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 Post subject: Ground Branch
PostPosted: Mon Oct 21, 2013 1:50 pm 
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Marksman
Marksman

Joined: Mon Oct 21, 2013 1:21 pm
Posts: 4
G'day,

I was a fan of the old Quake3 version of TC way back when. I was pretty involved in the mod scene then, first for Half-Life, then later Quake3, UT, SoF2.

Anyways... noticed someone referenced my older work when talking about UDK and that people are still posting here, yearning for a new TC / tactical experience. Thought I'd pimp what I'm working on now. Seems for all those who have heard about it, there are plenty that haven't.

Ground Branch

Pardon me if there was an existing thread on the subject.
It didn't come up on my search, though I may just suck at using the search function.

If you're curious about who I am, I do have a sporadically updated site:
Kris Redbeard

That's it.

-Kris


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 Post subject: Re: Ground Branch
PostPosted: Tue Oct 22, 2013 12:17 am 
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Sharp Shooter
Sharp Shooter
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Joined: Mon Jun 03, 2013 1:34 pm
Posts: 64
Wow.

I already saw those a long time ago, but then couldn't find it again for two unfortunate reasons:
1- the name isn't easy to remember.
2- there are just A LOT of tactical shooters in development on UDK, including another one also co-developed by "veterans from studios including Red Storm Entertainment" (I actually ended up believing this was the one that caught my interest, when actually it was yours...)

Your game really looks like the successor of Ghost Recon I've been dreaming of for the last 10 years. I would definitely pre-order it/back it on kickstarter if you'd go for it again. (My only beef would be that you're using UDK instead of building up on an existing open-source engine, but well...)

As for those who haven't seen it yet, MUST WATCH :

http://www.youtube.com/watch?v=0Ju66BqaUr4

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 Post subject: Re: Ground Branch
PostPosted: Tue Oct 22, 2013 4:56 am 
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Marksman
Marksman

Joined: Mon Oct 21, 2013 1:21 pm
Posts: 4
Linux support is something we want, but will have to wait until after we get a windows version going.

As for not being open source, its just what we know. We intend to release what source we can, so you will be able to mod it to your hearts content. The majority of the code is set up to be expandable, allowing you to easily add new equipment, ammunition etc.

For instance, adding a drum magazine for a AR-15 style weapon is as easy as creating an archtype for the 'GBMagazine' class, specificying a model, ammunition type, capacity and setting its attachment point to MAG_556STANAG. It will then work with any weapon that has its magazine attachment point set to MAG_556STANAG.

Most things are based on attachment points, which does allow for some sillyness.
eg. 5-6 ACOGS, bipod on an M9, scopes on side rails etc.

Gear queers wet dream :P

-Kris


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 Post subject: Re: Ground Branch
PostPosted: Tue Oct 22, 2013 10:52 pm 
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Marksman
Marksman

Joined: Wed Apr 06, 2011 9:52 pm
Posts: 20
KrisRedbeard wrote:
For instance, adding a drum magazine for a AR-15 style weapon is as easy as creating an archtype for the 'GBMagazine' class, specificying a model, ammunition type, capacity and setting its attachment point to MAG_556STANAG. It will then work with any weapon that has its magazine attachment point set to MAG_556STANAG.

Most things are based on attachment points, which does allow for some sillyness.
eg. 5-6 ACOGS, bipod on an M9, scopes on side rails etc.

Gear queers wet dream :P

Ah it's good to finally see other people picking up on bits of some of the obvious ideas that I've had sitting in design docs with a good many years worth of dust on them. :D

Anywho, please make sure this game doesn't come out as a major flop like that other game that was announced around about the same time as this one (iirc) that was also about reviving the older tactical shooters; Takedown Red Sabre. From what I saw of the early videos of Ground Branch around the time of the announcement, seems like it was on the right track. And now seeing as there is some actual intelligence about features you've got going in, introducing something (as far as I know) hasn't been implemented properly elsewhere, it shouldn't be a problem for you guys.
From what I saw of that Red Sabre game, it was missing a lot of existing mechanics that you'd expect in a tactical shooter, let alone anything actually innovative.


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 Post subject: Re: Ground Branch
PostPosted: Wed Oct 23, 2013 12:33 am 
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Marksman
Marksman

Joined: Mon Oct 21, 2013 1:21 pm
Posts: 4
The idea of attachment points is a fairly common idea, but getting it to work is a whole other matter.

The simplest attachment points we have are single points, such as those for a magazine.

Platforms use attachment points that are setup like molle columns. This means that you may be able to attach eight pouches that use one column, four that use two etc.

Certain weapons have rails that allow you to adjust the final position of the item you attach. For the moment we only use it for the top rail (scopes).

You can see the basics of many of these in some of the vids in the BFS youtube channel.

-Kris


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 Post subject: Re: Ground Branch
PostPosted: Wed Oct 30, 2013 3:32 pm 
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Marksman
Marksman
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Joined: Sat Aug 24, 2013 5:53 pm
Posts: 24
I like the idea with the watch. It would be pretty useful in TCE obj so you could see how much time is left until the bomb blows up. Or you could also see how much time is left remaining in the match.


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 Post subject: Re: Ground Branch
PostPosted: Wed Oct 26, 2016 11:30 pm 
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Marksman
Marksman

Joined: Wed Jan 18, 2006 6:04 pm
Posts: 10
FYI, this game is still in development. I can't wait to try it out when it comes out!! I miss playing TC:E :-(

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