TANK@WAR

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Total votes: 42

RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
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Re: TANK@WAR

Post by RdR »

Some screenshots of the current progress (click to view high resolution image):

New tank hangar and addded more camouflage textures:
Image

Environment updates
Image
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Start of new map (tree imposters in background)
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More screens & updates @ IndieDB
ergo
Posts: 1
Joined: Sun Mar 04, 2012 2:35 am

Re: TANK@WAR

Post by ergo »

looks nice - ran great with DirectX, tried at 'highest' settings & 1920x1080.

Too bad you can't damage the trees...


PS: trying OpenGL messes it up completely, can't start the game ( only about 1/4 of opening screen fills the window, nothing to click on!)
RdR
Competition winner
Posts: 273
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Re: TANK@WAR

Post by RdR »

ergo wrote:looks nice - ran great with DirectX, tried at 'highest' settings & 1920x1080.

Too bad you can't damage the trees...


PS: trying OpenGL messes it up completely, can't start the game ( only about 1/4 of opening screen fills the window, nothing to click on!)
Hmm what OS and video card are you using?
Are you video drivers up to date?
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
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Re: TANK@WAR

Post by RdR »

After some time we finally completed version 1.2 of TANK@WAR!

The new release features the following, among other things:
- Decal system; scorched earth, improved tank tracks, environment decals
- More particle effects; explosions, dust trails & smoke
- Level of detail system, for better performance
- Introducing tank kits: land mines, night vision and radar jammer
- Improved tank hangar, with a new look and a new slick metal track playing on the background
- Post processing effects
- Spectator camera, follow that bastard that shot you down previously, to get some insight in his play style
- In game sound / control options (graphical options only available in main menu)
- Some other graphical improvements
- An authentication server that players log into to play on any server afterwards, instead of registering for each server independently
- We switched to the cAudio sound library, from irrKlang so more platforms are supported (inc. Linux 64-bit) and because it has better licensing
- Show the most valuable player (MVP) on the end of the game
- Using the latest Irrlicht version from trunk, noticeable FPS increase
- Server messages: You were kicked/banned/disconnected from the server
- New Destroyed tank models
- Added ability to choose audio device for sound output
- Improved normal/bump map shader
- Improved textures
- Added Bump maps to rocks and trees
- Fixed random tree generation
- Better looking tree billboards (using imposters)
- Improved hit indicator
- Fade in/out effects, transitions (e.g. on damage impact)
- More Camouflage options
- New secondary weapon models
- Improved visuals for weapons
- Ingame access to tank workshop -> tank switching
- Cloud & weather system
- No more restart required after changing some video options
- Improved networking = less lag
- Lots of small changes, improvements and bug fixes

Some screens:

Image
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Also, we worked hard on making TANK@WAR compatible with Linux 64 bit and mac.
TANK@WAR for Mac will be released later, hopefully tomorrow.

Download:
http://tankatwar.com/download/ or http://www.indiedb.com/games/tankwar/downloads
sudi
Posts: 1686
Joined: Fri Aug 26, 2005 8:38 pm

Re: TANK@WAR [v1.2 Released]

Post by sudi »

The windows zip file is not downloading
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
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Re: TANK@WAR [v1.2 Released]

Post by RdR »

Sudi wrote:The windows zip file is not downloading
Hmm I just tried it, and its working for me.
Can you try again? Maybe my host is a bit beyond repair :?
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: TANK@WAR [v1.2 Released]

Post by ACE247 »

There's two 32 bit Files for Windows? Where is 64bit for Windows?
Superb game by the way (from a programmers point of view that is) Not so good from an artists... :D
The Environments scaling is letting this game down a bit. As in it feels like I'm driving toy tanks around ;)
RdR
Competition winner
Posts: 273
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Re: TANK@WAR [v1.2 Released]

Post by RdR »

ACE247 wrote:There's two 32 bit Files for Windows? Where is 64bit for Windows?
Superb game by the way (from a programmers point of view that is) Not so good from an artists... :D
The Environments scaling is letting this game down a bit. As in it feels like I'm driving toy tanks around ;)
Yea, an installer and a ZIP archive for Windows.
There wont be an 64bit version for windows because it adds no extra value and 32bit version is working on both Windows x86 and x64.

Hmm why is that? What would you change to make that more realistic?
We did change some scaling in 1.2, like the trees.
polylux
Posts: 267
Joined: Thu Aug 27, 2009 12:39 pm
Location: EU

Re: TANK@WAR [v1.2 Released]

Post by polylux »

Yay it's out! Can't wait to get home to playtest and blow up some tanks! :)
Great job all of you, it's been a pleasure and honor to have pre-tested the new RC.

Cheers,
p.
beer->setMotivationCallback(this);
kazymjir
Posts: 727
Joined: Sat Feb 20, 2010 4:05 pm
Location: Munich, Bayern

Re: TANK@WAR [v1.2 Released]

Post by kazymjir »

Few visual bugs I found in today's game, after setting all visual effects to max (like x32 antialiasing, all sliders to right, etc).
Windows 7 32bit, using DirectX, game version 1.2

http://img36.imageshack.us/img36/8229/65060909.jpg

http://img853.imageshack.us/img853/6263/69331447.jpg

http://img269.imageshack.us/img269/1984/58133945.jpg

Something happened with tank bodies after disabling night-vision, before first turn-on of night-vision everythink with tanks was ok.
Things with mountains and other visual bugs was from the beginning when I changed video settings to max.

Notice that also weapons load bars doesn't appear on HUD in night-vision mode.

These bugs doesn't appear in default video settings.
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
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Re: TANK@WAR [v1.2 Released]

Post by RdR »

TANK@WAR is available on desura!

Image

1.2 Trailer:
http://www.youtube.com/watch?feature=pl ... R24czbp9Dg
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
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Re: TANK@WAR [v1.2 Released]

Post by RdR »

TANK@WAR update 1.2.1 has arrived!

We are happy to announce that TANK@WAR 1.2.1 has been released and has been made available for download!
http://tankatwar.com Or get it from Desura

This update includes the following changes:
Added fast tank shadows
Added power ups in the world
Added option to randomly generate your tank setup
Added new vegetation models and textures
Added light effects fading over time
Added bots, computer controlled tanks
Added wind simulation for trees and vegetation
Added option to configure decal & particle effects (low, medium & high)
Added penalty when changing tank when still alive
Added respawn time for tank change
Added wind direction to particle effects
Added camera rotation on winner of the match

Improved video options (more intuitive)
Improved map load times
Improved player join with tank load times
Improved textures of a tank platform model
Improved coloring and reach of some of the lighting effects

Fixed pause all effects when countdown for next map has started
Fixed random spawn bug
Fixed black screen in Free Hills on some video cards
Fixed sound volume on start up & when entering a map
Fixed respawn bug in Team Deathmatch
Fixed fallback bump map shading when advanced shader is not fully supported
Fixed lots of other small bugs

Disabled post process effects as it is not fully supported yet

Some screenshots:
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Image
chronologicaldot
Competition winner
Posts: 684
Joined: Mon Sep 10, 2012 8:51 am

Re: TANK@WAR

Post by chronologicaldot »

Cool. I see a noticeable improvement in the graphics.
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