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Re: I will have very little to no time for FreePIE

Posted: Fri May 13, 2016 8:06 am
by TiagoTiago
CyberVillain wrote:It's a rigid body that is moved using velocity. The upside is that the weapons can't go through walls etc, pretty important in a multiplayer shooter so you can't cheat. The downside is that it seems imposible to eliminate that lag completely.

Edit: for now that code is just a place holder, if we can't improve it we might have to move it without rigid bodies and do the plumbing with collision detection ourself, but that's basically reinventing physx all over
How about using a non-physical model for the visuals, with an invisible physical model, and then swapping the visibility when the physical model collides?

Re: I will have very little to no time for FreePIE

Posted: Sat May 14, 2016 6:23 am
by CyberVillain
Yeah, thats one of my ideas too, another ide is to use a fixed RidigBody fixed joint atached to the controller, in theory it should produce less lag.

Todays update

https://www.youtube.com/watch?v=tC1ry0RufF8

There is a bug in our faked gravity when detaching mag, will have a look at that

Re: I will have very little to no time for FreePIE

Posted: Sat May 14, 2016 11:21 am
by CyberVillain
Early alpha of the locomotion system
https://www.youtube.com/watch?v=ZB_AL_llyKw

Re: I will have very little to no time for FreePIE

Posted: Sat May 14, 2016 12:44 pm
by cybereality
Good stuff.

Re: I will have very little to no time for FreePIE

Posted: Sat May 14, 2016 1:38 pm
by CyberVillain
Thanks mate.
I hope I get my Rift soon.. And the Touch controls, so that I can start implementing Rift support ;)

Re: I will have very little to no time for FreePIE

Posted: Sun May 15, 2016 4:04 am
by NeoTokyo_Nori
Interesting stuff.
Are you satisfied with the result so far?

If possible please show a demonstration of the Locomotion method being used.
(I know it is a pain in the butt to shoot and edit it though!)
:woot

Re: I will have very little to no time for FreePIE

Posted: Sun May 15, 2016 7:00 am
by CyberVillain
You mean live footage synced with the game? Ouch, my office is a dump right now :D

Will have to rent an office for all those cool live footage dev blogs people have :D

Todays progres was just a small one, implementing Y locomotion

[youtube-hd]https://www.youtube.com/watch?v=U2Bt0j- ... e=youtu.be[/youtube-hd]

Re: I will have very little to no time for FreePIE

Posted: Thu May 19, 2016 12:42 pm
by CyberVillain
We need to enable interpolation but still its very cool so see the rigidbodies sync over network

https://www.youtube.com/watch?v=n-HMbKiOb9Y

Re: I will have very little to no time for FreePIE

Posted: Fri May 20, 2016 12:45 am
by cybereality
Nice one!

Re: I will have very little to no time for FreePIE

Posted: Fri May 20, 2016 2:56 am
by CyberVillain
It looks alot cooler now when we have interpolation :D

Re: I will have very little to no time for FreePIE

Posted: Mon May 23, 2016 3:54 am
by CyberVillain
If you guys have a good name for the game, post it here!

https://www.reddit.com/r/Vive/comments/ ... ds_a_name/

Re: I will have very little to no time for FreePIE

Posted: Tue May 24, 2016 5:56 am
by NeoTokyo_Nori
Maybe it would be help to first define the concept of the game, and the context in which the
"tactical shooting" will take place..?
Is there maybe a unique Swedish angle that you could bring to it? to differentiate it from the other american feeling vr shooters.
Although I am always surprised how Dice manages to make a game that feels quite authentically american :P

Re: I will have very little to no time for FreePIE

Posted: Tue May 24, 2016 12:48 pm
by CyberVillain
Swedish angle? Wouldn't be much fighting in that war game :P
Maybe if it took place in the 17th century :D

But yeah, coming up with a good name is hard without backstory, but really which MP shooter has a story :D A generic spec ops / military tactical shooter

Re: I will have very little to no time for FreePIE

Posted: Tue May 24, 2016 1:30 pm
by NeoTokyo_Nori
btw, are you away of the several MP battefield MP mode?
which I assume does not require you to create a backstory for it.

