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nsomnia
02-06-16, 07:39 PM
Operation Trident - Cold War Submarine/Naval Simulator
1946 - 1991

August 19: We are almost ready to go public with some teaser in-game videos to not only excite you guys and keep us filled with steam, but to fill our team to maximum license capacities.


A fullblown cold-war era subsim set in a slightly alternate reality. Upgrades and tech/classes become available at the proper times and historic events happen but you will infact be at war with the USSR.

Initally only the US and USSR will be playable, later the UK and maybe a small nation, eventually any submarine toting nations will be included.

Until we get v0.12 (playable demo) out to see if its viable for kickstarter, any donations can go to paypal.me/OpTrident to anyone that wants to help the cause and you will get mention in the game credits, just leave a payment note.

This is now a dedicated URL so it wont get mixed in with my YouTube donations and I can distribute it among the team.


Download Latest Version
Current Version: 0.11preTechDemo - Mar 27 2016 Last version before the playable demo. Everythings changed except the ocean waves code.
Download - 330MB 7z format @ indieDB - Windows 64 bit (http://www.indiedb.com/games/redwater-cold-war-subsim/downloads/windowsnoeditor#downloadsform)
Old verison 0.10pTD Mar 7 (http://www.indiedb.com/games/redwater-cold-war-subsim/downloads/redwater-010-pretechdemo#downloadsform)
Old version 0.08ptd (http://www.indiedb.com/games/redwater-cold-war-subsim/downloads/008pretechdemo)
Old Version - 0.07preTechdeMo 192mb (http://www.indiedb.com/games/redwater-cold-war-subsim/downloads/redwater-v007pretechdemo)
Old Version: 0.06preTechDemo (http://www.indiedb.com/games/redwater-cold-war-subsim/downloads/redwater-submarine-simulator-v006pretechdemo)
Old verison download - 0.05preTechDemo (http://www.megafileupload.com/655f/RedWater005pTD.7z)

Trello Board - Keep Track of Upcoming & Future Updates, vote on features, comment. [CLICK] (https://trello.com/b/NcohzqyZ/project-redwater-offical)

http://i.imgur.com/WsXyvCzm.jpg http://i.imgur.com/iLyEcKbm.jpghttp://i.imgur.com/ZjFGwpkm.png


Controls
Time compression is set with buttons at the bottom right corner
R - Surface
F - Hold Depth
V - Div
Left/Right arrows - Set rudder +/-5d respective direction
Shift+left/right arrows - Set Rudder full port/stbd
Up/Down - Set engines telegraph up or down +4 is ahead flank -3 is back full 0 is neutral
P - Attack Periscope
Mouse wheel - Zoom periscopes or camera views
Left/Right mouse button - Take focus back (cameras/periscope) of camera or enable mouse cursor
~ - Debug Console

News
June 14th - Setup a dedicated donations link. I've been working dont worry ever day! Currently looking for manpower, need help this project will slog with the current team size.
Feb 7th 2016 - First couple versions uploaded just to show the current quality of the ocean and basic boat controls
Feb 9th - Lots of debug info added and have the controls almost like they should be (silent hunter style)
<IN PROGRESS> Feb 10th - Tweak up the download and add tons of debug screens then start coding more technical stuff
Feb 11th - Got basic torpedo setup for testing underwater explosion simulations.
Feb 12th- Restarted the interior models
Feb 13th - Got a main menu and campaign selection screen mocked up and in the game plus underwater fx workign 100%
Mar 7th - After lots of testing and ocean updates with post processing and storm weather as well as masking the interior of the ship will take form as time goes on.

Latest Update(s)
Underwater Effect as depth gets deeper
Full Resoulution (http://i.imgur.com/W8vBOs8.png)
http://i.imgur.com/W8vBOs8l.png

Fish in the Water
http://i.imgur.com/3TXwVK5l.png


IndieDB Link (http://www.indiedb.com/games/redwater-cold-war-subsim)

nsomnia
02-08-16, 11:40 AM
Old Stuff. Reserved for future.

nsomnia
02-10-16, 11:49 AM
So what is this game?
I started designing a WW2 u-boat simulator in my free time with Unity during 2012-14, at the time I was very new to programming and game design and just learning to take my AutoCAD skills to 3D modelling work.

I later decided there were too many WW2 sub-sims and decided to make an alternate reality cold-war subsim, heres and excerpt from my old code-bank that gives you a synopsis
You are the captain of a submarine that goes out on missions (a mix of scripted and random) during the cold war. However you are infact at war with Russia, thus you will be required to not only hunt her submarines and warships when they try to attack you, you will be required to attack their merchant shipping.

The game will follow history. When a certain class of submarine is historically available, you will have the opportunity to command it instead of your current class instead, at the expense of losing your crew and upgrades.

We start out in 1946 with a GUPPY class diesel-electric submarine not at war. Your taught the basics of of the game and how submarines work through a series of interactive tutorials (skippable) that take you into 1950 or so. At this point nuclear submarines are becoming a possibility (USS Nautilus, SSN-571 is the first nuclear submarine in the world, and thus will be your first real command). At this point you are asked to take her out on sea trials to explain how a nuclear submarine works. The campaign now begins.

A year after I posted that game idea I started a thread (www.subsim.com/radioroom/showthread.php?p=2374046) on the forums here with my progress and it got fairly far with interiors, characters, controllable subs, enemy AI, torpedos etc. but my team left to work on other projects and I mothballed it, we were very new with the very new and currently used game engine however, Unreal Engine 4, so it was a toy project.

That thread got a lot of attention and sat idle after I left it. A year almost to the day after I started that thread I got some new code for the ocean setup and started a new project and actually posted the downloadable game as I develop it, which you see here today. I will be continuing to post downloads of updates until I either give up or decide the game has financial potential.

Frequently Asked Questions (FAQ)

Whats the release date and what platforms?
Release dates at this point with the indie game scene changing so much and my team consisting of just myself and freelancers if I get funding a solid release date for a beta version cant be given.
Operation Trident will be released on win32 & win64 first and then cooked for Mac and Linux afterwards. Linux may be a problem due to shader issues but it gets easier every month with Unreal Engine updates.


Whats the expected price
I've toyed with everything from a full 21.99 game to a 4.99 game with 1.99 DLC's. This isnt set in stone yet.

What Submarines/Countries/Technology will be available?
I will start with the US Pampantino class GUPPY conversion first and your second command will be the USS Nautilus. Then I will start the Russia campaign with a boat from the era that I can find enough info on. Technologies will be exactly as in real-life unless reference data isnt available then it will be guessed on or omitted.

At a later date either as an update or as a DLC depending on the pricing model other countries like the UK, Canada, Denmark etc. will be added.

Some surface boat missions will be available too.

Is this an arcade game (Silent Hunter 5) or extreme simulator game (Janes 688i)?
Initally it will be fairly arcade like to speed development but eventually difficulty levels will be added from Landlubber akin to Silent Hunter: Online all the way up to Sub-Nut akin to Janes 688i

How can I help?
If you have C++ or blueprint programming skills, modelling skills etc. and would like to help contact me at info@optrident.com Donations can be made via paypal at http://paypal.me/OpTrident and will receive mention in the credits with your payment note.

What about Kickstarter or GoFundMe?
If the reception is good as versions increment and its deemed financially viable a campaign may be started to fund the ability to pay for a small team

What cool features can I expect that I havnt seen before?
Import custom boat insignias, full PBR rendering, real-world scale, huge amounts of controllable boats and upgradable technologies, realism like nothing else, towed arrays, sound layers, the list goes on and on.

