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Work in Progress / Star trek themed rpg WIP

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Dot Merix
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Posted: 20th Sep 2004 01:42
I know if you click start, run and type in dxdiag it'll bring up some valuable system information.. processor, build, video card type and memory etc.

I know your pretty set with a 128mb vid card.. Also depends if your video card has the correct shader support and such..

I'm going off what i've heard, i'm not much of a hardware person myself (Go software!)

- Merix
Zokomoko
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Posted: 20th Sep 2004 02:04
64 MB of video memory.
probably not good.

anyhow, i've fixed some bugs, and the crash after the loading has disappeared. i guess that's because i've been deleting unneeded arrays, and optimizing some more.
i'll just see if my computer could handle more then one AI (AI uses many arrays), and if all goes well, i'll release a patch.
Vues3d on Kalimee
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Posted: 21st Sep 2004 22:23
The Crystalline Entity was the Entity who destroyed the planet where "data" & Dr. Shung were on. It's like a quartz stone & all light blue...
Looks like this!



Guido
http://www.vues3d.com
OSX Using Happy Dude
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Posted: 22nd Sep 2004 07:28
Its Dr. Noonien Soong...


Come to the UK Convention on the 23rd & 24th of October
Zokomoko
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Posted: 23rd Sep 2004 23:13 Edited at: 23rd Sep 2004 23:14
here's a short update of future plans.
right now, i'm waiting to get my 512 MB RAM memory, and darkbasic pro.
when i will purchase them, these are the things that are planned:
(1) adding planet rings and astroids to rich the enviroment.
(2) AI will speak (i.e various races ship's will speak randomly)
(3) more ai ships: with all the optimizing i'm doing for the AI, it is planned to be 20 or more ai ships.
(4) more skills : such as cloak + ai will use those skills if his race and ship class has them (i.e klingon and romulan will have cloak)
(5) ship movement will change slightly :
when you turn left, your ship will tilt to the left only "cosmetically" (meaning this is not free-flight, it's only graphically), and vice-versa. if you go up, your ship will tilt up and vice-versa.
if i figure out how to do this.
(6) intersect object will not be used in real-time (i found that with 2 ships already firing, the FPS gets a drop). instead, each ship will have its own firing points, thus increasing performence and maybe "realism".
(7) explosions ! weapons will do damage.

this is the planning for the meantime, but don't expect a demo REALLY soon, it'll take a while.
Zokomoko
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Posted: 28th Sep 2004 01:20
more update :

I've purchased the full darkbasic pro.
there are some bugs i need to fix, but they don't seem to be major ones.
now, i could finally put more skills, such as "cloak".

i've done a test, to see if i could add more then one ship, and how many weapons for each.

26 ships, each med poly (500 polys), including 1 player ship.
AI routine for each. A VERY high firing rate (many many torpedos and phasers).
the results were 6-10 fps, which i think is good considering the previous details.

the transparency of 5.6 is really not good, as seen in the pics.
i'll probably try the .dds method.






The admiral
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Posted: 30th Sep 2004 19:41
Yeh you can fix it by fiddling with the objects settings but probably the best bet is to turn off mipmapping.

[href]www.vapourhost.com/~flyer[/href]
Zokomoko
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Posted: 3rd Oct 2004 18:23
you don't mind me updating right ?

here's another update.
i'm working towards releasing yet another demo, featuring a battle against a borg cube vs twenty something federation ships.
the framrate is somewhere between 45-60 with that many ships and weapons. the transparency has been fixed somewhat.
this is just for testing the battle effects.

here are a couple of screens from the battle :

























now, tell me what should be improved
Wiggett
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Posted: 3rd Oct 2004 18:38
fools! iof they keep shooting the same lasers they will jsut assimilate the technology and no longer be affected by it! thats what i hated about elite forces 2, i loved the watch the borg melt when i phasered them, but then they got used to it

Neil19533
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Posted: 4th Oct 2004 19:21
could you update a link as i cant download it

Any spelling mistakes are totally In tensional.
Zokomoko
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Posted: 10th Oct 2004 22:22 Edited at: 10th Oct 2004 22:33
Quote: "could you update a link as i cant download it"

sorry, but the file size is really big, and i'll have to look for another host.
But that'll be for the next demo.

here's a sneak peak of the new interface, federation style, and a new explosion system.



i'm working towards the next demo,
after finishing some final core stuff, i'm adding minor systems such as item generator and stations.
another thing that MAY be included is to add friendly AI as opposed to the current enemy AI.
since friendly AI is a very big subject, the part that is being impelented is 'trading', so you'll be able to trade with ferengy ships nearby.

the next demo will feature more RPG elements.

p.s: sorry for all the big pictures, if there are any 56kers that is causing lag to, voice out and i'll decrease their size.

edit : i've noticed that there's a little clipping glitch with the explosions at the left from the center, but it's hardly noticeable in-game.
Neil19533
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Posted: 11th Oct 2004 01:07
Cant wait

Any spelling mistakes are totally In tensional.
Philip
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Posted: 11th Oct 2004 04:16
It looks from the screenshots that all the vessels were attacking the Borg cube on exactly the same plane? Do all the objects move on the same plane or do they have unlimited movement in 3 dimensions?

