precision when exactly it will be. All I can say is, the demo is progressing well! I still have some logics to do before going onto optimizing and the beauty. I also already designed a very neat UI, so this will look really really cool at the end! Stay tuned :) I will keep you updated when I have news
  14. Small update :) Logics-wise it's on the right path. The slightly more difficult parts left to do. Tires need two new Databases and new textures, so it's not as quickly done as the rest. The suspension tune menue needs a whole new interface I didn't create yet, so it's another tricker. The sync buttons on the other hand are easy as cake, so I will just leave it till the end. They don't require much work, probably half an hour only. For the UI, I will most likely take some inspiration from NFS Payback with my own nuances. It really is pretty much what I like about car game UI.
  15. In further versions probably. I still need to take care for the physics before doing physics affeczing customization. When I will work on the physics a Lot i will concider this, as like it is right now this is very very Basic what i have.
  16. Small update, this is the rim menue progress so far: And with aftermarket rims, (I only have two ingame for debug purposes, so don't judge my taste in that), it looks like that: Sorry for blurring, I just don't want people to focus on the environment as this is still very very very ugly
  17. The franchise was bought by Bigben afaik
  18. I could make ugly self promotion now aka "well that's what I am working on", but in fact I am also waiting for a "TDU3". Really curious how it's gonna be.
  19. Right? Funny how people hyped it up as the best car game of the last years and now it's almost forgotten after such a short time.
  20. Hello :) The "main" body customization menue is 90% done (logics-wise, it still looks horrible), so i just started to brainstorm for the rims menue which will follow the body menue. What do you think? Any more ideas? Anything unclear? The circle is just an event for the system to check which brand is applied so it loads the writings for this brand. So it is not player-input related. The lines with the yellow icon are not "buttons in the panel" like the regular squares, but an action you can toggle. Tricky to explain. Like, you press "X" no matter which button you have focused, and it will sync. Hope you get it. Idk which example to show. The suspension menue is just a single slider-menue, similar to the one from Need for Speed 2015. Let me know, I am happy for any kind of input :)
  21. Yes that's obviously because your engine is turned off.
  22. Lorem ipsum dolor sit amet
  23. felt like posting a teaser :) Working on the preview I promised you guys. Still a lot to do, but making progress!
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