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Work in Progress / Open Source Community FPS Project

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granada
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Posted: 2nd Jun 2005 06:08 Edited at: 2nd Jun 2005 06:12
Great fun guys,shot the crates to hell & back ,I might try & make a level for this now DeLeD has a DBO exporter.Nice work to all that are working on this.

EDIT here is a room i'me playing with at the moment


dave

Windows XP Home 2002 Service Pack 2,1AMD Athlon(tm)XP 3200+ Barton 2.20 GHz ,1 GB of RAM
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Hamish McHaggis
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Posted: 2nd Jun 2005 06:56
Looks sweet Dave . It'd be great if you could make a level for the project .

More tea Vicar?
Baggers
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Location: Yonder over dem dere hills
Posted: 2nd Jun 2005 08:45
The jumping feels like the game still thinks you are on the ground after the first jump, so is adding an extra bit of force. Gives an impression you are bouncing higher. Hmm how are you detecting whether you are on the ground or not ?

Hawkeye
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Posted: 2nd Jun 2005 09:09
The jumping reminds me more of halo, actually...

Megaton Cat
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Posted: 2nd Jun 2005 09:11
Holy crap I've managed to jump up to the second floor over the railing and even up to the storage metal crates!

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Megaton Cat
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Posted: 2nd Jun 2005 09:22
Professor what do you model in? (I'm hoping Milkshape)

I was wondering if you could send me that embassy file in your current art program's format because I need to extract every object seperatly. Attempting to texture one huge .x level just isn't working...

thanks

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
dj blackdragon3710
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Posted: 2nd Jun 2005 09:48
Heh, did anybody notice the untextured side of the metal box?

See attached.

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<

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Megaton Cat
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Posted: 2nd Jun 2005 10:05
That is Hamish's fault. He for some reason did not include all* the textures I sent him in this demo and I had to manually copy & paste the missing textures in the level editor folder.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
dj blackdragon3710
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Posted: 2nd Jun 2005 10:07
Ok, I was wondering about that.....

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Professor
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Posted: 2nd Jun 2005 12:51
Megaton Cat, no im not using milk shape, but i did seperate all of the objects..

check mail tomorow


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Mitchell
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Posted: 2nd Jun 2005 15:31
I'd like to create a level.. is there a certain design I have to stick with, or a certain type of level? and must I use only my own textures?

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Hawkeye
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Posted: 2nd Jun 2005 22:06
I think the guidelines are something like this:

o It must make sense (no fights in a cat butt)
o It must be cool and fun to run around in fragging people like crazy
o You have the option of submitting it untextured or textured, but
o If you submit a textured level, the textures must either be:
ooo Of your own creation
ooo Creditable to another member of the team
ooo Creditable to something that's not going to sue you (no ripped-UT media)
ooo From a source from which you don't have to credit (like the DeleD textures)
ooo And it must kick-arse.




Scaleru
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Posted: 2nd Jun 2005 22:17
I just downloaded and played the demo, and I must say, its coming along nicely. I noticed the jumping also though, you need to put in some better boundary checking for its values. Another thing I noted, unless I missed a very obvious exit (it is possible, been partying a bit...) is that there isn't much level wise... If I'm wrong, just ignore this and beat me over the head with a giant tuna. But again, all in all, a good game.

JW

[img]www.scalerusoft.com/templates/ScaleruDark/images/mambo_header.jpg[/img]
Hamish McHaggis
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Posted: 2nd Jun 2005 23:02
Baggers - Thought of that, that's not it. I put a time mechanism in to make sure you could only jump once every 200ms or so, and it still happened.

Megaton - Sorry, for some reason I didn't extract them all from the rar file you sent me. Will include them all in the next demo.

Mitchell - What Hawkeye said .

And also, note to level designers, you can put crawl spaces and ventilation shafts and stuff in, as I'm planning to put crouching in soon. Just make them a reasonable height, and I'll adjust the crouch height so the player can fit . Just makes sure the height it's less than the width.

Scaleru - Yeah, jumping , I'll try and find a work around for it if I can. Everyone can stop commenting on it now if they want . The level is a bit on the small side, but I'm not sure if Megaton was planning to expand, or if it was, as he labelled it, a "testmap". Probably wouldn't be too good for a huge deathmatch at the moment, but then again that functionality isn't in there yet .

On another note, over on the 3D forum, either Raven, or VanB are volunteering to make some FP hands to use with the guns, so that should make Prof/Grismalds weapons look a bit more natural.

More tea Vicar?
Professor
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Posted: 2nd Jun 2005 23:21
Ok sounds great i had to scim through all of this though im leaving in a bit for the week, until sundaynight\morning... not time for anything else.


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Professor
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Posted: 2nd Jun 2005 23:28
Ok my email doesnt work so megaton heres the attachment


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8

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Megaton Cat
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Posted: 3rd Jun 2005 01:31
Well things aren't looking too good.

I can't re-scale the level as it seriously f***s up the texturing and lights and to re-adjust those, I would be better of making a complete new level. So my only options are:

1) Recycle all the textures & prefabs and get started on a similar *full* level from scratch using the right scale for actual decent framerate...

