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Work in Progress / Open Source Community FPS Project

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Glog
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Location: between compiling and debugging process
Posted: 29th Jan 2006 15:55
ok ,got some problems on my computer , it will slow me a bit for
delivering my work , and its time for me to continue work on my school and my project so :

- Glauncher is to come probably wensday , night
- Models rigging are at least for next week

but where is professor ???????!

- after that , next month , i'll rig the best hands ever , in blender or max , according to professor choice

i did'nt tested blender exports , but i heard good of it , the next version may have changed things , but when i tested *.3ds import, it did'nt worked , so its really up to be tested .

later, i got animation skills as well , so i could participate
too .

anyway , the software i talked you about should fix those problems:
http://www.righthemisphere.com/products/dexp/index.htm

about the maps : i completely don't understand how people are doing maps for this game , but i'm sure they do

what happened to megaton and professor ? and the others who did maps and props ?

i'm going to post wensday , with the Glauncher

hope i'll find great meshes and pixels then .

regards , glog

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
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Posted: 29th Jan 2006 19:36
Quote: "about the maps : i completely don't understand how people are doing maps for this game , but i'm sure they do "


Meshes are made in any modelling software, and then you have to make a .boo file for each object. It is a simple text file-format, that lets you set physical properties of the objects (mass, buoyancy, size, joints [eg. hinge, slider, ball], etc). You can then load these objects by using a simple console command: loadobject filename$,xPos#,yPos#,zPos#, either in the config file, or in the console in-game.

By the way, I think your idea about using limbs as markers is good. Obviously only for simple things, like spawn points, lights, etc. I will think about it further, and draw up some codes that would be used in the limb names.

Professor
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Posted: 30th Jan 2006 19:19
Man, I leave for a weekend when every thing is dead, then come back to loads of post that takes me forever to read through, Ouch .

Ok, As far as a Animation program, blender sounds wonderfull, 3ds max does have capability to animate and rig, But those ain't my strong points, Upgraded verson (wich i own) come with MoCap files wich can be placed on a rigged mesh.

I dont own blender but i dont have to have the models for me to use, unles we are going todo some type of intro/fancy logo.


vive le blackout
Professor
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Posted: 30th Jan 2006 22:17
@Glog,

Send me the woman model and ill see what i can do about the jaggedness. But its up to you L) .


vive le blackout
Wiggett
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Posted: 31st Jan 2006 05:39
heck yes that is a pointy boob. what size will the monkey be comapred to the human, cause as much as i hate the monkey in time splitters 2 i thin pirate minkey should be like 3/4 size, you are still using him right?

Syndicate remastered: Corporate persuasion through urban violence.
Glog
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Posted: 31st Jan 2006 12:21
hi prof cool seing you are back
got no time to talk , the women model is posted , there is a link
http://www.freefileupload.net/file.php?file=files/280106/1138482981/BlackoutGirl_Mesh.3DS

here , email me your adress for the character studio version

Glauncher is on the way , coming wensday by night


ok do i will rig characters for
blender ?
max ?
do i will rig the hands for
blender ?
max ?
CFX ?
you guys tell me , i'll do it when i'll have more time cya

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
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Posted: 31st Jan 2006 13:43
We will do ALL animation in Blender. Rig everything in Blender. If anyone doesn't have Blender and wants to do the animation side of things, then download it for free here: http://www.blender3d.org/cms/Blender.31.0.html.

I have uploaded the hand model for you Glog.

http://www.changi.f9.co.uk/Blackout/Downloads/hand.rar



Glog
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Posted: 31st Jan 2006 15:21
i'll ask one thing sir : will i have the permission to ,,,, tweak it ?

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Professor
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Posted: 31st Jan 2006 17:33 Edited at: 31st Jan 2006 18:28
@Glog, The download doesnt seem to work when i tryed it a while ago.. ill try it again.

EDIT: Ok i openend it tryed smothing it out but it was way to high poly, so i dont know, also she looks sorta deformed, look at her lower body, its bigger than the rest :s .


vive le blackout
Hamish McHaggis
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Posted: 31st Jan 2006 19:47
Quote: "i'll ask one thing sir : will i have the permission to ,,,, tweak it ?"


Tweek on. I know it isn't perfect (particularly the thumb). Just try not to add too many polys, as two hands on screen makes 1400 already.

