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TDUZoqqer

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Everything posted by TDUZoqqer

  1. 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.
  2. I failed physics. Badly. A good requirement for a completely physics based project I guess.
  3. 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.
  4. 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.
  5. Thanks, will do, will take a little while till then though. Ill come back at it
  6. 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
  7. 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
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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 :)
  14. Yes that's obviously because your engine is turned off.
  15. felt like posting a teaser :) Working on the preview I promised you guys. Still a lot to do, but making progress!
  16. Oh wow i expected everything but an 11 Minutes video :O very cool thank you! I got to admit i never even Tested it for so long lol :D Rain light only works on the Gumpert :) the rainlight is a function from the motorsport so road cars like F40 and M5 dont have it. Its not the fog light! :D Thank you :) Glad you like it! By the way, as far as I know, there is one single bug in the function I kept as I didnt want to spend time fixing it. It is so incredibly insignificant that i dont even bother telling you what it is. You will most likely never realize in the further versions even, its that small. I mean unless i decide to fix it (what I most likely will do anyway). It bothers me a lot, but noone will ever see it :D downside of being such a perfectionist
  17. Isn't that fun just yet. Still needs a lot of polishing. That's why I won't release the physics level as a preview so soon. You basically described Horizon 3 :lol: I think our Berlin area is quite diverse. It also will save me a lot of time to go to locations for references :D Royalty free music is mostly sh.t. My opinon :rolleyes:
  18. Thanks a lot :) eventhough it was quite a pain in the butt to put in all the logics correctly, I am also very happy it is working as intended. In fact, this was an important task, as now I only have three functions to work globally on every single car - startup, event and frame check. It will save me like 2 hours for putting in new cars in the future, and cancel a lot of redundant coding.. Which is in terms of my car list quite some time already. I tried to keep the atmosphere quite dark as it was setup to see the lights the best. I kinda like the design, though, thinking to work with it in the future in one way or another. Hah, thanks. In fact, I made up the UI in an hour as I needed to rush and actually finish it at some point :rolleyes: Have some minor ideas how to continue the UI throughout the game, but also have 2-3 ideas for new, cooler design. I really like the UI of "Super Street, the game" which is in development right now, might adapt some elements of it here and there. We'll see. But as mentioned some times before, I am not an UI designer, so if you have ideas, just throw them in. Can't do nothing wrong with Forza models :D Ehh.. Might have to disapoint you. It most likely wont be at Forza level at any point, as making physics is extremely difficult and I'm not a geek in physics either. To that, I can only refer to one of my previous posts here in the thread: HERE Definitly. Driving level works with XO controller already. I just didn't have time to adapt it to the preview aswell yet, to be honest. But yes, XO will be compatible, hope for G27/G29 aswell, but this will be waaaaaay further in the future. Also with that, I refer to my post previously, where I talked about that a bit in depth :) HERE I am super bad at finding music. I mostly listen to two genres, which is Metal and Rap, and I want to keep the things more diverse than that. Also I listen to a lot of sountracks of other games, and putting those in mine wouldn't feel right (I like the NFS OST's but that would be blasphemy). Also in terms of music, the regulations for sharing music over the internet is a bit different than sharing 3D-Models or other assets. It might be concidered piracy, so it's not that easy. Would need licensed tracks, but as I don't have EA budged, it most likely won't happen :D Definitly gonna take a look at how to make users throw in their own tracks into the game.
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