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FPSC Classic Work In Progress / [X9] ZER0 Day Virus

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TerrorNation
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Posted: 9th Aug 2010 17:13
Thank you for your review.

Could you be a bit more specific as to what I could improve?

PS I would get rid of the profanity in your post because the mods will get rid of it and you may be in trouble.
Nbt
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Posted: 9th Aug 2010 17:50
Erm I would say he thinks your graphics are doggie do's

I always put gameplay way ahead and gfx near last. As long as a game has clean crisp gfx I'm a happy bunny and yours are very clean and crisp

TerrorNation
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Posted: 9th Aug 2010 18:56
Quote: "Erm I would say he thinks your graphics are doggie do's"




Quote: "
I always put gameplay way ahead and gfx near last. "


Thanks for the advice. I am currently working on my level design and gameplay as I think this is my weakest area
Nbt
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Posted: 9th Aug 2010 22:21
Well the only way to really finalise gameplay and level design is with beta tester input, so spam a few demo's on the members and hope for the honest/blunt reviewers and not too many generic "keep up the good work" ones

TerrorNation
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Posted: 10th Aug 2010 16:02
@Nbt

Yeah I might release the demo up to level 3 or 4 soon, because I'm not too happy with the AI so I want tester feedback for it.
TerrorNation
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Posted: 10th Aug 2010 20:33
I made a few random shots for you to look at:



Beginning of Level 4



Example of particle system and update of earlier screenshot



WIP room where a pipe has burst with toxic fumes and the player must turn on the fan in order to pass.
Nbt
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Posted: 11th Aug 2010 05:02 Edited at: 11th Aug 2010 05:04
Firstly I must warn you, I'm a very blunt person at the best of times lol and tend to say what I mean. If this may offend please let me know

1st think I like is your lighting
One thing I dislike is the use of bond1's saw blade zombie in the 2nd picture There is no bench saw/rip saw, or any other prop in that room that could have spit that blade at the wall pining the zombie to it. So it does not work in my eyes.

In the same picture, the venting steam/smoke/gas? looks wrong for the simple reason that pipe id not damaged at the point of steam escaping. I suggest making a few overlays of cracks/holes, so you can place on pipes etc to give a little more reality.

I don't like the hud either, for the simple reason I really don't like the top part of my screen littered with stuff other than my HP/shields etc and prefer guns and ammo down the bottom.

The gas room particle effect looks more like a cinema projector effect to me. maybe reduce the scaling of your particles to give a more gaseous look to it ??

Everything above is just my personal opinion and nothing more, but then I did warn you I was blunt

Edit: Also your lights need an _I texture and to use illuminationent.fx or similar shader, so they actually look like they are producing the light that comes from them.

TerrorNation
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Posted: 11th Aug 2010 13:21
Quote: "One thing I dislike is the use of bond1's saw blade zombie in the 2nd picture "


I did think about that. I though it would give a nice, but illogical, effect

Quote: "In the same picture, the venting steam/smoke/gas? "


There was meant to be a crack in the seams of the pipes, but it didn't come up.

Quote: "I don't like the hud either"


I don't either. It was meant to be on the bottom but when I installed the update it overwrote my setuplevel.fpi and I forgot to get back and change it.

Quote: "Also your lights need an _I texture"


Do I just take the _D2 texture and save as an _I texture?

Thanks for your review, and no, I don't think you are too blunt as a matter of fact
Nbt
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Posted: 11th Aug 2010 19:27 Edited at: 11th Aug 2010 19:29
What about editing bond1's saw blade zombie, so instead of a saw blade it's pinned to the wall by a locker door or metal panel from something ??

Quote: "Do I just take the _D2 texture and save as an _I texture?"
In a way you do yeah. I have attached a little example of a light entity using an illumination map (_I texture), so you can get the idea. As you can see the _I texture is little more than an almost black texture with the bits you want to glow being the only bits that stand out.

You can do more with the _I texture, but that's the basic usage
Best thing is the shader works on static entities as well as dynamic

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TerrorNation
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Posted: 11th Aug 2010 19:41
@Nbt

Oh yeah I remember! I used the same technique bond1's animated shader for the _I texture but it didn't work

And my hanging ceiling lights have no textures, so I'm gonna have to do a texture for it which I'm not very good at doing
Nbt
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Posted: 11th Aug 2010 23:19
As you can see from that example, I'm not very good at textures either

You could e-mail me the light mesh and I could have a go at making some very bad textures for you

TerrorNation
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Posted: 11th Aug 2010 23:25
I would it's just that it came with one of the model packs, so I can't
Nbt
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Posted: 12th Aug 2010 00:47 Edited at: 12th Aug 2010 00:59
A model from a model pack that has no textures??

