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Work in Progress / [GDK] FPS - Unnamed Game

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prasoc
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Posted: 21st Dec 2008 22:26 Edited at: 14th Feb 2009 22:53
----------14/2/09-------------------------------------------
v0.82: Demo updated. http://rapidshare.com/files/198072202/Unnamed_Game_v0.82.zip

"Options" menu now works, press enter to save esc to go back to main menu; when you walk into some walls, sometimes you would go up and down and it is now fixed; post game lobby says who has won, and a few more bug fixes and memory optimizations. On the server, it checks the version of the client to see if it is an old version and it stops them from connecting. I have also changed the options in molebox a bit, so now when a new version is released, I can just upload a patch to update it ( no more 30mb downloads!)
----------9/2/09-------------------------------------------
v0.80: MP DEMO RELEASED!: DOWNLOAD IT HERE: {removed}
[/b]
The "make a server" option doesn't work for some reason, so I put the server into the zip file so you can run it seperately.[/center]



-----------------------------------------------------------



Main Engine:


Collision
Shooting
HUD
Crouch/prone + jumping + running (movement really)
Sounds (footsteps, music, shots, etc.)
Reloading w/ammo and clips
[ ] A.I and enemies
Weapon Pickups

Extras:

Iron sighting
[ ] Secondary firing (like M16 with burst + semi)
Level clutter
Multiplayer
[ ] Particle effects (like muzzle flash, etc.)


23/12/08


31/12/08


3/01/09


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prasoc
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Posted: 21st Dec 2008 22:28
M16 (fully animated w/hand etc.)

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prasoc
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Posted: 21st Dec 2008 22:31 Edited at: 21st Dec 2008 22:32
Desert Eagle (mostly animated, fully modelled.)

All of the textures are not final and will be changed before the demo is released

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Alucard94
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Posted: 21st Dec 2008 22:33
You really need to work on those arms/hands. They're way too boxy and also have strange shading. Try smoothing the normals for the shading and I'd say that you should completely remodel the arms,


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prasoc
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Posted: 21st Dec 2008 22:36
In the game, the hands are smoothed using commands, but yes I think I will have to redo the hands (maybe add gloves? or a jacket?)
Alucard94
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Posted: 21st Dec 2008 22:38
Ah, saw the hands in game. That looks fine. Never mind the last comment.


Alucard94, the member of the future of the past.
prasoc
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Posted: 21st Dec 2008 22:41
Ok cheers thanks for the crit anyway. I will probably redo the hands though, the bones in them are too restrictive (i cant rotate the wrist >_<
Xenocythe
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Posted: 22nd Dec 2008 04:57
I like how it looks, pretty good man!

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prasoc
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Posted: 22nd Dec 2008 10:06
Thanks I am working hard on it
Darth Kiwi
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Posted: 22nd Dec 2008 14:54
Ooh, nice. The arms look a bit stretched but, then, the player's not going to see much of them in any case.

The level looks a little plain - the boxes are a bit repetitive and the walls are a bit bland - but, of course, it's probably more important to get the engine done: you can always re-do a few textures later.
I think the gun textures look pretty good, too - maybe not Crysis standard but certainly passable.

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prasoc
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Posted: 22nd Dec 2008 15:47
Should I add clutter to the levels and make them or finish the main parts of the engine (mostly done so far, only enemies with ai to go and maybe multiplayer). Should I make it singleplayer with levels, story etc or just make it multiplayer which saves on time, and it will be online only?
Tom J
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Posted: 22nd Dec 2008 18:54 Edited at: 22nd Dec 2008 18:54
Do the engine before the levels, then worry about the level design later. Once you have the engine done, you will know how to design the levels better to suit it, plus having an already done engine in place will help to motivate you when making the levels. That's my advice .

Don't know about the game modes, depends how long making all the media takes you, it would be nice to see a story mode, but then again if that is going to put too much pressure on you, it probably wouldn't be worth it.

Love the warehouse in your screeny btw... , ignoring the lack of textures (besides the crates), it looks really nice.

ps. do those crates have physics?

