RF2 Updates

Discuss the development of Reality Factory 2
aaronT
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Re: RF2 Updates

Post by aaronT » Sun Jan 31, 2010 6:02 pm

That's what I meant. I really don't expect anything more than the ABILITY to write AI being included in RF2, and that was what I was asking about. Thanks for your help :)
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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Wed Feb 24, 2010 12:45 pm

See original post for updates.
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tgrech
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Re: RF2 Updates

Post by tgrech » Tue Oct 26, 2010 12:14 am

Is this going along well, are we set for the next release(Im guessing the first with the new mascot) before 2011?

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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Thu Oct 28, 2010 1:05 pm

Trying...It's just me working on this. I am working on the shell of an editor right now.
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Humpty
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Re: RF2 Updates

Post by Humpty » Thu Oct 28, 2010 1:15 pm

Is there something I can help you with?

Code Experience: PHP, VBA, VB (the last one being Version 6) and everything i've ever done was simple stuff.
Artistic Experience: Nill - I suck
Writtine Ability: Quite good at laying stuff out and wording things in ways that most people can understand.
Availability: Like everyone else; limited.

If you shoot me a list of things you'd like done that will assist (big and or small) I can reply with anything I think I can help with.

Haven't been around for long, Know nothing about game makeing, limited with use on current version of RF but do plan on sticking around so I am happy to help if I can.

EDIT: If this post is in the way then by all means delete it I won't get offended, but please read and retain the offer.
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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Thu Oct 28, 2010 1:20 pm

Thanks for the offer Humpty, but RF and RF2 are written in C++. I need someone very familiar with C++ and the Ogre engine to help out.

PS - I would never delete a post for any reason other than being a spammer.
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Humpty
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Re: RF2 Updates

Post by Humpty » Thu Oct 28, 2010 1:23 pm

I was thinking outside of the actual programming, maybe small apps, calculators, but more along the lines of perhaps some docs, I'm really not sure. But eitherway if something comes up let me know. As it turns out through years of practice I am an awesome Sh*t-Kicker doing dirty grotty rubbish jobs that no one else wants to.
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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Thu Oct 28, 2010 2:40 pm

Ok. When I need some help, I know who to go to. Thanks.
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Matte
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Re: RF2 Updates

Post by Matte » Mon Nov 01, 2010 10:30 pm

Oh, and in case you need any external programs...
I'm not really talking about engine stuff (I don't know any C++, I program in Java and C#), but more about programs seperate from the game. Maybe a site applet, if that would be handy. Or, as Humpty, I'm also willing to write some documentation. Just send me an e-mail at matjh[dot]code[at]gmail[dot]com if you want my help ;).

tgrech
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Re: RF2 Updates

Post by tgrech » Wed Feb 09, 2011 8:40 pm

Just wondering how the work on RF2 has been going, and if there's a release date(Sort of) for the next version.

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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Thu Feb 10, 2011 4:56 pm

Easter...I should have something that you can run around in and change to your liking.
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SithMaster
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Re: RF2 Updates

Post by SithMaster » Fri Feb 25, 2011 12:39 am

I remember reading that the scripting language was changed to Lua is this still the case?
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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Fri Feb 25, 2011 3:56 pm

Yes. Lua is still the scripting language.
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ardentcrest
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Re: RF2 Updates

Post by ardentcrest » Mon Dec 05, 2011 10:36 am

It's about time for an update Mr P.
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paradoxnj
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Re: RF2 Updates

Post by paradoxnj » Mon Dec 05, 2011 1:40 pm

1. World file format is complete
2. Component Object system complete - just making components now.
3. Scripting complete.
4. Editor in progress - Big task.
5. Physics in progress - Designing integration with component object system
6. Flexible camera - complete - you can make any type of camera via script. I included some defaults like first person and third person.

Keeping everything dynamic is the challenge. One of the main features of RF2 is that everything can be customized through scripting. This way "content packs" can be created and the community can share their work if they so choose.

Trying to make the second alpha for the first of the year. It probably won't contain a fully functional editor. No promises though. Been busy with life too. Holidays are coming up.

Maybe I'll post some screens this week.
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