Contact us on skype @ blendertek, email at info@optrident.com or private message us here or Nsomnia @ forums.unrealengine.com
(http://forums.unrealengine.com)

nsomnia
02-10-16, 02:00 PM
New underwater FX holding depth
http://i.imgur.com/EtiyKOWl.jpg

Edit: I also drew a 4x8 subUV bubble grid for cavitation fx but its really cheesy looking like it belongs on a mobile game so I'll probably make a fresnel lens/refractive sphere and spawn that as a particle based on accelleration and such (anyone know of any research on cavitation?). Its cheesy but it adds that little bit more for now. In the meantime ill either spawn it from each blade at random times or spawn it from behind the sub and scale the bubbles way up and spawn it at random rates using a secondary spawning object that trails the boat.
http://i.imgur.com/ZjFGwpkl.png



-Added underwaterFX
-Surface = 'R' Hold Depth = 'F' Dive = 'V' emerg surf/dive to come
-Engine telegraph up/down changed to ins/del

Unfortuantly the diving controls override the manual tank venting/flooding and visa-versa so I'll have to come up with a better system I'll probably make the dive/hold depth/surface controls set the amount of water/air since thats how its done in real life. She doesnt come down/up perfectly straight which I could tweak but I think could be nice to have to manually tweak the trim every once in a while. Thoughts? Any input is going to have effect on the game.

nsomnia
02-11-16, 04:18 PM
We've got fish in the water. Its simple and only a mk14 with its 2 speeds and 2 ranges but its a start, not bad for a mornings work, being uploaded as I write this.

The further along I get in this little toy the more time I spend practicing my c++ and less time prototyping these systems.


Unless you guys want more of these simple setups sooner.. ARK got plaged because they blueprinted everythingb to get a full game out on time and it ran like crap (still does mostly) till they started recoding everything in real code.

http://i.imgur.com/3TXwVK5l.png

http://i.imgur.com/3TXwVK5.png - Full resolution

nsomnia
02-12-16, 02:15 PM
Re-modelled the structure of the control room and store room compartment this morning, the normals need some work to show up properly but its ready to start playing with different ideas to be able to control and "ride" the ship without actually possessing it (when the ship becomes the "player")

http://i.imgur.com/Ec9ZdHvl.png


Also got a basic mini-map working, just trying to get it to work without a landscape present, it will show the players position, enemy positions and areas of interest as-is but hopefully can be extended in the future for plotting without having to do any real serious coding. As a bonus it can be displayed on the dead reckoning table.


Lastly got SSR (sub surface reflections) and foam working at a basic level and cubemap reflections to enhance the quality of the water
http://i.imgur.com/dZ6jNpyl.png


Edit: Unfortuantly the minimap I brought in from an old project only works with landcapes, I know of a major game that was released mid last year that used ue4's landscape system for water but it involved some heavy engine source code editing that I dont want to get into right now. Going to try to make it work with the ocean tiles when I have free time.

nsomnia
02-13-16, 04:08 PM
Posting 0.08-preTechDemo as I write this. Wrote a helper function to find the current active camera whether its a periscope or external or ship camera and if that camera goes below water, enable the underwater post-process FX.


Was going to do torpedo impact and under keel magnetic (radial) damage but
its Saturday, sometime early next week we wil have tsuff to blow up.


Got a main menu mocked up really basic but it works with 4 campaigns ready to work on (USA, USSR, UK, Canada) so check it out let me know what you think.

Let me know how the performance is. Also it doesnt scale the main menu right now if your not running 1920x1080 resolution (I think) so sorry for anyone with weird resolutions.


Been doing a ton of c++ courses. I'm at the point where people reccomend to drop the standard library practice and start learning the Unreal Engine 4 API but I wanna take ita bit further sicne ocean simulation can be very very advanced.

http://i.imgur.com/I9ZTjVOl.png


Going to try to get a linux and mac version up too to bring my indieDB rank up again, PLEASE GIVE ME YOUR REQUESTS AND C&C

nsomnia
02-14-16, 11:28 AM
Its sunday feb 14ths so wont get much done but going to try to get the mk14 fish spawner to hit stuff and explode and import some ships to explode from my old project.

Edit: Actually going to get a clock/date and time compression going better today.

Edit2:

We have inital success
http://i.imgur.com/hWVoaXw.png

And formatted properly

http://i.imgur.com/l3clDn3.png

And time compression working (non physics compression yet just sun/moon movemenet and time scaling
http://i.imgur.com/jiRSDqfl.png
So 0x means 1 minute in real life is 0 in game, 1 = 1 and 3600x means 3600 game minutes to 1 real life minute. It needs some fixes to account for frames per second difference but thats game programming 101 so I'll be sure to add that once time compression becomes more useful.

Heres a question. (Really would like input on this project!)
Should time compression only affect the clock/sun and things like speed of ship and resource depletion or should it affect physics and rendering too like in SH



More notes:
Time compression up = +
Time compression down = ]
Time compression 0 (pause) = Backspace

Changed it so that you can right click to get the mouse cursor then right click to get view control back just like in SH

Made a nice little engine telegraph, gonna create a simpiler version later and I made some buttons for tabs (crew mgmt, engine control, resources etc.) as well as some arrows to allow you to close/open every peice of the user interface (drag and drop at one point too!)


http://i.imgur.com/xuRKDJCl.png


Another question. Should I keep prototyping small bits of the game everyday (nearly) like this to get a very playable game ASAP or should I work on coding the simulation parts (ocean, explosions, flooding etc) that will really make it shine as a simulator.


Packaging, cooking, and uploading the new version now.

nsomnia
02-16-16, 07:59 PM
Had the physics setup go wonky on me so I rewrote alot of the ocean code for buoyancy and going to compile and merge it together and start fresh with a bit higher quality in mind but using what I have so far as a reference. I was building off an old boat not using inheritance or any other real OOP techniques for prototyping so I'm going to "build for the future"

Next update later this week.

nsomnia
02-17-16, 07:39 PM
Figured out the physics bug, going to lead to just a small inconvience to me rather than any real troubles but still going to rewrite everything nice and clean.

nsomnia
02-18-16, 01:15 PM
Found my old GUI compass setup which with a little bit of modification can be adapted to a ship and with a simple texture rotator shader setup can be displayed on the gyro compass mesh inside the control room.

Imported a bunch of explosion/impact/fire/fx/sounds today as well as plug-and-play AI and enemy spawning areas to get some action going.

http://i.imgur.com/01GVOMF.png

nsomnia
02-18-16, 06:49 PM
Spent the day simulating the 38d81/8 torque curve to a realistic enough level to give room for tech trees and variables (and engine nerds) but at the same time fun enough to control.

The heart of it is taking the current telegraph value (-3 to 4 inclusive) times the current number of engine turning the prop shafts (0-4) and squaring it, then multiplying that by the drag curve based on speed and torque curve based on RPM. Feels very realistic and will allow overpowering for just that little bit more power this way due to adding drag and torque curves this time plus using non-linearity in the way power output is calculated (squaring for example)

1.1-5.4-11-20 knots at ahead slow to ahead flank.

I'm also just using a basic tiny modifier for surfaced vs submerged speed.

Have the forward and aft port/stbd ballst and trim tanks setup, going to get around to setting them up for your basic operations then manual control tomorrow

nsomnia
02-19-16, 02:44 PM
Spent the entire morning remodelling the forward torpedo tubes because the muzzle door and tubes were not setup properly with non functional shutter doors.

Now the shutter doors will open/close as needed and there will be controls for power and manual opening of the shutter doors and muzzle door. Does anyone have more deatils on how this works? I'm gonna post in the general forum but I assume since the door is attached with a hinge to the muzzle door when the muzzle door swings inwards the shutter comes with it at the hinged part but it also is on a rail so it slides the 21" for the torpeo tube inwards too, or were the tubes angled outwards and the shutter doors simply hinged at both ends with a folding hinged part at the end?

http://i.imgur.com/81vsaqu.png

You can see the shutter (red) and muzzle door/tube (orange)

http://i.imgur.com/81vsaqu.png

nsomnia
02-19-16, 04:58 PM
The shutter animations took me all morning and I still havnt got a working solution, I shoud've spent it doing something more productive oh well.

