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Game Design Theory / DBP Community FPS

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Ian T
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Posted: 9th Sep 2004 07:09 Edited at: 10th Sep 2004 00:02
Greetings! The incomperable Hamish and I are interested in getting your ideas for a DBP Community FPS. It's an open source effort to make a playable and fun multiplayer first-person shooter game. Hamish has already put a good deal of work into the technical side of things and the core functions of the game are pretty much set out. In the long run the project will need both media and code to succeed, but for now it’s the game design portion of it that needs working on. Since this is a community project, what better place to post this?

If you're interested in the details of the project, please read the existing design documents. Before you post read this thread completely. Preferably also read the replies to the thread to make sure someone else hasn’t already added it. Thank you

Keep in mind:

-The goal is for this project to be possible, so no virtually impossible ideas, please.
-Try to keep game balance in mind when posting your ideas. For example, and there are no ‘uber weapons’ that would unbalance the gameplay.
-Although this is a community project and we’re basically all equal designers, Hamish does have the final say on what will be in the project and what won’t.


First download and read:

http://www.dbprofps.dbspot.com/downloads/DesignDocs.rar

The current demo is:

http://www.dbprofps.dbspot.com/downloads/fpsalpha.rar


The game isn’t going to have a specific theme to it; the point is fun over anything else.

Since the docs above, we’ve worked out the following things—there are going to be at least the following weapons which will work as explained:

Power Gauntlets: Default weapon. No ammo. Primary fire does minor damage and shoves nearby players away with a blast of energy.

Energy Sidearm: Default weapon. No ammo. Primary fire shoots out bouncing blue bolts of energy that do contact damage and no splash damage. Secondary fire takes twice as long to shoot and sends out three bolts.

Helgun: Uses helium packs. Primary fire shoots out globs of icy cold liquid helium that stick to surfaces they contact with and emit clouds of vapor.

Shotgun: Uses shells. Primary fire sends out seven shells at once; less effective over range, but just enough to frag a player close up.

Pistols: Uses bullets. Two can be carried. Primary fire is moderate damage single shot. Secondary fire is three times as fast, does half damage and is less accurate.

Pulse gun: Uses plasma shells. Primary fire sends out a beam of energy that bounces off of surfaces it contacts with, leaving splash damage where it does. More deadly closer to the source of the beam.

Disc Launcher: Uses discs. Primary fire sends metal discs whizzing about, bouncing off everything and slicing off heads and limbs. Secondary fire makes the discs stick in whatever surface they hit if it’s not a player, where they can be retrieved later.

Plasma Cannon: Uses plasma. Slow rate of fire, sends out fast-moving orbs of energy that explode in a wide radius.

Assault Rifle: Uses bullets. Primary fire is a chaingun-like spray of bullets, a deadly medium range weapon. Alternate fire enables or disables a laser scope.

Grenade Launcher: Uses grenades. Primary fire shoots out bouncy grenades that can be lopped around corners or under obstacles. If primary fire is held down, and alternate fire is tapped, all currently fired bouncy grenades explode. Otherwise they detonate after six seconds. Alternate fire shoots sticky proximity grenades that will remain on any surface for forty seconds or until stepped to explode.

Flame thrower: Uses napalm. Sends out a wide stream of flame, deadly at very close range. The flame reflects off of obstacles so it can be used, for example, to effectively obliterate a corridor from a safe angle.

Missile launcher: Uses missiles. Fires moderate damage rockets; if the crosshair is held over a player for more than two seconds, a lock is achieved and the missiles will home in on the player. Alternate fire loads up to four of the missiles to be deployed at once.
Rocket Launcher: Uses rockets. Fires large rockets that explode in a wide radius. Slower than the missile launcher with no target locking. Alternate fire loads up to five of the rockets to be deployed at once.

Sniper Rifle: Uses bullets. Fires hitscan (instant) bullets with up to 7x range zoom available. Instant kill with a head shot. Leaves white tracers that fade after one second, revealing the sniper’s position. Alternate fire does not fire instant bullets, but fast-moving ones, so more careful aiming is needed; however there are no tracers.

