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Defy
FPSC BOTB Developer
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Posted: 5th Jan 2008 03:53
Hey xplosys, yeah i still have a original boxed quake. Was planning on giving this a look anyway, and I will fire back anything I discover or really like.
Its good to see you back in action


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
chees hed
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Posted: 5th Jan 2008 04:08
its perfect,except for the fact that it seems a little too clean for hell. you need bloody corpses, bloody weapons hanging on the wall, oh, and blood! and it seems like not a lot of people go to hell cus i didnt see a lot there. you should have defensless people running around on fire and stuff like that. ( unless the enemies are damned souls and everyone goes against everyone. ) all in all this is a really cool game.

what doesn't kill me makes me stronger; but if something kills me, I'm not that strong am I?

xplosys
18
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Posted: 5th Jan 2008 04:16
Thanks. The need for blood, bodies, weapons, etc.... seems to be a common thread. I'll work on that. Remember that this is not hell. There are 66 kingdoms between heaven and hell, and this is the first kingdom below earth.... 64 more before reaching hell.

Best.

some kid
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Posted: 5th Jan 2008 04:18
do you have a pic of hell?

fools! I'l destroy them alll!!!! HAHAHAHAHAHA *cough* *cough*
xplosys
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Posted: 5th Jan 2008 04:24
No, I was there once in 1976, but I didn't have my camera. How about you?

Best.

chees hed
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Posted: 5th Jan 2008 04:25
Quote: "Remember that this is not hell"

oh.
Quote: "do you have a pic of hell?"

yes, its attatched to this post

what doesn't kill me makes me stronger; but if something kills me, I'm not that strong am I?

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xplosys
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Posted: 5th Jan 2008 04:30
LOL. I guess everybody's hell is different. Mine was basic training at Ft. Polk, LA.

Best.

Inspire
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Posted: 5th Jan 2008 06:39
Mine is the JFK airport.

Defy
FPSC BOTB Developer
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Posted: 5th Jan 2008 07:39
Just played the demo, and this has a very good look to it. The player start area is one of the best ive seen. The lighting is good, the AI response I was very impressed by. And the Menu, Load screens and Audio are also really good.
The only thing I incounted was some minor lockup areas while in the water tunnel areas. Apart from that maybe being me, all the best with its developement.


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
Seth Black
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Posted: 5th Jan 2008 09:48
xplosys,

Impressive! Top-notch concept, all the way.

Thanks,

Seth Black


Widow 13 - Coming Spring 2008
Seth Black
FPSC Reloaded TGC Backer
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Posted: 5th Jan 2008 11:09
Quote: "...I would appreciate some feedback on the difficulty."


...not very difficult, by any means. I did need to use my second life to reach the end, though. Drowning in FPSC? Who would've thunk?

Nice touch. Just enough pacing to keep it fun. The ambushes were placed well. Short but sweet. I want the full version!


Widow 13 - Coming Spring 2008
xplosys
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Posted: 5th Jan 2008 14:47
Thanks guys. It seems we're on the right track.

@deca, The water tunnels were bigger but that was the problem. They began to lag too bad, and I had to cut them back to what you see. For me, the remaining lag was minimal and not every time you were there. It also meant that the lava river in the end had to be removed and the level was shortened up.

@Seth, It's so hard to judge difficulty when you're making the game. LOL The underwater damage has been tweaked to be more consistent and even throughout.

Thanks again for the input.

Best.

bobert
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Posted: 5th Jan 2008 15:20
i got a bit of lag in the water tunnels but overal it was an awesome game!

classic gamer
chees hed
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Posted: 5th Jan 2008 15:31
this game is awesome! lets party like a rock star ( totally dude! )

what doesn't kill me makes me stronger; but if something kills me, I'm not that strong am I?

Ice Cube
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Posted: 5th Jan 2008 22:27
Quote: "i got a bit of lag in the water tunnels"

me too. I usually stuck there and have to use "c"...

Some more C&C (no harsh, just helping you to make it better)

* the spikes should be a bit lower (I think)

* the line between the decals is too obvious when you are under the water.

* the zombies are not very good at shooting - may be rate of fire = 250 will be a good idea.