Code Update
I have just finished adding the main part of the new sounds module. It uses Torrey's enhanced audio plugin, and I have added code to allow 3D sounds to be used (the sounds pan and adjust their volume depending on where they are compared to the listener/player). The sounds are also delayed depending on how far apart the sound and listener are, to simulate the actual speed of sound. Obviously only very distant sounds have a noticable effect. The module works pretty well, although some tweeking will probably be required to get the right effect (inparticularly the volume balance of sounds).

I have also added more sound effect capabilities: material specific footsteps and bullet impacts.

The other thing I have added is the ability to enable and disable weapons. This is paving the way for pickups, which will be another easy, but fairly long and tedious module. By the way, how should pickups work? I've got my ideas, but I'm sure there are other specifics which I haven't thought about.

Check out my logs here (as people who have looked at the website will know):

http://www.changi.f9.co.uk/Blackout/Logs

Quote: "what size will the monkey be comapred to the human, cause as much as i hate the monkey in time splitters 2 i thin pirate minkey should be like 3/4 size, you are still using him right"


RobX - Yeah, we're still using him! He can be 3/4 size, no problem.

Peter H
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Posted: 31st Jan 2006 21:15
Quote: "It uses Torrey's enhanced audio plugin"

i used that in one of my games and because of it whenever you try to exit out without "deleting" the audio the .exe doesn't fully end....

is that fixed now? or are you just going to hope the player doesn't try to bypass your exit system?

"We make the worst games in the universe..."
Hamish McHaggis
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Posted: 31st Jan 2006 21:19
Quote: "i used that in one of my games and because of it whenever you try to exit out without "deleting" the audio the .exe doesn't fully end....

is that fixed now? or are you just going to hope the player doesn't try to bypass your exit system?"


Yeah, that had be puzzled for a while, but I stuck a delete loop in the exit routine. And yeah, as long as you exit by typing "end" in the console, the program doesn't stick. I'm hoping Torrey fixes this in a free version.

Xenocythe
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Posted: 31st Jan 2006 21:21
Soo.... will I be texturing the guns?

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Hamish McHaggis
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Posted: 31st Jan 2006 21:30 Edited at: 31st Jan 2006 21:55
If someone can UV map them and upload them, you can texture some, as can Skalex, as can Glog.

Bullet hitting sounds and weapon firing sounds now work for other characters on the screen. It's kind of dodgy with two versions of Blackout running on the same machine, but I think it works.

Xenocythe
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Posted: 31st Jan 2006 22:39
I can UV map them. But you gotta tell me what kind of UV map you want. Show me an example of a previous UV map done for a gun you used.

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Hamish McHaggis
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Posted: 31st Jan 2006 22:52
That'd be great if you could. Basically, we need the UV map to preferably be one texture file, 512x512 pixels. Here is an example UV map, on that Professor posted a while ago:

http://img519.imageshack.us/img519/4011/uvwmapgrenadelauncher6xp.png

Basically, make sure no faces overlap, unless you are overlapping parts which will share the same texture to economise on space (eg. either side of a gun may share the same area of texture). Try to use up as much space on the UV map as possible, but try to keep the proportions on all the faces sensible, making sure you identify high detail areas, and low detail areas (low detail will be out of view of the camera mostly). Also keep any large areas of the model grouped together to make it easier to texture, and to minimise on odd seams. Make sure all faces are fully mapped to eliminate texture stretching. All the above is really the general guide to UV mapping in any situation, just use your common sense really.

If you are going to UV map/texture anything, then say first so we all know who is doing what.

Xenocythe
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Posted: 31st Jan 2006 23:27
Yeah, I can UV map them. Just send the 'by Professor' models to me at:
rpgmakerx2@hotmail.com

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
FPS Mastermind
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Posted: 1st Feb 2006 21:14
Where can I find the full source and all the media needed? I would like to contribute with programming AI.

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Mattman
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Posted: 1st Feb 2006 22:53
There is no plans for any AFAIK

Why make sense when you could make brownies?
Glog
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Posted: 1st Feb 2006 23:11
i got problems to upload files on the net , and as i don't have much time to surf, i'd like somebody to indicate me some decent website to share files , savefile.com DOES NOT WORKS on my computer.


prof: i will share all the files when i'll found a decent website to proceed, probably on weekend , sorry for the late



ok this is the textured grenade launcher , and as its written , i'll now have a deserved rest , because i worked hours on my homework , , and my own project , and blackout models
this is not completely finished ,and i think i will improve it someday but there are more urgent things and i think it can be ok for a first release
think its all right ? comments welcome!!
i think it would be great to have all the weapon having the same color tones ( from this weapon or different we chose) what do you think of it, professor ,skalex and Xenocyte?