Philip

What do you mean, bears aren't supposed to wear hats and a tie? P3.2ghz / 1 gig / GeForce FX 5900 128meg / WinXP home
Zokomoko
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Posted: 11th Oct 2004 04:47
Ships have unlimited movement in 3 dimensions.
The AI is programmed to be in range of the enemy, the ships weren't on the same plain, they were roughly on the same Y axis, just a coincidence.
Antdizzle
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Posted: 13th Oct 2004 10:46
I want to play the demo so bad. If you need a place for the demo I can host it for you on my website. Just contact me if you need it.

Powersoft
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Posted: 13th Oct 2004 16:22
[href]http://www.hollosite.com[/href]


Scorched Turf --> Project Thread
Antdizzle
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Posted: 14th Oct 2004 07:03
That site is down, but its parent site http://www.100WebSpace.com is still up and that looks like it will be good for hosting your site.
Osiris
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Posted: 15th Oct 2004 01:59
you should make a ss for it to just put it in the zip

anyone can be a hero, but a soldier can be a hero five minuets longer....
Antdizzle
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Posted: 15th Oct 2004 08:36
I wonder where he went, we haven't had a update in days. I really want to play the demo.

Zokomoko
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Posted: 15th Oct 2004 15:00
patience.
SubNova
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Posted: 23rd Oct 2004 12:54
Will it be too difficult to have class customization - with subclasses, like Galaxy refit class w/ 2 extra torpedo bays, for example.

Time to own!!!
http://www.davidtattersall.me.uk
Mercenaries Community
Zokomoko
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Posted: 23rd Oct 2004 16:15
nope, it'll be quite easy.

just like in diablo ii's armor item, you'll have a hull item.
your hull, will determine the amount of hp (hit points, the damage your ship takes after the shields are down), and the amount and types of weapon bays your ship could carry.
Antdizzle
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Posted: 23rd Oct 2004 16:48
When will there be a demo for this game? I really want to play it.

Zokomoko
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Posted: 23rd Oct 2004 17:14
no date yet sorry.

currently, i'm working on the items (specifically the item generator).
explosions have been finished.
after i finish the item generator, an item pickup screen will be implemented (after a ship has explosded, you get to salvage parts), and a trade screen with AI ships.

Then, i'll have to add the ability to increase your attributes and skill points as you level up, and then get some formulas as to experience/damage/attack rating and such.
but that's the easier part.

i'll also have to impelement a map, although only 1 sector will be available.

if anyone knows what formulas diablo ii uses, it'll be a great help.
Mx5 kris
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Posted: 25th Oct 2004 15:01
GAME LOOKS TIGHT!!!!! Though it looks exactally like my RTS menu interface.... Any way, contact paramount when you finish, and they would probably publish it for yah....look friggin good! My graphix for my rts are better though, lol.

Ummm....is db good....
Neil19533
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Posted: 8th Nov 2004 05:06
so do you have any updates

Any spelling mistakes are totally In tensional.
Zokomoko
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Posted: 8th Nov 2004 12:50
not much, i won't have much time working on this until next week.

but the item generate system is pretty much completed.
Damokles
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Posted: 9th Nov 2004 05:27
Will we be able to set the gamma ? It looks so dark sometimes.

- Mind the gap -
Vues3d on Kalimee
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Posted: 23rd Dec 2004 22:53
just up the thread...
Seems that you're busy...
Hope to see some new screens soon!!!

Guido
http://www.vues3d.com
Code Ninja
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Posted: 24th Dec 2004 01:39 Edited at: 24th Dec 2004 01:41
Yay!! Finaly some Star Trek games in DB!! The only thing that stinks is the fact that my crappy peice-o-junk computer doesn't seem to like 3D DB games at all .

Do you have some of the more clasic classes in the game ie. the old Christopher class(they were more Earth Command vessels but were used while the Daedalus was being built. Those might be useful if you were recreating the Romulan War of the early 22nd century), Daedalus, NX-01, Constitution, Constitution Revised, Excelcier?

Anyway, awesome job

Dragael Software
Current Project: Nothing worth mentioning
Kequor
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Posted: 2nd Jan 2005 12:02
Any updates?