Oh well tell me the model pack and I may well have it, as I bought loads of them (at least the ones I thought looked good

Product list attached

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TerrorNation
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Posted: 12th Aug 2010 21:13
It came with the FPSC Bonanza; It's under the M3 entities folder if that helps
Nbt
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Posted: 12th Aug 2010 23:21
That explains everything then, M3 breaks a lot of the rules regarding static entities. As the .fpe's have no texture designation as if they were dynamic. I will fix the fpe and provide an _I texture for you.

TerrorNation
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Posted: 12th Aug 2010 23:40
So they do actually have a texture destination?
Nbt
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Posted: 13th Aug 2010 00:05 Edited at: 13th Aug 2010 00:08
Attached are the fixed .fpe's (as well as lit ones setup right) along with textures in correct folder and corresponding _I textures.

Just drag and drop the two folder into your FPSC folder, you know how to do it

Please note all I have done is fix the fpe's and provided _I textures, I have not fixed the UV Map on the twin florescent light. Luckily the lit version now has enough glare to hide it mostly

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TerrorNation
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Posted: 13th Aug 2010 00:07
Thanks Nbt!
Can I use these freely, and credit you for your generous help?
Nbt
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Posted: 13th Aug 2010 00:09 Edited at: 13th Aug 2010 00:10
no credit silly lol, I just fixed them and made 2 textures they aint mine

I'm a little confused as to why they were never fixed by the model pack maker

TerrorNation
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Posted: 13th Aug 2010 00:11
Where did you find the textures because I couldn't locate it
Nbt
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Posted: 13th Aug 2010 01:12
They are in the entitybank\M3\Lights folder. I placed them (along with the _I textures) in the texturebank folder where they belong for any stock effect to work right.

TerrorNation
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Posted: 13th Aug 2010 01:27
Thank you so much Nbt! Now that you told me only _I effects work from textures in the texturebank folder, I can get on with a nice little feature I've been planning for the game

Stay tuned!
Nbt
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Posted: 13th Aug 2010 01:58
I shall sit here with baited breath

TerrorNation
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Posted: 13th Aug 2010 22:39
@Nbt

I'm not sure I can work on the feature because it requires me to fix that Bond1 shader problem I'm having
TerrorNation
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Posted: 15th Aug 2010 20:13
Random update here for you all:

TerrorNation
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Posted: 18th Aug 2010 17:44
@All

I have just started compiling a 4 level demo for you guys to test out for me. I am aware there is a slight bug with the proximity sensor on the 4th level, and some HUDs I plan to use I haven't implemented as it is solely a test.

It should be up very soon, so keep tuned!
TerrorNation
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Posted: 18th Aug 2010 23:01 Edited at: 18th Aug 2010 23:11
I have uploaded the 4 level demo, so here is the download link:

Click the smiley:

Additional Objectives that I forgot to put in game or did not bother to (show objectives with the TAB key) :

Level 1:

Pick up pistol from neighbouring dormitory

Level 3:

Read on more information on M.A.U (Microchip Activation Units)

Pick up audio tape from Dr. Tyler's office

Level 4:

Turn on fan to remove toxic gas from chamber.

Good luck!

NOTE: It is prohibited to steal and use any of the media I provide or anyone else has provided without consent, so DON'T do it. I forgot to protect it with vishnu :S
TerrorNation
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Posted: 20th Aug 2010 17:03
New screenshot of the WIP control room in Level 5:

Nbt
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Posted: 20th Aug 2010 18:54
Quote: "NOTE: It is prohibited to steal and use any of the media I provide or anyone else has provided without consent, so DON'T do it. I forgot to protect it with vishnu :S "

/me puts it all back

That's a nice warm red glow above that door but why does the frame on the other door glow so ?? It kind of detracts from the nice warm feeling in that room.

TerrorNation
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Posted: 20th Aug 2010 18:59
I'm not sure why :S

I think it's because I haven't put a room behind it yet.
TerrorNation
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Posted: 21st Aug 2010 00:50 Edited at: 21st Aug 2010 00:52
Updated and more populated version of the above screenshot (Oops; accidentally posted the same one twice) :



Footnote: I have fixed the glowing door issue (changed the model)
Nbt
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Posted: 21st Aug 2010 02:25 Edited at: 21st Aug 2010 02:27
Quote: "Footnote: I have fixed the glowing door issue (changed the model) "


Cool

Now fix that darn fluorescent light, so it glows :p

Actually I wonder if fluorescents are really the ideal light for your game, as they tend to give off a harsh blue/white light and your game has more of an almost organic lighting?