so , now, what do you want me to do next ?
-build the " BlackoutGeneric " skeleton in blender , to provide to people a great skeleton to rig their models with ?
- rig the hand , UVW/texture and animate it for 1 weapon ?

the things i will do should be ready in a week , i'll work on it as soon as i got time

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Glog
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Posted: 1st Feb 2006 23:17
best method to UVW weapons in max ( untested in blender yet )


1) add the unwrapUVW modificator to your mesh
2) go to edit UVWS , select all the faces , and apply them a normal mapping with the " left/right" parameter
3) back in the viewport , apply a checker material to your mesh
4) select all the mesh vertexes that are baddly mapped with the unwrapUVW modificator, and back in the UVW editor , apply them a normal mapping with a " back/front" parameter

normally, you should have each face correctly flattened , and easily movable , you can now move your UV's in order to earn space.

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Professor
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Posted: 2nd Feb 2006 17:48
Hmm, It looks a little weird, Im not sure how that blue goes with everything, it looks very missmatching.. I belive that it would look better if you went after a more metalic look, sorta like a marine weapon, look at the back of your gun, the part above the handel, i think that the hole gun would look better if it looked more like that. You have to make it look good, but i belive that the entire gun would look better if you do it that way

Keep up the good work!!


vive le blackout
Hamish McHaggis
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Posted: 2nd Feb 2006 18:25
FPS Mastermind - AI is something that we haven't started at all. Before launching into programming, we need to decide how we are going to do it (A*, Waypoints, Trigger points, etc). If you can draw up a plan of how you imagine the AI working, then we can discuss, and then maybe start on the coding side of things. Obviously the AI has to be integrated with the rest of the engine, so details will have to be thought out. This project is kind of sketchy on the planning front, and I know I am definitely one for jumping into the coding side, then ending up re-writing it 3 times because it doesn't work very well, but we definitely need planning for the AI.

Glog - Blue definitely doesn't suit the gun. Look at the below image, that is more how I imagined the texture being (and probably how Professor thought of it).

http://superiorairsoft.com/images/products/eEGjSAHruiITnm.jpg

Give it a metallic hue, and maybe make it look a bit more shiny, and try to make it match a bit more at the edges. Other than that, good job.

Xenocythe - Will email in a moment.

Glog
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Posted: 2nd Feb 2006 19:41
ok ! i did'nt painted the right style of texture for this game , i just looked on the weapon that skalex and prof painted , and its truly different . i'll rework it from photos instead of painting it from scratch , it should be ready monday night .

VERY IMPORTANT
WHAT'S THE DEADLINE FOR THE DEMO ?????

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
TEH_CODERER
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Posted: 2nd Feb 2006 19:55
It looks like something from Serious Sam! Its great if the wrong style!

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Hamish McHaggis
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Posted: 2nd Feb 2006 20:06 Edited at: 2nd Feb 2006 20:07
Glog - Not the wrong style, just the wrong colour for the gun. You don't need to start from scratch, just adjust. As andrew said, it looks great, we were just giving some constructive criticism.

The deadline: Obviously now it isn't Christmas, or the end of January. I can get the code pretty much done in a month I think, although media may take a bit longer. Before we set the deadline, we need to decide all the jobs that still need doing, and who will do them.

Main Code - Hamish
Menu Code - CPU (Haven't heard from him for a while)

Level - The casbah level, and maybe the storage level, need to be filled with various objects and sound.

Sound Effects - Olby (he emailed me and seems to know what he's doing, so I'll wait for a sample from him)
Models Mesh - DONE
Models Rigging - Glog
Models UV Map - Prof, Xenocythe
Models Texture - Skalex, Glog, Xenocythe
Models Animation - Glog, Hamish (Possibly)

Specific Jobs
- Following weapon models need to be completed
* Hands - Unwrap, Texture, Rig (animations are individual for weapons)
* Glock17 - Rig, Animation
* m9 - Rig, Animation
* p90 - Edit (remove old hands), Rig, Animation
* Sniper Rifle - Rig, Animation
* Springfield Sniper - Rig, Animation
- Weapon Animations all include Firing, Reloading, Drawing, Replacing.
- We can just do one pistol for now, and one sniper if need be.

