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Work in Progress / Open Source Community FPS Project

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Mitchell
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Posted: 15th Jun 2005 03:38
It worked for me. I'm working on a soundtrack aswell, actually. Not finished yet. Yours is pretty nice

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Hawkeye
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Posted: 15th Jun 2005 22:33
Well dang, I did it again Ambient this time, 1 minute something, 128kbips, fully loopable, designed for those ever so creepy hallways where you're thinking, "haven't run into a monster for 2 minutes now, what the heck is going on" then BAMPH you get hit by the Silver Elites... oops that was halo, anyway here's the link: http://hawkeye.dbspot.com/downloads/music/hwk-Distant_Thoughts.zip

We're almost at album strength here... http://img.photobucket.com/albums/v474/Hawkeye73/cfpsmusic.jpg And with the addition of Mitchell, we may have quite a decent collection of stuff

optical r
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Posted: 16th Jun 2005 04:15
hi,

gud stuff hawkeye. i hope u wudn't mind me sharing my track as i do quite a bit of music and, well i cud do with it being put to use for a change. tell me what u think (threw it together in 50 mins so don't expect wonderful mastering!)

i'd love to see (hear) it in ur game, if u need anything else music wise or codign then i'm an open resourse. PS. if u want a slightly better bit-rate quality mp3 then just ask...

http://www.geocities.com/optical1987/tune1.mp3

you'll choose to ignore my advice
Hawkeye
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Posted: 16th Jun 2005 06:33
Nice breakbeat style I'm guessing you're using loop based creation, probally acid pro with a breakbeat, base, and ambient pad loops... If Hamish agrees, thus would make for some awesome menu music.

Anyhow, if you feel like it, sure you can make some tracks!

Hamish McHaggis
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Posted: 16th Jun 2005 08:42
Nice one people . Hawkeye, your metal track especially made me smile . Good stuff.

Optical R - Excellent , and I agree with Hawkeye, it'd go perfectly as menu music. Good job I've been working on menu code, in fact I'll post a prelim screen. Also been working on a new level editor, which is already more usable by far than the old one . It doesn't use BGUI (apart from for the dialogs, but I'm looking for a free replacement for that), and has a minimalist interface that uses keyboard shortcuts (eg. pressing "o" brings up the object menu). I just need to fix an annoying problem with the object scaling :\.

Check the gallery. And by the way people, it isn't there not to be used if you have any WIPs or final products (obviously not music though )...

http://www.prodigygames.co.uk/web/gallery.htm

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Eric T
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Posted: 16th Jun 2005 08:46
Been a while since I took a look at this. Lookin pretty good though, keep up the good work.

LEEEEEEEEEEEEEEEEEROY JENKINS!!
http://blog.myspace.com/erict An Alternative to Mouse's blog. Now with more lowbrow opinions.
optical r
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Posted: 16th Jun 2005 22:00
@ hawkeye: got it there spot on! i luv acid for tracking and breakbeat. Used absynth for the pads and recorded own guitar and cut it up. its so easy to use!

@ hamish: cheers! i'll continue makinbg some more tracks if u like, i'm thinking of a an epic motif track that may be varitaed through out your game (ust an idea though)

you'll choose to ignore my advice
TDP Enterprises
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Posted: 16th Jun 2005 22:52 Edited at: 16th Jun 2005 22:53
I apologize for restating this, but could someone please post a demo in a zip folder please? I cannot, for whatever reason, get that "rar" program to work. If you could do this, it would really help me understand any stuff that you guys need help with.
Evil stick
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Posted: 16th Jun 2005 23:11
I think there was a zip a while back.
Megaton Cat
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Posted: 17th Jun 2005 01:03
Quote: "I cannot, for whatever reason, get that "rar" program to work."


Well...firstly do you have WinRAR installed?

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Hamish McHaggis
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Posted: 17th Jun 2005 01:49
Download Winrar (http://www.rarlabs.com). Zip is outdated and takes up twice as much space as rar. Then open the .rar file with Winrar.

Optical r - Sure, if you want to . Though we probably have to stop with the songs somewhere, as the final project size is going to get quite big if we keep producing tracks at this rate . Maybe we could provide an "extra" songs download if the number of songs gets too large for a standard download size.

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optical r
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Posted: 17th Jun 2005 01:57
good idea, i seem to forget about file sizs

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Hawkeye
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Posted: 17th Jun 2005 06:42
Yeah, Unreal Tournament has the lower side of 20 tracks spaced over what? 40 maps? We have to stop sometime Although that doesn't rule out combining multiple tracks to make a longer one, I suppose...

Hamish McHaggis
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Posted: 17th Jun 2005 23:17
Benjamin - Here are the files...

Host Log...


UDP Client Log...


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Benjamin
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Posted: 18th Jun 2005 01:06 Edited at: 18th Jun 2005 01:07
I reinstalled windows today and I am redownloading things such as DirectX and the DBP patch, therefore I won't be able to program for a couple of days. What I have recently done with the plugin may or may not help the problem you are having. It seems somewhere the player list memory is being accessed by something else, which would be bad.

