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Work in Progress / Open Source Community FPS Project

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Megaton Cat
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Posted: 16th Jul 2005 07:01
Quote: "(I would think that unloading a clip at a box would make it go more than a few feet, expecally since you never really reload)"


Depends what is inside the box and how much it wieghs. In this sistuation we are going to assume the boxes are stuffed with with 600 pounds of Nintendo DS.

Hamish McHaggis
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Posted: 16th Jul 2005 08:29
Fire a whole p90 clip at one and it'll go flying across the level at light speed. And besides, I'd imagine a wooden crate would absorb most of the impact of the bullets.

More tea Vicar?
Professor
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Posted: 16th Jul 2005 08:56
Quote: "In this sistuation we are going to assume the boxes are stuffed with with 600 pounds of Nintendo DS."


PSP's


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Vequor
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Posted: 16th Jul 2005 23:33
If you guys want I could model some things for the game. Any ideas on what I could model? Weapons? Scenery? Buildings? And what level of detail?

Stay calm and keep a cool head
dark coder
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Posted: 17th Jul 2005 05:21
assuming the crate isnt made out of a solid block of wood in real life it would barely move and the bullets would come out the other side ripping holes in the crate untill it fell apart


The admiral
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Posted: 17th Jul 2005 11:16
Yeah shooting a can only makes it move midly and its small so a crate with stuff in it wouldnt budge much.

The admiral
Merranvo
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Posted: 17th Jul 2005 17:06
"600 Pounds of DS"

We have that kind of fire power? Powerful enough to push a 600lb box around Wonder what it would do with enemys?

Blasting, Shooting, and Maiming. Aspects of Modern Gamming.
dark coder
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Posted: 17th Jul 2005 21:47
theyd go into orbit obviousley, well if yu do have any nintendo ds in there you need to add c4 or something that will guarantee instant destruction

as for the crates i know that its fun making them fly arund the place but you should make only a handfull of weapons budge them, like explosives,missiles, flare gun , grenades,launcher or basically anything that is large enough to not pass through it as easily.

adding destroable objects or objects that will collapse should defientley be implemented


Merranvo
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Posted: 18th Jul 2005 04:23
You know... it seems that the physics engine is VERY complete... I didn't notice that it DOES calculate the angle which your are firing... I was firing at the bottom.

Mabey you could do a few changes and post this as a compleated work... the object? Keep the crates from landing for as long as possible... It is REAL hard getting them in the air, but the challange of keeping them there is real great. I have managed 17 seconds.

Blasting, Shooting, and Maiming. Aspects of Modern Gamming.
Megaton Cat
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Posted: 18th Jul 2005 04:41 Edited at: 18th Jul 2005 04:59
Quote: "I have managed 17 seconds."


You have too much free time.

dark coder
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Posted: 18th Jul 2005 06:19
@Merranvo

the engine uses newton physics if you didnt know, and itd be a pretty lousy physics engine if it didnt do that :p,

@megaton ditto ^^

@hamish, you should use the physics to all of its extents like use hinged items like doors or pannels to shoot open that would rock, you could also use the boyancy so you can shoot crates and things into water and having c4 would be sweet, you could add it as a limb to an object, even a crate or something , then click, BOOM.


dj blackdragon3710
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Posted: 18th Jul 2005 17:31
Well, I am sorry to say but I have been a lot busier than I thought I would be...I will try to make a few sketches up ASAP...

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Professor
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Posted: 19th Jul 2005 02:35
@Dj,

Alright. I'll be waiting for them .


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
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Hamish McHaggis
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Posted: 19th Jul 2005 05:55
Since everyone was complaining ...



More tea Vicar?
Professor
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Posted: 19th Jul 2005 08:17
@Hamish:

Wow looks nice! cant wait to test it out .


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Professor
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Posted: 20th Jul 2005 04:19 Edited at: 20th Jul 2005 06:31
How are the concepts coming Dj?

EDIT: Alright i made a new model. Simple realy but i textured it this time.. Well actuly I went through a tutoral but i did all of the textureing. (Will that be ok?) Anyways its 104 poly's. Since we already have a box this could be a larger verson. Somthing that wont be moved easly.



I attached the model and texture

C&c Welcome


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dj blackdragon3710
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Posted: 20th Jul 2005 10:28
Not well I'm afraid....I have an idea, I get home tommorrow (wednesday), seeing as I dont sleep much or at all at times, I might have a few on thursday if the monsoon season doesn't delay us...

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Merranvo
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Posted: 20th Jul 2005 13:22
New High Score 21 seconds

your model look pretty good professor... wonder how well it look in game...

What is going on with the new screen shot?

Blasting, Shooting, and Maiming. Aspects of Modern Gamming.
Hawkeye
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Posted: 20th Jul 2005 21:44
Oh I get it... the "one crosspiece box" and the "two crosspiece box", where the "two crosspiece box" is harder to send flying than the "one crosspiece box"

Hamish McHaggis
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Posted: 20th Jul 2005 22:24 Edited at: 20th Jul 2005 22:29
Prof - Nice model, but the UVs seem to be offset (see attached...). I had to change the texture name as the one inside the .x file is "BOX_COPY.jpg", and the texture is named "Box.jpg". That may be something to do with it.