- Sounds needed for demo are:
* Footstep on concrete/stone
* Bullet hitting concrete/stone
* Bullet hitting metal
* Bullet hitting wood
* Bullet hitting player/flesh
* Player/object hitting water
* Glock17 pistol firing sound
* M9 pistol firing sound
* Silenced p90 machinegun firing sound (already got, possibly needs replacing)
* Large sniper rifle firing sound
* Springfield sniper rifle firing sound
- Reloading sounds will be needed for all the weapons, although they are not essential.

- LOOPS MUST BE SEAMLESS AND NOT TOO REPETITIVE
- Underwater atmospheric loop
- Wind atmospheric loop

Just to summarise, my main coding jobs will be:

- Tweek network code, it seems to have broken in some places for some reason.
- Add pickups code, weapon, ammo and health pickups.
- Add menu, once CPU has gotten back to be about that.
- Improve character-bullet collision code.
- Create restrictions system to prevent clients from using certain console commands (no cheating!)
- Various other things.

Check the todo file in the logs for full list (link on front page).

Professor
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Posted: 2nd Feb 2006 20:24 Edited at: 2nd Feb 2006 20:42
@Hamish

Is there anyway you could make it where i could get my models ingame? Sorta like the way you had it how the guns where setup? It was sorta like a script. I could populate the Cashbah level alot faster that way. Alot like the DBPro commands.

edit: just to make that clear somthing like this:



vive le blackout
Hawkeye
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Posted: 2nd Feb 2006 20:30
Quote: " - Underwater atmospheric loop
- Wind atmospheric loop"

I have a couple residing in my /samples/fx folder right now, I'll see if I can dig 'em up...


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Glog
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Posted: 2nd Feb 2006 20:44
ok this gonna be tough but i think i can get all the things done at the end of the month , because i'll have a week of vacations.

currently doing :
-Glauncher revisions
-Hand jobs

all to come next week.

professor and hamish:
Please could you upload or email ALL the weapon meshs that are in the demo ? i will need them for animation
email them here : francois-ruiz@caramail.fr

hamish : do you want to animate specific weapons ? tell me , i'll keep them for you.

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
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Posted: 2nd Feb 2006 21:41
Professor - In the current version (that I have), you can place objects by simply creating a custom .boo file, and typing:

spawnobject Media\yourObject.boo,10,4,9.2
Syntax: spawnobject obj$,x#,y#,z#

At the moment, there is a command you can use to execute a text file full of console commands:

parse file.txt

So what I've done is made a file called casbah.txt. This contains all the level specific stuff, and contains:



If I add some tool that lets you actually place objects in the world, and then allows you to save the file, then you could place your own objects.

Glog - Ok I will upload them. I don't want to animate any specific weapons. I don't even know how to animate with Blender. I will only animate what is left at the time, if I feel like learning. If there is nothing left to animate, fine by me!

Hawkeye - Cool. That'd be mighty handy.

FPS Mastermind
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Posted: 2nd Feb 2006 21:57 Edited at: 2nd Feb 2006 22:26
Hi Hamish,

Here was the idea that I had for the AI:

The AI should not be based on waypoints. That is too predictable sometimes. I think that there should be trigger points used in the AI programming, and I could also let you in on a little secret: I know some of the algorithms that the professionals use for artificial learning abilities so the AI could adapt to how the player acts. I think that I could try implementing them, but it would be hard. For the basics...

The AI should be able to have points in which it will act to what the player is doing. If the player is running (a variable could be easily setup for that) and he is within a certain distance of the enemy and the enemy is facing in the opposite direction and he is facing a corridor, he will turn around to investigate the noice. A variable can be setup to see what the distance is from the enemy and a function could be put in place to measure the enemy's rotation verses the player's position in the gamespace. Now that is just one senario...

There would also be set up a few trigger points within the game. There would be a player action variable that would tell what the player is currently doing at the moment. This variable would determine whether or not the enemy will react when the player is in range of the trigger point. That is how the trigger point system would be setup.

For the face to face combat system, the enemy would constantly have an object intersect check out to see if he is facing the player. If he is not, he would reposition himself. If he is far from the player and there is not something in his way, he will go towards the player. If there is something in his way, he will rotate one way or the other and will walk for one second messured by Windows's internal clock. He will then reposition himself and try to get to the player again. Depending on the player's actions, he could try to go towards him, repeat his previous action, start shooting, or depending on his health: flee.

So, the following variables would have to be setup for the AI to work:

Player Action: Tells what the player is currently doing/planning.