Dont think I'll get much/anything else done today and the weekend will proibably be slow but I found some great deatils on hte Balao class

http://maritime.org/doc/fleetsub/chap4.htm#4A

regarding the tanks and how much water they hold plus their locations so I'm going to simulate their locations exactly and see how she handles as well as make up a formula/do the math for pumping water/air into/out of the tanks for that many many tons of water. Should be easy knowing the weight of water per cubic cm

nsomnia
02-19-16, 09:20 PM
Decided to do some more core game work tonight for a couple hours since no one has helped me get the animation constraints figured out for the shutters.

Heres the different levels and the experiance points required to reach them. What do you think about the curve?

http://i.imgur.com/x7fgFWK.png

Hawk66
02-20-16, 02:04 AM
nice progress

one question: what was the reason you choose unreal, did you consider unity3d?

nsomnia
02-20-16, 10:13 AM
nice progress

one question: what was the reason you choose unreal, did you consider unity3d?

I started on a WW2 uboat simulator in Unity and while it has it advantages an old co-developer that helped me start my 'company' showed me Unreal when it was still a monthly paid engine and I fell in love. Over a year later and I can do so much more in Unreal than I can in Unity and I'm going to school for game development and everyone in the industry says Unreal and c++ are going to be needed for future devs.

Gonna do some more UI work today and see what else pops into my head, I get great ideas during the night but always forget them. I made a new engine telegraph indicator with a spinning disk but I dont like it I think I'm gonna keep it simple with the 6 arrows/1 red bar I thought of

nsomnia
02-20-16, 05:38 PM
Tried out a much more simple telegraph UI setup which I think polished up into overlapping arrows would look good. Wrote a function to sample the ocean height less 10 cm and if the camera manager (im just learning about camera managers in unreal, will allow water spray to get on the "lens" and camera shake etc.) is below that level then it enables the underwater post processing. Its much more efficient than my old way of looping through all the camera checking if one is active and below 0 height.


This is how accurate it, im less than 10cm from the ocean surface on this frame.
http://i.imgur.com/sXN66Fe.png

nsomnia
02-20-16, 09:16 PM
Got mad at my animating skills and decided to just model and animate the doors for now. I'll come up with abetter solution when shutter door animations are actually required but got this tonight

http://i.imgur.com/fWM4YqM.gifv

http://i.imgur.com/fWM4YqM.gif

nsomnia
02-21-16, 04:34 PM
Working with custom stencil buffer depth masking to get the water inside boats to be masked so that I can build the interiors isnide the boat instead of making a hackish solution like SH. This will allow for very cool flooding FX etc.

You can also see the icons for my crew setup I'm going to make v0.01 of, each crew member will have a rank, position, level, stamina level, isOfficer? boolean, and expertise in skill level(s).

I fully intend to have 8-64 AI crew members manning their station through a variety of AI idle actions and if you call battlestations they will run to a predestined area for example. Unreals pathfinding and behavior tree setup is top-notch in that regard.

http://i.imgur.com/g7Se1jrl.png

nsomnia
02-22-16, 01:54 PM
Found some tuna or albacore couldnt tell, flocking around the ship today. Mini-game anyone ;)

http://i.imgur.com/Imi2lkm.png

nsomnia
02-22-16, 03:36 PM
The toggle-able compass and an example mof the new telegraph arrow sizes

http://i.imgur.com/DpSkev9l.png

Edit: Just noticed a major bug where my "steering" rudderangle solution causes rotation to stop happening at 45d to port and 135d to stbd which you may notice is 180d of difference. Going to have to investigate this one, I noticed it when I was checking my longitude addition per cm math precsion.

Subs arnt much use if they can only travel NE through WSW

nsomnia
02-23-16, 12:16 PM
Had 100$ donated via my YouTube channel (unless someone on here shares the persons name) will be going into the game fund!

nsomnia
02-24-16, 01:04 PM
http://i.imgur.com/spcZnz9.png

Was able to mask the ocean out of an area, leaving only the base color of everything else.
Its a start! Yesterday I had no idea how custom stencil buffers work, now I kind've know how to play with them.

Once I figure themasking out I can start building an explorable sub and start a real game.

nsomnia
02-24-16, 02:13 PM
Playing around with the wake some more. It stays active much longer before being destroyed now.

Eventually that will be built into the settings (wake lifetime)

http://i.imgur.com/NVdcyEy.png

Evnetually it'll actually modify the water mesh too.

nsomnia
02-28-16, 04:18 PM
https://media.giphy.com/media/xT9DPlsmNukkE4qjdu/giphy.gif

Niedowidek
02-29-16, 04:53 AM
Looks very good :) Especially blur effect when water flows down

nsomnia
02-29-16, 04:08 PM
I spidered and downloaded every document i could find on maritime.org some 80,000+ pages, figures and images.

That with my new reading material (C++ books) should have me on my way to making some good simulations.

I did some beginner setups for missions and boat fittting out today.

Its mostly GUI work as most of the graphics/simulation I need to learn more, the gameplay I feel just wouldnt be appreciated yet (why shoot at a randomly spawning ship over and over no fun) so I might do some cinematic renderings. And start modelling the interior of a pig boat.

(Theres over 500 pages and images on the 5" gun alone... I could spend days reading this, if only I had the skills to boil it down to gameplay fast enough)

Pretty close to getting a simple crew and sub-systems selection screen setup and then some projectile work, a few bot AI ships to shoot at and then gonna get back to learning more C++/UE4 API. We'll call it v0.1-alpha

nsomnia
03-01-16, 03:00 PM
We'll ive got most of the propulsion and basic gui setups demo'ed and going to work on a simple damage and torpedo system when I feel like it, otherwise going to take a small time (a couple months?) to shape up my programming skills in the areas I need for this game. Updates will still be posted just less regularily.

nsomnia
03-01-16, 04:42 PM
Latest ocean version development teaser pic

http://www.mediafire.com/convkey/596a/78weid9i83tpxm0zg.jpg?size_id=6

Polak2
03-01-16, 04:52 PM
Looks awesome. :rock:
I only wish that older simulations like DW were having ability to make similar graphic improvements. The earlier animation clip with wave looks sweet too.

nsomnia
03-03-16, 02:12 PM
Got the new underwater -> above water custom shaders implemented.

Still playing with multiple wave sets for stormy weather.
Will try to upload a updated verson

nsomnia
03-03-16, 03:33 PM
https://youtu.be/BDA8oCZdkcY

Shows off the accuracy of testing the height of the waves and the latest fake-wake.

nsomnia
03-04-16, 02:21 PM
https://youtu.be/XTTJIKJxeAo

Got the masking working for the boat surfaced, it will still need some covering up until I can write the code to create the mask frmo the actual boat mesh but this will allow me to start building the inside of boats easily :rock:

https://youtu.be/8hAHW7FE0Uc

Showing 5 sets of waves (8 wave sets each from large to small [macro to micro]) to reproduce extremely stormy weather high on the beaufort scale.

Seems im going to need to implment FFT waves for performance.

nsomnia
03-05-16, 01:13 PM
Time to start modelling the interior now that the ocean mask is working in a basic form.

zakarpatska
03-05-16, 02:07 PM
What you've done so far looks great! I'm really looking forward to see what you can do with the submarine interior.

nsomnia
03-06-16, 11:24 AM
Took my gato/pampanito model and split it apart so I have the conning tower hull and I made a basic pressure hull that extends from forward torpedo bulkhead to aft bulkhead and up into the conning tower. Pretty weird running around in there. Going to replace the main modern with just the hull and get the deck and deck ladders plus a conning tower hatch plus the bridge and maybe the conning tower hatches going today. Ill post an update once I have enough done to deem interesting been pulling through my c++ books lately

nsomnia
03-06-16, 03:09 PM
Gave every part a quick texture job (accidently in Dx format instead of oGL so darks are light and teals are yellow but easy fix just reexport)

Anyways, you can now run around the deck and climb the ladders up to the bridge. You have control of the boat except for the rudder I have a bug i need to fix.