To help determine what the problem is, I need you to do one more test for me. I left a function in the plugin that I've been using for debugging. It basically prints out the player list to the file to check for errors. Call TWritePlayerList straight after where you call THost(and actually it might be an idea to do it after TJoin too) and send me the resulting log files you get when trying to play.

I'll get the compiler installed ASAP so I can recompile the latest code for you to try.


"Lets migrate like bricks" - Me
Hamish McHaggis
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Posted: 18th Jun 2005 01:49
Host...


Client...


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Benjamin
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Posted: 18th Jun 2005 02:29 Edited at: 18th Jun 2005 02:30
Are you sure you did that properly? Because it should print something before the line where it says something about a new player.


"Lets migrate like bricks" - Me
Hamish McHaggis
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Posted: 18th Jun 2005 03:55


This is my code.

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Benjamin
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Posted: 18th Jun 2005 08:42
Ah excuse, I misread it before. Well, I guess I had better program some more debug routines into the plugin to see where exactly this problem occurs.


"Lets migrate like bricks" - Me
Scaleru
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Posted: 18th Jun 2005 12:26
Just a quick question to those doing to programming for this project, how are you doing collisions for the level objects? Are you using a dll or the inbuilt collision function? If the latter, which functions?

Also, to the level makers, what software are you using to design the levels, and are you unwrapping them to texture or does the software allow it inside the application? Also, am I right in assuming that you are using .x format with the texture in the object file, or are you texturing through DB itself?

Thankyou to anyone who takes the time to answer these question.

JW

STALKER
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Posted: 18th Jun 2005 13:48
Some are using 3DS MAX, maybe DeLeD or CS4. As for texture mapping, I suppose you could do it either way depending on if the app has a built in uvw mapper/unwrapper, because if it does, it will be easier in the long haul.

>>>>>>>>>>>MIRAGE STUDIOS<<<<<<<<<<<
>>MEDIEVAL CARNIVAL<->GLADIATOR ARENA<<
Scaleru
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Posted: 18th Jun 2005 15:15
Hmmmm... Ok, thanks. As for level collision though? Anyone able to fill me in?

JW

Hawkeye
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Posted: 18th Jun 2005 21:55
Newton physics wrapper, last time I checked... but that may have changed


Benjamin says: fecking twat of a program [msn7]
Meh blog
Scaleru
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Posted: 19th Jun 2005 12:34
Ah, ok. I was just asking because I've been getting into level stuff myself, but I won't fill this thread with crap. Keep up the good work guys.

JW

Megaton Cat
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Posted: 19th Jun 2005 23:20
Quote: "Also, to the level makers, what software are you using to design the levels, and are you unwrapping them to texture or does the software allow it inside the application? Also, am I right in assuming that you are using .x format with the texture in the object file, or are you texturing through DB itself?"


It is very painful to unwrap a large level. The software definatly textures for you, all I do is adjust the UV coordinates so all the textures line up properly and don't look like Paris Hilton in-game.

Evil stick
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Posted: 20th Jun 2005 00:45
Ok, I'm going to be really busy for the rest of the summer; I have next week and 8 more days at home until august.
Scaleru
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Posted: 20th Jun 2005 08:01
Ah, thanks Megaton. I've been having some trouble doing so in Blender though (the trial period of Milkshape ran out) so I've been looking around for a texturing program. Nice to know I'm heading in the right direction. Anyway, enough of my problems, good luck with the project all.

JW

Benjamin
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Posted: 22nd Jun 2005 22:09
Sorry I took so long Hamish, I've been a bit busy and the compiler was throwing a wobbly because I changed the project's path.

The DLL is attached, just put it in the right folder, recompile the game, try and start a session, send the logs. Easy


"Lets migrate like bricks" - Me

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Hamish McHaggis
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Posted: 22nd Jun 2005 23:23
Nice one Ben . The player list seems to be functioning now . Here are the log files anyway if you want them...





I'll get back to you on my progress.

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Benjamin
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Posted: 23rd Jun 2005 08:05
Eh... what did I do.

Thats rather strange to say the least. I'm so glad its finally working so you can continue on your way. It is kinda a pressure knowing someone is relying on you to fix something, and until you do they can't work. I suppose thats just what its like being a software developer.

I'm not totally convinced its fixed, whatever the problem was/is. I noticed those random players didn't have global IDs, meaning they weren't registered the normal way(which is an indication that it was probably the case of the memory being unclear). Well, just a bit of testing might tell us if its really fixed.


"Lets migrate like bricks" - Me
Hamish McHaggis
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Posted: 23rd Jun 2005 08:25
Hmm, you may be right there. In that simple program I posted the players now seem to always be fine. But in the FPS module code, there are always at least 6 other players who appear randomly on the list. This is very weird as there are no essential differences between that code, and the test code, all the commands I'm using are identical, the only difference is the player system that I've built around your plugin commands to make it easier to manage. I tried changing the ports but it makes no difference. I've tried calling TSync after connection but no difference, in fact it reports these "ghost" players constantly. I really am bewildered at the moment as to why this is happening so randomly . I doubt it'll help, but here is the module used to control the player connections...