TerrorNation
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Posted: 21st Aug 2010 14:39
Hmm.. I'm not too sure; I'll have to think about that.

I tried to add the _I texture to the lights but it gives them a horrible colour and they don't really light up as much as they should, so I reverted back to using it w/o illuminationent.fx
da2020
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Posted: 21st Aug 2010 14:55
what shader are you using for the ai bot in the earlier screen it looks awesome!
Nbt
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Posted: 21st Aug 2010 15:08
Quote: "I tried to add the _I texture to the lights but it gives them a horrible colour and they don't really light up as much as they should, so I reverted back to using it w/o illuminationent.fx "


Oh you should have told me silly, they looked ok(ish) when I tested them (see attached)

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TerrorNation
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Posted: 21st Aug 2010 19:01
@da2020

I'm not sure, I think it's just BumpCubeReflectAlpha, but I'm probably wrong

I'll check when I get back to my FPSC PC.

Thanks for the compliment

@Nbt

Well, yours look nicer than mine do. I'll get a screenshot up to show you what I mean.
Nbt
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Posted: 21st Aug 2010 19:40
Quote: "@Nbt

Well, yours look nicer than mine do. I'll get a screenshot up to show you what I mean. "


I just used the same ones I sent you

TerrorNation
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Posted: 21st Aug 2010 19:57
Oh right

I made one that was basically identical to yours, but obviously different results. I'll try your ones out soon.
TerrorNation
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Posted: 28th Aug 2010 20:08
Ok! New update:

Gameplay Update

Feature: X-Vision

Inspiration: Batman Arkham Asylum's 'Detective View'

How it works: Alex can use his X-Vision, which highlights items of interest within the level a bright colour, and tints the screen green (similar to night vision).

Progress: Nearly finished: 90% (Just need to fix a bug where the green fullscreen HUD fails to hide itself once X-Vision is switched off).

And now, some screens!



Nbt
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Posted: 28th Aug 2010 22:46
Woo hoo!! glowing self-illuminated light entities

I like your electric arc's but you may wish to add a couple of brighter flashing dynamic blue lights either end of them, as you seem to have a dark shadowy area where the light should be brightest.

TerrorNation
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Posted: 28th Aug 2010 22:55
Yeah I'm using Starmind's electric decal

PS Do you know how to stop decals moving toward the character when approached?
Nbt
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Posted: 29th Aug 2010 02:15
Quote: "PS Do you know how to stop decals moving toward the character when approached? "


Yes I do





....oh wait you want to know ??

use "decalfixed.fpi" as it's AI script

TerrorNation
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Posted: 29th Aug 2010 14:13
Thanks for that Nbt; decalfixed.fpi definitely makes it a lot more realistic

Now if only I could do that with particles...
Metal Devil123
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Posted: 29th Aug 2010 17:45
The proximity hud brings Shadow of the Colossus in mind :-P

The screens look nice. I like the decal in the last screen. And the robot in that one screenshot (the robot is sitting) seems to be on a very ackward position...

Nbt
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Posted: 29th Aug 2010 20:48
Quote: "And the robot in that one screenshot (the robot is sitting) seems to be on a very ackward position..."


Just looks like someone trying to hold their insides in after a belly full of shotty

TerrorNation
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Posted: 29th Aug 2010 23:47
Thanks for the compliments MD123, but trust me, I'm sure the sentry doesn't look that bad in-game

Anyway, better get back to work as I've been working on C++; I'm getting a hang of it pretty well so far
TerrorNation
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Posted: 25th Sep 2010 19:36
Random shot updates here as I haven't posted for a long while



TerrorNation
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Posted: 29th Sep 2010 22:07
A little lighting update (no entities yet)

TerrorNation
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Posted: 5th Nov 2010 22:36
Hey everyone!

After a long time with no update, I have the news that level 5 is complete and ready for bug testing!
It will be uploaded very soon and available for you all to download and give C&C.

Anyhow, here are some new screenshots from the preliminaries of level 6:


D0MINIK
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Posted: 5th Nov 2010 23:54
Your entity placement is partly out of place if you campare it to the wall texture. And your HUD looks a bit strange to me.

Aside of that, good work! Keep it up

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