OZ VISION - Futurist Aircraft Simulator (WIP)

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Re: Prepare to flight whith 3D_ACE

Postby Deybar_TECH » Sat Aug 17, 2019 9:31 am

Ooh! Yes! :lol:
It finally exists!
(A_SoundPitch) is a reality from the new (GZDoom v4.2.0).

video:
https://www.youtube.com/watch?v=tIsb63x ... e=youtu.be

This means at least a 20% instantaneous advance in my project. Since the roar of Jet engines
is a unique and indispensable attraction of airplane games.
And with the smooth control of the tone of the sounds, not only the audiovisual presentation
of my game increases. But it also greatly simplifies all the codes needed for the engine
to be heard as I've always wanted.

Another good news is that my font for the main menu is already fixed thanks to this new gzdoom.
I would like my game to be available in more languages, and that the voices I will add very soon
are available at least in English and Spanish.

From 3D_ACE until now. I already verified the existence of at least 92% of my ideas.
And just need to check and build a few more things, to finally begin the final
production process that should be ready the next year 2020.
Last edited by Deybar_TECH on Sat Aug 31, 2019 9:06 am, edited 2 times in total.
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Re: OZ VISION zscript: language support

Postby Deybar_TECH » Tue Aug 20, 2019 5:25 pm

video:
https://www.youtube.com/watch?v=4P1lS_K ... e=youtu.be

Even though (Ace Combat Assault Horizon) is not my favorite. This is the only franchise game that has
multiple languages ​​for voices. And thanks to him, I can introduce you to this new feature of my project.
The recognition and emission of sounds based on the (Language) that the user selected in the menu.
These are the available languages:

"`VA00000" = Aleman/german
"`VE00000" = ingles/English
"`VF00000" = Frances/french
"`VI00000" = Italiano/italian
"`VS00000" = español/Spanish


With this I can already create a campaign mode that is much more convincing. But I need dialogues for the fictional locations, history events, names, weapons and other features that I am thinking for the final version of my project. Also, on the day I started working on this. I realized that it is not very complicated for me to add and synchronize languages ​​(Spanish & English). but it is very tedious to work with the other 3 remaining. Mainly the language (German) since I can't understand anything at all. and I could only guess what sound to use thanks to the messages written by radio and the routine of the mission 1. So for now I will move forward and add only Spanish and when I need it, I will add its counterpart in English so as not to deviate and complicate myself too much in this.

Maybe I can get an organized database of the voices of this Ace Combat and that would help me quickly add the dialogs
without having to record, cut and synchronize the sounds of my PS3 myself. Also this game has many other sounds that I still can't capture.

And just in case, does anyone know any web page that collects the clean sounds of video games?
I would like, for example, the sounds of futuristic weapons and devices (dead space 2).


Spoiler: ZScript: "Colonel William Bishop" A_BishopDecide
Last edited by Deybar_TECH on Sat Aug 31, 2019 9:05 am, edited 1 time in total.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sat Aug 24, 2019 11:25 am

https://imgur.com/0DLqI3k
I am working with 3d models of (google earth) and I am optimizing them for export in (GZDoom).
I will soon create a video with the terrain within the game and some more news. :wink:
Last edited by Deybar_TECH on Wed Oct 16, 2019 1:49 pm, edited 1 time in total.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sat Aug 31, 2019 9:34 am

https://imgur.com/7QLzpbI
https://www.youtube.com/watch?v=XLl5Ggq ... e=youtu.be
Finally, I can efficiently add textures and 3D models from (google earth) to gzdoom.
And now that I can adjust the color and density of the fog, if the option is activated (gl_fogmode: 2),
the result is more amazing and realistic.
Previously and from 3D_ACE v2, I found ways to add this feature. But it was very complicated
and time consuming to make this possible. And the result was not entirely satisfactory.





https://www.youtube.com/watch?v=d6pp245 ... e=youtu.be
Also prior to this. Finally perform tests with the (Fake SplitScreen) and gzdoom bots.
It is strange that sometimes they only ascend and nod without stopping.
And other times I try to control the plane that I added temporarily.
Disable radar type (acs) to see if I can transform it into ZScript.
And with the investigation of the shaders it is possible to build a 3D radar screen.
I also plan to conduct tests with guided missiles coming soon.
Last edited by Deybar_TECH on Wed Oct 16, 2019 1:51 pm, edited 1 time in total.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Wiw » Mon Sep 02, 2019 1:47 am

I don't think it's working. All I get is a room with a few regular powerups.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Thu Sep 05, 2019 2:32 pm

Wiw wrote:I don't think it's working. All I get is a room with a few regular powerups.


just out of curiosity, which generation did you download?.
I add help text files (EASA: INFO+readme.txt / 3D_ACE: README+info.txt) to avoid any problem. :|
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Wiw » Wed Sep 11, 2019 8:56 am

Both
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Thu Sep 12, 2019 11:02 am

Ok it's fine.
Sorry for the mistakes of these generations.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sun Oct 06, 2019 10:15 am

I've been somewhat inactive. :(

But now I can continue with the project.
These days I have been investigating how
Guided missiles really work. and what I found
It is very interesting and complicated. :o
much more than what commercial games such
as (ace combat) show in their mechanics.
this is radically changing the focus of my game
and you may have to redesign many things, mainly
on the (head up display / HUD)


and thanks to (Major Cooke) for giving me permission to use
the code (action Actor LockOn {}) of your project (Doom4D-master)
The modified ZScript code already works in my project and I will create a video soon.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Wed Oct 16, 2019 1:46 pm

Finally, the (lock-on target) system is almost complete since this new version G5.
I am still building the multiple locking function and the illuminating radar
for missiles type (semi-active).

and now that I know better the (ZScript: pointers), the game no longer needs to give each
object its own (ThingID / TID) nor will it depend so much on the objects (Inventory) to control the plane.
The latter is an important advance since since the first 3D_ACE could only control the plane in this way.

