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View Full Version : Sup driggers, I'm back, and I'm still slaving away.



Not Inferno
November 16th, 2013, 05:55 PM
UPDATE 6----
I've been busy because of Xmas but I had some time today to work on stuff. I ported all the new physics features to the server and got that all working and then I messed with inventories and items and stuff. Here's the vidya.
od2saD564-o

UPDATE 5----
So a LOT was worked on today in a pretty short amount of time. Most importantly I have worked on the physics BSP so it is now almost 100 times faster than before. The physics BSP of Portent is 41k triangles unoptimized and it is running pretty smooth. The engine now supports convex hull collision objects. Basically you can make a convex hull for a gun or a vehicle of a piece of scenery and then it will have physics and roll around and shit. It's really easy to do, takes about 2 minutes in 3ds max. I also ported Portent over as well. I only made a couple of shaders (making shaders is a bit time consuming) but it's looking pretty nice. I've noticed some bugs in the lighting engine but that's a task for another day. Cheers everyone, and thanks for following the project.
YYBVqLSYJ7Q

UPDATE 4----
I did some work today. Got hitscan collision detection working so now I can have bullets.
qm-SRa9K8NE


UPDATE 3-----
Just finished some work for the day, mods now work. Quick video demonstration:
UyqCP4KFgKM

UPDATE 2-----
wT_F3FdzCOo

UPDATE----
R4KYf0oNaJ4
----

Old shit:

I fell into a time rift for the past few months but now everything is back to normal and I'm back working on 12D. Nothing "visual" to show sadly. All the work I've done in the past 3 days has been cleaning shit up. All tags are now using the same universal syntax that's sort of like my version of JSON called 12Tag.

The project is still alive and well. I'll post updates as they come. I have a weel job now though so it'll be less frequent, but I have a schedule for work on the engine/game.

As for changes, here's what some of the tags look like right now. Whenever a object is just named "object 0" that means it's handled as an array of whatever length you want. You can just keep adding shit to it as you please. :downs:

test.scenery


property name "test scenery object";
property model "multipurpose/model/box.model";
property collision "multipurpose/model/box.collision";

object effects {
object 0 {
property name "bubbles";
property tag "multipurpose/effect/bubbles.effect";
property attach "default";
property auto true;
}
}


bubbles.effect

property name "Bubbles Effect";
property loop false;

object parts {
object 0 {
property type particles;
property tag "multipurpose/effect/bubbles.particlesystem";
property loop true;
property start 0;
property repeat 30;
}
}


bubbles.particlesystem

property name Bubbles;

object particles {
object 0 {
property tag "multipurpose/effect/bubble.particle";
property start 0;
property end 30;
object amount {
property min 1;
property max 3;
}
object velocity {
property min 0.1;
property max 1.1;
}
object distribution {
property shape radial;
property spread 0;
property equation random;
object angle {
property x 0;
property y 0;
property z 0;
}
object center {
property x 0;
property y 0;
property z 0;
}
property radius 3;
}
}
}



bubble.particle


property name Bubble;
property geometry facing;
property shader "multipurpose/effect/shader/bubble.shader";

property collision false;
property attached false;
property gravity -0.0005;
property drag 0.93;
property bounce 0.9;

object life {
property min 90;
property max 260;
}

object size {
property min 0.3;
property max 0.9;
}

property scale 1.0;


basic.ui



property name menu;
property usemouse true;

object frames {
object 0 {
property name main;
property activescript "";
property initscript "";
}
}

object elements {
object 0 {
property type "element";
property name "12dlogo";
object frames {
property 0 0;
}
property shader "ui/basic/shader/12dlogo64.shader";
object bounds {
property x 0;
property y 0;
property w 128;
property h 128;
}
object align {
property horizontal right;
property vertical top;
}
}
object 1 {
property type "button";
property name "resume button";
object frames {
property 0 0;
}
property shader "ui/basic/shader/butresume.shader";
object bounds {
property x 0;
property y 128;
property w 128;
property h 32;
}
object align {
property horizontal right;
property vertical top;
}
property clickscript "";
}
object 2 {
property type "button";
property name "quit button";
object frames {
property 0 0;
}
property shader "ui/basic/shader/butquit.shader";
object bounds {
property x 0;
property y 160;
property w 128;
property h 32;
}
object align {
property horizontal right;
property vertical top;
}
property clickscript "console(quit);";
}
}