Of course the level design is very good!

xplosys
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Posted: 5th Jan 2008 22:39 Edited at: 5th Jan 2008 22:42
Ice Cube,

Thanks, that's what I was looking for. The water will be redone completely. Some of that crouching was due to the ceiling level being lower in some parts of the tunnels. The problem was that it was not really visible, and you may have thought you were stuck when you really needed to duck.

best.

Snipesoul
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Posted: 6th Jan 2008 02:13
I played the demo, and it was pretty fun! Good level design and lighting placement. I've gotton killed only once (from one of the under water parts), and I liked how you placed the pitcrawlers locked up in the cage, somehow being able to shoot thru it
I can't wait to play the next difficulties!

Snipe to Success
Ice Cube
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Posted: 7th Jan 2008 11:37
@xplosys, you are welcome! I am always happy if I can help with something.
I forgot to mention something:
If you have a segment and the angle between the lowest face and the floor is less than 90, then you can see what's behind when you try going through it or get closer. In your demo these are the water areas where you have to crouch. It happens with all of my segments with this shape so I try to avoid those.

Does someone else have the same issues?

Cheese Cake
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Posted: 7th Jan 2008 14:06
Already tested the demo and the difficulty was easy...
(since that was the only option)

but the level design was very good, with the spikes, water...
Lighting was mapped well!
To bad about the stock zombie enemies...

Weapon was good...maybe a bit to much ammo.
The water was the only place that i could have died...

Ending was also funny, with the pitcrawler!

Just a quick question...about this level..is it done?
I mean will this be the full length of the level?
If so...in level 2, will you remain in this "Dimension"?
Cause if you dont than i think its better to make a different ending
so it would actually looks like traveling between "Dimensions".

Also i need to talk to you about some stuff...for this game.
I'll send you an mail.

xplosys
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Posted: 7th Jan 2008 16:20
Cheese Cake,

The level was cut short because of lag issues. There was more water area and a river of lava before the end, but it was cut short and that ending was just thrown in. It will be redone and longer.

I have reworked the water damage scripts and they work much better. I'm also working on some fish right now that will chase and damage the player.

Looking forward to the e-mail.

best.

Paul112
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Posted: 7th Jan 2008 18:25 Edited at: 7th Jan 2008 18:26
Fish? Sounds very original for FPSC. Just to throw you some inspiration in that department (one of my other hobbies is keeping aquariums and monster fish, so I come across a few species that just look evil ):

Black Piranha:
http://rainforestpet.com/images/Serrasalmus%20sp.%20Super%20black-014.jpg

African Tiger Fish:
http://www.aardvarkmcleod.com/img/content/Tiger%20fish-%20Chongwe-Zambia.jpg

Vampire Tetra:
http://www.thejump.net/id/Payara.jpg

Big teeth and streamlined.

Screens are looking very good, keep up the good work.

Paul
some kid
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Posted: 7th Jan 2008 18:47
Quote: "Fish? Sounds very original for FPSC. Just to throw you some inspiration in that department (one of my other hobbies is keeping aquariums and monster fish, so I come across a few species that just look evil ):"
I looked at the your pics. MAN,THOSE THINGS LOOK EVIL!! 'spchuly the vampire tetra. sorry about my spelling.

fools! I'l destroy them alll!!!! HAHAHAHAHAHA *cough* *cough*
xplosys
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Posted: 7th Jan 2008 18:47
Paul112, thanks.

I like that black piranha. I think I'll make a texture of that one.

Best.

Paul112
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Posted: 7th Jan 2008 18:55
No worries, glad I could help. A fish based on the Piranha would probably be better, as the longer ones would need a more complex animation. Infact, you could probably get away with having the piranha just swim at you un-animated because of the shape.

Good luck,
Paul
IRON TROOPER
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Posted: 7th Jan 2008 21:25
Looking pretty good, man!

xplosys
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Posted: 7th Jan 2008 21:57
Paul112, you can see your piranha in the video attached. Thanks again.

IRON TROOPER, thanks man.

Best.