Battlefield 4: The 7 multiplayer modes explained - MWEB Gamezone
http://www.mweb.co.za/games/view/tabid/ ... ained.aspx

I would be interested in doing VIP hostage rescue and extraction scenarios,
that requires you infiltrate into a enemy complex and work as a squad.
where you have to make it to the extraction point to be successful.

You could have different spec ops squads, from several counties, including Sweden and other EU countries.
would require a lot of details artwork, but Just some ideas...

p.s Särskilda operationsgruppen is a thing.

Re: I will have very little to no time for FreePIE

Posted: Wed May 25, 2016 8:04 am
by CyberVillain
Yeah, I loved the VIP escorting in Rainbow Six Ravenshield so that we will have (In first early access version there will probably only be DM). I also love Rush in BF3 so that we will have.
Classic base conquest offcourse. We will go early access with not so much content but high quality. Hope we can raise some money to quit our day jobs and hire som enviroment designers todo the maps for us.

Re: I will have very little to no time for FreePIE

Posted: Fri May 27, 2016 3:18 am
by CyberVillain
You can now pickup weapons, finger needs to be rigged for each pickupable item. Early access release get closer and closer every day :D

Re: I will have very little to no time for FreePIE

Posted: Mon May 30, 2016 12:56 am
by CyberVillain
Fingers still needs rigging but now you can see the level of coop that will be possible :P

https://www.youtube.com/watch?v=pP8szjzfCBs

Re: I will have very little to no time for FreePIE

Posted: Mon Jun 20, 2016 6:36 am
by CyberVillain
I just wanted to say that I'm sorrry that I am neglecting FreePIE, but its something good coming out of it, latest update below

https://www.youtube.com/watch?v=rHT8ueD21ts

Re: I will have very little to no time for FreePIE

Posted: Mon Jun 20, 2016 7:21 am
by NeoTokyo_Nori
Not sure how I feel about the level of violence,
(just hope you don't attract the wrong type of attention)
but the game itself is obviously getting better. 8-)
When do you expect to get on early access?

I have been working on a new Locomotion method on the vive,
and it is actually working - I need to refine and tune the code,
so that any nausea is minimized. (Testing this stuff sucks though :( )
Hoping to get a video together, in a week or two.

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 1:03 am
by CyberVillain
Yeah, well, we're not exactly GTA 5 where you shoot down civilians, but yeah, some people probably will get upset. Luckily VR's natural target group are grownups because of the pricetag etc.

We were hoping for June, but it will probably be July. We have problems with 5.3.5 and reflections and baked light/light probes. So we have to move to 5.4 and alot of SDKs, shaders and stuff broke. We are not very impressed by Unity QA at this point :/ Even in 5.4 baked light and realtime shadows from none directional light is broken. Its been broken since 5.0 and they said back then that they are workign on a fix.

Cool, we will probably support other types of locomotion after first early access. Only thing we will not support is teleportation of any kind, not really working in a realistic shooter.

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 1:22 am
by NeoTokyo_Nori
baked light and realtime shadows from none directional light is broken
Well that sucks. Does the problem affect the frames/sec performance, or does it just look bad?

I hear 5.4 is still unstable and buggy too.. :?

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 1:45 am
by CyberVillain
Looks bad, its actually what we talk about in the movie above :D

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 1:55 am
by NeoTokyo_Nori
Ah, in that case, your buddy deserves to be executed with a bullet to the head! :lol:

Maybe I should I call you "Dear leader !" from now? :mrgreen:

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 1:56 am
by CyberVillain
NeoTokyo_Nori wrote:Ah, in that case, your buddy deserves to be executed with a bullet to the head! :lol:

Maybe I should I call you "Dear leader !" from now? :mrgreen:
I'm his big brother im entitled to shoot him in the head :P

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 8:17 am
by NeoTokyo_Nori
Hi, Dear leader :)
I have a quick question, you may know the answer to.

