Shaders I make from scratch - but it is using Unity's new Shadergraph - or the legacy renderer I use ShaderForge. I should probably have said that up front. I tried to learn shader languages but they are written by demons in the infernal tongue.
As for textures. I make them from scratch -...
ProBuilder (back when it was a paid asset) is what I used for my pass at MS:U - it works a lot like brush editors, it had plenty of issues back then though so hopefully it's much better now. My only issue with it is, you needed quite a bit of Unity knowledge to use it - making it awkward to have...
None of my code exists anymore. This was years ago and I threw it out, as I often do with a lot of my projects.
There was nothing in it I couldn't make again. Apart from maybe the networking stuff as that was all done using Bolt - which is now Photon Bolt (bought out by a competitor) and I have...
It was for "United" or "Unity", as it was also a Unity version. Progress was reported somewhere in this thread. It was a massive work in progress name, just made it easier to reference between MS:C, MS:S and MS:U.
I had a basic centralised server for characters with auth, a master server +...
A properly configured/set up git repo, using Docker for environments, readmes on how to get started are my de facto. But that's on new projects where it's far easier to achieve that using modern tech,
Legacy projects can be interesting with git, mostly because you end up having to commit stuff...
Okay, I'm back at my PC for a couple days now.
Where can I help immediately? Is the mod source/version controlled anywhere? A Todo list for the next patch? Etc.
I can do very basic modelling, better at unwrapping and texturing though.
My main skill is programming, been doing it professionally for 7 years now. Mainly C like (but not C) languages. Anywhere from maintaining 20 year old projects, to leading greenfield stuff with new tech.
And Thothie I...
Apolgies for the resurrection post.
Also apologies for disappearing.
I was still very green when I made this topic. Somewhat in denial of my lack of capabilities and jumped the gun on posting here and showing you guys.
It's been an even longer time now and I really have no clue on the state...
Hey FuzzyFish, haven't seen you in a while! Good to see you actively working on something. I think everyone should have a hobby/project, be it physical or software.
Sorry if my reply suddenly gave people a glimpse of hope, I have not picked this project back up. I am however, working with Unity...
I don't go to school, I work full time.
To put it short, I fell out with Unity for a while. Doesn't help that the networking solution I'm using is in beta so it keeps changing a lot.
I still have all the server code and game code. I'm just waiting for a better time to continue it. I don't...
I already have a way to sync those two animations. Like I said, the third person one just has to be "close enough" so that other players understand what happened. The first person/actual player animations are more important so that the game feels fluid and gives feedback at the correct time...
Yes, you can easily use a more physics based combat system. Currently I'm just doing very short raycasts from the players PoV, similar to melee weapons in Half-Life.
The problem the physics approach was when you look up/down, your body is now at a different angle and affects your reach. Plus...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.