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Work in Progress / Open Source Community FPS Project

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CPU
21
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Location: Carlsbad, CA
Posted: 30th Aug 2005 04:32 Edited at: 30th Aug 2005 04:32
Well concidering the fact that hamish is off dancing through the woods for a bit yet, were kinda stuck. When he gets back be sure to yell at him to get a demo out, he'll also post the code with it or it would defeat the point of "Open source" but since hamish is the code collector and putter together person we have to kinda wait on him...

Oh and hamish, if you read this, I do have an idea or two for another module to stick in, no code yet but then after I get it planned out it doesn't take particularly long for the code part...

CPU

@mm0zct - a password for the website would be great.
- oh and if you want to stick an e-mail address up on my name put up codedlogic [at] gmail.com...

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Chris K
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Posted: 30th Aug 2005 13:02 Edited at: 30th Aug 2005 17:45
While Hamish is gone you can shoot any code questions/ideas to me. I might even try and implement them if they're not too hard.

If someone gives me a place to upload then I'll upload the code.

---------

Edit to upload sig

My Showcase - It's DBpro-tastic

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Megaton Cat
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Posted: 30th Aug 2005 13:50
Hey everyone

As some of you may already know, in a week or so I may no longer have alot of time to work on this project. I am going to be extra busy this school year with little time on the PC. I might still create the odd model here and there.

I will send my current levels to Hamish so you guys can play them in-game.

I will though continue to read the thread and help update the site. It's been a good couple of months.

Chris has been slacking like me, and the gallery scripts still aren't up, but other then that the website is now open to the public for updates.

Please read the new Guidelines before writing.

Chris/mm0zct: I've sent you the new Guidelines page for upload.


The future is here, and I can't afford it.
Hamish McHaggis
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Posted: 30th Aug 2005 17:10
I'm back, so I'll reply to as many people as I can...

Thinkdigital - Thanks, it's a decent enough texture. I'll try it out when I can remember.

Kangaroo - I can't think at the moment, but if you can think of anything to do (there is a lot missing from the game atm ), then we're all ears.

Dark Angel - I'll upload the code like various people have been saying. Would people rather I did it just as a big rar, or as single code files? And find Newton here http://walaber.com/.

Grismald, ChrisK - Sig image http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=616999

Mitchell - Very cool design . Looking forward to seeing more from you.

Lordo Fire - I'll be uploading source sometime soon, but the muzzle flash is simply a textured, ghosted plane shown for a fraction of a second.

Alpha - Attached. I made the objects fall apart by using a special method called replacing one object with many objects. The system also uses a string to store object debris info (as DBPro doesn't support arrays within UDTs damnit). And I think people don't take note of your posts as much as they should as your questions sometimes lack detail and precision. Try and think them through before posting.

Hawkeye - No probs. My interest in various things always waxes and wanes, including this project as is probably notable from the varying progress in coding activity .

ChrisK - That is awesome. I can't help but feel the balls landing on the cloth should have an effect because the cloth seems quite elastic when moving it. I understand this may be hard and to be honest, it's excellent as it is. I'll be keen to get this into the game .

CPU - Goodo . Be glad to hear suggestions from you.

Megaton - Cool.

My holiday ends on Thursday, back to college, but I'll be continuing with the project as always . I agree we need to emphasise the open source aspect a bit more, as the source hardly ever gets released. Lets try and get some sort of a system sorted for that.

On the whole, good progress everybody. Keep it up .

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Dark Angel_1246
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Posted: 31st Aug 2005 14:07
Thanks for your reply Hamish, I think you should put the source in a rar, but it dosnt worry me. Oh Thanks for the link to.

Dark_angel
CPU
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Posted: 31st Aug 2005 18:22 Edited at: 31st Aug 2005 18:27
@hamish - I'm still kinda waiting for the next code update so I can see what has been done already and what still needs to be done, so in other words It would be totaly awsome if you could work on the "open source" part of the project. One idea for making it more open source would be to post each code file seperatly (since each file entitles one module) that everyone could download, then if someone came up with a new module or just made a couple of changes, they could e-mail you the file and tell what changes they had made, or what the new module does, and then you could decide if these changes were worth it, and then update the web files acordingly (might want have a "last updated mm/dd/yy" on the site as well).

