Another Fortnightly Monthly Update

Only missed it by a few weeks.

deb-redbeard-rift

An Oculus Rift DevKit arrived near the end of May. I was hoping to have some footage of its use in Ground Branch, but alas, I don’t have the UE3 Oculus Rift SDK (yet). Rather frustrating, as it is fairly awesome, despite being low-res.

John recently finished up work he was doing for Tripwire in relation to Red Orchestra 2: Rising Storm. This has freed up more time to devote to Ground Branch.

Meanwhile, I updated the UI again.(Please kill me…)
As sick to death as I am of the damn thing, it is my own fault. In my efforts to enable some other features, I unwittingly made it possible to recreate the UI in a fashion significantly closer to original concepts. It also simplfies the code and removed the need to for UI related map entities, both of which make Ground Branch easier to modify.

Gameplay wise, the system that handles actions such as reloading has been updated to one that is native to the engine. The original, though functional, was rather old and originally created with a early version of the Unreal Development Kit. Unfortunately, the actions are being held up by my approach to certain animation blends and lack of action-specific animations.

Based on a suggestion from the forum, I changed the dev-builds mouse setup. The middle mouse button now toggles between on/off target weapon positions. The mouse wheel is used to set them. In this way, you can easily go from engaging a the weapons sights to a low ready position, or between close ready and sul in confined areas. This is fixed for now, until I update and convert the original scripting system to a native version.

I would like to demonstrate this, but the issue I mentioned about my approach to certain animation blends means you currently aim via your feet when you move (don’t ask).

That’s it.

-Kris

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