Electricity Gun: Uses energy packs. Fires an arcing beam of electricity that ‘links’ onto players it hits and jumps from there to any other nearby player. Anyone near the electricity beam is likely to be shocked. If fired in water, the player is destroyed and everyone in the water takes damage.

What the needs to be decided:

Weapons—if you have a better idea for a weapon, can think of an alternate fire for one that doesn’t have it, or have a great new weapon idea entirely, please post it.

Power-ups—Any ideas for fun power-ups.

Death messages

Gameplay events

Other game elements

Miscellanious ideas

This project debuted on the team requests forums previously, but it needs more members and more feedback to last. If you’re interested in joining the team mail: joseph.thomson@gmail.co . Team members would CREATE MEDIA and CREATE CODE, not submit ideas or the like-- you don't have to be a team member to do that.

If you have concept art you'd like to share with the project feel free to post it here!

Some screenshots:

http://dbprofps.dbspot.com/images/bang.jpg

http://dbprofps.dbspot.com/images/editor.jpg

Zero Blitzt
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Posted: 9th Sep 2004 07:51
I assume Emp. Baal is still working on the editor?


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Hamish McHaggis
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Posted: 9th Sep 2004 07:57
I asked him, he said he is busy doing other projects at the moment (you can see his megaman redemption remake on the wip board). I started a new editor cos I didn't know what was going on in his code, and he can feel free to continue work (cept on the new editor) if he wants, but I'm free to continue work on it, or someone else can volunteer to help i dunno.

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The dude guy
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Posted: 9th Sep 2004 08:27
This IS AWESOME!!!!! I especially like the music! It's amazing for a really early demo! This could become one of the best First Person Shooters ever!

Andrew Tamalunas
Peter H
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Posted: 9th Sep 2004 08:44
Quote: "This could become one of the best First Person Shooters ever!"



i'll try to post something after i find time to download/read the doc...

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Hamish McHaggis
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Posted: 9th Sep 2004 09:12
Lol, yeah the music is pretty good. Stevie from these forums is the author, he's gonna be doing quite a bit of music and sound work for the project hopefully, which means we have 1 artist. Anyway, this is deviating and we're only on the 6th post , get back on track...

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Hamish McHaggis
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Posted: 9th Sep 2004 20:39
OK, it isn't really necessary for everyone who wants to contribute ideas to read the design docs, as they are mostly technical (still can if you want!).

What does everyone think about how multiplayer games would work. Basically there are 3 distinct methods I can think of...

1. The host decides all attributes of the game before it is made, then once it appears on the game list, nothing about it can be changed (apart from which character the other players are playing as). This means that if people join the game, they have effectively "agreed" about the terms on which they are playing. Everyone is happy.

2. The host creates a game and it appears on the game list, but nothing is decided. All the game attributes can be discussed and changed within the game waiting area by the host. This could result in disagreements, but then again it would be better as there would be the ability to fine tune the game to everyone's satisfaction.

3. Certain stuff could be set before the game is created (like the arena and gameplay mode) but other stuff could be changed in the waiting room (like weapons and minor game settings). A mixture of the top two.

On the topic of weapons, would each level have a selection of weapons, or would the weapon selection be totally customizable? I'd like to hear peoples thoughts on these things.

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greenlig
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Posted: 9th Sep 2004 21:05
Yeah, I'd be interested in level design and 2d stuff(not textureing)

I love the idea of a community fps...i started one t RGT once it is still going 2 years later, but as private thing....but yes.

forgive me, i diverge

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Peter H
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Posted: 9th Sep 2004 22:19
i vote 3

as for the weapons i think each level should have a specific set...

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Hamish McHaggis
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Posted: 9th Sep 2004 22:58
But what kind of things should be changable, and what should be left as it is?

And I like the idea of each level having a specific weapon set, but I also like the idea of customizing the weapon set if you want to.