console.ui


property name "Console";
property usemouse false;

object frames {
object 0 {
property name main;
property activescript "";
property initscript "focus(input console)";
}
}

object elements {
object 0 {
property type "input";
property name "input main";
object frames {
property 0 0;
}
property shader "ui/console/shader/inputBox.shader";
object bounds {
property x 0;
property y 0;
property w 1024;
property h 13;
}
object align {
property horizontal left;
property vertical bottom;
}
property text "";
property clickscript "";
property activescript "console(getInput(input console)); clear(input console);";
}
}

Jelly
November 17th, 2013, 01:58 PM
cool halo

Not Inferno
November 18th, 2013, 11:32 PM
Added this to OP.

R4KYf0oNaJ4

Dwood
November 19th, 2013, 12:41 AM
Now make it so that when the object underneath moves, that the object on top moves with it unless it hits a certain acceleration rate.

Not Inferno
November 22nd, 2013, 10:07 PM
Welp, just finished for today. I completely revamped Logging and added multiple options for filtering/log levels/organization. Useful stuff for debugging.
I also just went ahead and deleted all the old network classes and began implementing KryoNet to replace the Native Java Socket. KryoNet is based on NIO so it'll be lots faster than Java Socket and it already seems more stable in some regards.

It's going to be a lot of work to move the engine over but it'll give me a chance to modularize packets / network ticks and a few other things and reduce latency in general at the same time.

I'll be working tomorrow as well. :)

Not Inferno
November 24th, 2013, 12:43 AM
A log from a quick server test.



Loading engine...
Initializing console...
Executing config.cfg... Done!
Console initialized!
Network ready!
Command Line ready!

Engine ready!
/load scenario/mp/hangemhigh/hangemhigh.scenario
Total world size: {-374.73187,-483.0743,-231.44029}
Chunks to generate: 3 4 2 = 24 ...
Done!

Map: scenario/mp/hangemhigh/hangemhigh.scenario loaded sucsessfully.
/netstart
- Server Information -
++ Name: Default Server Name
++ MOTD: A whole lot of nothing
++ Password:
++ TCP Port: 2004
++ UDP Port: 2005
++ Players: 24
- Starting Server -
00:00 INFO: [kryonet] Server opened.
- Server Running -
00:37 INFO: [kryonet] Connection 1 connected: /127.0.0.1
brodudemaster-773047952 connected.
brodudemaster-773047952 joined the game.
brodudemaster says: sup foggits
/say fuk u nigar
SERVER says: fuk u nigar
brodudemaster says: lel umad
02:01 INFO: [kryonet] Connection 2 connected: /127.0.0.1
leRedditle-1687762481 connected.
leRedditle-1687762481 joined the game.
leRedditle says: le hi le guys
brodudemaster says: lmfao u fukn faeg
brodudemaster says: gtfo u casul
leRedditle says: :
leRedditle says: le i want le play le games le
brodudemaster whispers: "if u dnt gtfo i weel raep u irl i swer on me mum " to leRedditle
leRedditle says: omgee pls no
/say brodude ur a foggit gtfo
SERVER says: brodude ur a foggit gtfo
brodudemaster says: make me faggit
/kick brodudemaster because hes a foggit
SERVER says: Kicked brodudemaster. Reason: because hes a foggit
04:49 INFO: [kryonet] Connection 1 disconnected.
leRedditle says: thanks ;D
/whisper leRedditle np honey baby girl
SERVER whispers: "np honey baby girl " to leRedditle
leRedditle says: cya later sexy pants
05:37 INFO: [kryonet] Connection 2 disconnected.



New networking is way more stable and the new implementation is much easier to work with. All of the major connection handeling is done so next I just need to implement the game world update packets. Should be able to do that on Monday. :)

Not Inferno
December 3rd, 2013, 03:15 AM
Improved a lot of stuff on the server side.
Also a note, you can disable mod downloading in the config.cfg > set allowdownloading false

wT_F3FdzCOo

Higuy
December 4th, 2013, 05:35 PM
This is pretty cool stuff so far. What is your goal with it exactly though? To replicate Halo's engine in some fashion using Java?