It is extremely easy to fall off the bridge though so I might need to fake the width of the ship, or make the characters like 140cm tall instead of 190

http://i.imgur.com/wlF5hKJ.png

I'm not putting much time into looks since the meshes will get edited and re-unwrapped and re-textured as I create the ways into the ship (2 doors, and hatch on conning tower, conning tower into boat batch and fwd/aft hatches. After that I can spend more time. I dont like seamless textures, with substance painter its so easy and quick to add custom dirt and grime and leaks to your textures painted in 3d. The channels are reversed and look how good this boat turned out.

nsomnia
03-07-16, 01:00 PM
Cooking a update with all the new stuff now. Nothing special but you can climb the ladder to the conning tower then jump up onto the bridge and you can walk around on the deck and you can control the ship and get telementry even thoguh your controlling the player. /

A step in the right direction cant wait to get a hatch going and then the conning tower and then control room and radio room.

nsomnia
03-08-16, 03:24 PM
Heres a video of the WW2 fleet boat conning tower with the main hatch being able to go through. NExt up, cut a hole in the hull cover where it belongs.

Going to start modelling some different conning tower designs youll be able to choose from based on the year roughly.

Got the 1948 tench class streamlined design started and going to go all the way up to guppyIIa

https://youtu.be/jdqmufFTiyU

nsomnia
03-09-16, 01:11 PM
Finished modelling the tench 1948 class streamlined conning tower exterior + bridge with hatch and it works fine you can drop into the pressure hull (its empty ATM) but for the regular fleet sub conning tower I accidently cut its hole for the conning tower aft about 15 feet so I have to re-model that.

So some more modelling and texturing and the next update: roll around in the pressure hulls empty abyss while controlling the boat

I'm also going to integrate a free program that takes an unreal 4 engine game and checks your files against a webserver (like Steam) for updates and if yours differs you automatically get the updates.

Ill still post major updates to indieDB

nsomnia
03-10-16, 01:41 PM
Got the ability to drop down into the conning tower which now has interior walls and you can then drop into the "control room hatch" which just drops you into the pressure hull right now.

Its pretty cool.

The only problem is in my haste to get everything working with some interior bits I've let the model topology get away from me. I might end up remodelling everything to make adjustments easier for example I just put the bridge -> conning tower hatch center of the lookout spot, whereas really its to the port side, i had to center it though to make characters fit through it. Also the conning tower -> control center hatch I put about 1.25m aft from the other hatch looking at drawings of a 1943 era sub but on the pampanito virtual tour its actually not a circular hatch, A, and B, is about 1 hatch diameter aft and starboard.


The biggest issue is things like doors rooms etc in games have to be enlarged for character views and sizes. I hope to get it as real as possible on the first sub though.

Update will come once I'm happy with the conning tower 1945 (level 1), presssure hull, and conning tower interior models as well as the hatches and their functionality plus some interior goodies in the conning tower such as some piping and indicators.

I've been trying to learn about FFT's (Fast-fourier-transforms) for making stormy seas but its a very advanced math topic.

Another bug is when controlling the boat while in control of the character you dont inherit the boats rotation or location so if you go ahead flank and your inside the pressure hull you fly backwards sitting still until the bulkhead hits you aft and it pulls you along. You do inherit these when there is no water and your standing on something attached to the model however I have to set the models to "un-attached" right now because I'm using per-poly-collision detection for convenience and speed of development over performance.

Hopefully when I get the water mask plugged into the main ocean mesh generator and decks in the pressure hull to stand on this wont be a issue.

nsomnia
03-12-16, 12:10 PM
Brushing up on my material and particles effects for creating screens, water splashes, foam etc. When I learned UE4 I went straight to blueprints and GUIs which are my speciality and I lack in these areas so I'm gonna learn as much as I can before I get bored with some tutorials I've been meaningh to do today.

nsomnia
03-20-16, 11:35 PM
Just to update I've gotten upset with the gato model a conning tower of that shape is very hard to model, especially given the model I had to work with so I started modelling a 1948 tang class and maybe come back to the gato but I do want to emphasize underwater which the tang did well for her time.

nsomnia
03-22-16, 01:59 PM
Got the basic exterior of the tang class done less the conning tower, its seperate since itll be upgradable.

The sonar dome was not fun.

nsomnia
03-23-16, 04:30 PM
Ugly, early, but updates.

http://i.imgur.com/JUeI22Q.png

http://i.imgur.com/Wu6Oo8y.png

nsomnia
03-26-16, 02:37 PM
Heres a video showing my latest work: attempting to make working dials using only shaders and not meshes.

Depth meter measured in feet on bridge and conning tower shown as well as RPM speed up/down (lerp ease in/out function) change added.

Havnt been doing much work lately but I've started working in C++

https://youtu.be/5m2LRoeuXZI

nsomnia
03-27-16, 01:59 PM
I now have a visual bearing indicator shader. Video soon.

With a dial shader and bearing shader and radar shader I am going to release a update with a pseudo testing mission against a stationary merchant asap.

nsomnia
03-27-16, 05:03 PM
This was one of the issues that made me question the possibility of finishing this project long ago: displaying a bearing "dial" as 2D.

Here it is. IGnore the debug messages (and the dials just a proof of concept)

Unfortunatly I fell off the boat so you cant see the depth meter. I need to come up with a way to attach to the boat.


Biggest issues prventing me from creating a game similar to SH3 in "playability"

-Map and the associated level creation with a earth size limit
-Physics time multiplication
-A lot of modelling

http://i.imgur.com/DiqtREwl.png

As you can see 70d bearing with 70d on the dial.

nsomnia
03-27-16, 05:12 PM
http://www.indiedb.com/games/redwater-cold-war-subsim/downloads/windowsnoeditor#downloadsform

New update 0.11pTD

PreTechDemo version 0.11 major changes:
-Depth guage shader in conning tower and bridge
-Bearing shader on HUD (GUI) proof of concept
-Turning improved as to not spazz out (at least not as easily)?
-Large waves for testing

Major bugs:
-Cant turn over -45 or +60d due to math errors
-The longitude gets the latitude value copied to it sometimes and it instantly goes to nighttime.
-Boat doesnt turn accurately it increases in speed since more force is added
-Player can fall off the boat unless in conning tower and even then is possible at high speeds

nsomnia
04-01-16, 04:33 PM
Been extremely busy lately sorry for lack of updates but still getting at it for at least a few minutes everyday and learning more and more of the unreal 4 engine c++ api so i can do more advanced coding when need be (soon).

NExt up ill be getting a intro scene going with my navy officer character I have ready and the pampanito guppy and tang 1949.

nsomnia
04-07-16, 12:31 PM
I have offically started modelling a torpedo data computer for the conning tower and have a work around for the character not inheriting movement (switc h meshes when moving inside/outside like in SH5) and also have a large pier done in old school style (diffuse, specular, normal instead of albedo, roughness, metallic, ao and normal PBR but htatll come in time)

A real level toplay soon!

adrians69
04-07-16, 02:35 PM
This is shaping up to look like a great sub sim. Watching with interest :up:

nsomnia
04-08-16, 02:32 PM
This is shaping up to look like a great sub sim. Watching with interest :up:


Thank you.

Been honing my programming and art skills lately instead of working on the project but as soon as my life issues get resolved (family health) ill be back to blueprinting (fast track prototyping) some fun things to do! NExt update will have a start of the interior, basic shooting and damage, basic tech tree, a simple level (or not lots of stock models i can use i paid for) and some simple AI.

nsomnia
04-08-16, 03:17 PM
The port ive started that needs resizing

http://i.imgur.com/9nOp01tl.png

bigwillydier
04-08-16, 05:39 PM
So freakin' excited about this!


Sent from my iPhone using Tapatalk

nsomnia
04-09-16, 12:23 PM
Looking to get a team together with my character artist/animation/3d artist and bigW who posted above.

That will definitly fast track an early alpha version.