I am trying to measure the velocity of the player rigid body, in order to reset the "move" button
when the player gets stopped by a wall/obstacle etc.
But I just cannot get an accurate value from it. Even when I am fully stopped, it gives readings like this:

Torso_Rb.velocity.x: -4.035336E-07
Torso_Rb.velocity.z: -7.201562E-09

Same problem with velocity.magnitude, and Torso_Rb.GetPointVelocity
Do you know how I could get an accurate value for the player rigid body velocity?

I know this is not FreePie but please don't shoot ! :)

Re: I will have very little to no time for FreePIE

Posted: Tue Jun 21, 2016 11:07 am
by NeoTokyo_Nori
Well, It seems to be a problem with floating point numbers,
but in the mean time it looks like checking for OnCollisionStay()
can do an adequate job for now...
although OnCollisionStay() doesnt necessarily mean its stopped :roll:

Re: I will have very little to no time for FreePIE

Posted: Wed Jun 22, 2016 4:54 am
by CyberVillain
ah, we had the same problem with out client side prediction, to small changes between the frames caused floating point exceptions.

Re: I will have very little to no time for FreePIE

Posted: Wed Jun 22, 2016 8:13 am
by NeoTokyo_Nori
floating point exceptions
just another #firstworldproblem that has to ruin our day ! :lol:

Re: I will have very little to no time for FreePIE

Posted: Fri Jul 15, 2016 2:56 pm
by konstantin_lozev
CyberVillain wrote:You will walk forward and backward in the direction you are "facing". Since there is no torso tracking we need to estimate where your torso is pointing using the three available trackers. We have tested different approaches, none are 100 procent perfect, they should have added a torso tracker :/ anyway motion sickness is not a problem, at least for me that's used to VR
+1 on that. You can always have FreeTrack yaw as optional input and let people make use of a certain cool programme called FreePIE :) to feed that into your game.
Alternatively, another optional control scheme could be with one Vive wand attached to a plastic gun (you don't really need 2 vive wands for one rifle) and the other one to your back for torso orientation tracking. I am sure Neo would have interesting modding/3d printing ideas :)

Re: I will have very little to no time for FreePIE

Posted: Fri Jul 15, 2016 3:40 pm
by konstantin_lozev
CyberVillain wrote:It's a rigid body that is moved using velocity. The upside is that the weapons can't go through walls etc, pretty important in a multiplayer shooter so you can't cheat. The downside is that it seems imposible to eliminate that lag completely.

Edit: for now that code is just a place holder, if we can't improve it we might have to move it without rigid bodies and do the plumbing with collision detection ourself, but that's basically reinventing physx all over
I have experimented quite a bit already some time ago here https://youtu.be/qcLsJQ-hHPQ?t=2m27s and I found that the fastest and most straightforward and glitch-free approach is with a spherecast.

Re: I will have very little to no time for FreePIE

Posted: Mon Jul 18, 2016 4:22 am
by CyberVillain
konstantin_lozev wrote:
CyberVillain wrote:You will walk forward and backward in the direction you are "facing". Since there is no torso tracking we need to estimate where your torso is pointing using the three available trackers. We have tested different approaches, none are 100 procent perfect, they should have added a torso tracker :/ anyway motion sickness is not a problem, at least for me that's used to VR
+1 on that. You can always have FreeTrack yaw as optional input and let people make use of a certain cool programme called FreePIE :) to feed that into your game.
Alternatively, another optional control scheme could be with one Vive wand attached to a plastic gun (you don't really need 2 vive wands for one rifle) and the other one to your back for torso orientation tracking. I am sure Neo would have interesting modding/3d printing ideas :)
Yeah maybe we should look at integrating custom tracking points :D