DSubs - abstract multiplayer subsim
Downloads:
https://github.com/Boris-Barboris/dsubs_demo/releases Pdf manual is bundled in the zip, or can be found in the repo: https://github.com/Boris-Barboris/ds...ter/Manual.pdf Discord: https://discord.gg/7TFS98f Client sources: https://github.com/Boris-Barboris/dsubs_client TLDR: 2D cold-war-techlevel DW-inspired sensor-focused subsim, multiplayer/singleplayer infinite quick battle scenario with bots and/or other players. Hello everyone! I'm Boris-Barboris and I would like to make the progress of my hobby project public knowledge. I'm steadily moving towards the technical demo stage and expect to be able to let the general audience test it till the end of 2019. Reasoning I was a great fan on Sonalyst's work on Dangerous Waters, as well as of DCS/LockOn simulator franchise. I have spent weeks in those titles, but the past is now long gone. Youth was gone as well, and so, gone was my blind respect for realism. Time grew much in value, and it is the time that was rarely respected by the simulator genre: realism dictates large intervals of wasted time and no gameplay just for the sake of realism. Time acceleration helps, but it is unsuitable for multiplayer - the prime thing I was enjoying in those games. I just want a fun PvP/Coop submarine-related game to play with real people for an hour or so. It appeared to me that the gameplay must be designed from the ground to account for higher desired combat intensity and lower time intervals. Exactly 2 years before this post, March 2017, I have started my small project: DSubs (D for distributed), which I hope you will find in your favor. Concept
Overview and tutorial walkthrough by SmartWargames: https://youtu.be/yFpp-zXyWsg https://youtu.be/hfVhq7GteYc Here is a short video, which demonstrates most core systems (coop, sensors, TMA, contact management): https://youtu.be/FP9BkSxok8Q Torpedo attack example: https://youtu.be/2aDA_y05OTY What needs to be done
I would like to hear your opinion on the concept itself, as well as to recruit some volunteers in order to test the existing features (sensor-related). Thank you for your attention. |
Got some progress on the torpedo, namely:
https://i.imgur.com/J2J8CiO.jpg |
welcome back!
Boris-Barboris!:Kaleun_Salute: THANKS FOR KEEPING US POSTED
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Looks awesome! Which platforms will you support? happy to give a little bit of time to help test on Linux (or windows XP in a vm).
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Well, as a DW player, I was insterested by the subs too, not the surface or air platforms. And the thing I really appreciated was the "where is it, and who is it?" phase. So keep on the good work, I'm very interesting with your concept! :Kaleun_Applaud:
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Quote:
I develop on both Linux and Windows 10 machines. Judging by the conservative use of libraries, windows 7/8 32bit should be ok as well. Thanks for the offer, though I'll probably just spin up my own ubuntu VM and ask some friends to test. |
Got some nice weaponry progress:
https://youtu.be/2aDA_y05OTY |
What to say... except keep up the great work! :Kaleun_Applaud::Kaleun_Wink:
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welcome aboard!
gargozul!:Kaleun_Salute:
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A Warm Welcome To The Subsim Community > gargozu
Subsim <> Make A Donation <> See The Benefits <> Support The Community SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below |
I've got passive bots that just swim around the arena and die for your entertainment, a simple infinite scenario, login/user registration, kill feed.
I'm getting really tired lately, so I would like to just push out what I have at the moment and have some rest of about a month from this side project. I'm writing a simple manual and expect to zip up a test Windows build this Sunday, so at least you'll have some taste of the controls. Maybe if there will be enough people we'll even get some PvP action. It simply depends on our numbers and timezones. |
First test release
Ok, here's the binaries:
https://github.com/Boris-Barboris/ds...bs-win-x86.zip Pdf manual is bundled in the zip, or can be found in the repo: https://github.com/Boris-Barboris/ds...ter/Manual.pdf Feedback about UI, controls and core systems (acoustics) is welcome. I've got nothing else to offer at this point. Well, besides the usual blood, sweat and tears. |
Oh man, you make it sound like you wanna throw the towel or something.
I am pretty convinced there's an actual game to be made and it doesn't require much more on the simulation side, from what I see. That could really be a (niche) winner. |
Quote:
The problem is time. Things that seem like an hour job take days, day jobs take weeks, week turn into months. I'm afraid to make an actual enjoyable game of this thing in adequate time I would have to collaborate with other people. May I ask you to try the controls? Don't want to get stuck inside an ergonomics echo-chamber with myself here. UPD: To crashy: Oh man, I'm pretty sure you got me there, detonator probably needs some tuning because your torp definetly homed onto me. https://i.imgur.com/AwpTpKN.jpg |
Oh you actually have a battle royale mode on-going there I see? ^^
Interesting...! |
I am honoured to introduce our one and only virtual humpback whale Ahmed. He likes to sing. Please be gentle with him.
Other than the animal-related code, I was working on the color scheme, some TMA bugs and mouse aiming of torpedoes. Now the firing parameters are much faster to come up with. https://www.youtube.com/watch?v=wMfj521Cvi0 This concludes the updates of v0.0.2 release: https://github.com/Boris-Barboris/ds...ses/tag/v0.0.2 |
Working on AI
https://github.com/Boris-Barboris/ds...ses/tag/v0.0.3
Dedicated about 4 weekends to enemy AI. Managed to produce something resembling an easy combat bot, that only attacks what it hears, and a medium bot, that can use decoys, active sonar and tries to dodge the torps. A little sandbox trace: https://i.imgur.com/m5ySvHz.jpg Modified the scenario, so that after killing a civilian passive bot an easy bot spawns, and medium bot spawns for each killed easy bot. All combat bots use the same Stork sub that the player has. Torpedo range is better estimated on the client with respect to it's fuel consumption factors on different speeds. Solution real-time phantom is drawn in TMA mode to make the process more obvious. I'll try to work on variability for now, want to get to at least 3 submarines and 4-5 torpedoes. Hull hydrophones maybe. |
Tested loadout screen on multiple available subs, added Alfa-wannabe fast boat Lima:
https://i.imgur.com/UF25JsT.jpg Multi-antennae hydrophones appear to be working, so I gave the Lima hull-mounted linear arrays that cover it's broadsides. Bots need a lot of tweaking, but I only had time to make them dodge not only enemy torpedoes but friendly as well. Experimental Linux build is up, but I expect some shared library version conflicts in the wild, so anyone willing to test the build is welcome. https://github.com/Boris-Barboris/ds...ses/tag/v0.0.4 |
Neat job Boris! This game doesn't have half the attention it deserves.
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https://i.imgur.com/KuQISsR.png
I'm currently rounding up the work, dedicated to multi-hydrophone submarines and towed arrays. Towed array wire tension and drag seems to be properly working, slowing down the sub on full extension. Self-noise is working all-right, image/sound signal mirroring works as expected. I do not plan to simulate focus distortion due to bending, sounds unreasonably hard and there are rumors that modern towed arrays have solved this problem by accounting for their shape during processing. Wire damage due to speed will have to wait until the proper damage system is ready. TMA UI however needs some work. I have managed to synchronize the trackers of the merged contact so that they generate data samples simultaneously in order to help with triangulation - the thing that I always wanted in DW. But the overall picture is still too noisy: purple error legs need now to point to ray intersections instead of ray normals. I'll have to tune the visuals/colors to make the picture clearer. Nevertheless, spherical array + towed array triangulation is already giving good solutions: https://i.imgur.com/gM6Qhik.png |
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