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World of Tanks Forum Closure On May 20, 2024, the official World of Tanks (WoT) forums were permanently closed. After many years of service, the forums were shut down. This decision surprised and disappointed many players who loved the forums. For years, the forums were a place where players could talk about game strategies, share personal stories, and help each other out. Losing them felt like losing an important part of the community's history. The forums held a lot of valuable information. Players shared their game strategies, tips, and personal experiences. For many, the forums were more than just a place to chat—they were like a library full of guides, a record of past battles, and a collection of great memories. Players formed strong connections there, and it was a central place for everything related to the game, from technical help to tips for new players. The Alternative: KoreanRandom But not all is lost. If you enjoyed the format of the old forums or liked reading guides, mods, and discussions from other players, there is still hope. Visit the World of Tanks Forum section or the Mods For World of Tanks section at KoreanRandom forums. KoreanRandom is a great alternative for players who want a traditional forum experience. KoreanRandom has been a popular place for World of Tanks fans for a long time. In fact, KoreanRandom has been around even before World of Tanks was released in 2010. Because it has been around for so long, it has a solid reputation for being a reliable forum for the gaming community. It’s also very unlikely to close anytime soon, which makes it a good, long-term place for players to gather. A Wealth of User-Generated Content KoreanRandom has a lot of user-generated content, like guides for mods, technical tweaks, and detailed gameplay discussions. It feels similar to the old forums, allowing players to share mods, debate strategies, and exchange technical information about the game. The platform has so many user contributions that it’s like a treasure chest for any World of Tanks fan. Whether you're new and need advice or an experienced player looking to get more out of your favorite tank, KoreanRandom has something for you. Reconnecting with the Community For those who are still getting used to the change, KoreanRandom is a good way to reconnect with the classic forum experience while still being part of the community. It keeps that familiar feel: you can find long discussions and projects related to mods, tactics, and game tweaks. Because it is community-run, it is shaped by players for players, which means it has all the diversity, passion, and honesty of the old forums. On KoreanRandom, players feel free to discuss all parts of the game, including its problems and challenges, in a helpful and respectful way. Yes, you can even share your criticisms about Wargaming, as long as you do so constructively. Mods, Guides, and More KoreanRandom isn’t just a place for discussions. It’s also a place where players can find mods to customize their game, like HUD changes, sound packs, and visual improvements. The forums have detailed guides for both beginners and experienced players, with instructions on everything from basic installation to advanced adjustments that can improve gameplay. This makes KoreanRandom an amazing resource for anyone who wants to get more out of their World of Tanks experience. A Community Evolving Even though the official World of Tanks forums are gone, the community hasn’t lost its voice. KoreanRandom is the perfect home for those who miss the deep discussions and helpful posts of the old forums. The World of Tanks community is still alive and well, sharing knowledge, mods, and passion. It might look a little different now, but it is still vibrant and spread across different platforms. If you’re looking for a place to fill the gap left by the official forums closing, head over to the World of Tanks Forum section or the Mods For World of Tanks section at KoreanRandom. There, you’ll find familiar discussions, lots of technical know-how, and a place to keep sharing your World of Tanks journey. Whether you’re interested in mods, strategies, or just the comfort of a traditional forum, KoreanRandom is ready to welcome you.