2) Ditch it all together and move on the the next one.

(I'd rather go for #1 to be honest. )

Professor: Still no luck. For some god damn reason, my program won't let me select individual faces & UV properties on your models which makes texturing impossible. I'm going to rebuild all your models from scratch and then re-assemble the level. Thanks for helping though.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Professor
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Posted: 3rd Jun 2005 02:10
Ah that stinks ... I have no idea what could be wrong.. Well good luck.

Somthing came up so im not leaving until 2 or so..


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
granada
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Posted: 3rd Jun 2005 05:57
Shooting near the edge,got a bullet holes overhanging the edge !!



dave

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IanG
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Posted: 3rd Jun 2005 06:09
they're only planes what do you expect??

many comercial games do this, you could make it so it wraps round the object using the vertex commands, but frankly it would be too dificult and why bother, it will only decrease frame rate and when your playing the game you won't often be shooting at the corners of boxes

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Hamish McHaggis
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Posted: 3rd Jun 2005 07:42
Yup, unfortunately there isn't much I can do about it with the current DBPro commands. If I could easily (and quickly) have low level access to the data about the object intersected, then it would be possible to make the bullet hole follow the surface. However, it would still involve hard 3D maths and a lot of time .

More tea Vicar?
CPU
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Posted: 3rd Jun 2005 08:37
Hey yall, Wow that was one long time away from here...

@Hamish -> thanks for the Music finaly getting put in, I was wondering when you'd get that up

-> realy sorry about not having had time to work on the level editor, it's probably best to pass it on to someone else who has more time, I'm trying to juggle three projects plus this one and the level editor just isn't getting worked on. However I can renovate one or two more generic modules that I've been using for my own projects, I've made the general input module much more advanced, i've made a whole new module for making HTML log files along with fonts and coloring, and a "hotkey" file that you may or may not want to use - it basicly logs keystrokes and when a combanation is just pressed all you have to do is call a function with the handel of the hotkey (an integer, kinda like blue GUI) it returns if the hotkey was just pressed. Currently it supports up to three keys with alternats (so left control and right control would be considered "one key" but you would have to specify it)

-> i still havn't had a chance to download the latest demo, must do that some time, maby my music module will actualy be workin...

Great job Hamish! E-mail me or post back if you'd like the modules

CPU

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IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Hamish McHaggis
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Posted: 3rd Jun 2005 08:56
Hi CPU. Yeah, in the lastest demo the music module is working, but only with two songs. Probably got to tweek the playlist file and trigger event a bit more to make full use of it . No problem about the level editor, I understand completely. The general input and hotkey files sound useful , not sure what use html logs would be though, but I guess it'd be fun to play with . Send 'em over (gmail account).

More tea Vicar?
CPU
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Posted: 3rd Jun 2005 12:29
The long and the short of the HTML logfiles is to simply replace a simple text file, i've found it makes easier to debug if you set it to write an entry every time a "big" function is called, then have a constant at the top of the log sorce file the designates what "weight" (ie how much it stands out) it has, if you want to dissable loggin of those errors - events then you simply set the constant to zero. It's one of those thingers I know.

I'll probably get them to ya sometime tomorrow, I've got to go through and change some of the prefixes for the variables to meet the standard, I use a slightly different scheem for the prefixes in my program, GU - global user defined type, GI - global integer GF - global float, GS - global string. It shouldn't take me to much time to get that all set up, so hopefully, tomorrow...

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
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Benjamin
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Posted: 3rd Jun 2005 12:41
Hamish, check your mail (msn account - it failed when I tried your gmail account).


"Lets migrate like bricks" - Me
granada
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Posted: 3rd Jun 2005 15:26
Quote: "they're only planes what do you expect??"
ow that hurt



dave

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mm0zct
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Posted: 3rd Jun 2005 21:47 Edited at: 3rd Jun 2005 21:48
megaton: professors meshes seem ok to me as far as texturing and uv's go, lithunwrap would probably be best to uv map them rather than milkshape's built in too though. the only problem is the level will need to be reassembled as all the objects are centred.

edit: sorry to hear about your own level

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Megaton Cat
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Posted: 4th Jun 2005 01:00
Quote: " megaton: professors meshes seem ok to me as far as texturing and uv's go, lithunwrap would probably be best to uv map them"


Yeah but it's an extreme pain in the ass to unwrap and texture every single house, roadblock and stair. I simply wanted to texture individual faces with single textures.

Don't worry I'll think of something though.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
granada
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Posted: 4th Jun 2005 01:55 Edited at: 4th Jun 2005 03:07
Hi there,is there anything i can open the DBO level file with,i want to look at it & maybe expand it with DeLeD.But i will need to open it & save it to another format to get it into DeLeD!.

dave

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Mitchell
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Posted: 4th Jun 2005 03:03
working on a deathmatch level atm, screens maybe later this evening

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Mitchell
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Posted: 4th Jun 2005 03:27
ok. Here's a first wip screen. There's gonne be another part of level, left n right. and in the middle, where there's some hills now, there will be some foliage. Some foliage on the walls etc aswell.. More screens soon. C&C welcome..



"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
dj blackdragon3710
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Posted: 4th Jun 2005 03:50
Looks awesome so far Mitchell .

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Grismald
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Posted: 4th Jun 2005 04:19 Edited at: 4th Jun 2005 04:19
Nice work mitchell, can't wait to see how it'll turn out.
Btw, i've been making a level too, here's a early screenshot:


I need some pointers though, what sort of polycount can i aim for? Currently it's about 3000 polies, but it's far from being finished.

Hamish McHaggis
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Posted: 4th Jun 2005 04:37
I'm not really sure how many polygons DBPro can deal with in one object, but I'm fairly sure it's pretty high . Unless we make our own nodetree system, then the only optimization we can do is to export levels in several models when there are COMPLETELY separate sections (ie. you can't see one from within the other), and hardcode (as such) areas where the models are to be displayed. Seeing as DBPro doesn't have such a system, and we aren't using BSP (as DBPro sucks with BSP), the only thing we can do is keep levels to a reasonable polycount. I wouldn't say you've reached that yet though Grismald . 12,000 poly's I'd say is pretty safe (you can probably go much higher, but I'd have to experiment), but if you're going to add tiny detail, then save a separate less detailed mesh that we can use for collision. The frame rate has a lot to do with the textures used as well.

And nice work mitchell, looks great. Keep in mind the height of the doorways though . Depending on what scale that map is, the height of the doors looks a bit small. It may just be the scale, I don't know, I'm not making the map .

Grismald, cool looking level too , looks very inspired by the Dust levels on CS. A few comments though, that wall along the edge of the slope on the right, it looks un-naturally thick , considering the walls of the buildings are 5-6 times thinner. It looks like you haven't quite kept the same scale on that bit. Also the outer walls look a tad thick, and the big arch and bumpy bits along the top of the wall look a tad off :\. Maybe you should take them away, I don't know. Other than that looking great .

More tea Vicar?
Evil stick
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Posted: 4th Jun 2005 04:53 Edited at: 4th Jun 2005 04:57
could I help?

I didn't read all the pages, but could someone quick sum up what people can/are doing and other stuff I should know.

evilness
Megaton Cat
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Posted: 4th Jun 2005 05:21
Woaw nice levels guys!

Looks like I'm gona be outdone this go.

Evil stick: Sure you can help. Anything you are good at? (We especially need media)

Also: Gona be updating site soon.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
DBAlex
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Posted: 4th Jun 2005 05:39
Where did you get this model from Hamish...:

http://www.prodigygames.co.uk/content/screenshots/09-10-04-02-L.jpg

If its a free one could you post it?

Im thinking of making a futuristic aliens style FPS and it could come in useful...

Thanks if you can


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Benjamin
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Posted: 4th Jun 2005 05:40
Did you get my e-mail Hamish?


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Evil stick
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Posted: 4th Jun 2005 05:51
What kind of media? 2000 sounds?

evilness
Mitchell
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Posted: 4th Jun 2005 06:10
12.000 that's great!! I can go on and add some more detailed stuff then! I'll certainly throw in some cool hanging foliage at the edges and stuff. Cool! If it's alright, I'd be interested in making more levels for this project! Here's another wip:



this is still just the base level. Now I know about the poly count, I'm going to add detail etc... more soon..

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Evil stick
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Posted: 4th Jun 2005 06:19
What do you make that in?

evilness
Mitchell
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Posted: 4th Jun 2005 06:41
3dsmax

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Evil stick
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Posted: 4th Jun 2005 06:57
ok, I tried the game out, pretty good. But lack of sound, and I would give you a walking sound, but I can't find one.

evilness
Megaton Cat
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Posted: 4th Jun 2005 08:23
Fair enough...

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
The admiral
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Posted: 4th Jun 2005 09:19
Hey that map looks liek tatooine.

The admiral
STALKER
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Posted: 4th Jun 2005 13:42
Can you use levels made in HL2 Hammer editor for thisd by converting them some how?

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DBAlex
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Posted: 4th Jun 2005 18:20
I suppose you could if you could find a way to export them to .x and convert to .dbo...





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Mitchell
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Posted: 4th Jun 2005 18:54
ok. The basic level modeling is almost finished. I've got 1 more idea to implent, caus I realised that I didn't give the snipers a good spot to play yet. And I think the key to a good multiplayer level is to have something for every player, but not give him an advantage. I think, when I've added the last part, I've succeeded in doing this I'll probably post a screen later on of the finished basic level..

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Hamish McHaggis
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Posted: 4th Jun 2005 19:42
That last screenshot Mitchell. The level looks a bit small still (though still good), not sure, but I think it needs to be at least twice as big as that for good multiplayer gameplay. Just if you stand in the middle you can see pretty much everywhere in the whole level at the moment . Maybe you have expanded, I just wanted to comment .

More tea Vicar?
Mitchell
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Posted: 4th Jun 2005 20:09
yeh, I've been thinking about the size aswell. right now, it'd be perfect for a 4-player deathmatch, but when there's more, it could get crowded. I think I'll expand a bit, yeh. Latest wip:



"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto

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