Just a few ideas for now, but the sooner you get the source posted I'll be able to see where were at and what can be done...

CPU

[edit] - A few feature questions...

- Are there going to be any AI baddies (turrets, solders, mines, hazards etc...) ?
- Are we going to have/do ground vehicals (trucks, tanks, other alian like vehicles)?
- Are we going to have/do Air vehicals (ie. low flying helocopters or something like the ghost on halo?)
- Any other "special features" that you might like to include?

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Professor
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Posted: 31st Aug 2005 19:30
heres another model this time its a boat, i think it would be cool to put this object in the water with that ragdollwatter effect thingy, so when you jumped on it it would move realisticly, no need to drive it or anything i just think that'd be kinda of cool. Anyway just some ideas.

My polygon counter says its 1,316 polys.

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Hawkeye
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Posted: 31st Aug 2005 19:54
Neat idea It doesn't actually go anywhere, but is still influenced by bullets and by hitting it. So you could sit on it and shoot your gun at the prow and make it move, in a primitive sort of way

Professor
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Posted: 31st Aug 2005 20:31 Edited at: 31st Aug 2005 21:10
Thats the idea, also just for fun i thought'd it would be neat if it would flip over if to many peaple got on one side side just for fun .

EDIT: Heres a SS

C&c Welcome

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Hawkeye
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Posted: 31st Aug 2005 21:30
Evil stick
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Posted: 1st Sep 2005 00:09
whoa

maybe you could do something for a gun turret
Dark Angel_1246
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Posted: 1st Sep 2005 00:20
Hello me again, this may not be the place for this question but anyway. I downloed newton and i put the dll. in the directory of the first demo and when i run it it gets stuck on the seting up cammand for newton, my question is how do you setup newton, what files do you need in the directory ect.

Dark_angel
Chris K
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Posted: 1st Sep 2005 01:01
Read the read me.

ALPHA ZERO PRODUCTIONS
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Posted: 1st Sep 2005 02:06
Can someone send me the password so i can get the source please ?

Dark Angel_1246
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Posted: 1st Sep 2005 05:55
lol sorry guys i read the other doc but not the read me. Do you know why in the vehcle example i get the error display using 32 bit is not supported by the hardware, but my card can is set to 32 bit so whats that mean.

Dark_angel
Hamish McHaggis
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Posted: 1st Sep 2005 12:55
This is probably not the place to ask. Try the Newton thread.

Alpha - I don't know what you're talking about. None of us have the password to post news updates, but there is definitely no existing archive or anything that would require a password, never mind any source code protected by a password.

Prof - Sweet boat . Although it'll require combining several primitives in Newton to create the correctly shaped rigid body (convex hull will not match the shape of it). That will require some more code for the objects module, but I'll get round to it sooner or later, I was planning to anyway.

Quote: "- Are there going to be any AI baddies (turrets, solders, mines, hazards etc...) ?
- Are we going to have/do ground vehicals (trucks, tanks, other alian like vehicles)?
- Are we going to have/do Air vehicals (ie. low flying helocopters or something like the ghost on halo?)
- Any other "special features" that you might like to include?"


- Bots I think would be a nice feature . Would allow for single player matches as well. AI is definitely not my speciality, so this one is open for other people to take up.
- Vehicles are supported by Newton, so when some of the more basic features are implimented (eg. actual gameplay ), then we can start thinking about putting some of this stuff in.
- It's possible, but again not at the top of the list right now.
- Turrets operated by the player have always been on my mind, but after we've pretty much covered the basic multiplayer deathmatch.

On that note I think that the next big target should be multiplayer deathmatch. The physics could be disabled for the multiplayer for the moment, while we get some shooting and fragging sorted . I think keeping the game console operated for the time being would be simplest, menus can come later. What does everyone else think?

Evil stick
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Posted: 1st Sep 2005 15:34
sounds good
Hawkeye
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Posted: 1st Sep 2005 16:17 Edited at: 1st Sep 2005 16:19
Um, my alter ego can probally come up with an AI routine. Keeping the game console for the time being sounds good, I could probally whip up a menu code module if you wanted it. Music is going absolutely punchy, I, er 'cuse me, Hawk has an excellent d'n'b squealchy acid song going that just makes my heart flutter!















