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Work in Progress / Open Source Community FPS Project

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Wiggett
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Posted: 23rd Oct 2004 22:54
yeah makign a map editor like the one in time splitters two is a god way of doing it. i want to look for that kind of tiling editor in the hquest game, aswell as my unannounced mmog which wouldbeen announced today ha di not have gotten an xbox with live

Badname
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Posted: 24th Oct 2004 01:27 Edited at: 24th Oct 2004 01:44
Ey guys i would like to help.
Old stuff i made can be found here
http://www.apollostudio.nl/badname/pics/thompson.jpg
http://www.apollostudio.nl/badname/pics/char-bijna.jpg
http://www.apollostudio.nl/badname.html

If any of the above are wanted for use just say so =-)

I can model and texture, so givve me concept or something and i'll get bussy =)

ps. I also would like to make a map

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Hamish McHaggis
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Posted: 24th Oct 2004 01:46 Edited at: 24th Oct 2004 01:47
Hey Badname. Those models look pretty awesome . We could do with some barrels, a starting character would definitly be handy. What can you do in terms of rigging?

You can try and make up a concept for a gun as you go along, or just do a simple model, then show it and see if it's worth carrying on. Pistols and shotgun would be worth trying, since you could get the concepts from somewhere else (actual photos for example). If you're going to make a gun, it'd be cool if you could be prepared to make a higher poly version for making a normal map .

Texturing on the models would certainly be handy, then we won't have tons of un-textured models.

Tell us what you think. Cheers.

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Badname
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Posted: 24th Oct 2004 02:02 Edited at: 24th Oct 2004 02:06
I cant rig or animate at all, so i hope someone els will do els we got a prob :X And i cant do normal maps (i even dont liek normal maps, but htis is a personal issue )
I can finish my character (he's goign to look like the guy from boondock saints (withouth the raincothe) ) And make a pistol for him and a mp5 and skin them all

I'm now finihing my char model, will take quite some time before he's done, meanwhile i'll start on the mp5

What are the polycoutn limits? I was aiming to 4000 with my character and guns around 1500-2000, but dunno if your engine can handel this (lemme hear and also if the mp5 fits in with the game)

ps. if you want you can use my old samurai sword lol =-)

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Hamish McHaggis
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Posted: 24th Oct 2004 02:12 Edited at: 24th Oct 2004 02:13
No problem with the animating, someone else will have to do it . Characters I was thinking could be around 1500-2000 :S, cos there may be quite a few on screen at a time, but I dunno, try whatever you've got and then we'll see how it handles. We just need a pistol, mp5 isn't on the list in the design docs (check the website). By all means try and do any of the guns (apart from the ones with concepts , they're reserved for peter), but make sure you post screens before it's done. It really wouldn't be good to make something completely finished and then find it's completely wrong . Guns we were thinking could be no more than 1000 polys, and then a low poly, low detail version (maybe around 200) for the characters to carry.

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Mussi
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Posted: 24th Oct 2004 02:17
I finnished the Server Browser , almost that is , I still need to make a couple of functions that need to be included in you game source. and make a config loader, totally forgot that lol.

here are some images of how it looks like :





I'll be posting the exe and source for testing when I finnish it



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Hamish McHaggis
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Posted: 24th Oct 2004 02:40
Nice Mussi . Are you going to include any functions so that we are able to send and recieve data once connected to the server, to syncronize the game?

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Mussi
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Posted: 24th Oct 2004 03:28
I will make functions to set the server up, to update it so people using the server browser can see how many people are playing on a server and a function to make sure all messages are handled correctly.



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Badname
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Posted: 24th Oct 2004 05:49
Ok, if you got a concept for a plasma gun i would liek to do that too ;O
I am working on my charecter and asked my friend if he could rig and animate it, so thats going well i think. Tough i will take soem time before my char is finished =-)
I want to make a Barreta for the pistol, is this ok?