Anyone interestied in joining let me know, we will be creatinga gofundme after a playable game is prototyped to pay ourselves and gauge the market.

nsomnia
04-09-16, 04:43 PM
A spline based procedural pipe (I have ropes and hoses too) as well as a quick cleat I did today cause I had some free time, unfortunatly my level is bugging out I neeed to find out what asset is giving problems (probly the 100 or so concrete peices for the pier, need to merge them using the merge tool)

I should be working on the subs but I've been doing art stuff lately to get my skills up to snuff (sculpting)

http://i.imgur.com/cm8bmEt.png

nsomnia
04-10-16, 01:06 PM
Update images

http://i.imgur.com/cHRf4mf.png




http://i.imgur.com/AeIwapP.png


http://i.imgur.com/oprhWvim.png



http://i.imgur.com/A3f5UXS.png

nsomnia
04-11-16, 02:44 PM
Tech tree prototype layout

http://i.imgur.com/H9mbmYAl.jpg

nsomnia
04-12-16, 12:51 PM
Got all the bugs of the basic torpedo system ironed out today.

Just need to add a depth control system as well as the gyro angle and straight run distance (how far did a mk14 run straight before turning? any equations on torpedos?) and then add the damage system from an old grenade setup and were in business to start sinking ships (with a basic AI).

Big updates coming soon stay tuned!


Heres a video of the torpedo after 20 minutes of prototyping. It has range and speed settings and goes at a set depth (ocean density * 1) and after range remaining is <= 0 then it waits 3 seconds, plays explosion FX and then after 3 seconds deletes itself from memory.
Underwater fog is turned off in the video to see better.

I also need to rig and properly texture my naval officer/captain/enlisted man so I can create a naval base and crew.

I am going to have to code some sort of setup for the exploration of the boats so for now im going back to controlling the boat with set cameras. Think SH4 with mods setup only modernized... for now.

Video of first torpedo test mk 14: https://youtu.be/8oyOI-ZV_eI

nsomnia
04-13-16, 03:47 PM
Minor updates basic engine sounds that need to be much slower I just pitch increased an idle sound, torpedo debug and refactored my code anticipating team members joining.

Minor but setting up for battle soon...

https://youtu.be/XwmIs2ur1Jg

nsomnia
04-14-16, 02:01 PM
Periscope is moving nicely and a basic debug quality GUI for shooting torpedos at different speeds.

Took 2.5 hrs to cleann up code and do this... I love unreal.

https://youtu.be/3hFCz1kMxZY


Damage model next up and we have basic combat. Anda few bug fixes to do wih steering and propulsion physics.

nsomnia
04-16-16, 03:55 PM
Have 10 torpedo tubes firing properly, andw hile 2 days behind schedule, everythings coming together.

Project is now on source control with 2 possible team emmbers to join me.

We'll see where this leads.

nsomnia
04-17-16, 02:34 PM
Got started on a map today. It will only track the current level your in and only ship and torpedo positions, but its a start until my team to be coders can get on it or myself. It'll really make a major hurdle get started on overcoming.

Then back to blowing shups up. Soon!

nsomnia
04-17-16, 05:01 PM
I knwo its ugly and gives you no information but this is the first map I've ever made. It works. Its a start.

http://i.imgur.com/wOtxI36l.png

nsomnia
04-18-16, 11:16 AM
Todays major revision (#5 so far, so low fresh repos are always nice)

revision 5: Added custom collision channels for torpedos and playerSub so that the torps can swim out of the tubes (spawn inside the sub and not collide). They now run straight hot and normal within 0.2d without any steering even though they are physics based which is awesome. Added basic map zoom functionality, panning to come, by overiridng OnMouseWheelDelta on the MapV1 widget.
Added a ton of debug buttons and their screens to the main HUD gui and did a bit of GUI cleanup. Cleaned up the shipsandexamples folder finally.
Little fixes here and there, we need to get our heads together andmake a list of whats important on trello or something and work on the google doc to flesh out our ideas and aspirations to see if this is going to work as a team effort.

Its shaping up fast and its still just me until the team members decide yay or nay on the idea and have time to work on it. I'm getting real serious dedicating time to it lately.

Anyone want an update with the new updates or wait for some shooting/damage/AI (the next step IMO)?

nsomnia
04-19-16, 12:07 PM
Got map zooming and panning in x/y as well as a dynamic scale in CM (for now) that updates and stays in roughly the same positon.

It also zooms faster at first and slower (more accurately) when zoomed in far, im going to change it to steps later.

this is HUGE not haivng a map was the biuggest turn off to the proejct for me. What thisd means is technially I could create the entire game as long as it stayed at sea, and load ports for missions the few times they are needed.

Realistically it will need a map setup like silent hunter I think its very intuituve but it requires alot of data and processing (coding)
Either way a BIG update is coming very soon.


Next up, now that im hapy with the map more or less, is to import my very effective future proof and easy to modify damage system, which is fully multiplayer ready BTW.

Drop that on the mk14 torpedo and import a ship with basic random movement and we have a game to play!!!!! :salute:

nsomnia
04-20-16, 01:38 PM
revision 8: Added a basic boat that steams around to random locations in WaterVolume physics volume and then picks a new spot, minor vector bugs he doesnt always go forwards but has buoyancy and sinking ability. Damage upcoming. Some minor additons and bug fixes and refactoring as well imported the damage system and game settings from a previous project to get that setup fast and perfectly.


v0.12ptd is going to be less of a pretechdemo and more of a 0.12alpha :arrgh!:

nsomnia
04-21-16, 02:04 PM
revision 9: Added the ability to destroy any BP_AI-Swiftboats in the scene and and arming distance for the torpedo, as well as sinking fx for the AI boat and a macro library for converting cm to X units (nm, Miles, km, M etc). Created a AI health bar.

Going to focus on cleaning up code and writing up a mini game design document to attract team-members serious about a project like this.

Few days off from the work I've been doing lately in gameplay.

Its silent hunter.... without the campaign :har:

nsomnia
04-22-16, 01:40 PM
Demo video showing a prototype character (the clothes are what my character guy spent the time on I did the rest in a couple hours) and the ship sinking effect prototyped, I forgot the map though!

https://youtu.be/BsuufrPCbtM

nsomnia
05-01-16, 01:18 PM
Got underwater propulsion started but having a major issue with gimbal lock to debug. Stormy weather is in the works with a programmer

nsomnia
05-02-16, 11:47 PM
Gimbal lock is solved, back to getting a playable level going! Gonna borrow some boats from sh4 to shoot at.

nsomnia
05-04-16, 01:44 PM
A ship you may all recognize as a large tanker placeholder to test a torpedo data computer code setup to be soon. A few backwards normals but its just a placeholder

http://media.indiedb.com/images/games/1/49/48424/NipponPlaceholder.png

http://media.indiedb.com/images/games/1/49/48424/nipponingame.png

bigwillydier
05-04-16, 04:27 PM
Nice.. looking good man!

nsomnia
05-05-16, 01:43 PM
Got the conning tower, compass repeater, conning tower compartment and control room compartment prototype textured and imported this morning.

Pics.

http://i.imgur.com/XVRj3TL.png
http://i.imgur.com/54C6l41.png
http://i.imgur.com/d27Ws1P.png
http://i.imgur.com/Wt3YiAw.png
http://i.imgur.com/f0eiGnK.png


All automatic unwrapped and textured, when the time comes for polish they will look 10x better.

nsomnia
05-06-16, 03:22 PM
Torpedo data computer is gathering basic data just fine, as well as a ship tagging system.

Got a modeller getting stuff like the TDC itself and other props modelled in as placeholders, I'll post his work when I get time and his permission its really starting to heat up!

https://youtu.be/4KCr9qcuCv0

nsomnia
05-07-16, 02:54 PM
A quick TDC, gonna fill out the pipes and non-useful stuff with SH models for prototyping unless anyone says its a bad idea, not selling it but trying to get a real visual treat without sacrificng gameplay.

Having issues simulating the TDC calculations however. Behind schedule with v0.12

http://i.imgur.com/xZFE3Ej.png

nsomnia
05-10-16, 12:44 PM
Got the AngleOnBow issue figured out now I can power through the TDC and start hitting the moving tanker ship!