Quote: "I will see what I can do about the game logo, as I admit the last text I created was a peice of crap."


Late reply to your message, but the last one wasn't a piece of crap . I just thought it looked like a ready made font. If you did make/edit the letters then that is actually an excellent job, and if you can get the letters on their own, without the background (transparency), then we can superpose them onto an improved logo of some sort. It'd really be good to have a team logo thingy to go in everyone sigs (if they want to of course ).

More tea Vicar?

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Professor
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Posted: 20th Jul 2005 22:34 Edited at: 20th Jul 2005 22:38
Thanks for the replys all.. i have alot to learn .

@Hamish i will edit the texture & uv's this morning but i will be gone most of the day.


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Professor
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Posted: 20th Jul 2005 23:13 Edited at: 20th Jul 2005 23:34
Ok update



I made the texture a bit darker and (Hopfully) fixed the uvw problem. (The file is attached)

C&c welcome


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Hamish McHaggis
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Posted: 21st Jul 2005 02:48
Ok, although I still had to change the jpg's name , it does texture properly now, and is looking rather snazzy. Unfortunately, there is something wrong with how the .x object's geometry is being exported, as DBPro seems to think the object is 0x0x0 units volume. This provides complications as I need to know the size of the object to make the physics object to go with it. Not sure if you have DBPro so you can test it out :S. The other objects that grismald textured seemed to work ok.

More tea Vicar?
Megaton Cat
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Posted: 21st Jul 2005 03:31
Isn't 104 polys abit much for a crate? Considering there's going to be dozens of them flying on screen?


Need a team? No noob bullshit, visit http://www.teamrequest.com
Professor
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Posted: 21st Jul 2005 13:22
@Megaton cat

Its ment to be somthing that doesnt fly around.. since you already made a smaller one. So there wont be loads of them around.


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Professor
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Posted: 21st Jul 2005 23:13
@Hamish Grrr alright ill try testing it out this time


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Megaton Cat
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Posted: 22nd Jul 2005 23:42 Edited at: 22nd Jul 2005 23:43
A logo made by the talanted Jonny Ree:



I am going to be using a higher res one for the new game site, and another for custom sigs. If anyone wants a sig made using this + shots from the game, leave your request here.


Need a team? No noob bullshit, visit http://www.teamrequest.com
Hamish McHaggis
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Posted: 23rd Jul 2005 00:35 Edited at: 23rd Jul 2005 00:44
Cool . Maybe inverting the colour would look better? Kind of tie in with the "blackout" theme . Your choice anyway.

Edit - Nah, it looks better that way round .

Also, I'm leaving tomorrow morning and won't be back for a week, so don't expect any response from me after today.

More tea Vicar?
Professor
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Posted: 23rd Jul 2005 01:10 Edited at: 23rd Jul 2005 01:25
@Megaton Cat Sure ill take one .

I belive the problem with the xmodel is my converter... 3ds doesnt export models to .x ... Ive been using the free "3ds2x" converter.

Well i gave a Security camera a shot:



I attached the model w/ the texture.

C&c welcome


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Hamish McHaggis
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Posted: 23rd Jul 2005 02:25
Nice prof. I found it I import the 3DS file into Lithunwrap, and export as .x it'll work. So everything should be fine .

On another note, I started implimenting joints yesterday. You can now connect any two bodys by a simple hinge joint. Should be useful for bridges, doors and panels like DarkCoder said . I will of course add all the other types of hinge, once I make the hinge types fully customisable (limits, stiffness, etc). Also, Newton has a handy function which returns the amount of force on the joint. It will be a simple matter of setting the breaking force for a joint, and then destroying the joint if that force is exceeded. A very simple feature that can be accomplished in a few lines, but will allow doors to be blown off of hinges, and security cameras to be blown off walls by grenades and such .

More tea Vicar?
Professor
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Posted: 23rd Jul 2005 02:43
@Hamish, Thanks!

Wow sounds fun! How would i make a hinge? make a hinge model through 3ds max or does it have to be codded in?


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Hamish McHaggis
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Posted: 23rd Jul 2005 03:41
You have to do it within the level editor. Joints don't even need models. With a door for example, you would just need to model the door (maybe with some hinge bits on it), then put it into the level editor and attach it to a hinge joint that is positioned where the hinge should be on the model. There are other types of joints, sliders (imagine an abacus), corkscrews (hinge+slider), ball joints, universal joints (keeps object in one position, but lets it rotate any way) and updown joints (keeps object pointing along a vector, but it can move freely around the level, this kind of joint only needs one object). So basically, any objects you think can use those hinges, make several objects, with the different moving parts as separate objects. The physics is delt with in the editor, visible models have NOTHING to do with the joints .