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Peter H
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Posted: 9th Sep 2004 23:17
well i haven't read the whole doc yet (only the first 10 pages...)

but i think the map and number of players should be something that after you select you can't change...

but you would be able to change stuff like the "gameplay" mode in the waiting area...

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The Darthster
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Posted: 10th Sep 2004 00:02
The first way is better I think, people will be more satisfied accepting a fixed choice (by the host) than accepting the same choice if they had the option of changing it otherwise.

That's a nice demo, too

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Hamish McHaggis
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Posted: 10th Sep 2004 08:45
Hey everyone.

Scripting System

I've been trying to make the engine so far use scripts, although I don't have much of a clue about them. I've been kind of making up in my mind how scripts would work, and I'm not sure that it is the right way.

My question is - How would you imagine a good scripting system for the game to be? What sort of functionality would it have, and how flexable and extensive would it be? Obviously scripts are essential for user mods/add ons, and this would be a good feature to add to the game, but I'm not so sure on the concept behind it.

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Ian T
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Posted: 10th Sep 2004 09:57
For a seriously freeform game I think you'd need to have everything be defined through a core scripting system ever lower level than DBP. This way whole new gameplay elements could be created. Obviously you can't do this with DBP however... if scripting is still a goal, I'd recommend just making every function the game uses (create entity, load level, etc) into a script function, and calling them through a script parser... this way scripts could be made to do anything that the basic game could. As it's open source more script functions could be added by people who wanted to expand it.

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Posted: 10th Sep 2004 15:25
Ok as for game ideas heres one for weapons.

Freeze weapon- Uses Liquid Nitrogen. Shoots out packs of liquid nitrogen that instantly freezes anything on the line of fire. Which can then be broken to pieces.

Power ups-

Teleporter, MediKit, Invisiblity, Extra damage etc. (All the usual Power-ups)

Now here comes the exciting part : The Special Power-ups

Mirage- What this does is actually create a mirror image of the player who uses it. The player then gets to control the mirror image whilst being in a diff location so as to dodge the other players.

Ghost mode- Even after the player is shot down he can terrorise the world for some certain time limit if he has this powerup. When hes in this mode no weapon can damage him.

Deception- This power up actually helps u take the form of any other player of ur choice and when some1 fires at u actually the player whoz form u r in dies for it. N u live.

Blend Power up- Allows u to blend with the world something like hide. (Its not a very exciting powerup though but could be real intresting at times when u wanna watch what the other team mates upto esp in case of multiplayer ur can drive ur mate crazy).

Well these r all I could think at thsi moment. If any other wierd ideas strike me i'll get back to u with them. Gud luck with ur game guys.
Hamish McHaggis
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Posted: 11th Sep 2004 03:15
Soundez gut . Thought I'm not exactly sure how mirage would work :S.

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RougeCat
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Posted: 11th Sep 2004 14:20
Well what u could do is keep track of the player no. n the model hes chosen to play with at the start of the game. When any player activates this power-up get a list of the players along with their character models n when the player chooses 1 u can keep a record of the chosen players no. when some1 shoots this player down kill the player having that no. Something like creating an instance of the chosen player but controlled by the 1 whoz used the power-up. This just struck to me as 1 way of doin it. Really am not sure if its doable. But u could give it a shot though. If u do figure out some other way do share it plz.
Lost in Thought
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Posted: 11th Sep 2004 17:33
I'm sure if quake1 (mega/beyond TF) can do it these guys can Looking good.

Hamish McHaggis
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Posted: 11th Sep 2004 20:18
No, what I meant is I don't understand it at all . I'm not sure how the concept of making a double of a player would work.

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RougeCat
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Posted: 11th Sep 2004 20:31
I really dont know how to explain to u. Well whats the doubt u got excatly? How to make 1 player control 2 characters at the same time?
Hamish McHaggis
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Posted: 11th Sep 2004 20:35
Yeah, basically. Does the actual player just sit there and get killed, while the mirage runs around?