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To unpack and open the different file types used by Apex Legends: For .rpak and .starpak files: You can use an asset extraction tool called Legion+. It's designed specifically for extracting assets from Apex Legends and Titanfall 2. To use Legion+, you first need to install it by downloading the latest pre-compiled release or compiling the source code yourself (https://github.com/r-ex/LegionPlus). Once installed, you can use command line options to: Export .rpak or .mbnk files with --export <path to .rpak or .mbnk>. List all exportable assets within a .rpak or .mbnk file with --list <path to .rpak or .mbnk>. Use various load flags to specify the types of assets you want to load, like models, animations, images, etc. Specify the format you want to export the assets to, like .obj for models or .png for images. An example command would be: LegionPlus.exe --export <path to rpak> --loadmodels --loadanimations --mdlfmt obj --animfmt seanim --imgfmt png For .vpk files: GCFScape is the tool you'll need. It can open and extract from .vpk files, which are used for game content storage. The latest version required for .vpk files is 1.7.1 or newer. To extract files using GCFScape: Make sure to associate .gcf files with GCFScape during installation. Open the index file of a multi-part .vpk, which will be named <vpkname>_dir.vpk. Browse the folders and subfolders to locate the file you want to extract. Right-click the file and select the extract option, then choose your save location. GCFScape also requires .NET Framework 4.0 or later and Visual C++ 2010 SP1 runtime. For macOS and Linux users, these can be installed to run GCFScape through Wine. For other file types: In addition to .rpak files, the Legion asset extraction tool can also be used for .starpak files from Apex Legends. GCFScape supports a range of other file types such as .bsp, .pak, .wad, and .xzp, which might be relevant depending on the specific files you are working with from Apex Legends.
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Metahuman
Everlasting Summer replied to Everlasting Summer's topic in Game Development Community Forums's Unreal Engine
Using Mesh to MetaHuman in Unreal Engine -
MetaHuman is a complete framework that gives any creator the power to use highly realistic human characters. It includes MetaHuman Creator, a free cloud-based app that enables you to create fully rigged photorealistic digital humans in minutes. https://www.unrealengine.com/en-US/metahuman https://metahuman.unrealengine.com/ MetaHuman Creator is free to use in your Unreal Engine projects. This means that MetaHuman assets must be rendered with Unreal Engine.
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Have you heard any news about it's public release? I'm so excited by the news about Source Engine 2 public release and literally can't wait for it. Does anyone know anything more about this? Source 2 Generic Features: 64-Bit Support Support for DX9 and DX11 Support for Vulkan Probably: Support for Mantle (you can find a string "RENDER_SYSTEM_DLL_MANTLE" in engine2.dll ) Support for VR Free to use for "content developers" ( Source ) Probably: Importer for legacy Source 1 content (see source1import_blacklist.txt in Destinations) Probably: Supports Bink Video, AVI and WMF (?) Probably: Most of HL2 Entities and Classes exists (I created header files for The Lab demo, using this tool. Found HL2 classes in it.) Supports Lua and probably Python for scripting Probably: Support for "direct peer to peer connectivity" (Check out the help for p2p_* cmds like p2p_ping) Probably: Support for "physically" clothing simulation, especially simulation of cloth behaivior in wind etc (see help for cloth_* cmds) Probably: Support for day-night-cycle simulation and simulation of lightning on earth a like extra-solar planets with this model (Source 2 seems to use a example code of the researchers) New GUI called Panorama (see here ) Support for Steam Audio, which features VR Sound and physically based 3D sound with techniques like sound reflection and occlusion. (SteamVR Home Beta has the file phonon.dll, which is the library of SteamAudio) Technical Changes: New File formats (VMDL instead of MDL, VMAT instead of VTM/VTF etc...) New Kevalue2 Format for Files Use of DMX files Probably: Revised Physics Engine (see vphysics2.dll) called Rubikon Better support of dynamic lights (Dota 2: Reborn uses only dynamic lights) Game Infos are specifed in gameinfo.gi not in gameinfo.txt Compiled maps are a VPK-Package, not longer a BSP Probably: Other access system for filesystem (Source 2 let you choose between "native" and "STDIO" Development tools general: A Assetbrowser which shows all your content of your mod New Model editor New Hammer Editor New Console New Material Editor Probably: Integrated debugging tools for scripts like adding watches, breakpoints and attach a debugger (see cl_script_* cmds). Maybe there will be some type of an official scripting IDE/plugins for existing IDEs for source2, there are hints for a help function with support for auto-completion Probably: Tool for working with sounds (check "sndtool_help.txt" in core/tools/help ) Probably: Tool for creating/editing help files (check "helpsystem_commands_help.txt" in core/tools/help) Probably: A tool for creating post processing effects and a tool called "PlantToolApp" (see files in core/tools/keybindings) Probably: There are hints (in core/tools/images) for tools with name "workshopadmin", "grapheditor" (maybe this has something to to with clothing), "revison_control", "portraiteditor", "propertyeditor", "snooper" (maybe something with physics) and a new faceposer A scene debugger (see plugin in "SteamVR Performance Test" VConsole) New Console (Console2): Starts a seperate Task and Window (no longer ingame) Supports remote control (?) Support for plugin like things Support for Tabs Engine sends its messages on different channels, you can filter for messages from a specific channel Each Message has a priority level, so you can filter for important messages like errors etc.. (like in android ADB) Better syntax completition New Material Editor: Lightning preview for Materials Supports importing bitmaps from PSD (Photoshop format) Shaders supports glossiness and metallness maps New Hammer Editor: Working ingame Lightning Preview Faster/Improved 3D Preview Importing feature for VMF files (Maps from old Hammer) Written in QT4 (So maybe the workshop tools will be ported to Linux/Mac) Undo-History Support for map global variables Internal Screenshot Function Uses the old FGD Format (?) Moving and Transform functions for Brushes are now more like in "real" 3d modelling Programs like 3DS Max. For example: You can specify the pivot Point of a brush Tools for Modeling Brushes inside Hammer. For Example you can work on Vertex or Edges Layer and can do things like extrude or bevel Edges Asset Sprayer: You can easily "spray" asset preset, like for example a road or a forest on your map, this makes it easier for players to create maps. (used for example in Dota 2) New Chooser for Models and other Assets (Asset Browser) light entity renamed to light_omni Map size is no longer limited to Grid size Maps dont have to be closed to work Clipping tool preview cubemap preview Improved Source Filmmaker (SFM): Faster loading of Maps For more changes see Valve Developer Wiki New Model Editor Import Mesh from dmx, smd, fbx and obj files New Particle Editor Improved Particle Editor Games that already uses Source 2: "The Lab" - VR Demo written in Source 2 and unity "Destinations" - VR game. Workshop Tools available "Dota 2: Reborn" Workshop Tools available "SteamVR Benchmark" - similar to "The Lab" Thanks to jbtronics for this info.
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Do you know any good sources of free assets for CryEngine? Let's share them here in this topic! Some free assets you can find in official CryEngine asset marketplace. You need to type "0" into highest price field in the search filter if you want to see only free assets: Also you may want to sort them by popularity in the right top corner of the assets list:
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Do you know any good sources of free assets for Unity? Let's share them here in this topic! All free assets in official Unity asset store
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PUBG API?
Perpetual Newbie posted a topic in Game Development Community Forums's General Discussions
Where can we get player stats for PUBG? Is there any REST API or something like this? I saw some websites with stat trackers so i think there might be a known way, but i can't find any info on this.Also i'm interested if there is an API/documentation for modding? -
The engine has been upgraded to provide industrial grade simulation quality at game simulation performance. In addition, PhysX SDK has gone open source! It is available under the simple 3-Clause BSD license. With access to the source code, developers can debug, customize and extend the PhysX SDK as they see fit. New features: Temporal Gauss-Seidel Solver (TGS), which makes machinery, characters/ragdolls, and anything else that is jointed or articulated much more robust. TGS dynamically re-computes constraints with each iteration, based on bodies’ relative motion. Overall stability has been improved with reduced coordinate articulations and joint improvements. Increased scalability via new filtering rules for kinematics and statics. New Bounding Volume Hierarchies support fast scene queries for actors with a huge number of shapes. Infrastructure can now incorporate Cmake projects. BSD 3 licensed platforms: Apple iOS Apple Mac OS X Google Android ARM (version 2.2 or later required for SDK, 2.3 or later required for snippets) Linux (tested on Ubuntu) Microsoft Windows XP or later (NVIDIA Driver version R304 or later is required for GPU acceleration) Unchanged NVIDIA EULA platforms: Microsoft XBox One Sony Playstation 4 Nintendo Switch PhysX has been the market leader in physics simulations for more than a decade. The SDK holds the top spot due to continuous upgrades and optimizations; NVIDIA has ensured that PhysX is always ahead of the curve, enabling developers to deliver state-of-the-art physics simulations.