Professor
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Posted: 1st Sep 2005 19:19 Edited at: 1st Sep 2005 19:35
@Hamish McHaggis:

Maybe i could make a simple collision model for newton somehow?

@Evil stick, Yeah that sounds like a good idea, i can do the 3d part, but that leaves the coding and 2d part.

Evil stick
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Posted: 1st Sep 2005 20:24
what's the 2D?
Hamish McHaggis
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Posted: 1st Sep 2005 20:37 Edited at: 1st Sep 2005 20:38
Hawk - Confused me there for a moment :S. Anything you could come up with would be sweet. Obviously the actual code may be hard to do without discussions and understanding on the engine in it's current state.

Prof - As for the turret, sure make the model , it could be a simple turret, or one with a shield on the front, or behind a bunker or wall or something. I find interesting things are so much more interesting than regular things . And also, the model is not a problem, it will have to be an alteration on the coding side of things.

Stick - 2D would be the texturing.

Professor
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Posted: 1st Sep 2005 20:44
@Hamish McHaggis:

Ok cool, but just to make sure that where on the same page,i belive evil stick means a turret for the boat, i can make both models (one for the boat and one for the ground either way works for me). Alright just for now ill start on a simple 50.cal then if you guys want something more then let me know, suggestions are always welcome.

CPU
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Posted: 1st Sep 2005 21:23
Hamish - it would be realy nice, almost absolutly kind, if you might be able to do a code release soon... I'm kinda stumbling around in the dark until I have something definant to work with, In which case i end up stubbing my toes and triping over furnature.

So, any chance of a code release, so I can feel, ah, usefull?

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Hamish McHaggis
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Posted: 1st Sep 2005 22:50 Edited at: 1st Sep 2005 23:13
Lol, I just remembered about the file I uploaded for ChrisK. Here ye go . Full source for the level editor and game along with required media. I use BlueIDE, which supports line concantation with the underscore _ character, I know that caused ChrisK some problems as he uses the original editor (although I thought the unofficial update on llrgt supported concantation?). Also, I'm not sure but you may have to create a new .DBPro file as the filenames seem to be absolute.

Source Code Download

Evil stick
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Posted: 1st Sep 2005 23:13
Ok, a texture. And yeah, I was talking about the boat.
Hawkeye
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Posted: 1st Sep 2005 23:50
14 megs :S whatever, *downloads anyways*
Evil stick
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Posted: 2nd Sep 2005 00:20
Here are a few models I found.

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Dark Angel_1246
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Posted: 2nd Sep 2005 03:25
i get error could not understand command at line 678

Dark_angel
Benjamin
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Posted: 2nd Sep 2005 03:29
You haven't got all the required plugins installed, I'm guessing.

Tempest - P2P UDP Multiplayer Plugin - 80%
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Dark Angel_1246
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Posted: 2nd Sep 2005 03:35 Edited at: 2nd Sep 2005 03:37
i have newton and ezyrotate, but ezyrotate is version 2. what other plugins do i need.

Dark_angel
Benjamin
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Posted: 2nd Sep 2005 04:07 Edited at: 2nd Sep 2005 04:08
Tempest I would imagen.

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Dark Angel_1246
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Posted: 2nd Sep 2005 04:12 Edited at: 2nd Sep 2005 04:18
were can i get pempest. Thanks for your responses. do u have it?

Dark_angel
Benjamin
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Posted: 2nd Sep 2005 14:51
I have it, only the version I have is different to the one Hamish has so maybe he should send you the version he has.

Tempest - P2P UDP Multiplayer Plugin - 80%
Want to try the beta? E-mail me.
Hamish McHaggis
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Posted: 2nd Sep 2005 18:48 Edited at: 2nd Sep 2005 18:49
Sorry, I forgot I used Blue GUI2, and apart from leaving the username and password in the code :S, I also left the message box commands in. They're mearly used for debug (in the game code), so comment them out. Sorry, but until I can find a free alternative, I'm going to have to use it. Tempest attached.

Benjamin - Is the version you have stable? It'd be cool to have the latest version of the plugin .