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RougeCat
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Posted: 11th Sep 2004 21:20
Hmmm... gud question!! Well the actual player does not does not sit around n get killed. Ok this is how it works :

Imagine there r 5 ppl playing (lets keep these 5 smilies for now)




And player pirate bumps on the mirage power-up n considers using it. The player now becomes double. Have the mirage a lil offset of the player like on his side or behind him. N set the mirage to follow the pirate or any other player of pirates choice. This way still the palyers would be controlling just 1 object. The mirage is just goin to follow around some1. The best part is that which ever player used this powerup can actually watch the mirage object as well but neednt control it. But if the player opens fire so will the mirage object n still others will get half the damage by this mirage fire compared to the actual player. But if any1 else opens fire at this mirage object the actual player wont get hurt. U can have this power up last for a certain amount of time. After the time just kill the mirage object(take it out of the scene) and the players view back to 1 window.

Get my point now? This could really take the p*** outta others.

Sorry abt the previous post. I think I mixed the concepts of mirage n deception in it. Really sorry for causing confusion. Anything else feel free to ask. Glad to be of help.
Lost in Thought
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Posted: 11th Sep 2004 23:47 Edited at: 13th Sep 2004 11:21
Pretty much just like the holo command in mega/beyond tf (different versions do different things) except your holo can't hurt anyone in tf.

[edit] typo's fixed

Peter H
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Posted: 12th Sep 2004 05:24
Quote: "Pretty much just like the holo command in mega/beyond tf (different version d odifferent things) except your holo can't hurt anyone in tf."

was that in english?

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Posted: 12th Sep 2004 12:06
hey hamish ur site is down

Rennekon
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Posted: 12th Sep 2004 13:31
Got an idea for the rockets or missiles. In Nightfire you were able to steer the rocket and eventually it would time out and blow up if it didn't hit anything. Also there ccould be what in Nightfire was called the "Samurai" It was a beam weapon, and when used for secondary fire charged into an overcharge and made a huge explosion when it hit whatever. It'd also be nice to be able to change the intelligence or attitude of the computer. Just to make the game harder and more custamizeable. And also, you could have regular aiming without having to look in a scope, and using a seperate key you could have zoomed in aiming. But while in the zoomed aiming you move slower and all that. A couple other ideas would be motion sencors where there could be a laser from the sensor and you'd attach the sensor to something so when Enemy/Friend walks into laser BOOM!! Another thing could be time bombs, bullet time, all the awesome stuff in todays games.

So far everything looks great. Hope some or most or all of my ideas are worth reading.

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
RougeCat
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Posted: 12th Sep 2004 22:31
@Lost in Thought- Havent played the game u mentioned. mega\beyond tf?

@Rennekon- The motion sensors idea was too cool.
Hamish McHaggis
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Posted: 12th Sep 2004 23:38
All sounds good Rennekon . The player controlled missile sounds like the mini-nuke type thing from Unreal Tournament.

Alpha - Yeah it is, I'm probably going to get a new host once I start my new job.

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The dude guy
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Posted: 12th Sep 2004 23:55
Cheats ah... I love cheats don't make them obvious like... Type in: Moreammo ; to get more ammo. Make them FIND the cheats or if you beat the game let them have the cheats!

Cheats would be good!

Andrew Tamalunas
Hamish McHaggis
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Posted: 13th Sep 2004 03:30
Cheats are hard when using open source. Unless you used encoded files to store the cheats and a dll to decode the cheats. I have no clue about that, so if someone wants to code some open-source cheat stuff, then that'd be good .

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Lost in Thought
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Posted: 13th Sep 2004 11:20
@RougeCat It's a modification of quake1. It's been around for ages. One mod is called Mega TF and one is called Beyond TF. There are others but those 2 are my fav. Though I don't have time to play anymore. Motion sensors are also in Beyond TF.

@DBP FPS Team all ideas submitted seem cool to me. I'm not a big fan of cheats though.

Rennekon
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Posted: 14th Sep 2004 06:08
Cheats are iffy in my opinion, what would be really cool is if we could let the user make there own cheats for preference but that would get confusing. BUt you could make your own editor for it that could be unlocked after beating x number of levels.