Dont worry and keep a cool head. And click the URL below the image.

http://www.kalepia.cjb.com
Zokomoko
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Posted: 2nd Jan 2005 12:30 Edited at: 2nd Jan 2005 13:03
no.
i've lost my order key (and i've online version), so i'm waiting for like 2 weeks now for support to give me a new one.

EDIT: I just got it!!! yeah!!
Zokomoko
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Posted: 4th Jan 2005 03:23
Here are 3 new screenshots.
I've started working more on this, right now i'm fixing a few bugs.

Voyager in borg transwarp:



2 shots of a klingon ship being destroyed





after i fix the bugs, i intend to make the explosions better.
how could i make the ship itself explode ? like when you do in 3dmax with that teapot, you see it brake to pieces.
is that possible in DBPRO ?
The admiral
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Posted: 4th Jan 2005 14:24
Yea its possible but it requires quite a bit of code to do it. I have only seen examples of this done but i beleive it involves memblock meshes and breaking objects up into polgons or something then blowing them around.

[href]www.vapourhost.com/~flyer[/href]
wkitching
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Posted: 5th Jan 2005 00:17
This game is looking great Zokomoko!
graphical advanced Did you create all the gfx yourself?

i b teh win
Zokomoko
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Posted: 5th Jan 2005 02:09 Edited at: 5th Jan 2005 02:51
thx.
I actually made little of the graphics myself.

all ships (about 200) are from other people who released them for free, to be used for other star trek games (those whose ships will be used will appear in the credits, and the game if released will be freeware). Few ships i modeled myself, and some if modified a bit (mostly to lower poly count).
the background, weapon textures, and explosion textures, are from them aswell, all the graphics.

interface is my design (except the icons)
Sol462
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Posted: 5th Jan 2005 11:47
Quote: " thi is probably better than some of the commercial treck games out there. "

those exist? you never see many nowadays.

as for the wormhole: awesome! how did you make an inverted cylinder?

coffee + monkeys + creativity = games
Zokomoko
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Posted: 5th Jan 2005 14:10
if you mean the transwarp tunnel, it is made of an inverted cylnder, faded, and the texture scrolls.
it was some time ago that I coded that transwarp, but it may not be an inverted cylnder, it might be just a regular one with culling set to 0.

if you mean the actual wormhole (http://zokomoko.itgo.com/interface2.jpg), then it's not an inverted cylinder, it is infact a model made out of a couple of low poly hemispheres.
Antdizzle
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Posted: 5th Jan 2005 14:30
Any demos planned for the near future?
Zokomoko
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Posted: 5th Jan 2005 20:09 Edited at: 6th Jan 2005 02:40
I wish i would have more time working on this, but what i've will just have to do.

Currently as you know, i'm fixing bugs and adding new features (such as cloak which is what i'm working on right now).

I will release a demo as soon as i can.

EDIT: in the meantime, here are 2 more pics.

A romulan valdore class ship



The romulan ship being exploded

Antdizzle
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Posted: 6th Jan 2005 13:14 Edited at: 6th Jan 2005 13:18
I can't see the pictures.

EDIT: Nevermind, for some reason I had photobucket blocked.
Cian Rice
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Posted: 6th Jan 2005 23:52
Personally I think you should use interface 2.

Have a heart and join my message board.And now my messageboards work again!Woot!
Zokomoko
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Posted: 6th Jan 2005 23:54
what do you mean interface 2?
do you mean the latest interface, as shown above ?
Cian Rice
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Posted: 7th Jan 2005 04:06
The interface shown in the screen shot interface2.jpg.

Have a heart and join my message board.And now my messageboards work again!Woot!
Zokomoko
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Posted: 8th Jan 2005 05:02
UPDATE:
after an extensive bug fixing, warp is now fully operational
cloak has been added, and is quite cool.

here are yet again, 2 more screenshots:

Romulan valdore class going to warp



Romulan valdore class in warp



if you would like to see other specific ships, just say so.
Code Ninja
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Posted: 9th Jan 2005 01:23
It'd be cool to see some of the other federations ships you are going to use.

Dragael Software
Current Project: Nothing worth mentioning
Zokomoko
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Posted: 10th Jan 2005 04:18 Edited at: 10th Jan 2005 05:19
here's a little update, i've fixed the AI bug, so it's working finally.
I've set up a map, but it still needs a little work done.













Code Ninja
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Posted: 10th Jan 2005 08:31
Wow, those shots look sweet! What class is that federation ship?

Dragael Software
Current Project: Nothing worth mentioning
Zokomoko
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Posted: 10th Jan 2005 12:14
That's aruuman class, but i might have mispelled it.
Wiggett
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Posted: 10th Jan 2005 16:59
lookin nice as always, keep up the goods.


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