Not Inferno
December 5th, 2013, 01:21 AM
This is pretty cool stuff so far. What is your goal with it exactly though? To replicate Halo's engine in some fashion using Java?

A flexible and easy to work with First Person game engine. My current goal is to get 100% feature complete. Next is optimization and fixing things up. After that I plan to fully port Halo CE multiplayer over. After that I will begin work on my own game that I have been planning for AGES.

Not Inferno
December 5th, 2013, 02:09 AM
Just finished some work for the day, mods now work. Quick video demonstration:
UyqCP4KFgKM

Not Inferno
December 10th, 2013, 10:57 PM
I did some work today. Got hitscan collision detection working so now I can have bullets.
qm-SRa9K8NE

Not Inferno
December 14th, 2013, 02:12 AM
So a LOT was worked on today in a pretty short amount of time. Most importantly I have worked on the physics BSP so it is now almost 100 times faster than before. The physics BSP of Portent is 41k triangles unoptimized and it is running pretty smooth. The engine now supports convex hull collision objects. Basically you can make a convex hull for a gun or a vehicle of a piece of scenery and then it will have physics and roll around and shit. It's really easy to do, takes about 2 minutes in 3ds max. I also ported Portent over as well. I only made a couple of shaders (making shaders is a bit time consuming) but it's looking pretty nice. I've noticed some bugs in the lighting engine but that's a task for another day. Cheers everyone, and thanks for following the project.
YYBVqLSYJ7Q

n00b1n8R
December 14th, 2013, 09:22 AM
10/10 map choice
So what's your goal with making this and basing it so close to halo stuff (using the same skybox for instance)?

Rosco
December 14th, 2013, 02:36 PM
10/10 map choice
So what's your goal with making this and basing it so close to halo stuff (using the same skybox for instance)?

i like to think of it like this

someone who loves halo enough would build an engine from the ground up to mirror aspects of blam if microsoft won't give us the tags source ultimately creating something of awesome potential for everyone who sticks by this game.. and of course other games given it's being built as an accessible engine not just for halo things..

Btcc22
December 14th, 2013, 03:19 PM
ultimately creating something of awesome potential for everyone who sticks by this game...

I've said it before (in other words) and I don't wish to come across as negative but it's probably safer to view it as a personal project than anything that's going to have value for the Halo community.

There's nothing stopping somebody from importing Halo's assets into existing and mature engines rather than waiting for this.

Higuy
December 14th, 2013, 04:20 PM
I think Inferno had stated that he was using Halo assets to try and replicate some of the multiplayer maps to fully test his engine, then move onto his own full indie game.

Correct me if I'm wrong Inferno~

Although looking at that statement, wouldn it just be smart to instead start work immiedtiely on your own game, rather than just port Halo stuff and try to mimic it? If your end goal is really your own game, I'd imagine you'd much rather try to start seeing stuff from that rather than another game.

Rosco
December 14th, 2013, 04:28 PM
I've said it before (in other words) and I don't wish to come across as negative but it's probably safer to view it as a personal project than anything that's going to have value for the Halo community.

There's nothing stopping somebody from importing Halo's assets into existing and mature engines rather than waiting for this.

was basing that portion of my words on the idea of porting or emulating halos multiplayer to it which is what he said he would like to do

Not Inferno
December 14th, 2013, 04:35 PM
10/10 map choice
So what's your goal with making this and basing it so close to halo stuff (using the same skybox for instance)?

I needed a stress test for the engine and portent was very pretty and high poly. :3


i like to think of it like this

someone who loves halo enough would build an engine from the ground up to mirror aspects of blam if microsoft won't give us the tags source ultimately creating something of awesome potential for everyone who sticks by this game.. and of course other games given it's being built as an accessible engine not just for halo things..

Yeah, you could stick halo 3 in 12d if someone can rip all the assets. I'm not really mirroring blam but I am takeing ideas from blam and other games and trying to improve on them. EX: Tagging structures are based on blam, shaders are based on UE.