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Benjamin
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Posted: 23rd Jun 2005 10:42
Ah but thats where those log files come in handy. So come on then, lets see them


"Lets migrate like bricks" - Me
mm0zct
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Posted: 24th Jun 2005 01:05
it might possibe be some part of dbp is has written to memory locations that the dll is trying to use. you did remember to set an initial value for all the variables didn't you benjamin?

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Benjamin
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Posted: 24th Jun 2005 04:22
By setting an initial value you do mean 0 right?

I have a problem in the game I use to test this. Ever since the near start I noticed sometimes the landscape would be strangely messed up. Hmm...


"Lets migrate like bricks" - Me
Grismald
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Posted: 24th Jun 2005 20:03 Edited at: 24th Jun 2005 20:07
just wanted to show my progress on the level
Here are a few screenshots from inside DBP:













As you can see there are quite a few problems with lightning, but hopefully i should be able to sort it out.However i also have issues with smoothing groups and double sided textures, so i still have some testing to do to get that right.
The level itself took me quite a while to make (and is still not finished!) since i didn't use appropriate tools (mainly Milkshape 3D and lithunwrap) which resulted in a lot of unnecessary hassle.
Anyway, let me know what you think ?

Mitchell
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Posted: 24th Jun 2005 22:34
Cool! Are all the textures your own?

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Grismald
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Posted: 24th Jun 2005 23:47
Most of them are, the rest are sligltly modified versions of textures/photographs from various free web ressources.(such as http://www.limefly.net)

Professor
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Posted: 24th Jun 2005 23:51
Good work Grismald


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Megaton Cat
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Posted: 25th Jun 2005 00:00
Very nice Grismald!

Yes, lighting looks very blocky O_o

If you end up struggling with it too much, send it over at I'll take a shot.

Resume the great work.

Professor
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Posted: 25th Jun 2005 00:10
Also since i dont have anything to model, If some of you level creators need some static objects let me know...

As long as its not

1. Characters (Im no good at them)

2. No complex space ships with 900 missle pods (Somthing that will take a while to make. 5+ Days)

Other than that, Feel free to scream at me. (Should i have said that?)


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Grismald
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Posted: 25th Jun 2005 01:14 Edited at: 25th Jun 2005 01:15
thanks for the comments!

Quote: "If you end up struggling with it too much, send it over at I'll take a shot."

Thanks for the offer, i may do that if i don't manage to get it right myself.

Professor, could you model a handcart for me?
Something like the one on that shot:
http://www.guy-berthou.com/W/RED/photos/album/charette-pechers.jpg
I'd say keep it under 500 polys (just a rough estimate)
Thanks in advance

Btw, what happened to your russian embassy level?

Megaton Cat
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Posted: 25th Jun 2005 01:55
Quote: "Btw, what happened to your russian embassy level?"


Er...I screwed up the file Prof sent me.

Professor
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Posted: 25th Jun 2005 02:35
Quote: "Professor, could you model a handcart for me?"


Sure no problem.

Quote: "Btw, what happened to your russian embassy level?"


Its still going. Havent had time to work on it.. i may resume it today.

@Megaton, If you still want to texture it then lemme know, i send you the finnished model once im done with it...


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Calevra
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Posted: 25th Jun 2005 08:19
Nice project you got here

this was my last week school, so i now have plenty of time, so if you need any models just ask
i also can texture and animate.
i just bought a website for myself, some of my work is on there, but its only 1% i had not much time.
anyways just ask what kind of models you need.

Hamish McHaggis
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Posted: 26th Jun 2005 01:00 Edited at: 26th Jun 2005 01:41
Nice work Grismald . It'd be really good to get another level finished so we can test out stuff. Remember, props can be placed in the level editor I am currently creating, which may help to lower the stress on the CPU. You can always lightmap stuff and delete the polygons then replace them in the editor if you want. I don't know, it depends on how optimised you want the level to be. I can't be reponsible for everything to do with the levels though.

Ben...





EDIT

New In-game screenshot from the level editor.

http://www.prodigygames.co.uk/web/gallery.htm

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Professor
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Posted: 26th Jun 2005 02:03 Edited at: 26th Jun 2005 04:36
@Hamish, Looks great.

@Grismald, Hey i finnished your model. The poly's are

Poly's: 558

Triangle's: 992

Sorry i could'nt do a better job .

EDIT: Any more models need making?


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

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Grismald
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Posted: 26th Jun 2005 22:53
thanks prof, it's exactly what i wanted.

Mitchell
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Posted: 26th Jun 2005 23:10 Edited at: 26th Jun 2005 23:12
Heyhey! New level here. Little less than 9000 polys. I though you said you can handle up to 10k right? All models and textures are origional, made by me. The palm tree's have textures that need to black to go away. You can do that ingame. Looks pretty good without the black! I hope this level is usefull! (the uv-ing is an 80% done WIP)



"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Mitchell
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Posted: 26th Jun 2005 23:12 Edited at: 26th Jun 2005 23:14


"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Mitchell
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Posted: 26th Jun 2005 23:14


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

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