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Seth Black
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Posted: 7th Jan 2008 22:04 Edited at: 7th Jan 2008 22:06
Quote: "...A fish based on the Piranha would probably be better, as the longer ones would need a more complex animation. Infact, you could probably get away with having the piranha just swim at you un-animated because of the shape."


...I totally agree.

Simple is better, in this case. That, and the fact that the piranha is one of the most feared fish (even if only by reputation) known.

One or two of those little guys?...ouch!

A small school?...uh, oh!

...hey, who pooped in the pool?


Widow 13 - Coming Spring 2008
Cheese Cake
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Posted: 7th Jan 2008 23:58
I have send you an mail Xplosys!
Let me know what you think.

xplosys
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Posted: 8th Jan 2008 00:23
I think you're sexy and my answer is YES!

Best.

Paul112
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Posted: 8th Jan 2008 01:16
xplosys, that's a sick video man! How many polys? It looks detailed enough for the part, but also neat enough for several with no lag Top notch work man, can't wait to see what challenges you work that into.

Paul
Ice Cube
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Posted: 8th Jan 2008 01:17 Edited at: 8th Jan 2008 01:20
Ice Cube
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Posted: 8th Jan 2008 01:20
Quote: "I think you're sexy and my answer is YES!"



Defy
FPSC BOTB Developer
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Posted: 8th Jan 2008 01:31
Nice, nice.

@xplosys, yeah I see what your saying. I went back in to have a bit more look around down there for you. Apart from your post comments. It may not be the water tunnels itself. dont get me wrong, I could be wrong.
The lockup/lag areas for me were only after reaching a invisible wall and the turn around (meaning large area, to small area, then returning to the large area.) Ive done some research on these and a number of tests.
If I can suggest, if your planning on making the level again. to maybe extend the water tunnel area away a bit more from the more detailed areas.
Also if havn't already maybe try my no edit/no delete tip and see how the tunnels preform then. I recently built a city/town on 3/4 of the grid and got a 33. no building models, all segments on a 1.6ghz. If I can add anymore to that I will, as I havnt used water decals much, it could be just those.
Anyway, lag aside, I didnt think it was that bad. Ive seen turn around lag many times not just fpsc. Keep up the good work. And funny last post to CC.



"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
xplosys
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Posted: 8th Jan 2008 02:04
deca,

Thanks again. I think you're on the right path. It has nothing to do with the tunnel or decals. It's position and proximity. I'm going to stretch it out more, turn in a different direction and move it away from the existing level. There were some walls which touched each other, especially in the corners. I think some overlaps have bad effects.

Anyway, I'm working with it and will keep you informed of any findings.

Best.

Defy
FPSC BOTB Developer
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Posted: 8th Jan 2008 02:33
Quote: "position and proximity"
- yeah nice.
Quote: "I'm working with it and will keep you informed of any findings"
- great, I'll be very interested in your findings and future developement with this.

Anytime.


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
Cheese Cake
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Posted: 10th Jan 2008 01:02
Xplosys i have send you an email concerning this game.
And i have some bad news ....

xplosys
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Posted: 10th Jan 2008 01:43
@Cheese Cake, thanks for the update. Can't wait!

@Deca, the dev goes on and the level is getting longer, with more hazards and paths. It is position and proximity indeed, and moving the right wall or changing direction seems to fix FPS problems. Another thing I notice is how openings affect the FPS. Openings to the top, looking out on the skybox have little to no effect, but if any part of the level (segments) are visible, then the FPS drop is obvious. Windows that look out onto parts of the structure are a no-no.

@all, The piranhas are in game, and they are relentless. The script makes the approach seem more realistic, in that if you move out of the way, they will pass you before turning around to attack again. It was difficult for me to get a good screen shot, because my fingers are not that fast, and they won't hold still. Image is attached.

Best.

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Seth Black
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Posted: 10th Jan 2008 10:53
...sweet!


Widow 13 - Coming Spring 2008
Defy
FPSC BOTB Developer
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Posted: 10th Jan 2008 15:28 Edited at: 10th Jan 2008 15:34
@xplosys, Im happy to hear this. nice one.