I've said it before (in other words) and I don't wish to come across as negative but it's probably safer to view it as a personal project than anything that's going to have value for the Halo community.

There's nothing stopping somebody from importing Halo's assets into existing and mature engines rather than waiting for this.

People have tried and there is always something that stops them from porting halo fully. You also have to consider that most mature engines cost money and have legal restrictions tieing them down.


I think Inferno had stated that he was using Halo assets to try and replicate some of the multiplayer maps to fully test his engine, then move onto his own full indie game.

Correct me if I'm wrong Inferno~

Although looking at that statement, wouldn it just be smart to instead start work immiedtiely on your own game, rather than just port Halo stuff and try to mimic it? If your end goal is really your own game, I'd imagine you'd much rather try to start seeing stuff from that rather than another game.

I want to port the entire MP to the engine. A lot of features like proper netcode and true mod support and auto-downloading would be awesome for Halo.

I could start working on my own game but I dont want to start making a game till I have an engine that I know can handle it. Porting HCE provides a huuuuuuuuuuge amout of debug data. Portent uncovered some massive bugs in collision when I imported it. Now they are fixed :P

Scooby Doo
December 19th, 2013, 01:07 PM
Ermm.... could you do us a favor and post your intentions in the first post of this thread? I still don't know what you're doing exactly and I read the entire thread.

What I've gotten so far:
1) you're building an engine for a game you've been planning
2) you're using halo content to test the capabilities of your engine?
3) you want to port halo MP to your engine?

What I want to know:
1) What is the time frame for this?
2) What language are you using?
3) Are you still using Java...?
4) Are you using an open source framework as a base or is this ALL your code?
5) Are you looking for help or just showing your progress?

Either way... this looks interesting.

-Scoob

Not Inferno
December 19th, 2013, 02:52 PM
Ermm.... could you do us a favor and post your intentions in the first post of this thread? I still don't know what you're doing exactly and I read the entire thread.

What I've gotten so far:
1) you're building an engine for a game you've been planning
2) you're using halo content to test the capabilities of your engine?
3) you want to port halo MP to your engine?

What I want to know:
1) What is the time frame for this?
2) What language are you using?
3) Are you still using Java...?
4) Are you using an open source framework as a base or is this ALL your code?
5) Are you looking for help or just showing your progress?

Either way... this looks interesting.

-Scoob

1) Yes, the game I'm planning would not be possible in any exsisting engines (It's a pretty unique concept). This caused me to start researching and developing 12D roughly 2-3 years ago.
2) Yup, it's good test data.
3) I want to port halo because I'd love to see Halo: CE on a "modern" platform. My engine is no UE3 or CryEngine but it should be pretty solid if everything falls into place.

1) My time frame is working on this every day I'm not at my actual job. Basically, GOTTAGOFAST.
2) Programming in java, tags are written in a language I created (12Tag) and scripts are written in a scripting language I created (12Script). 12Script looks almost identical to Halo's HSC/lisp stuff so no issues there for all the oldfags.
3) Yes, I know the drawbacks of it but it was the language I knew when I started and I can't change that. Some day I'll be writing another engine and it'll be in C++ haha.
4) LWGJL is a framework but it's not like I'm really using it much. My renderer is written in OpenGL and GLSL. My physics are done with Bullet now. I've moved the basis of networking over to Kryonet. I still use my own system for handling connections and data but Kryonet makes things run really smooth.
5) Right now I've got everything under control and I'm just posting progress. When I get to the point were I'm actually moving content into the engine I'll need some bros to port maps. I'll post a tutorial and documentation on how to port a map later on down the line. The way things are designed now you can just make a mod with a new map and then I can add it to the final game as native content.


Hope that clears some stuff up.

Zeph
December 19th, 2013, 08:11 PM
1) Yes, the game I'm planning would not be possible in any exsisting engines (It's a pretty unique concept). This caused me to start researching and developing 12D roughly 2-3 years ago.


Out of curiosity, what part isn't possible with an existing engine?
My experience has shown that really the only things you can't do with available SDKs are drastic changes to the physics system. The shortcuts that Cryengine takes to make its physics simulation faster is geared towards traditional shooters. It completely cheats on friction and that alone halted development on my space game until I can hook into their licensing and make an amendment to part of the closed source.