Then I'll make some nice dials and a nicer GUI than current.

Behind schedule but major update v0.12 comnig.

Bartolomeus
05-10-16, 02:14 PM
Wow...that looks fantastic! Great work so far. :up:

Marko

nsomnia
05-10-16, 07:14 PM
Got planar reflections and sub surface refraction updates, the ocean looks killer; will it make it into v0.12ptd dpends if Unreal Engine 4.12 comes out of preview status for release time. We'll see.

Screenies to come.

nsomnia
05-11-16, 01:47 PM
http://i.imgur.com/NzqJB2d.png


http://i.imgur.com/J1s11y3.png


Getting more TDC work done today. Trying to solve angles very hard math for me since I didnt do well in high school math.

nsomnia
05-15-16, 03:41 AM
Weve got the angle problems solved without needing to code quaternions, still using eulers.

Working on completing the TDC now that thats fixed as well as drawing torpedo tracks, angles, headings etc. which will mean protractor/ruler functions etc.

My coding is getting better and better everyday the more I work with teh API to do these advanced concepts rather than script them.

Seriously big updates coming soon I was delayed 2 weeks by the rotation angles problem.

Got a guy modelling the engine room.

Characters will be kicking hot brass and loading shells into the deck gun.

Bartolomeus
05-15-16, 06:19 AM
Great news nsomnia, looking forward! :)

Marko

nsomnia
05-16-16, 11:29 AM
Sky before and after.

This is without the new refelection system also.

http://i.imgur.com/M1pKZC0l.png

nsomnia
05-16-16, 05:23 PM
Image updates with my lead modellers work in the last few days.


http://i.imgur.com/dSyoqdYl.png
http://i.imgur.com/ExY123Ml.png
http://i.imgur.com/MNwsWhLl.png
http://i.imgur.com/iy7sg1Dl.png
http://i.imgur.com/lhUHHL7l.png
http://i.imgur.com/8LjKWPvl.png
http://i.imgur.com/ALoVbbYl.png
http://i.imgur.com/RtvUcyyl.png
http://i.imgur.com/3yk9VUsl.png
http://i.imgur.com/S9ebYpUl.jpg
http://i.imgur.com/JRSi9YZl.png
http://i.imgur.com/RY4xGo2l.png
http://i.imgur.com/xeYcjAYl.png
http://i.imgur.com/4DaELlMl.png
http://i.imgur.com/heIXG9Sl.png
http://i.imgur.com/WSQcbEjl.png
http://i.imgur.com/iMfHORWl.png
http://i.imgur.com/3fmMejml.jpg
http://i.imgur.com/sBrtguNl.png
http://i.imgur.com/E7F9PlGl.png
http://i.imgur.com/tGD4sNOl.png
http://i.imgur.com/rACouSwl.png
http://i.imgur.com/iegRzixl.png
http://i.imgur.com/12cS14yl.png
http://i.imgur.com/ckcaXpOl.png

bigwillydier
05-19-16, 11:58 AM
I'm guessing the Marlboro's probably won't be in the final release version.. Lol

nsomnia
05-19-16, 03:05 PM
No not unless theyre paying haha.

Map update.

http://i.imgur.com/y70cgpA.png

nsomnia
05-20-16, 02:25 PM
Map is now locating all contacts properly

http://i.imgur.com/FoQeBuP.png

nsomnia
05-21-16, 11:44 AM
Playing around with single waveforms at their largest size with the current ocean setup (can do up to 8 of these to make reandom stormy weather, currently WIP map showing it off)

http://i.imgur.com/Lc7gxuml.png


Our next ocean system will allow dozens or hundreds of waves from macro (large) to mini to make surface transit crazy with wet lens and camera shake and boat roll/pitch/yaw from wave forces.

nsomnia
05-23-16, 11:47 AM
Time compression physics based is now working using the HUD to about 3-5x which is about as much as we'll get wthout custom code.

The sky can still be compressed as fast as you want, not that it has any affect except for date change at this point.

nsomnia
05-23-16, 12:19 PM
Got a basic fake-wake system setup until my ocean programmer creates real wakes.

http://i.imgur.com/jM6Erj1.png

nsomnia
05-26-16, 10:07 AM
Caustics are back, I found a huge bug, somehow my skylight got set to NEGATIVE intensity. So weird.

http://i.imgur.com/2IrlkoFh.png

nsomnia
06-07-16, 12:20 PM
4.12 has been released with BEAUTIFUL rendering improvments that make this look AAA quality.

Getting the tang setup today and then will show some beauty shots, in the menatime a teaser the engine jsut randomly captured...

http://i.imgur.com/lLeZ93C.png

nsomnia
06-07-16, 12:35 PM
Why whats lurking off midway island?

http://i.imgur.com/fetphvEh.png

My, shes the experiental Tang class!

http://i.imgur.com/TqMu0phh.png

This is classified to SubSim members only! Silent service, shh!

http://i.imgur.com/0FeCjR5.png

Shes got shark fins, what could they be?

nsomnia
06-07-16, 01:17 PM
One more for the day

http://i.imgur.com/7cs1X62h.png

Bartolomeus
06-07-16, 02:05 PM
Looks nice, great work so far! :up:

Marko

nsomnia
06-08-16, 11:20 AM
Little preview of the seafloor grass/rocks etc. setup.

https://youtu.be/riSUneF9Tz4

Bartolomeus
06-08-16, 01:13 PM
Amazing! :)

nsomnia
06-08-16, 10:08 PM
It needs some tweaking, just wanted to see how procedural foialge and auto landscape (Based on terrain angles) would perform with the ocean in its current state.

Not well. Luckilly it can be VERY optomized and is only needed in port towns, so ports may run a little slower on older computers but open ocean im still aiming for super high FPS.

Exkodius
06-09-16, 08:01 PM
Had to type and let you know that i've been following your updates with great interest mate. It looks like it's coming along nicely and i see great potential in it. Hope you can keep the motivation up. Good luck!

nsomnia
06-10-16, 09:29 PM
Had to type and let you know that i've been following your updates with great interest mate. It looks like it's coming along nicely and i see great potential in it. Hope you can keep the motivation up. Good luck!

Welcome to the forums. Me too, got some potential new team-members which will really speed the playble demo release up. I have to compete with HMS mulkruken now.

Got a procedural seafloor setup coded up that uses the FastNoise library to generate chunks of seafloor around the currently active ship. Should help with performance as well as marking a HUGE checkmark on the "stuff thats gonna be hard to do checklist"

nsomnia
06-11-16, 12:26 PM
Redoing the GUI to be nice and clean and modern, and example, an error message dialog box.

http://i.imgur.com/ju0oWeYh.png

nsomnia
06-12-16, 09:59 AM
Temporary sketch for the splash screen when openig up the game before the fullscreen intro/main menu starts up.

http://i.imgur.com/DIN4FS6.png

nsomnia
06-12-16, 02:30 PM
Taking all of the logic up to v0.11 and for the 0.12 playable demo getting a nice port level where you get to jump aboard your boat and learn to drive... or something like that.