More tea Vicar?
Professor
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Posted: 23rd Jul 2005 04:31 Edited at: 23rd Jul 2005 04:34
Wow sounds awesome! cant wait to test it out

Btw, Any models you have in mind that i should make? im running out of idea's.


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dark coder
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Posted: 23rd Jul 2005 04:49
make wires, you could have these hanging off walls/ceiling, and when you walk into them they swing around, but i think they should be able to be blown off,

@professor, try to embrace this hingle idea, like ceiling lights that can swing off wires, you could also make an elevator model, and it could be coded so it goes up and down etc etc, and also other small objects that can be shot around the place, like have an office table, then make things for it, monitors/keyboards/staplers that kinda thing so if you shoot the table lots of things fall off it .

to make it a really impressive game dont just have a stationary map with some random collection of crates huddled in the corner, you need to make lots of things interactive, and the addition of hinges that are breakable really expands the possibilities,

@hamish if you could add hinges that dont really move but can be broken once hit, like a shelf, with a collection of items on it, and once shot they fall off would be cool.


Professor
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Posted: 23rd Jul 2005 05:20 Edited at: 23rd Jul 2005 06:10
@Dark Coder, Ah thanks!!


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Hamish McHaggis
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Posted: 23rd Jul 2005 06:32 Edited at: 23rd Jul 2005 06:39
Quote: "@hamish if you could add hinges that dont really move but can be broken once hit, like a shelf, with a collection of items on it, and once shot they fall off would be cool."


I'm guessing that the Newton hinges can be configured in this way. Otherwise, I'm sure it wouldn't be very hard to code myself.

Prof - Stuff for Grismald's level would be appreciated. We have the obvious cliched crates and barrels, but other stuff, like carts, plants, clay pots, hanging baskets, signs (like for inns or shops). The signs could be made with hinge joints so that they swing when shot. How about stones and bricks, and other debris like DC said. Stuff for inside the buildings would be good. Furniture that would fit into an Arabian house/building.

Dark Coder - The wires idea may be possible, hardly requires much modelling skill though .

More tea Vicar?
Professor
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Posted: 23rd Jul 2005 07:05
Sure, i was wondering if you could send the level this way..(w/ texture) that way i can get an idea of what it should look like also i can specificly model certain things to fit certain parts of the level .


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Hamish McHaggis
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Posted: 23rd Jul 2005 07:41
Professor
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Posted: 23rd Jul 2005 07:49
Bah i dont have anything to open Dbo files with... can you redo it in another format? like 3ds, x, obj ect...


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Hamish McHaggis
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Posted: 23rd Jul 2005 08:05
Download the object file again. This one uses DDS textures and loads a lot faster (and I mean a lot!).

http://www.prodigygames.co.uk/downloads/Casbah.rar

Also, I don't have anything to convert DBO to something else, so I've uploaded a small program to let you free fly through any loaded object that DBPro supports.

http://www.prodigygames.co.uk/downloads/objBrowse.rar

More tea Vicar?
Professor
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Posted: 23rd Jul 2005 08:09
Alright ill give it a try


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dark coder
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Posted: 23rd Jul 2005 09:36
@hamish you`d be surprised lots of types of wires :p

since you love challenges, how about make a particle engine, like sparks,fire,dust(can trail off roll objects)and any other things

and the sparks could fly off the hanging wires that are apparently so easy to model

you could also have gas canisters/fire extinguishers and when shot they spray out lots of transparent plains and there x,y,z values rapidly increace, and you could add a force of them so they start flying about everywhere.

this could be done with wires aswell everytime it makes a spawk it randomly swings in some direction.



you could also simulate picking up objects, using the newton mouse drag thing thats in some examples, but you wouldent be able to pick up heavy objects or maybe with dificulty, and the range of the selectable objects wouldent be very far, with this you could be able to move manhole covers, open doors nice and slowly :p.
well if you do get around to adding ai you could make moving the objects by hand make less/no noise compared to walking into them or planting a nuke so nearby enemys dont become alerted.


Keaz
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Posted: 24th Jul 2005 10:10
The links are broken. It says connection refused host.

Breaking Stuff=Fun!,Bug Testing<>Fun!, Bug Testing=Breaking Stuff, so...
Bug Testing=Fun! Hmmmm....
DOES NOT COMPUTE! SYSTEM MALFUNTION!
ALPHA ZERO PRODUCTIONS
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Posted: 27th Jul 2005 05:15
the site is down

Professor
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Posted: 27th Jul 2005 06:36
Does this mean that our new site is coming up?


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dj blackdragon3710
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Posted: 27th Jul 2005 09:29
within the month some drawings will come......somone I shall not name spilled coffee all over them .

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Professor
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Posted: 27th Jul 2005 10:27
Oh... You should scan them in as soon as they are finnished...


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Juso
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Posted: 27th Jul 2005 18:18
Is there video or demo about your project's current state?
Professor
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Posted: 28th Jul 2005 04:49
Right now, our website seems to be down so we cant provide a demo.

As for our projects state... Slow.


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Grismald
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Posted: 28th Jul 2005 05:03
btw professor, do you need any models textured?

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