The (Head up display / HUD) was temporarily retired since I need to experiment more with the (Shaders: PBR)
and find a better construction method to create the visual effect I am looking for:
Image
higher resolution image


Spoiler: "electronic-trance music"

Spoiler: "3D Limit"
Last edited by Deybar_TECH on Sun Dec 08, 2019 4:50 pm, edited 1 time in total.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Tue Oct 29, 2019 3:40 pm

https://www.youtube.com/watch?v=-uca5VP ... e=youtu.be

The multiple search and lock-on system is almost complete.
The missile guide (semi-active) and integrating the famous countermeasures is not added yet.


In addition and from the previous video, my project no longer uses the properties and states:
(Health, Damage, Combo: Monster & Projectile, States: Death & Pain) to determine damages and deaths.
This is because I got bored of the classic system in which the (pointer: Target)
in the projectiles is its responsible launcher, and that the (Tracer) is the "target" it is following. :?

8-) :twisted: Yes, this means that I must forget and create replacements for many tools and functions such as:
(virtual: DamageMobj, TraceBleed, A_Chase, A_LockEx, A_BFGspray, A_Explode, A_SpawnItemEx, A_FireBullets, flags: +FRIENDLY, +MISSILE, +SHOOTABLE )
and cheats such as:
(]Kill monsters, ]MDK, ]God mode) and other countless internal tools
and ZScript functions that GZDoom has have and been used by all people for a long time.
In addition, the (Player start #) have other numbers (DoomEd number) so with all this,
officially my project is totally incompatible with the vast majority of projects, games and community maps.
Last edited by Deybar_TECH on Wed Jan 15, 2020 1:21 pm, edited 1 time in total.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sun Dec 08, 2019 4:46 pm

Well, the environment didn't let me work for a long time. :cry: :( :cry:

In addition, the changes that only recently made in the
game were not visible enough to publish or say something.


It happens that as I became familiar enough with
the tool (zscript: Let) I can now directly modify the
individual information of each object present in the game.
So the whole old tool-based system (A_Give + Take + Set Inventory)
had to be totally replaced by the new and more efficient operating system.



also, since I don't like the missiles or any other projectile launched
by the player, it just appears from nowhere. I am already creating
new codes and tools that allow any weapon, upgrade and accessory,
to be functionally and visibly equipped on the player's plane. 8-)
Image




and with some tests, the objects (Class: Inventory) can store much
more information than the property (Amount) so I think that
the game no longer needs the global variables of the (EventHandlers & Thinkers).
since a single inventory object may be able to store all the data that each player needs. :idea:
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Wed Jan 15, 2020 1:39 pm

The whole project is temporarily at rest,
since I am designing a new control scheme
because the previous one was not very comfortable when playing it. :?

In addition, I am also designing a new (head-up-display / H.U.D.)
because some new buttons and functions in the game require
additional icons on the screen. In addition the previous paper design was somewhat incomplete.
Image



And until all that ends, these days I have been working on a new plane that replaces
the very old one (F-15 S / MTD) since there are some new things that I need to try.
Analyze and work on many other 3D aircrafts and even try to quickly build a new plane from scratch.

The only plane that matches my tests and future plans is the (SU-57 “t-50 PAK FA”)
the problem is that since it is another 3D model downloaded from the internet,
it is not built as I would like. So I will add and rebuild many of his pieces and textures to suit my project.



In this video you can see all the moving parts that the plane will have inside the game.
The bad thing is that I had to remember that the plane needs a lot of work before animating almost all its parts. :oops:

Another big mistake of mine is that I built the new exhaust nozzle
for another model (Su 57) and now the parts do not fit correctly. :(
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sat Feb 15, 2020 4:40 pm

While trying to adapt the (su-57) 3D model from (Ace Combat Assault Horizon),
I wanted to paint it and change certain details to make it more versatile and
more futuristic. But the work required to modify the plane apparently
would be so delaying, that I decided to create the entire plane from scratch
to fix and improve some of the imperfections and details of the PS3 / pc su-57 aircraft.



And that is what I was doing these days.
NOTE: minor details are still missing, so the finished 3D model may be different.
Image
And even though it was more time consuming than I expected, I liked modeling this plane. :D
It would only be necessary to paint it and correctly create PBR materials for gzdoom.
Since I painted on the previous plane, an incorrect (normal-map) and that caused a very
defective lighting that I do not want to repeat for this new aircraft.



The bad thing about modeling the new plane, is that I could not improve the codes
of my project because I was building the whole plane, and also,
while I was building every piece of the plane, I found some small errors in the design of the Su-57 of real life.
So I maybe miss another additional time making these design changes to finally show it within the project.
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