Testing out the spawner for the players active command.
http://i.imgur.com/fVFeXjqh.png

nsomnia
06-12-16, 04:22 PM
Some maths, eventually going to allow sextant use if desired.

https://forums.unrealengine.com/attachment.php?attachmentid=97372&d=1465765764

nsomnia
06-13-16, 10:47 AM
Getting some harbor piers laid out finally, ive had these modelled for months.

http://i.imgur.com/RcmDIY4h.png


Ready to tie up!

http://i.imgur.com/nc6V0V4h.png

nsomnia
06-13-16, 11:25 AM
Threw the captain in as a placeholder

[img]http://i.imgur.com/kPnVtt9h.png[/img

http://www.indiedb.com/games/redwater-cold-war-subsim/images/character-placeholders-and-tang-1949-class-prototype-concept2#imagebox
http://www.indiedb.com/games/redwater-cold-war-subsim/images/character-placeholders-and-tang-1949-class-prototype-concept1#imagebox

nsomnia
06-14-16, 10:56 AM
Uploaded all the scans of my notebook I scribbled in for about 8 months in the period of new Uboat sim scrapped -> coldwar subsim idea started

Check it out here and all the other stuff going on currently, our trello is public, i believe anyone can even vote on features and maybe even comment.

https://trello.com/c/WGqE5AMg/95-dereks-notebook-concepts-album

nsomnia
06-14-16, 11:35 AM
The conning tower you'll have to upgrade from on your first command.

http://i.imgur.com/VyHghgLh.png

nsomnia
06-14-16, 08:46 PM
After this evening dev talk regarding HMS Mulruken... I have a sudden desire to work 23 hours a day.

Edit: Improving on the little im doing so far...

http://i.imgur.com/MjV4Rxhh.png

nsomnia
06-15-16, 10:47 AM
We now have a seperate verified paypal account for accepting any donations until we get our playable demo out so it doesnt get mixed in with my YouTube donations and I can distrubute it among the team.

Please if you do donate leave a note of some type so I can credit you.

paypal.me/OpTrident (http://paypal.me/OpTrident)

nsomnia
06-19-16, 12:49 PM
Just to keep the updates coming my character and props guy is back at it after finishing school, im doing a programming course to improve my skills and also trying to increase team size for more man-hours and everyone else is... puttering.

Most definitely not dead! Just saving up for the demo :)

nsomnia
06-19-16, 12:52 PM
This saturday the 25th all new team-members and current are meeting to lay out the final plans for the demo you guys get to play before the kickstarter!

nsomnia
06-21-16, 01:48 PM
Everyone vote, what should be the base of operations (home port) where the local bar, mission HQ, crew barracks and supply depot as well as the main naval base for the campaign should be located.

Pearl
Midway
Groton

Ideas and suggestions before Saturday will be taken into consideration!

nsomnia
06-22-16, 07:29 AM
http://i.imgur.com/kPouxebh.png

New harbor markers.

If anyone has any input, wishes, dreams, idea etc. please let us know as we are having a final pre-demo meeting this weekend.

Onkel Neal
06-24-16, 03:19 PM
We now have a seperate verified paypal account for accepting any donations until we get our playable demo out so it doesnt get mixed in with my YouTube donations and I can distrubute it among the team.

Please if you do donate leave a note of some type so I can credit you.

paypal.me/OpTrident (http://paypal.me/OpTrident)

I already sent in my contribution to your blendertek account -- :Kaleun_Los:

nsomnia
06-24-16, 04:21 PM
I already sent in my contribution to your blendertek account -- :Kaleun_Los:

Will pay for a couple months of artists software and a few other things to increase productivity. Thank you sir. :subsim:

nsomnia
06-25-16, 10:38 PM
First offical large team meeting has finished and many tasks have been created to add onto my inital protoyping. More news soon, been online for 14 hours+

themrwho
06-28-16, 04:07 PM
First offical large team meeting has finished and many tasks have been created to add onto my inital protoyping. More news soon, been online for 14 hours+

Checked out the forum thread and your videos; your progress looking good so far! I really hope you don't lose interest before you release version 1.0 as it is an incredibly long journey to design and implement a complex game like this.

I have a technical question: It is my understanding Unreal Engine 4 is designed for and suited to small(ish) worlds how are you going to handle drawing a massive scale ocean world like Silent Hunter 3 or 4?

origin rebasing with custom mathlib or massive engine modification (almost rewrite)?

bigwillydier
07-02-16, 09:23 AM
I have a technical question: It is my understanding Unreal Engine 4 is designed for and suited to small(ish) worlds how are you going to handle drawing a massive scale ocean world like Silent Hunter 3 or 4?

origin rebasing with custom mathlib or massive engine modification (almost rewrite)?

Thank you for your interest in our project!

It seems that none of the major (and affordable) engines have exactly what we require with regard to a massive scale ocean, so there is no doubt that we will be facing a few technical challenges. That being said, we do have some options available to us, including origin rebasing or even developing some custom engine mods.

To be completely honest, we have been spending the last few weeks re-organizing and focusing on developing a detailed project plan. Very soon we will be resuming production and taking a hard look at how we will be approaching this issue.

nsomnia
07-08-16, 10:29 PM
After inital planning work starts with more manpower, with more on the way.

Groton, CT is getting played with.

http://i.imgur.com/nsBETcil.png

Those of you who know Groton know the scale is off, fixing up in the morning.

More soon including a trailer. Keeping as much as possible under wraps for the time being.

nsomnia
07-09-16, 03:57 PM
A sneak peak at the sneak peak trailer https://youtu.be/s6nlXlX85ik?t=7

More to come very soon.

nsomnia
07-12-16, 12:40 PM
58.16 manhours estimated left for the trailer. We are doing a recruiting drive after, if anyone has any skills they think might help before then let me know: get on the team early.

themrwho
07-13-16, 08:46 AM
58.16 manhours estimated left for the trailer. We are doing a recruiting drive after, if anyone has any skills they think might help before then let me know: get on the team early.

your publicly available trello was great for those interested in your project. I understand you now moved your project planning and progress tracking to a "dedicated project management platform".

any plans to provide public read-only access, like before?

nsomnia
07-15-16, 10:10 AM
your publicly available trello was great for those interested in your project. I understand you now moved your project planning and progress tracking to a "dedicated project management platform".

any plans to provide public read-only access, like before?

The software were using does export to a mostly-human-readable code style, similar to the files modders use in some simple Silent Hunter mods, if one of our current/future programmers or myself found the time to write a parser to take that data say weekly and update the website we most definitly will, otherwise we'll be releasing weekly updates.

I promise antoher screenshot today of something we've been toying with.

nsomnia
07-15-16, 12:25 PM
An early stage pic of the playable port: New London Submarine Base, Groton, CT, USA (its one of the larger maps modern games can create, there is 8x24km explorable on foot technially it would take you hours to walk from one end to the other) we will be doing procedural coastline generation for the rest of the world obviously going to this much detail for the entire earth is near impossible. The entire river is to be populated to historical or well known landmarks/buildings/roads etc.

Trailer still in the works. Getting old concept models replaced with half decent ones. it will be exciting, were behind schedule, but thats the way game development works early on.

http://i.imgur.com/QB6WzYAl.png

nsomnia
07-22-16, 10:48 PM
we are happy to announce we may have found an art department lead, a radioman PO2c who served during the 70's and 80's.

Being an artist will remove a huge burden from myself and our prop and animation artist who have been sharing the load trying to make stuff to SHOW you guys.

We have some updates but they arnt -quite- ready yet.

As a side note, we are looking to fill our team up with navy/sub minded persons with some sort of project related talent, be sure to get in touch if this fits you!

nsomnia
07-26-16, 02:41 PM
Just toying around with the US side today. Code department is playing with the physics of torpedoes and missiles launched from underwater and firecontrol associated with such.

http://i.imgur.com/vX5muZK.png

bigwillydier
07-27-16, 04:07 PM
And...

We've picked up TWO MORE talented individuals, both hailing from Germany..

- he's a brilliant coder and.. is kinda blowing my mind with his design ideas..

- and she can take any photo of an object and quickly turn it around in to a highly detailed 3D model!

Welcome Univise and Meli!

nsomnia
08-08-16, 01:06 AM
https://files.slack.com/files-pri/T1J6CUXQV-F1Z3TRS48/pasted_image_at_2016_08_07_23_57.png?pub_secret=de e290589f

HMS Marulken/Neal & Co, your move :)

The Tench class sub is shaping up too.