Everything you've done is decent work (would be far greater if you worked in c/c++ because of the way java obscures memory management), but you already see it in every other SDK. I'm really surprised you're reinventing the wheel instead of doing RnD on your impossible solution so you can start talking to licensing departments at Unity/Epic/Crytek and see if you can work something out.

You've pretty well shown that you have a solid mathematical understanding of how these things work. You've even picked up some trial and error fixes that give you experience in things people normally wouldn't have (euler->quaternion etc). Spending your free time bringing CE up to day is nice and all, but your end goal is what you should really be concerned about.

Not Inferno
December 19th, 2013, 08:25 PM
Out of curiosity, what part isn't possible with an existing engine?
My experience has shown that really the only things you can't do with available SDKs are drastic changes to the physics system. The shortcuts that Cryengine takes to make its physics simulation faster is geared towards traditional shooters. It completely cheats on friction and that alone halted development on my space game until I can hook into their licensing and make an amendment to part of the closed source.

Everything you've done is decent work (would be far greater if you worked in c/c++ because of the way java obscures memory management), but you already see it in every other SDK. I'm really surprised you're reinventing the wheel instead of doing RnD on your impossible solution so you can start talking to licensing departments at Unity/Epic/Crytek and see if you can work something out.

You've pretty well shown that you have a solid mathematical understanding of how these things work. You've even picked up some trial and error fixes that give you experience in things people normally wouldn't have (euler->quaternion etc). Spending your free time bringing CE up to day is nice and all, but your end goal is what you should really be concerned about.

The game I want to make relies on very specific physics properties and interactions (sort of like how tribes ascend is broken as fuck in UE3 because they can't get the physics to work right), that's why I can't do it in any other engine.

Thanks heh, I don't disagree about using C++. If I could go back and time and tell myself to use C++ instead of java I would. :P

I've tried getting a job programming but unfortunately I'm self taught with no degree so no one will fucking interview me. It's rather frustrating since I know for a fact that most fresh graduates coming out of college with a degree in CIS are actually pretty new to coding in general where I have ~3 years of programming and about ~10 years of general computer experience.

Patrickssj6
December 19th, 2013, 09:43 PM
The game I want to make relies on very specific physics properties and interactions (sort of like how tribes ascend is broken as fuck in UE3 because they can't get the physics to work right), that's why I can't do it in any other engine.

This is true. Many engines are written for flexibility, sacrificing a bit of flexibility can sometimes improve performance dramatically.



I've tried getting a job programming but unfortunately I'm self taught with no degree so no one will fucking interview me. It's rather frustrating since I know for a fact that most fresh graduates coming out of college with a degree in CIS are actually pretty new to coding in general where I have ~3 years of programming and about ~10 years of general computer experience.

I know someone who presented his work he did for Halo to his current company which accepted him. You should give it a shot as well, writing a game engine touches upon almost every aspect of programming and demands a lot of knowledge on code structuring / framework organization etc.-

Btcc22
December 19th, 2013, 09:52 PM
I know someone who presented his work he did for Halo to his current company which accepted him.

Microsoft? If not, that makes two people.

Dwood
December 19th, 2013, 10:33 PM
Didn't paladin get hired for his map quid pro quo which never got published, and wasn't nero hired on with valve? There's plenty of people who've been hired for their halo work on the forums i believe.

Not Inferno
December 19th, 2013, 10:51 PM
Wait really? Are these people still around? I would love to see how they wrote their resume/portfolio and how they applied.

Kornman00
December 19th, 2013, 11:44 PM
paladin graduated from digipen, but he realized that game art wasn't his bag. He's off to more serious shenanigans now.

Not Inferno
December 20th, 2013, 12:49 AM
paladin graduated from digipen, but he realized that game art wasn't his bag. He's off to more serious shenanigans now.

There's more srs bznss than Modacity? Surely you jest.

Zeph
December 20th, 2013, 01:26 AM
very specific physics properties and interactions

i know that feel

Not Inferno
December 20th, 2013, 04:07 AM
So update time. I worked a lot yesterday and not shit today. No video since all changes are code stuffs and are hard to visualize properly.

Basically, the new collision model and hitbox systems are in place and ready to go. This is thanks partially to some really nice classes I wrote (ConvexHull and PhysModel) that allow the importing and usage of .obj files as both PhysicsTriMesh and PhysicsConvexCollisionHull. I also want to go ahead and say that I WANT THE GUY THAT CREATED THE COLLISION MASK SYSTEM TO HAVE MY BABIES. Collision masks saved me so much god damn time and frustration. It's gr8.

Any ways, every actor in the game world now has a hitbox and collision. The hitbox is used for testing bullet and projectiles and other shit like that for hits. The hitbox should match the visual model pretty closely but still be as low poly as you can make it. The collision is the actually physics model that is used to do... physics... Pretty simple.

Now for the interesting part! How you make a collision model and hitbox model in 12D!

I thought about it for a while and decided to make it a part of the tag system. Here is an example of a simple collision model in a tag.


object collision {
object 0 {
property parent root;

property type simple;

property shape hull;
property mass 1;
property file "item/weapon/sniperrifle/sniperrifle.collision";
object location {
property x 0;
property y 0;
property z 0;
}
object rotation {
property x 0;
property y 0;
property z 0;
property w 0;
}
}
}

object hitbox {
object 0 {
property parent root;

property type simple;

property shape hull;
property mass 1;
property file "item/weapon/sniperrifle/sniperrifle.collision";
object location {
property x 0;
property y 0;
property z 0;
}
object rotation {
property x 0;
property y 0;
property z 0;
property w 0;
}
}
}


Alright so it should be pretty easy to see how it works overall. You can make the collision and hitbox models different and you probably should most of the time. I have not for this test.

Now I bet you are wondering why it says "type simple". This is because you can have COMPOUND COLLISION MODELS MOTHER FUCKERS :woop:



object collision {
object 0 {
property parent root;

property type compound;
property mass 4;

object 0 {
property shape box;
property width 1;
property length 1;
property height 1;

object location {
property x 0;
property y 0;
property z 0;
}
object rotation {
property x 0;
property y 0;
property z 0;
property w 0;
}
}
object 1 {
property shape sphere;
property radius 1;

object location {
property x 5;
property y 0;
property z 0;
}
object rotation {
property x 0;
property y 0.2;
property z 0;
property w 1;
}
}
object 2 {
property shape cylinder;
property radius 1;
property height 1;

object location {
property x 0;
property y 2;
property z 0;
}
object rotation {
property x 0;
property y 0;
property z 0;
property w 0;
}
}
object 3 {
property shape cone;
property radius 1;
property height 1;

object location {
property x 0;
property y 0;
property z 3;
}
object rotation {
property x 0;
property y 0;
property z 0;
property w 0;
}
}
object 4 {
property shape capsule;
property radius 1;
property height 1;

object location {
property x 0;
property y 5;
property z -1;
}
object rotation {
property x 0.1;
property y 0;
property z 0.1;
property w 1;
}
}
object 5 {
property shape hull;
property file "multipurpose/model/box.collision";

object location {
property x 0;
property y 0;
property z 0;
}
object rotation {
property x 0;
property y 0;
property z 0;
property w 0;
}
}
}
}


Okay for those who don't understand this, a compound collision model is basically a collision model made up of multiple convex shapes. This allows you to make like... a giant space ship that you can walk around in while it flys. I will make a visual editor for these collision/hitbox models later on but for now it's all text. The code is there to make it all work I just need a user friendly way to make them haah.

Also another note, there will be a way to have multiple hitboxes in the tag and then connect them to parts of the model. This is so when a player is animated the leg hitboxes are attached to the legs and stuff.

Also there will be options with the collision model to allow you to create rag dolls and stuff. That is not a priority at the moment but it's on the list.


I also today extended the btRB objects and added a field for "owners" so when I shoot a bitch with my gun I can get the reference to the bitch that was shot.

Basically means guns work now. :eng101:

Anyways, good night everone. I have work in the morning and I'm going to want to kill myself for staying up this late.

Limited
December 20th, 2013, 08:12 AM
Very nice work. Although that is your collision, are you able to scale the modals via the code?