Player Gunstate: Tells if the player is shooting and if so with which gun.

Player Movement: Tells how the player is moving if at all.

Trigger Activated: Tells if a trigger point is activated and which one it is, or if there are none activated.

Attack: Tells if the enemy and which enemy type should attack the player.

Blockage: Tells if something is in the way of the enemy that is activated.

Clock: Will be used for various stuff (counting...)

What do you think so far. I would further revise this so it would include learning, better pathfinding, and some of the combat system all with more detail.

EDIT::

Alright, I have some good news. I have a professional 3D modeler that could make some models for the game. He does humanoid modeling. I think that I would be able to get you a few of his works and post them here.

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Professor
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Posted: 3rd Feb 2006 17:46
Hey hamish, Im going to a friends house tonight to play some games. He has DSL so i can test out any new fetures you might want tested tomorow .

Let me know.

(Note: I can only test tomorow, Thats saturday over here, or the 4th)


vive le blackout
Olby
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Posted: 3rd Feb 2006 20:19 Edited at: 3rd Feb 2006 20:20
Where's a link to a downloadable version of Black Out? I tried links on previous pages but it looks like they are outdated!

"Gangsters die, they don't go to heaven where angels fly!"
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FPS Mastermind
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Posted: 4th Feb 2006 20:19
What do you think about my offer?

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Chris K
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Posted: 5th Feb 2006 14:38
Erm... seems pretty obvious actually.

You don't need to keep mentioning that we need variables. This is a programming forum, I think we can get that far by ourselves.

FPS Mastermind
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Posted: 5th Feb 2006 23:17
I was going to add in the learning algorithms in which I will not post publicly.

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Hawkeye
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Posted: 6th Feb 2006 01:03
It's just a FSM, and a fairly basic one at that. Nothin' special.


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Xarshi
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Posted: 6th Feb 2006 21:45
is there a way i could play a demo of this? and ive checked.another thing,this looks pretty cool. amazed at the amount of effort you guys put into this. also i looked at the open coding progress logs and those are pretty great. awsome stuff,love the levels megaton created and the others.

...
Mattman
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Posted: 6th Feb 2006 22:22
Quote: " I was going to add in the learning algorithms in which I will not post publicly.
"


Quote: "Open Source Community FPS Project"




Why make sense when you could make brownies?
Hamish McHaggis
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Posted: 7th Feb 2006 11:55
Defining the variables is a good start, and it all sounds good, even though the definition may be simple. I think that it would be great if you could make an AI module. My suggestion would be to make maybe a 2D demo, using an isolated module that could easily be ported to 3D, and into Blackout. My suggestion is to create various functions to control entities, which interact with each other. The module should work apart from the rest of the code, as AI is something that can easily be built separate from the rest of the code (as opposed to some of the other modules, eg. characters, players and weapons need to be inter-twined to a larger degree).

If you are creating final code, then make sure to follow the coding guidelines. I will sum them up here:

* Constants must use prefix 'C_', and should preferably be in all caps (eg. C_PLAYERSPEED)
* Global variables must use prefix 'G_', and words should start with capital letters, and not be separated by underscores (eg. G_ThisIsAGlobalVariable)
* Types should have prefix 'Type_' (eg. Type_Player)
* All modules should use sub-routine 'declare(ModuleName):' to declare all global variables and arrays.
* All modules should use function 'setup(ModuleName)()' to set up anything that will be retained for the entire run-time of the game.
* All modules should use function 'update(ModuleName)()' to update processes each loop.
* Modules must have a unique prefix used for all functions in the module (eg. the character module uses functions like CHR_CreateCharacter(), and the particles function uses functions PRT_SetParticlesSpeed()). Keep the prefix short, but distinguishable.
* Comment your code well.
* General functions that are non-specific to the game (eg. maths) do not require prefixes, but must be in a file with prefix 'general(ModuleName)' (eg. generalMaths.dba).
* All arrays should have singular names (eg. G_Player(), not G_Players()), unless a single array element does represent multiple entities (eg. G_Values(3).value1,G_Values(3).value2,G_Values(3).value3).
* USE USER DEFINED TYPES as much as possible. Do not create millions of arrays when a UDT array would be shorter, neater, more logical, and less idiotic (although in cases like when arrays in UDTs would be used, DBPro cannot do this, so this is an exception).
* Global variables may be used directly within their module, but functions must be used as relays when accessing variables outside of their modules.
* Try and log any changes that you make to the code. Arrange notes under date headers, and module sub-headers.