In-Game standing in a CLASSIFIED TOP SECRET class sub's sail.
https://files.slack.com/files-pri/T1J6CUXQV-F1Z44Q33P/pasted_image_at_2016_08_08_00_24.png?pub_secret=aa a7e0db3e

nsomnia
08-10-16, 02:31 PM
New water shader coming

http://www.mediafire.com/convkey/4bb5/c4of1c968519vurzg.jpg?size_id=c

nsomnia
08-12-16, 01:17 PM
SS CLASSIFIED Tench GUPPY CLASSIFIED USS CLASSIFIED at dock at CLASSIFIED.

BuShips is working on declass'ing information for SubSim. Hang tight men, a few more bells.

https://files.slack.com/files-pri/T1J6CUXQV-F20V5G2N8/pasted_image_at_2016_08_12_12_15.png?pub_secret=60 dbee3d91

nsomnia
08-12-16, 02:34 PM
https://www.youtube.com/watch?v=MDASPvVQa9Y

Doing some side work on a branch of the main game. Little teaser bits.

:arrgh!:

nsomnia
08-17-16, 02:12 AM
Inspector General of Fleet 19 H.G. Rickover in progress talks to a dock worker about the future of fleet boats. Where might the fleet boat lead? TOP SECRET one or CLASSIFIED TOP SECRET system?

http://i.imgur.com/ho6Oansl.jpg

Rumor has it the USSR has plans for a atomic bomb from spys inserted into the US during and after the war. A test is thought to be occuring in the next five to ten years. A war could ignite Rickover, and your career.

Where will this all lead?

nsomnia
08-21-16, 12:51 PM
A US born spy inside the Soviets top secret military research lab has sent us the following photo.

http://i.imgur.com/hYWl0qxl.png

It's looking like TOP SECRET is going to happen on the estimated time line of around x-mas 1947 to CLASSIFIED. We expect it to fail and will do everything in our power to prevent CLASSIFIED CLASSIFIED happening.

More news soon. SS-484, USS Odax is due back from patrol off Hawaiian waters back to Groton and then back to homeport in Key West soon!

Stay tuned men!

nsomnia
08-21-16, 10:10 PM
Our agent, Dimitri, has found technical drawings hand colored, our greatest fear about TOP SECRET CLASSIFIED seem confirmed.

Except more information soon, the mole had troubles getting this one out due to its secretive nature.

We have CLASSIFIED calibrated just in-case due to our knowledge from the event at TOP SECRET LEVEL 2 ACCESS ONLY during the war.

Stay tuned.

Attached is the picture sent via micro-dot-film.

http://i.imgur.com/WMj6bgJl.jpg

nsomnia
08-22-16, 03:16 PM
Can you guess what boat and what location? (Tip it was its homebase during 1947)

Photos from the crew back from sea trials and first patrol.

http://i.imgur.com/Tqch3Zog.jpg

nsomnia
08-23-16, 01:06 AM
https://www.youtube.com/watch?v=N5s_PwsPcZQ

A test of the walk anim used for all 6 main charcter (USA/USSR CO, XO, Sailor) existing in the main game as well as the new cinematics tool designed for non destrutive real-time film-look cinematics from already built assets, no needing to craete cinematic specific assets.

Yes he has floating pockets, loose objects in clothing doesnt auto skin well, have to touch that up and yes there is a random character mesh stuck in the middle of the frame with no animation, but we're learning!

nsomnia
08-26-16, 01:39 AM
Supplied are being un-loaded for the construction of the newest sub base where your crew will be sent for training, you'll receive orders from HQ, you'll find crew at the barracks, pay homage to lost sailors and boats on eternal patrol in the bar and go for drive if you want in a naval jeep.

http://i.imgur.com/EWaZqUul.jpg

nsomnia
08-26-16, 02:22 PM
Now that SS TOP SECRET is back in port the crew heads to the local garage for some RnR and checks their girl is OK, BuShips has been cutting boats up lately for CLASSIFIED and the'yre worried shes next.

http://i.imgur.com/2xcUPEul.jpg

Onkel Neal
08-27-16, 07:29 AM
Nice mist effect on the windows :up:

nsomnia
08-27-16, 08:33 PM
Its just a texture but you should see the underwater disotrtion FX and the wet lense when your scope/camera dips below water then back up!

Heres the headquarters in Bldg1, New London Sub Base Groton, CT where you will receive missions, save/load games, make requests to BuShips for new hardware etc. For the US demo mission released for free. USSR and campaigns will be in early access. Multiplayer is stil on hte table for timeline.

https://cdn1.epicgames.com/ue/item/RetroOfficeEnvironment_Screenshot_04-1920x1080-610e3a31277acc8f3689e2c1f05ed2a6.png


Im off on vacation for 2 weeks so less updates but hopefully BigWillyDier will keep up.

Ramba
08-28-16, 06:22 AM
Looking Nice! Keep up

Julhelm
08-28-16, 08:02 AM
That room does look nice.

nsomnia
08-28-16, 09:39 AM
Thanks guys!

Our art team is totally independant now, we've created over 900 props so far for bases, characters etc.

Now begins the boats (escusing the TOP SECRET class already done sea trial and major gameplay.

nsomnia
10-19-16, 05:10 AM
After a long needed vacation back at it!

nsomnia
10-19-16, 09:02 PM
A future project is on the drawing boards in two versions, which do you prefer?

http://i.imgur.com/iABjr4Ch.png

nsomnia
10-19-16, 09:06 PM
http://i.imgur.com/1dCT3H7h.png

http://i.imgur.com/RrvHPKSh.png

HELP WANTED - PROGRAMMERS, 2D/3D ARTISTS AND SUBJECT MATTER EXPERTS - Be a part of the team

http://i.imgur.com/5tlrPA5h.png

nsomnia
10-27-16, 11:52 PM
New short video with sound

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

Its our ideas for the intro loading screen after the intro cutscene video when you open the executable to start the game.

We may also use the background, modified with areas of interest like bases, convoys, SOSUS etc. with RED MAIN MISSIONS/ORANGE SECONDARY/YELLOW OPTIONAL QUESTS

Opinions? Ideas?

Want to help?

We are ready to expand our team from 2-7 people or more if we can get some money rolling in then up to 16 members. Royalty based until past early access and real alpha/beta copies are for sale, late Q4 16 / Early 17.

Got sound (especailly music!), art (drawing, painting, concept, fine art (oil etc), comic book, photoshop, illustrator and most importantly modeling and/or programming experiance?

Apply within with a post, PM or email to sderek02@gmail.com or info@optrident.com as well as info@blendertek.com and we'll be sure to see it!

nsomnia
10-28-16, 10:47 AM
We are going hard again

Expect updates!

nsomnia
10-28-16, 03:51 PM
[url]https://youtu.be/VKcWIFAWVVc/url]

Let me know what you think.This is the loading screen after the first video, it will look a lot better just a proof of concept. All loading screens are functional using async multithreading.

We ar etrying to get a realistic ocean off what we hve but might end up frankensteining' 3 or 4 different shaders together.
Opinions on this one? It took only 45 mnutes of work.

nsomnia
11-01-16, 02:45 AM
We'ere on the lookout for new members to fill out team now that we are gorwing!

PM or email sderek02 [AT] gmail [DOT] com or info [AT] otptrident [DOT] com you can try our team manger if I seem to miss your info for some strange reason at SlothMaster [AT] otptrident [DOT] com

w4rlord117
06-18-17, 06:18 PM
Has any progress been made as of late? What you have so far looks amazing

nsomnia
08-09-18, 05:46 PM
I had a stroke guys thats why I've been gone.

In Canada we only get core health care. Rehab, prescrtiptions & specialtry care are out of your pocket 95% of the time (dental etc). So I did a little but cant afford how rediculous it is especially since YouTube with all my game and modelliung stuff was paying the bills, now im trading bitcoin but just started cause my family cant support me anymore.

Sorry guys, If anyone wants to take over let me know, if anyone has the latest source files, let me know I delted them in a haze after my stroke cause I said I'd never be on the computer again.

CapitaCatalunya
08-12-18, 06:20 AM
take care man!!! really sorry to hear this, health is the most important!!! :Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:

lots of hugs!!!:subsim::subsim: