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Work in Progress / Open Source Community FPS Project

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CPU
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Location: Carlsbad, CA
Posted: 25th Sep 2005 21:22
hamish, I'm still not compleated, however this next few weeks schools been building up in intensity, and although I've gotten fairly far, I don't think I'll be able to finish it in a reasonable ammount of time, so, here's the code for now, (no bugs from my changes...) and its not that difficult to pick up where I left off, just look at some of the changes and you can see how I was going with it.

Anyways here's the compleate update log of what I have so far:



*[note] player.dba isn't compleatly finished yet, although it has been worked on, all the other files listed have been "compleated" which means that all the variables in that module are not public, except to loading functions, which are a special case because of the reading and writing of data...

Anyways here's the attached source code... I would like to finish it, but like I said above, school doesn't wait...

Good luck hamish!

CPU

- Only source files and update log included in the zip file, I didn't change any media or config. files so all you should have to do is make a new directory, copy all the old (so as to at least have a backup) and then overwrite the coppied files, and it should all work.

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]

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Darkbasic MADPSP
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Posted: 25th Sep 2005 22:07 Edited at: 25th Sep 2005 22:12
i'll make some guns and that moped

Gtas back and bigger and better than before
Hamish McHaggis
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Posted: 26th Sep 2005 00:31
Prof - I agree with ChrisK. Only two other things to mention now. First, the chin doesn't look quite right still. I meant that it is too flat looking side on. I think it should come out for the nose a bit, and curve in for the chin a bit. Also the fingers are kind of fat . Other than that, superb!!!

CPU - Sweet work . Compiled straight away. I will finish what you have started before I make any other alterations to the code, and I will make an extra special effort to keep the code in this format. Thanks for all the effort you put in!

Darkbasic MAD - Sure thing. Make sure any guns have separate meshes/limbs for bits that need to be animated. You make it how you want it to be in the end, if it's impossible to animate then it'll only mean your weapons can't be animated like other weapons .

dj blackdragon3710
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Posted: 26th Sep 2005 04:46
Ok, school has settled down a bit and my grades aren't worse than before, in fact, they've launched way up. Now, whats need in the 2d/3d graphics area? any levels? or what? I was hoping to get back into the project, as I have for some odd reason been neglecting it for some time now.....

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Professor
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Posted: 26th Sep 2005 05:11 Edited at: 26th Sep 2005 05:13
@Darkbasic MAD, Sure go ahead i dont mind.

@CrisK&Hamish, Ok ill do that thanks for the help!

Professor
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Posted: 26th Sep 2005 06:01
Ok here are the few things ive done.

1. Remodeled the hand (It now has lowpoly fingers).
2. Reshaped the mask a little.
3. Made the legs longer.



C&c Welcome.

LordoFire
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Posted: 26th Sep 2005 06:43
Thats a nice looking model professor. I was just playing counter strike today and it looks alot like the seals character on the counter terrorist team.
Keep up the good work everyone!

When it comes to programing, I'm on fire!
Formerly known as flame master...Changed name because I do not flame
Professor
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Posted: 26th Sep 2005 17:04
@LordoFire, Thanks!

Hamish McHaggis
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Posted: 26th Sep 2005 21:48 Edited at: 26th Sep 2005 21:54
Nice job Prof. All it needs now is a texture job to match it's current quality, and we'll be on our way if mmoctz wants to rig it up (I believe he was the one who rigged the current model?).

I've finished the player module editing and done the config parsing module (it takes a lot longer to do that I thought it would , but maybe now I'm with the flow of things I can speed up).



DJ - Levels are always nice, plus any objects you can think of. I can't think of anything specific at the moment.

And also, the website development seems to have come to a halt (in fact it has completely disappeared :\). Megaton and Mmoctz, what is up with everything? It'd be cool to have some of the features that have been discussed (and a website to be honest ), ie. list of media, team log. If we are never going to get these features done, maybe it'd be a better idea to upload one of these php organizer things (phpnuke), as much as dispise them, we really need some way to organize all our media so that everyone can download, view, upload and change stuff on command, and also keep a log of what they have done.

Megaton Cat
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Posted: 26th Sep 2005 22:29
The website is currently down for some reason.

I've written everything I've needed to, and sent of to Chris long ago. All that's missing now are the upload scripts to get the site moving, which mm0zct said he'd...someday.

Hope it all goes up soon, sorry for the long wait.