Yeah, I agree.
With your windows/openings facing visible segments and getting low fps could have alot to do with the level within the segment area you are looking at, thats if its in game that way. such as entitys, triggerzones etc that are behind the wall in the distance.

Apart from maybe reducing entity count in both areas, this doesn't really work for the game levels.
Try adding a opening on a wall in a small area like hallway or something with limited area behind you, where ever you like that works, and build a segment block (no contents) or segment wall like your buildings or other, at what ever distance works for the visible area outside of the map level. Depending on content that may be on the remaining level behind these areas or in front of it, it may or may not work.
You could also try adding floor to join your level wall to the outer fake wall, though I believe without would be better. Thats if you try it.

Also I cant remember what weapon was in the demo.
Weapons may be one of the cause's also, Im not sure if it depends on the detail of entitys visible to the player or being outdoors holding a weapon, yet I only found it so far with a ww2 weapon. As much as ive been working on lag, I never noticed weapons before. the drop was -10. I have some shots that i may post in one of my threads. Not real exciting though,

Anyway, the piranhas look great, my grandmother has a stuffed one at her house on a stand. yours look like it. Nice work.


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
some kid
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Posted: 10th Jan 2008 20:13
MORE SCREENEYS!! WE WANT MORE SCREENEYS!! please?

fools! I'l destroy them alll!!!! HAHAHAHAHAHA *cough* *cough*
Cheese Cake
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Posted: 13th Jan 2008 23:46 Edited at: 14th Jan 2008 03:09
Have send you an mail!

---EDIT---
Let me know if it works!
Or if you received it.


---2nd EDIT---
Almost forgot to say...one character the big muscle guy...
Used a quick texture...i didnt created the final version for him...
so i would have to make one and send it to you.
And hope you like them!

xplosys
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Posted: 14th Jan 2008 17:15
Cheese Cake, I love them. I have jobs for all of the Sin Eaters. Still woking and making changes to the game. It will begin at ground level and you'll have to make your way down to Baalgog's temple (the first kingdom below earth).

I'm working on some new segments for the earthen entrance. I got some ideas from watching "The Gathering".

They came only to see, from the east and from the west, from the city and from the plain. They came not, in holy reverence to the lord, but in lust.

Isn't Christina Ricci freaky? LOL

Inspire
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Posted: 14th Jan 2008 21:03
Looks very tasty.

xplosys
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Posted: 16th Jan 2008 17:51 Edited at: 16th Jan 2008 17:52
A couple of early shots from the entrance, where you begin to work your way down.

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xplosys
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Posted: 16th Jan 2008 17:53 Edited at: 16th Jan 2008 17:54
Thanks to Henry Ham for his WW2 Ruins model. This will also have some of Cheese Cakes newest creatures.

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Cheese Cake
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Posted: 16th Jan 2008 18:16
Hey xplosys very very very nice looking entrance!

But! the statues...if you want them in a certain pose than i could make one for you.
Cause that isnt hard at all.

Anyway seriously great looking screenies!
saw the other one in henry's thread...and was amazed!

Slayer222
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Posted: 16th Jan 2008 18:16
*gulp* are those statues? They are right?

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
xplosys
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Posted: 16th Jan 2008 18:31
Cheese Cake,

Thanks man. At the moment I'm just placing things around, and nothing is final. I thought the characters would make good statues so I "stoned" them to see how it would look. LOL If you feel like doing a couple of statuesque poses, I would be most grateful. I wanted to have one of the statues come to life as the player approached, but the lighting issue with dynamic entities was a dead give-away. If you have any suggestions, let me know.

Slayer222,

Yeah, I used some of Cheese Cakes Creatures and got them stoned.

Best.

Slayer222
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Posted: 16th Jan 2008 18:39
Cool, maybe you need X10 for this game... proper water, dynamic shadows and lighting... Lag proof (almost) Ah well. Good luck.

[img]
[/img] Check out the Elite OPS Terrorstike thread in the showcase.
rolfy
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Posted: 16th Jan 2008 20:59 Edited at: 16th Jan 2008 20:59
Very cool looking,now that I have finished my own demo I can download this and have some playtime

sent you an e-mail x.


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