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Hamish McHaggis
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Posted: 24th Oct 2004 06:37 Edited at: 24th Oct 2004 06:39
I did do one plasma gun (in the demo), but to be honest, if you can do better (which I'm sure you can ) then I'd be much happier to use your version . I think the main flaw in my gun is it's too box shaped. If you could make one that is a bit more stylish that'd be great . I do like the idea of having part of the gun slide back when firing the plasma bolts (recoil absorber or something).

Sounds good about the character, is your friend any good at animation?

Berreta pistol sounds great . Feel free to vary the design a bit if you want . None of these guns have to be strictly realistic. But on the other hand, they can be if you want .

BTW, that gun on your website (Seburo CX), is it copied from another game? Cos that kind of thing would be great for the energy sidearm. If it is copied, never mind, but if you feel like doing something like that also . Don't think I'm expecting you to do everything, just suggesting .

EDIT

Hang on, did you mean you want to do the pulse gun, or the plasma cannon? Cos I did the pulse gun (rifle).

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Game Freak10K
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Posted: 24th Oct 2004 07:25
Ditto-Hope yall picked up on the "small" and "2 HRS" part of my post. Im just getting a small chunk of idea across. I would have put the levels in a compiled program like I absent mindely promised Hamish, but I aint got enhanced mode anymore..NGC collision Dll is useless. Drawing the maps would be hard to understand cause of all the notes I write on them. Ok enough whining, if you dont mind hamish, ill just shrink the next few pics and put them up as well...and yes ill spice up the art and stuff (even though we wont be using them...*glare's at Uberwiggett*)

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Hamish McHaggis
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Posted: 24th Oct 2004 07:32
No, those concepts were good. I realise they are just concepts, and not actual levels . Maybe RobX didn't realise that. Keep the concepts coming . I'll update the website when we get enough stuff.

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Mussi
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Posted: 24th Oct 2004 07:43
Oh btw, you want me to make a little mp demo of that fps?



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Badname
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Posted: 24th Oct 2004 08:14 Edited at: 24th Oct 2004 08:20
Ok. I already started on the baretta (want to make it realistic ) And yes hes good at animation, but i dunno for ure yet if he wants to do it, but well see when my char is ready willt ake some time anyway.
I would like to do the plasma gun, but i thought that one ingame with the bouncy balls was the plasma gun lol? :X got any concept for the plasma gun? I aint very good at concepts
And the seburo well i modelt it form real pics, originaly it comes form ghost in the shell, but peepz made a real gun of it =-) If you want pls use it, els it was never used :C

Some things about the game, Agree with mussi the crosshair shouldt move liek that, and i hope someoen will work ont he "feeling" of the game, agree on the walkign is too fast.
And can outside levels be made?

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Badname
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Posted: 24th Oct 2004 23:55 Edited at: 24th Oct 2004 23:57
Wip on the baretta, I just stuck my photo ref on it as skin, though it does look pretty good



What shall i do? Skin it with my painting skillz or just use photo's to texture it

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Ian T
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Posted: 25th Oct 2004 00:17
Wow, that really looks fantastic .


Preparing for a month of insanity, inspiration and insight... again!
Turoid
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Posted: 25th Oct 2004 00:18
photo

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
Hamish McHaggis
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Posted: 25th Oct 2004 02:56
Quote: "Oh btw, you want me to make a little mp demo of that fps?"


What do you mean?

Quote: "I would like to do the plasma gun, but i thought that one ingame with the bouncy balls was the plasma gun lol? :X got any concept for the plasma gun? I aint very good at concepts "


Wha? You thought the one ingame was the plasma gun? I put it down as a pulse rifle. Plasma cannon I would imagine would be quite chunky and wide. I can't do concepts, so if anyone else wants to do them that'd be cool.

Berreta looks very cool, I think it'd be fine to use the photo, unless you think you can make a better texture . You'll just have to fill in the bits along the side so there isn't any stretching of the texture. Are you going to do a higher poly version as well, just with all the fine detail modelled in so that we can make a normal map?

Quote: "Some things about the game, Agree with mussi the crosshair shouldt move liek that, and i hope someoen will work ont he "feeling" of the game, agree on the walkign is too fast.
And can outside levels be made?"


Didn't see that stuff from Mussi. The gun sways with the turning of the player, so if the crosshair stayed centred then the gun wouldn't fire at the crosshair all the time. Is that ok? I'll slow down the player, I agree he walks too fast. What do you mean by the "feeling" of the game?

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Mussi
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Posted: 25th Oct 2004 03:13 Edited at: 25th Oct 2004 03:33
What I mean is should I turn that demo of yours in a multiplayer fps demo for testing?

the gun sways to much IMO, should be like in counterstrike source, and the crosshair shouldn't move IMO .

and btw when you zoom in using the shift key you can turn the gun 90 degres

EDIT

lock the gun to the screen, it goes trough walls now



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Hamish McHaggis
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Posted: 25th Oct 2004 03:37
What kind of sway? The sway when you walk, or the sway when you turn? That zoom problem is just me not being arsed . I will tie up all the loose ends sometime.

As for the demo. I'm working on the code at the moment (not multiplayer, other things), so if you could create a module that works with that version, that is independent to the other parts of the game that'd be good. You can add some code to the main source if you wanted, just make sure that it can just be copied and pasted to my version.

What were you planning to do in terms of multiplayer? Just connect so that the players can chat with each other? If you wanted to create a chat message module as well that'd be cool.

If you want to talk about it in more detail contact me by messenger, or IRC I guess, just post saying what you want to do and I'll log in or whatever.

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Badname
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Posted: 25th Oct 2004 04:05 Edited at: 25th Oct 2004 05:41
I think you should make the walking/aiming/felling like quake3 or CS source. Lock the crosshair in the middle and make the gun always shoot in the middel of the screen, a bit of that sway effect is ok like in cs source, but this is too much =-). And with feeling I mean how it plays, the feeling you get when walking schooting ect needs quite some work, try to emulate(look how they did it and try copy that) other games like cs source for example.

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CPU
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Posted: 25th Oct 2004 05:39
@Hamish - I was wondering what you had in the way of music, it looked like in the demo you only had one song and had it on loop, I had an idea for a music module that i could probably implement where you would call a function that would setup a music bank(load all the music you would ever play) and then load a set of playlists, the playlists would have certain songs specified on them and give them an "action" value. The playlist would also contain data such as the minimum length to play a song before it would even concider changing it(unless your switching playlists of course), volume(per song level) speed(per song level). Now back to what i said about an action value, basicly i would include a function that would be somthing like calculate_music_damage(health, damage) that you would use everytime you or an enemy or an object took damage, then you would also have a function that you would call every time you fired a shot like bullet_fired(). The music engin would take this information and if, for example, you got into a big firefight the music engin would detect this and if you've been playing a different level of music for a while before, would fade the slower music out and the faster more action based music in. Then after a firefight is over and your kinda wandering around it would fade back to a more slower theme. (haven't lost me yet?) ok a little more on playlists, they could hold a specified number of "action" levels and a max amount of songs per action level. Then there would be a "max" action value, the module will then ratio out action values to each song level when it loads the playlist and then when an action level jumps up or down a level the module then selects a song at random from THAT ACTION LEVEL. The way it would be built would make it so that playlists could have from 1-??? many songs (??? based on how many levels times number of songs per action level) oh one more thing...(i'm always adding things...) one advantage of this is that a particular level could call a premade playlist, to give a certain "feel" to that level, I could also add in that if there is custom playlists present that it would randomly pick one of the custom playlists instead of the default ones. If i did this i would also include an option to turn off/on the custom playlists that could be called in the menu screen when you get that far

Well if you want me to go and do it, tell me(if you got through it all...)

CPU

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Mattman
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Posted: 25th Oct 2004 06:09
Prees spacebar to drop to the mountains!

You'll have plenty of time to live in a van down by the river, ... WHEN YOU'RE LIVING IN A VAN, DOWN BY THE RIVER.
Hamish McHaggis
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Posted: 25th Oct 2004 20:30
Ok Badname, I'll try to play around with those features.

CPU - That sounds like a cool idea. Only thing is where to get the different music ? If you want to go ahead and code that, then look at the current code, and the guidelines for coding on the website, and then do it. I think the best thing to do is edit the music module that already exists. By all means change it completely, cos your idea is taking it a lot further. The appropriate functions I think would be to have...

setupMusic()
updateMusic()

then...

MUS_LoadPlaylist(file)
MUS_SetEvent(event)

Event could be stored in constants, this way you dont need a new function for each event. Just have like...

#constant C_PLAYERDAMAGE

and then when the player gets hit do...

MUS_SetEvent(C_PLAYERDAMAGE)

If you get me. Try and make the playlist use a resizing array, like I do in the other things.

Mattman - Indeed

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Badname
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Posted: 26th Oct 2004 02:35
Update on the baretta

Now i need to finish some bits and start on all the buttons.
I think that with all the buttons it will sitll be less than 1500 polys so no normal map pls :X

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Hamish McHaggis
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Posted: 26th Oct 2004 02:58
Ooooh, nice . Can't wait for it to be finished . If anyone thinks they'd be able to make a realistic animation for it, then please step up .

Hmmm, ok, no normal map.

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Hamish McHaggis
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Posted: 26th Oct 2004 04:01 Edited at: 26th Oct 2004 04:04
I have re-done the weapons file format, a lot nicer now. Also just added decals, ones that just stay there (bullet holes, burns), and ones that fade (plasma heating or whatever).



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The dude guy
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Posted: 26th Oct 2004 05:30
I can't really do much But If you need help with anything I'll try...

Here's my forums www.andrewtamalunas.proboards28.com . Please join!

Turoid
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Posted: 26th Oct 2004 07:11 Edited at: 26th Oct 2004 07:12
how did you make that bullet holes hamish ? they look cool

btw.. new font ?

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
Hamish McHaggis
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Posted: 26th Oct 2004 07:21
Bullet holes are just transparent planes, I found the angle using Sparky's collision dll. Got the texture from limefly (thanks las6!). yeah, new font. Someone I know did it for the project, it needs a bit of aligning.

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Badname
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Posted: 26th Oct 2004 07:26 Edited at: 26th Oct 2004 07:53
Ey know what would be cool, if we could use the quake1 font, it's also on a image Or some of those peepz hwo made a custom made q3/q1 font, think we should ask permissing for this, but it would kick ass! =D
i dunno if we may use this stuff? Maby we can as we dont make any profit form it ? like we can be seen as a mod or something?

Ah finaly found them [href] http://www.fuhquake.net/forum/viewtopic.php?t=2117&highlight=font[/href]




Even quite cool idea for the menu;o http://w1.470.telia.com/~u47016112/quake/images/menu_metal1.gif

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CPU
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Posted: 26th Oct 2004 12:12
@Hamish - Music... Well I could just make a few "filler/test" songs that would probably not sound like much but just to get the message across, but the cool thing about it would be that as people find songs that they like, all they have to do is dump it into the music directory, make a playlist(with a simple editor, maby), check the option for custom music and select the custom file, and wala! custom music for the game. It also gets into the wonderfull world of extra music expantion packs that are realy big that would be hard to distribute with the game because of size issues but could be downloaded to replace small playlists so that the game just has that much more audio depth... Anyways, all my ranting and ravings...

One question: do you want me to load ALL the music that would be in the directory at once with the setupMusic() command? or do you just want me to load the music as a new playlist is selected (I might also be able to set it up such that there is always one master playlist(for the main menu or somthing) that is loaded at the begining and always resides in memory as backup, and then each individual playlist is loaded and played for a level and then all the individual music files are deleated at the end of the level)

So what do you want me to do about loading music? cause theoreticly the music directory could, umm, get quite large if people started adding there own music to it to the directory...

CPU

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Manticore Night
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Posted: 26th Oct 2004 14:24
Hmmm, could I help a bit to? The game I'm working on is almost done. and I'd like to help. I could design and implement veichles if you want cars or whatever. Just like this game and want to get involved(any way this is a DB comunity FPS, right). (Note: I have DBC so code may need a bit of translation)

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Hamish McHaggis
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Posted: 26th Oct 2004 19:56 Edited at: 26th Oct 2004 20:00
Badname - The quake fonts certainly are cool, but my feeling is that it may make the game look like it's meant to be a.... quake game, when it's not.