The future is here, and I can't afford it.
Megaton Cat
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Posted: 26th Sep 2005 22:32
To chris:

THIS is the "Guidelines" page I've been talking about! With the rules concerning posting on the News page. Upload it!


The future is here, and I can't afford it.

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Professor
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Posted: 26th Sep 2005 23:23
@Hamish, Thanks!

dj blackdragon3710
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Posted: 27th Sep 2005 00:09
Ok, I might be able to make something of organizational properties....and I'll get to work sketching out levels and begin work ASAP...

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Hamish McHaggis
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Posted: 28th Sep 2005 16:29
CPU - I have a question. Would it be civilised to declare a local variable as a UDT from another module? For example, in the worldEffects.dba module, several bullet collision functions from bullet.dba are called several times each. It would be more efficient to call each function only once, and store the returned values in a Type_BulletCollision temp variable. Ie..



Otherwise I have to declare all the local variables separately, which is a big pain. I have a suspicion that this would be fine, but I just want to check .

mm0zct
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Posted: 28th Sep 2005 18:13 Edited at: 28th Sep 2005 18:15
megaton, the new guidlines page was uploaded, just you missed it because my host decided to upgrade their servers fortunately i have a local php enabled web server to work on the scripts but i really need the servers up to test the mysql.
meanwhile i'll get prof's model done (prof: do you have a .ms3d version? so i can fix the limb angles before i start animating)

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
Professor
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Posted: 28th Sep 2005 18:39 Edited at: 28th Sep 2005 18:42
Sure here you go, i have three versons:

.3ds
.X
.MS3D

Let me know if they dont work.

@Hamish your models you asked for are coming soon, i havent forgotten them

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Hamish McHaggis
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Posted: 28th Sep 2005 21:28 Edited at: 28th Sep 2005 23:42
Goodo Prof .



The network module was a bitch. Plus the mouse movement has now gone screwey, so I hope to fix it. Only six modules to go now, three of which should just involve putting those code section headers in.

EDIT

Now only the weapons module to go. That one is going to be a fairly long job, and I've been at it all day, so I'm gonna leave that one till some other time .



mm0zct
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Posted: 29th Sep 2005 00:37 Edited at: 29th Sep 2005 00:58
right, here's the animated swat (just running with rifle as that's all you seem to be using just now, i'll do the rest later but the filesize (and loading time) becomes huge

edit: all characters i produce will be the same scale after animation because the animation program only accepts one scale of model to fit the bone template, enjoy shooting this greyscale character (the visor texture is still on though, so it looks just like prof's screenshots except prof seemed to forget about symmetry, so i ended up deleting chunks and replicating them from the other half of the body so it was symmetrical (makes animation much easier)

edit2: forgot to say the frames are 0-24 for both models

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.

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mm0zct
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Posted: 29th Sep 2005 00:55 Edited at: 29th Sep 2005 00:56
i also made a gun (submachinegun) and animated it similarly so the enemy players aren't just holding thin air, just position it at the player position (exactly the same x,y,z and rotation) and make sure it is looped in sync with the model (the haev a frame to frame corespondance)

i'll get the other guns done like this if the artists send me a .x or .ms3d (or any other common format) version of the file other than .dbo

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.

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Hamish McHaggis
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Posted: 29th Sep 2005 00:57
Cheers mm0zct, but the model doesn't appear to work. I think it's due to me trying to play frames that don't exist. If you've only included one set of animations can you give a list of frames so that I can make it work .

mm0zct
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Posted: 29th Sep 2005 00:59
lol you posted that just as i posted the frame numbers
i tested it in my own dbp model viewer and it worked fine.

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
Peter H
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Posted: 29th Sep 2005 15:52
Hey, i had uno question...

if i made a human character model (one that was good, that ya'll like) fully textured and all that...

would somebody else be able to animate it?

"We make the worst games in the universe."

Professor
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Posted: 29th Sep 2005 16:19
@Peter: Sure, as long as its reasonably lowpoly and looks good. What kind are you going for?

Professor
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Posted: 29th Sep 2005 18:44
Just to let you all know..

if you want to email me, email me at:
tmth710 at hotmail.com

Peter H
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Posted: 29th Sep 2005 20:11 Edited at: 29th Sep 2005 20:11
ah, i wasn't really set on any specific type of dude...
just wanted to make a character (because i've learned some cool new stuff) but i'm not currently working on any games that could use him...and this seemed like a productive thing to make one for...

so, i'm open to any suggestions

but don't get your hopes up or anything...i may not complete it (or take ages)

"We make the worst games in the universe."

Professor
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Posted: 29th Sep 2005 20:41
How about a terrorist looking type character?

Hamish McHaggis
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Posted: 29th Sep 2005 20:44
Peter_ - That'd be really cool . What would you be planning to do?

Mm0zct - Ok, it's working when I set all the animations to 0-24, but you can only fit one animation into 0-24. At the moment we are using run forwards, run backwards and run sideways (both ways). I am going to try and find a way to store animations data in one file, and add it to the other models in game.

Also, I'm trying to use box collision for the characters, but only some of the limbs seem to have boxes around them (parts of the head and the lower arms and legs). Are there any options in character shop that would fix this? It seems as if some of the limbs are not even there at all.

Peter H
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Posted: 29th Sep 2005 21:25 Edited at: 29th Sep 2005 21:26
Quote: "What would you be planning to do?
"

A guy... who shoots guns... (terroristish, or maybe just rambo )

anyhoo, i'll come back round here if it turns out nicely

[edit] oh, and he'll have lots of stubble...because he just has to...

"We make the worst games in the universe."

Alkaline
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Posted: 30th Sep 2005 03:17
hey, is there any chance i can get a .exe to the level editor. im having issuses compiling it.

768 DDR pc3200||ATI 9600xt 256mb||330 GB hard drive||Amd XP 3000+
InDex v2.0[url]http://forum.thegamecreators.com/?m=forum_view&t=58885&b=8 [/url]
mm0zct
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Posted: 30th Sep 2005 18:11 Edited at: 30th Sep 2005 18:52
here's what character shop claims: http://charactershop.thegamecreators.com/?f=features it says it produces rigged .x models, i'll get those other animations done in the mean time while i enquire about the bugs in character shop.
right i've added all the required animations and applied the same to the gun i had animated, they are both in the attached zip with the frame numbers (which i think should now be the same as the monkey's)

edit: IGNORE THIS DOWNLOAD, fixed a missing polygon and visor texture in next post

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.

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Peter H
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Posted: 30th Sep 2005 18:38
Are you guys going to make one animated skeleton and apply it to all the models?

seems like that would be the easiest way...(though it might not provide enough variety)

"We make the worst games in the universe."

mm0zct
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Posted: 30th Sep 2005 18:55
we already have the animated skeleton in character shop that i am applying to all the characters, this makes dealing with it in the code very easy as everyones hands are in the same place etc so by placing the gun on the hand in charactershop withought a body all the guns can be animated to fit with every character.

new model animation attached

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.

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Hamish McHaggis
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Posted: 30th Sep 2005 18:56
Quote: "Are you guys going to make one animated skeleton and apply it to all the models?"


Ye, as I said above, twill be the case .

BTW Mmozct, surely I can simply attach the guns to the hand limbs on the characters? Animating the guns separately just seems like overkill. As for the limb problem, does character shop come with any models of it's own? If you could sent me an example one, then I can see if it is Character Shop, or if both Prof's and RobX's models have the same defect (which seems unlikely). Alternatively it could just be a DBPro bug. And sorry to keep bothering you . But could you send me a file with the animations, but no mesh? And then the models with just the first animation (as you can't get the ones with no anims, which is kind of dumb).

Alkaline - Get here. That reminds me, I'm gonna have to do up the level editor code as well :S. That could take a while.

Professor
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Posted: 30th Sep 2005 19:15
Ok im going to be gone for this entire weekend so i wont be able to finnish those models untill i get back hamish.

See you all on the 3rd.

mm0zct
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Posted: 1st Oct 2005 01:35
hammish: i can't send an animated model with no vertex data to animate

come on msn for once, it's much easier to discuss things like this in real time.

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
CPU
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Posted: 4th Oct 2005 04:12
@Hamish, the level editor shouldn't be a large pain, as I was looking over it it seemes that many of the files are somewhat interdependent on the main source code, all you should have to do is load up the level editor, go into all the source files we've edited, and then search for the ending part of the function in the new files IE:



When that's done, just do the remaining editor files just like you did the rest of them.

Sorry I can't be of more help right now, piles of homework call...

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Deadwords
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Posted: 4th Oct 2005 05:12
eh guys, i've got something to know. In the first post of this thread, do it is updated for recent requests? Because if yes, i've got some models to do!

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Deadwords
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Posted: 4th Oct 2005 05:31
I've made a little brick. Hope you like it

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-

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Evil stick
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Posted: 4th Oct 2005 14:02
Make it red! But looks good.