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
Hamish McHaggis
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Posted: 14th Sep 2004 06:27
The editor will be open source and available anyway .

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Rennekon
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Posted: 14th Sep 2004 06:30
Oops forgot about that, well, that makes it all the better then. Hey look the ball bounces!

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
Rennekon
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Posted: 15th Sep 2004 09:19 Edited at: 15th Sep 2004 09:38
Not to break copywrite rules but you could use a bunch of matrix (aka reloaded etc.) things, like running on walls, the bullet dodging, stuff, awesome flying kicks, so essentaially you could have martial arts as well as the FPS, I can just imagine some type of dude flying around making ripples in the world around him.

{edit} (more weapons) Stun Grenades, Frag Grenades, Smoke Grenade, Satchel Charge(you set an amount of seconds until it blows up), Remote Mine (set it, and then walk away and detonate it when you want),Heatseeker missle, Dartgun, and of course, randomly around the lvl it'd be nice to see some mounted beam/machine/sniper/pulse laser/rocket launcher/and anti everything guns (not with all on 1 lvl of course). Just for ideas.

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Dot Merix
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Posted: 15th Sep 2004 09:26
I just tried out the demo, really fantastic work. It's really really smooth. I quite enjoy the plasma gun, i'm curious what'd you guys make the A)Guns out of and B) Bullets(preferable answer on the plasma gun). From what i see, i'm guessing you made the particles from either the particle commands.. or.. something else?

- Merix
Zero Blitzt
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Posted: 15th Sep 2004 09:47
Hamish, have the design docs been changed majorly since the old team was together?


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Hamish McHaggis
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Posted: 16th Sep 2004 03:38
Zero - Nope, pretty much the same, but we never really had a concept. All the coding stuff is the same .

Merix - The pistol and mp5 are darkmatter models, I made the plasma gun with wings 3D, lithunwrap and photoshop. The plasma bullets are 2 textured, ghosted planes pointed towards the screen and rotating in opposite directions.

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Peter H
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Posted: 16th Sep 2004 04:38
Quote: "The plasma bullets are 2 textured, ghosted planes pointed towards the screen and rotating in opposite directions."

will have to remember that...they look good

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Rennekon
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Posted: 16th Sep 2004 06:47
Yes they do, the demo is very nice.

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
RougeCat
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Posted: 16th Sep 2004 14:45
Yea the plasma gun was real nifty.

Quote: "The plasma bullets are 2 textured, ghosted planes pointed towards the screen and rotating in opposite directions.
"


*Takes a notepad n notes it down*
The admiral
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Posted: 16th Sep 2004 18:55
It looks like a nice start will there be outdoor levels as well or is it only indoor levels. And are vehicles in the plans as well??

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Rennekon
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Posted: 17th Sep 2004 07:47
oOH Vehicals would be nice, tanks, helicopters, ships, all with various weapons! I can just imagine hiding my body in a building and nuking the enemies from a model ship

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
Hamish McHaggis
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Posted: 19th Sep 2004 01:32
The plan is just indoor, then add outdoor once that's finished. Vehicles are a maybe, we'll just see how far we get at first.

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CPU
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Posted: 19th Sep 2004 09:54
i'm not sure but i think the file's corrupt, i downloaded and tried to unzip it twice and both times it came up as the file was corrupt.

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Hamish McHaggis
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Posted: 20th Sep 2004 07:29
Nope, I tried and it was fine.

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Rennekon
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Posted: 21st Sep 2004 19:51
Works fine for me too.

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
CPU
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Posted: 22nd Sep 2004 02:56
hmmm... what program are you using, cause I can't figure it out, do you think you could try posting an sfx(self extracting)?

CPU

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WardBenWard
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Posted: 22nd Sep 2004 03:34
Hi guys, im joining up to the team
I'm a 3D modeller/2D artist, and i've worked with hamish a lot before.

so far i have made a metal grid floor texture, and im working on a font.

C u lot later
Hamish McHaggis
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Posted: 23rd Sep 2004 18:07
It's winrar, won't extract with winzip. Go here...

http://www.rarlabs.com

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