CPU - I imagine that you would choose a playlist in the menu, and that would be set as the default and stored in a config file, but until we have a menu, just load a default playlist. The playlists would be stored in a text file in the music directory and could reference tracks, that may be in the same directory, or in a sub-directory (that would seem sensible). Make it so that there is a single function to load a playlist, i.e.

MUS_LoadPlaylist(file as string)

Heh . That function should clear out any previous playlist that may exist, and then load that one. It would be accessable via the console (which we will make soon) until a front end is got together. The make the unloadMusic() function get rid of everything (yeah, I haven't done that for all the modules but I will soon ). So, only one playlist in memory at a time sounds the best idea.

Manticore - Vehicles are a long way off, for one they only really work in outdoor levels, and also, if we were to do them properly it'd really be using Newton physics, and their vehicle object isnt done yet. It'd be quite hard to code stuff in DBC for the project, as you need to use all the right variable, function and constant names. Also the obvious lack of UDTs in DBC. If you wanted to come up with any concepts, or maybe methods of doing things in DBC then that may work, I dunno.

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Manticore Night
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Posted: 27th Oct 2004 00:57
Quote: "for one they only really work in outdoor levels"
Man, you obviously havn't seen me in Halo! You can get a car anywere, as long as you know how.

Quote: "If you wanted to come up with any concepts, or maybe methods of doing things in DBC then that may work, I dunno."
Concepts, ok. I mght make some moddels to then.

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PowerSoft
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Posted: 27th Oct 2004 01:27
anyone want a scripting engine?


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CPU
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Posted: 27th Oct 2004 08:26
@Hamish - sorry but it is possible to have UDT's in DBClassic(at least in enhansed) I should know, I have both...

Oh, one more thing, I'm thinking I should always have a master playlist(master meaning like just the main menu songs) because if i didn't then when you got the menu working it would take a heck of a lot of time to load all the music again for the main menu, (remember the main menu playlist might only contain one song).

CPU

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CPU
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Posted: 27th Oct 2004 10:46
same problem, I was just going to post about it...

CPU

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Hamish McHaggis
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Posted: 27th Oct 2004 17:48
CPU - Oh ok. And yeah ok, a master playlist, but in theory if it all works by the same system then you should just need to specify a single file to set the master playlist, but sure, have a playlist that can't be deleted (or isn't meant to be).

I'll check out the source code. I thought I had, and if you include all the files in the project then it should work.

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Hamish McHaggis
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Posted: 27th Oct 2004 18:05 Edited at: 27th Oct 2004 18:10
Ok, well firstly you did read the readme in the code folder yeah ? You need the data folder and collision dll in the "da codez" folder for it to run (for obvious reasons).

If you did that and it still doesn't work, then I'm guessing you're using the default editor, which doesn't support concantation (using _ to carry on a line onto the next line). Go through the code deleting all the concantations (best way is to try and compile and the editor will find them for you), or better yet, get a different editor which DOES support them. I believe Blue IDE does, and I know twilight does. I will delete all the concantations in future code, just for compatabilities sake (even if it does make the lines un-readably long).

Also I found in the original editor that after loading main.dba, saving as main.dbpro, and then including all the other files in the folder, it copies and pastes all the other code from the other files into the main.dba (wtf!?! ). So just delete that if you get the same "function appears twice" problem.

EDIT

In fact, here is the fixed version...

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Hamish McHaggis
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Posted: 28th Oct 2004 00:11
BadName - How is the model coming on?

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Badname
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Posted: 28th Oct 2004 01:52
Only added 2 switshes yet, cant work on it today, having quite some problems @ school ;(

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Hamish McHaggis
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Posted: 28th Oct 2004 19:58
The project probably won't open. Twilight has some bugs with saving project files. You need to create a new project with main.dba as the main source, and include all the other files.

Have you put the collision dll into the source code folder as well? It looks like it thinks intersectObject() is an array (as if doesn't recognise it as a function), and therefore has a problem with it using floats as parameters.