I ALWAYS have flame proof jacket...just in case...and a shotgun. If you want any, just ask!

We are all nice,except for that one who's name starts in a m and ends in erranvo.
Hamish McHaggis
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Posted: 5th Oct 2005 15:09
Sure looks like a brick . Not much more I can comment on, apart from make sure it doesn't have too high a texture resolution (it's only a brick ), and send it to me (or post up here ). I'm hoping that something will be done soon about teh website so we can have state of the art media organisation. Maybe I will log onto the dreaded MSN and talk with mmoctz. Maybe we should make an ftp app which people can download, and use it to browse and update the media files. I wouldn't know how though, but it is only a suggestion.

I've now finished the game code, and am just trying to iron out some bugs that arose during the process. Will upload new, nice code once finished. I'm thinking I could then go through various modules and generally neaten up how things are done again, then back to the network programming me thinks.

Megaton Cat
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Posted: 5th Oct 2005 16:50
Yes, I too am curious to see where the site sunk too...


The future is here, and I can't afford it.
mm0zct
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Posted: 5th Oct 2005 21:20
i already explained about the website, my host are upgrading their servers so i'm just waiting for them to reactivate my webspace so i can upload the website again.

and hamish.. it's 0zct not octz

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
Deadwords
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Posted: 6th Oct 2005 01:04
i made a small 256x256 seamless texture for the brick. It tile like a dream! is it too big?

sorry the model is .x but teh texture is .dds
(brick/texture attached)

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-

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Hamish McHaggis
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Posted: 6th Oct 2005 01:35
Quick post, good brick, ok mm0zct (if that is your real name ).

Done teh codes, they compile in 5.8, but there are issues in 5.9 with Newton compatability (objects+player fall through level).

Separate Code Files:
http://www.changi.f9.co.uk/BlackoutCodeFiles

Rar File
http://www.changi.f9.co.uk/BlackoutCode.rar

Deadwords
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Posted: 6th Oct 2005 01:46
Hey Hamish, since i'm buying 3D World Studio tonight, i can make maps for Blackout. Also, i can texture every models that needs a texture. I only needs all the models' UVMaps.

Also, i can make menu components and Huds.

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
fingahs
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Posted: 7th Oct 2005 03:09
hey guy, here is an 64k mp3 for youall to take a listen to, if youlike what you hear then contact me for a far superior version(higher quality) at keeronf@yahoo.com
p.s cant upload a bloody thing
Hamish McHaggis
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Posted: 7th Oct 2005 20:28
Probably be good when you get it uploaded .

Here is the final update log. I will try and keep an update log in general from now on, and anyone else who makes any changes or additions should keep one too.



fingahs
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Posted: 7th Oct 2005 21:42
it is good, but this server wont have none of it, don't know why though! send me a private email at the above address and i'll mail it to you, if you wanna hear it,
Deadwords
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Posted: 8th Oct 2005 00:39
Eh, do someone readed what i posted?
Quote: "Hey Hamish, since i'm buying 3D World Studio tonight, i can make maps for Blackout. Also, i can texture every models that needs a texture. I only needs all the models' UVMaps.

Also, i can make menu components and Huds."


=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Hamish McHaggis
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Posted: 8th Oct 2005 18:21 Edited at: 8th Oct 2005 18:30
Quote: "Eh, do someone readed what i posted?"


Sounds good, well, it's up to you what you do. If anyone wants to UV map the models we have currently then download the demo, or email Prof. As I've said before, we will eventually have a system to organize all the media we have (quite a lot).

Here is my idea for developing the .PHOB format (contains the object format). At the moment, all you can store in it is information about one body. I figured it would be a lot more useful to be able to store small scenes in the files. I have created an idea of what the files could be like.



The new format could contain much more than just object information. The structure would go something like this....

Scene --> Body --> File/Body
--> Joint --> File/Joint
--> Particles --> File/Particles
--> OtherThings
--> Script --> Function1
--> Function2

You could reference an entity within a file, and then also add or change settings about the entity. The script would simply be a list of commands that controlled things to do with the scene. It would be able to move bodies, control particles, motorize joints and do other things based on certain variables that you could access. So you might be able to display some text if a player gets near to one of the bodies, or move a joint if a player stands on a body, or start a particle effect if the body gets shot.

Scripts would be a big task, and I'm still thinking about exactly how to do them, but the general file format as above would be comparatively simple , and so I would like other people to tell me their ideas about how it could work.

EDIT

BTW, has anyone got a cool explosion sound?

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