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Benjamin
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Posted: 2nd Sep 2005 19:28
Quote: "Benjamin - Is the version you have stable? It'd be cool to have the latest version of the plugin ."

Its stable, the only thing is I've added a 3 minute limit as I've turned it into what will be the demo. The reason I have done that is because when I release the commercial version, I don't want everyone to just continue using the beta rather than buying it.

The plan is actually for me to contribute to this game by allowing the use of the commercial version of the plugin, but I haven't yet figured out how I'll do it so that people won't just use it in their own projects. Maybe a text file should be created every time the system is run, explaining that that specific version of the plugin must only be used with this project. Any ideas?

Tempest - P2P UDP Multiplayer Plugin - 80%
Want to try the beta? E-mail me.
Hamish McHaggis
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Posted: 2nd Sep 2005 20:38
I would be happy for a splash screen to be displayed saying the info, seeing as you are generous enough to donate your hard worked dll . Someone could easily make some code to delete the text file straight after it had been created, but a hardcoded splash screen would be a lot harder to hide than a text file. A small pop up window that lasts for a few seconds when the dll is loaded would be good enough I think.

Professor
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Posted: 2nd Sep 2005 23:20
Ok ive been working on the 50.cal for about 30minutes now(its still W.I.P), What do you guys think?



I upload more images(See attached)

C&c Welcome.

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Hamish McHaggis
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Posted: 2nd Sep 2005 23:27
Sweet . The shells seem to be floating a bit at the moment. I'm not sure if they're meant to have anything supporting them.

Benjamin
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Posted: 2nd Sep 2005 23:58
Quote: "A small pop up window that lasts for a few seconds when the dll is loaded would be good enough I think."

Good thinking! But you may wanna send him the version you have for now, because implementing that might take a while.

Tempest - P2P UDP Multiplayer Plugin - 80%
Want to try the beta? E-mail me.
Dark Angel_1246
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Posted: 3rd Sep 2005 00:22
now im getting errors from ezyrotate, at line 117 in the user dba. I cant see why its a problem, i reinstalled ezy and still same error, does any one else get this. Got any ideas why it could be doing this.

Dark_angel
Hamish McHaggis
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Posted: 3rd Sep 2005 01:06
I attached the Tempest file above. Dark angel - I can't really say without more information.

ALPHA ZERO PRODUCTIONS
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Posted: 3rd Sep 2005 05:54
hey Hamish, i just rigged the hand and here is a pic.


the fingers are kinda messed up because they are in pieces so i'm going to weild them together.

Professor
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Posted: 3rd Sep 2005 06:00
@Hamish McHaggis:

Yes its a beltfed weapon so theres a stip going through them, Im not realy sure how beltfed weapons work so i just put a shape through them.

Should i have it on a tri-pod? or just a simple rail, i'm not sure what it should go on, any ideas anyone?

ALPHA ZERO PRODUCTIONS
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Posted: 3rd Sep 2005 06:04
what are you talking about ?

dark coder
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Posted: 3rd Sep 2005 14:13
hes talking about the m2`s ammo belt feed, the m2 uses bullets connected together using a sortof clip of metal that gets removed as it enters the gun, so there is some slack but some miniguns use propper belts that cant fold much


Evil stick
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Posted: 3rd Sep 2005 15:41 Edited at: 3rd Sep 2005 15:43
woohoo page 41!
Evil stick
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Posted: 3rd Sep 2005 15:42

will that help?
Hamish McHaggis
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Posted: 3rd Sep 2005 17:18
Yeah, I was just commenting on how the belt looked as if it was floating, but if it is actually that stiff then there is no need to have anything supporting it .

Maan, it's hard trying to think how an online game will be organized in code. I think I'm going to have to change it so that when the player joins/creates a "server" they aren't in control of a character. The player can then join the game, and info starts being sent between players. Players will be able to join a server even if a level isn't loaded (but not be able to join the game), then when the host loads a level, people will be able to join.

Mitchell
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Posted: 3rd Sep 2005 17:50
sounds good Hope to see eachother walking around in a few weeks! I know you can do it, Hamish

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Professor
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Posted: 3rd Sep 2005 20:36
@Evil stick, Yeah it did help me understand it more, thanks!

@Hamish, Sounds good, keep working on it!!

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