Isn't it? Wasn't it? Marvellous!
Badname
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Posted: 28th Oct 2004 23:29 Edited at: 28th Oct 2004 23:33
small update on the pistol.

http://www.apollostudio.nl/badname/pics/beretta-fps.jpg
Need to finish the ammo clip and stills ome things on the gun, how could i send you the file if you could put it ingame as a test so i could see what parts i could optimize (like the part of the grip you never see) Could you pm me your icq or something ;o

3D modeler & Texture artist
CPU
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Location: Carlsbad, CA
Posted: 28th Oct 2004 23:46
@hamish I keep getting "Subscript must be integer or dword on this line in projectials.dba


oh and do you use a version of EZrotate? cause if you are then its not included...

CPU

Sparring - Loved by many, Pefected by few.

"I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Hamish McHaggis
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Posted: 29th Oct 2004 00:11 Edited at: 29th Oct 2004 01:26
CPU - You need the collision dll (DBpro.dll) in the same directory as the code. Have you tried that?

Oh, and yeah I am using the free version of EZRotate, completely forgot about that . I hope Wolf won't mind me uploading it for easy access...


Badname - That looks fantastic! Keep up the good work . You can test the weapon yourself. Simply go into the models directory in the data folder, find the weapon you want to exchange the model for, replace it with your pistol model, then if you need to adjust the position of it on the screen, or want to change the barrel offset, then go to the SCRIPTS directory, and change the values in there (it's very obvious what does what).

I'm going away for the next 3 days, so will be back on Monday. So you know why if I don't respond.

EDIT

Brief update on what is going on with the code.

- Added jumping (yay )
- Cursor now stays in centre of screen
- Gun now sways less, and player walks slower
- Changed weapon file format
- Bullets are now not instantanious raycasts, then actually move through the air, allowing for bullet time if you slow the game right down (since it's all timer based you can slow everything down) via the.......
- CONSOLE is now added. Allows for basic manipulation of things like characters (can now add more characters to the level, they look like floating guns ), walk speed, jump height, bullet speed, max decals, max tracers etc. To be honest there could be tons more, but I only added ones which would be useful atm.
- Tracers work differently now, could still do with some tweaking, but they looks tons better now.
- Mussi is working on multiplayer commands and his own DLL, which should be cool .

Isn't it? Wasn't it? Marvellous!

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Badname
21
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Joined: 9th Aug 2003
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Posted: 29th Oct 2004 03:11 Edited at: 29th Oct 2004 04:17
cool! I'll try to put my gun ingame then , when will you release this new update?

[edit]
i have put the gun ingame, damn what a nasty job

Well it sitll isnt positioned well lol. What I noticed when playing around, you cant realy see the depth O.o when i postition the gun far away from me i still see the same as form close, only i notice the diffrence because it goes through the walls, how ocme this feeling of depth isnt working , or doesnt it work in any game lol =-)

3D modeler & Texture artist
Hamish McHaggis
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Posted: 2nd Nov 2004 00:42 Edited at: 2nd Nov 2004 00:53
I'm back, and tired.

Nice , I really can't wait for it to be finished. You will see it getting smaller as you move the gun away, just because of the angle, the size doesn't change that much (try moving it a rediculous amount away from the camera).

The next update I believe will be after simple multiplayer is in.

Isn't it? Wasn't it? Marvellous!
CPU
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Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 2nd Nov 2004 09:20
@Hamish... It's still not compiling, i'm guessing you didn't include a source file and i'm guessing this:



is in a different file and is not included, from what i can see it's a custom intersect object command but somehow i can't find it in any sorce files although it's used quite a few times.

Any ideas? cause it's kinda hard to work on a major chunk of code without making sure you didn't make some major error that's going to be a pain later...

CPU

Sparring - Loved by many, Pefected by few.

"I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Hamish McHaggis
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 2nd Nov 2004 19:54
CPU - You say you have tried putting the collision DLL in the same directory as the code? You haven't actually said that you've tried that yet, so have you? The IntersectObject() function is from Sparky's collision dll, which is included in the rar file. If you put it in then it should work.

Isn't it? Wasn't it? Marvellous!

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