Dodic
18
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Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 7th Feb 2006 12:23
i`m sorry , but i`m bad at stuff , and only thing i`m afraid i can do so far , is make a pistol model for you , if it comes up good , i`l try to help with more things later.

i started the gun 20mins ago , here are the results so far :
http://i51.photobucket.com/albums/f376/dodic/gunpic.jpg

i know , it`s not too good , so am i at moddeling , but when i fully finish and texture it , it might come up good , what do you think , should i try to finish it as best as i can , i mean do you think it can in any case come up good enough for the game ?

--Dodic--
Don`t try to SEE the future , try to MAKE the future the way you like it.
---------
Dodic
18
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Joined: 6th Nov 2005
Location: SNM (Serbia&Montenegro)
Posted: 7th Feb 2006 12:38
i made a small action loop i just finished that you might want to use. (i hope..)

--Dodic--
Don`t try to SEE the future , try to MAKE the future the way you like it.
---------

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Hamish McHaggis
21
Years of Service
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 7th Feb 2006 18:44
Big News

BlackOut now has a temporary Wiki. Due to Kenjar's kindness, we now have a place to organise ALL our stuff. All code, templates, media, design docs (I will get to work adding some) can be placed on this site. I'm not sure what temporary entails, apart from the content will switch servers or something on the 7th March.

Check out Kenjar's conditions on this thread:

http://forum.thegamecreators.com/?m=forum_view&t=71103&b=1

In particular he would like a core of three to organise the website, keep up to date on all goings on, and generally pull things together. I propose that Professor should be the second of this three (me being the first). If you disagree, or agree Professor, email me and I can try and get an admin account set up on the website (I'll ask Kenjar). If anyone else thinks they can be dedicated enough to be the third person (ie. won't abandon the project any time soon), feel free to post.

The current website can act as a front page to the project, with more 'commercial' details available, whereas the wiki is more development and wip based.

The temporary address is here (there isn't much there, but I will be experimenting with the admin tools):

http://www.gamersol.co.uk/BlackOut/Website/index.php

Benny53 - I have added the latest download links to the front page. Enjoy .

Dodic - The gun seems to suffer from 'modelled from one side syndrome' at the moment. Apart from that it seems a decent shape. We already have lots of pistols, so a different thing would be much more useful, although you can submit the final thing no-matter what, and we may use it. Your action loop seems to be silent (maybe it's my computer, I don't know).

Professor
19
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Joined: 7th Oct 2004
Location: USA
Posted: 7th Feb 2006 21:13
Ok ive emailed you hamish.


vive le blackout
FPS Mastermind
18
Years of Service
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Joined: 14th Nov 2005
Location:
Posted: 7th Feb 2006 22:39
I like the new site. When is everything going to be posted?

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Hamish McHaggis
21
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 7th Feb 2006 23:27
I have already started to add content to the design documents. You could even write a page defining your proposed AI system and it's technicalities.

Glog
20
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Joined: 1st Jun 2004
Location: between compiling and debugging process
Posted: 8th Feb 2006 13:15
hi there , sorry for unposting but i'm actually sick , i couldn't work a lot but its going better . the gun is nearly finished , and the riggings in blender are getting better . trying the wiki now , cya

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
21
Years of Service
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 8th Feb 2006 17:36
No problem Glog. Hope you feel better soon.

My opinion now is that we shouldn't wait for the new demo to post a new thread. I think that we need to start a fresh, focusing around the new site. Although the TGC forum thread can be used for general conversation, I think we should use the new forum and Wiki to organise the bulk of the project. If everyone agrees, I will create a new thread, and link to the site. Once we get everyone using the Wiki, I think everything will run a lot more smoothly.

Professor
19
Years of Service
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Joined: 7th Oct 2004
Location: USA
Posted: 8th Feb 2006 19:04 Edited at: 8th Feb 2006 19:32
I agree, But i vote that we wait until the site is completly finnished, most of the media isnt up yet.

edit:

Hamish i emailed you, check your mail.


vive le blackout
Hamish McHaggis
21
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Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 8th Feb 2006 20:15
Ok. The website will be an ongoing thing, it will never be 'complete', and it will probably be a while until we have all the media uploaded. But I agree, we should wait until there is the basic structure up, and the basic resources that would be most commonly wanted (code, latest exe).

@ Everyone:
I have been busy filling in some templates and content on the Wiki, check it out, and add your own if you feel like it.

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