"Nothings perfect, and that's the problem with being a perfectionist."

prasoc
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Posted: 22nd Dec 2008 18:56
They will probably have physics at a later date (when i can afford darkphysics), and when I have shadows (atm the level is lightmapped)
prasoc
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Posted: 23rd Dec 2008 11:38
Weapon pickups are nearly done. When enemies die, a weapon will be dropped and you can pick them up to replace your gun.
djmaster
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Posted: 26th Dec 2008 16:16
make it like counter strike,possibility of having bots in mp games

Current FPSC Projects:
When Zombies Attack-20% (ON HOLD)
Doomsday RPG-5%
prasoc
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Posted: 26th Dec 2008 18:21
For MP, how could I do it? I know sending the co-ords to other players is wasteful and laggy, ow should I go about doing it?
kaedroho
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Posted: 27th Dec 2008 22:19
send the coords and direction and speed every few frames and make the client guess where the player is going to be in between.

prasoc
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Posted: 27th Dec 2008 23:21 Edited at: 28th Dec 2008 00:39
ahh i get it now. I can work on MP now because I got a new computer to work with for xmas. Time to get cracking! By the way, if possible can someone let me use a dummy model like a man so I could test out MP?

EDIT: What MP library should I use that is easy and fast?
RedFlames
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Posted: 28th Dec 2008 03:35
Quote: "EDIT: What MP library should I use that is easy and fast? "

I'd strongly recommend MikeNet
I could even help you with MikeNet as I have made a small (unreleased) MP game with it before... But I dont feel like I couldreally finish a project all by myself, thats why im looking for a small project to contribute to...
Just contact me on MSN (redflames at online dot de) or ICQ (179046041) if you want me to help you with the MP stuff ^^

prasoc
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Posted: 28th Dec 2008 11:17
Well I am really looking to see what I can make myself (I want to go into the games industry when I am older), and I need all of the experience I can get with all different types of code. Thanks for the offer anyway.
prasoc
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Posted: 28th Dec 2008 12:20
WTF I installed MikeNet, and ran the server with 2 clients, works fine looks really good, but when I try to make my own server ( and even Copy/paste the server source code which works fine) It gives me errors like this:


?????????????????????? it is exactly the same source code but it doesn't work?????
RedFlames
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Posted: 28th Dec 2008 15:44
In the Documentation should be a section about Linker-Errors.

RUCCUS
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Posted: 28th Dec 2008 15:51
Red Flames, your sig is way too big dude. Im surprised a mod hasn't caught you on it yet.

bergice
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Posted: 28th Dec 2008 16:49
What the hell?

Quote: "height: 6744px;
width: 1263px;"


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RedFlames
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Posted: 28th Dec 2008 17:46 Edited at: 28th Dec 2008 17:47
Huh? Its just 120px high... isnt it?
I cant really see any problem with my sig...

Plystire
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Posted: 29th Dec 2008 04:18
I don't either... it's normal size on my screen. In fact it says it's only 640x110


As an on-topic note:

The game looks like it's coming along nicely. Do you have any plans on making a video of it soon so we can see what it's like during gameplay?

Too early to give any real crits from a single in-game screenshot, which is why I'm asking about a video.


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Alucard94
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Posted: 29th Dec 2008 10:16
Quote: "640x110"

The limit is at 600x120 so...


Alucard94, the member of the future of the past.
prasoc
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Posted: 29th Dec 2008 11:53 Edited at: 29th Dec 2008 13:08
Please can anyone helpp? I have linking errors and don't know how to fix them >_>

EDIT: Could it be Vista?

EDIT2: No, I tried it on XP and it still gives me linker errors
RedFlames
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Posted: 29th Dec 2008 18:30 Edited at: 30th Dec 2008 06:04
I dont know if v1.09 still needs this as its just in the old documentations:
Quote: "
C++ Project setup
For MikeNet to work with your project in visual C++ 2008 express edition, you must follow these steps:
>>> Click on Properties, [Your project name] properties (with your project open)
>>> Goto configuration properties, linker, input and enter 'MikeNet.lib WS2_32.lib' in additional dependencies and click OK:

>>> Goto configuration properties, C++,code generation. Ensure that Runtime Library is set to Multi-threaded (/MT).
>>> Include the file MikeNet.h by writing at the top of your code: #include <MikeNet.h>

If you get linker errors when trying to compile then follow these steps:
>>> Click on configuration properties, linker, input. Set ignore specific library to: libc.lib, msvcrt.lib, libcd.lib, libcmtd.lib, msvcrtd.lib and ignore all default libraries to No.
>>> Click on configuration properties, linker, system and ensure that SubSystem is set correctly. While using DarkGDK this should be (/SUBSYSTEM:WINDOWS).
"


prasoc
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Posted: 29th Dec 2008 19:33
THANK YOU VERY MUCH!!! It works now. I don't know why it was doing it, but it works fine now
prasoc
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Posted: 31st Dec 2008 12:56
Multiplayer at the moment (its boxes. I need characters lol)

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prasoc
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Posted: 3rd Jan 2009 11:40
I have health, killing and score (score is handled by the server), also it tells everyone that "xxxx has killed xxxxx" and it appears on the game window. screenshots at the top
prasoc
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Posted: 12th Jan 2009 18:33
bump
puppyofkosh
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Posted: 15th Jan 2009 18:29
Is this still being worked on? It looked pretty cool.
nackidno
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Posted: 16th Jan 2009 07:35
It's probably better to bump the thread when you have an update.

"Ja, för det är jävligt manligt att ligga fosterställning i duschen och raka röven! Testa det! "
prasoc
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Posted: 18th Jan 2009 12:17
I am just about to release a demo (early progress with multiplayer over the internet), but I just need to iron out a few more bugs
FIGHTEX
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Posted: 25th Jan 2009 16:54
Wow, do you have sliding collision
if(slidingCollison==true)
{
plis tell me how the fak do you do that.
}

and also where did you get al those models i can model stuf like guns but i cant texture them but there is no way i coud do something like an arm...

Game.Love
Xenocythe
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Posted: 25th Jan 2009 18:08
This are looking really cool! Can't wait to check out the demo...


prasoc
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Posted: 26th Jan 2009 08:34
FIGHEX, I modelled the gun, etc all myself so you can't get them from anywhere, and sliding collision: I used Sparky's.

There is now a menu that you can pick like start a server, join a server, etc. i'll upload a screenshot later. The demo is close to being released!
FIGHTEX
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Posted: 26th Jan 2009 16:23
cool, cant wait for the demo, and i model the desert eagle two, but i sucked at texturing, you can download it if u want but its un textured.
i used Blender to make it.
if u want any othere format like 3ds, max...
just tell me

Game.Love

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FIGHTEX
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Posted: 26th Jan 2009 17:38
anbody needs a realy crapy untextured arm?

If(anyone has a good arm with textures)
plis post it here for download.

Game.Love

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puppyofkosh
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Posted: 26th Jan 2009 21:58
I look forward to seeing a demo.
prasoc
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Posted: 26th Jan 2009 23:12
It is very close to being released. All I have to do is make the menu more "friendly", improve the level a bit and finish the animations on the desert eagle, and I can release a demo, (well, a MP demo)
FIGHTEX
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Posted: 6th Feb 2009 19:17
1 qustion:

how do you shoot,
i tryed:
this
dbIntersectObject ( int iObject, float fX, float fY, float fZ, float fToX, float fToY, float fToZ )

but i dont now how to do stuf with returned values(i dont now what the values are)

Game.Love
prasoc
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Posted: 7th Feb 2009 13:36 Edited at: 7th Feb 2009 13:39
I use sparkys collision with raycasting. it returns 1 for collision 0 for no collision.

at the moment, the pregame lobby works with timer counting down. it also shows whos connected. on the server, you can change maps and gametypes (gametypes are half-working so far). Grenades are also being implemented (i need to work out particle effects lol), I could prob release demo in like a week or less.
prasoc
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Posted: 9th Feb 2009 23:10
DEMO IS BEING RELEASED!!!!


Go to the first post to download the MP demo. (for some reason the "make a server" button fails to work, so I have included the server seperately)
puppyofkosh
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Posted: 10th Feb 2009 03:44 Edited at: 10th Feb 2009 03:57
Cool. I'll download.

EDIT: That was pretty cool! This is looking pretty awesome so far.

One thing I really noticed was a problem with crouching, when I held down c, I would go down, and then back up, when I didn't release the key.

Other than that it seems great so far, keep up the great work!
prasoc
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Posted: 10th Feb 2009 08:19
Oh I can fix that quite easily I am glad you like it so far.
FIGHTEX
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Posted: 10th Feb 2009 16:06
em... how do you change the icon?
and make it full screen(dbSetWindowOff())
and also enable the mouse in the menu.

Game.Love
FIGHTEX
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Posted: 10th Feb 2009 16:10
also, i cant connect if i make a server i type in the ip or ip:port
it dosent work and the options dont work.

help*?

Game.Love

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