You have location and rotation values in the collision object, does that mean we can give it initial transformations?

Not Inferno
December 20th, 2013, 02:46 PM
Very nice work. Although that is your collision, are you able to scale the modals via the code?

You have location and rotation values in the collision object, does that mean we can give it initial transformations?

In a tag there is an optional property called "scale". It will scale both the visual and collision models. There is also a (stubbed) method in the actors to do it from code, IE you could make a gun that shrinks things if you want.

The location and rotation values are offsets. So if you want to make a phallic collision model you would put 2 spheres at (1,0,0) and (-1,0,0) and then a capsule with a height of 4 at (0,0,2). :v:

Not Inferno
December 28th, 2013, 03:51 AM
Updated main post:
I've been busy because of Xmas but I had some time today to work on stuff. I ported all the new physics features to the server and got that all working and then I messed with inventories and items and stuff. Here's the vidya.
od2saD564-o

Not Inferno
January 2nd, 2014, 01:59 AM
Messing with shaders. Working on a new portfolio because jobs.
http://inferno.codebrainshideout.net/Images/portent.png

Not Inferno
February 5th, 2014, 09:58 PM
FUCK it's been a while. I've been working on a new portfolio and my youtube channel has taken off a bit so I've been focusing on that a little to much.

Here's a video I made for my portfolio pertaining to this project. I tried my best to sound professional heh.
iT6erKSnWRg

I'll be getting back to work once I finish up the last few tidbits on my portfolio.

Blumoon94
April 24th, 2014, 11:27 PM
More plz.

stunt_man
April 25th, 2014, 09:56 AM
More plz.

I must agree.

Kornman00
April 25th, 2014, 03:14 PM
lol, why did you warn him Reaper?

PopeAK49
April 25th, 2014, 09:31 PM
lol, why did you warn him Reaper?

His demands are futile.

ultama121
April 25th, 2014, 11:49 PM
i'm a representative from geblox intertangle and i order inferno to cease operations on behafloffjh

Blumoon94
April 27th, 2014, 03:19 AM
Did I actually do something wrong? I'm really confused...

Dwood
April 27th, 2014, 04:14 AM
Did I actually do something wrong? I'm really confused...

I'm confused, too. Perhaps you could have used better grammar/been more polite, but i think that's the first warning that's been issued since the texas thread.

n00b1n8R
April 27th, 2014, 09:08 PM
lol epic reaper man :^)

Donut
April 27th, 2014, 09:09 PM
Holy shit, moderation? On modacity?


It's more likely than you'd think!

PopeAK49
April 28th, 2014, 12:54 AM
Inferno sucks.

Reaper Man
May 4th, 2014, 12:12 PM
Lol, I guess a bump like that would've received a warning back in the day. Also, idk why I still have mod powers

Dwood
May 4th, 2014, 01:37 PM
Lol, I guess a bump like that would've received a warning back in the day. Also, idk why I still have mod powers

I mean, if we had even 50% of the activity we had back in the day, it probably would have but after the mass exodus' maybe.

Reaper Man
May 4th, 2014, 05:43 PM
I mean, if we had even 50% of the activity we had back in the day, it probably would have but after the mass exodus' maybe.
Welp, can't seem to reverse it, it was a 0 point warning anyway.

My bad.

TVTyrant
May 4th, 2014, 07:49 PM
what the fuck is going on in this tyhread?

Oh moderation? Okay then.

Zeph
May 4th, 2014, 10:14 PM
I can tell you what's not going on in this thread.

Updates.

Dwood
May 4th, 2014, 10:38 PM
I can tell you what's not going on in this thread.

Updates.

Inferno has a good concept though, to be honest! I, too, would like to see more.

Cortexian
May 5th, 2014, 01:42 AM
Welp, can't seem to reverse it, it was a 0 point warning anyway.

My bad.
Reversed.

Zeph
May 5th, 2014, 01:42 PM
Inferno has a good concept though, to be honest! I, too, would like to see more.
Why would he do that when he can make Dark Souls II videos?

Blumoon94
December 2nd, 2014, 10:22 AM
Anything new on this? I had actually been following this pretty closely, and was kind of eager to see what kind of progress might be made by this point. (If any)