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TO Whatever End
 
 
 
Introduction
To Whatever End (TWE) is my world war 2 tactical combat project. It is currently subtitled "Combat on the Eastern Front: 44-45".
 
Tools
XNA 3.0 (free from Microsoft)
C#  Visual Studio 2008 Express (free from Microsoft)
XSI 6 Mod Tool 3d modeling software (free--recently aquired by Microsoft)
Paint.net 2d graphics program (free, written in C#!)
Ultimate Unwrap3D uv editing program (aproximately $50)
 
Thanks Microsoft!!
 
Progress
Some...  (better description to come)
 
Dev Blog Shorts..
 
7-27-09
I've been putting most of my programming time into working on paid projects lately, but have had some progress on the soldier AI as well. The AI will pickup team mates, and makes logical decisions about when it is necessary to use a vehicle.
 
6-27-09
I'm working on teaching the AI to drive. This is about as complicated as I thought it would be (very!!).
 
 4-15-09
I'm now developing on a core2 duo vista machine. 
 2-03-09
I have added a "known errors" page for TWE. The link is at the top of this page. I added a bit of code to the bots that I have been spawning so that they use the weapons that they are equipped with on random objects.
 
1-15-09
A couple weeks ago I went through the process of converting to XNA 3.0 (from XNA 2). This was about as painful as I expected, and took about 5 hours. I failed to learn from the 1.1 to 2.0 migration and had once again not saved any of the code from the various compiled dll's that I use. Therefore most of the 5 hours were spent combing the web for the obscure tutorials that I had used and rewriting them so that they meshed with my engine. This time around I saved all of the projects so that it will be a lot easier next time XNA updates. Technically this code should be integrated with the engine, but I will leave that for another day.
 
 
 
 
 
 
 

 

 

Fiesler FI-156 Storch flying over a couple concrete bunkers.

 

Soviet T34-85 tank. The turret needs a bit of work, but otherwise I'm pretty happy with it.

 

  

This Kubelwagon model is slated to be remade, but I was really happy with how the camo turned out. I think it does a decent job of giving that "hand-applied" look that I was going for. Like all the camo in my game, this job was based on a historical photo (but hand-painted by me in paint.net).

 

 "Wespe" mobile howitzer in development. The 3d software is  XSI's Modtool.