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Work in Progress / Open Source Community FPS Project

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Hamish McHaggis
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Posted: 24th Feb 2006 20:00
That command is in Torrey's audio plugin. The link to the download is available on the Wiki.

dark coder
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Posted: 24th Feb 2006 20:37
i get "could not determine type of 'get image width(G_CrossHairImage)' at line 4314" sigh.. and yes i have the matrix1entended thingey plugin.

Halowed are the ori.
Hamish McHaggis
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Posted: 24th Feb 2006 21:00
If this is the error you are getting:



You don't have the matrix1extend1 plugin in the 'user-plugins' folder.

dark coder
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Posted: 24th Feb 2006 21:13
ok turns out i had the untilities one, but after adding the matrix1extend1 plugin into the plugins_user folder and resrunning dbp i get the same error.

Halowed are the ori.
Hamish McHaggis
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Posted: 24th Feb 2006 21:40
You've got me, if you have the plugin in that folder it should work. The only conclusions that I can come to are a) You haven't actually got the right plugin in the right folder, or b) DBPro is screwed.

Hawkeye
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Posted: 24th Feb 2006 22:36 Edited at: 24th Feb 2006 22:37
*starts installing plugins*

Aww poo, IanM has removed all of his plugins from his page, no way to download it. Any way you could host it off the blackout file manager, or would that be illegal *cough*


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Hamish McHaggis
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Posted: 24th Feb 2006 22:40
IanM hasn't removed all the plugins, just the DBPro-C++ interface plugin (TGC wanted him to because it effectively did what DarkSDK does now, except for free). Follow the instructions on the plugins Wiki page to get there.

Dark Angel_1246
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Posted: 25th Feb 2006 01:00 Edited at: 25th Feb 2006 01:07
hi, me again, thanks guys the new code works. Whats this about a DBPro-C++ interface plugin, whats that about. Is there anywhere we can get this plugin from now? cough cough!!!!

Oh and i noticed that the new paid version of Ezy rotate has some different commands to the basic version?

Dark_angel
DB newbie
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Posted: 25th Feb 2006 01:55
yah 60th page!

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Hamish McHaggis
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Posted: 25th Feb 2006 14:05
Quote: "hi, me again, thanks guys the new code works. Whats this about a DBPro-C++ interface plugin, whats that about. Is there anywhere we can get this plugin from now? cough cough!!!!"


The plugin was a way to use DBPro from in C++. Note it's development was stopped a while ago, so it may not even support the latest updates. You can't get it anywhere, as TGC don't want people to be able to get it. The only way you could get it is by asking around, and really annoying people until you find someone who has still got a version on their computer (and is willing to give it to you). Dark SDK now does what it did, and more, and is officially supported and updated.

Quote: "Oh and i noticed that the new paid version of Ezy rotate has some different commands to the basic version?"


Indeed.

Dark Angel_1246
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Posted: 25th Feb 2006 22:57
I found a bug in the game:
when you shoot the weapons on the ground (the pistols) you end up with massive images of bullet holes a mile out from the guns.
lol

I am very impressed by this project, how long before the next code upload.(improvments) a few weeks or a few months.

Dark_angel
Xarshi
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Posted: 26th Feb 2006 17:17 Edited at: 26th Feb 2006 17:22
hey, when i try to parse the config/a.txt it brings up info on the tempest dll and closes.what is the reason behind this?

edit: i think its the startnewgame command.it closed after i typd it in on the consol...

...
DB newbie
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Posted: 26th Feb 2006 17:38
your supposed to use the backslash button i think.

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Hamish McHaggis
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Posted: 26th Feb 2006 18:36
The next code update (from me) will be whenever I add substatial amounts to the code (which could be in the next few days, or weeks).

Benny - I can't reproduce this error. Can you tell me the exact steps it took to reproduce it?

DB newbie
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Posted: 26th Feb 2006 19:50
do you guys know the boxes when you shoot it they spin like crazy. how come the 2 big ones are like magnets. you try to shoot them the move apart a bit but you cant get them moved far away.

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Hamish McHaggis
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Posted: 26th Feb 2006 20:40
"do you guys know the boxes when you shoot it they spin like crazy"

Yes. Joints can't have friction with the current Newton wrapper.

"do you guys know the boxes when you shoot it they spin like crazy"

They're linked with a slider joint, that has a limit in length.

Milkman
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Posted: 26th Feb 2006 22:40
hey Hamish, why do you apply so little friction to the player object? when you stand on the bridge, you end up sliding down because of the lack of friction instead of applying negative acceleration to the player to slow him down, why don't you allow friction to slow him down, and only apply acceleration when the player tries to move

just a thought

formerly xMik
Dark Angel_1246
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Posted: 27th Feb 2006 01:51
Yes i agree you should stop the player from sliding.

Dark_angel
Xarshi
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Posted: 27th Feb 2006 02:16
hamish,i sorta just pressed the "`" button and typd parse config/a.txt. thats all i did,it brought up the stuff about the tempest program,and then it shut down the game.

...
ALPHA ZERO PRODUCTIONS
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Posted: 27th Feb 2006 04:34 Edited at: 3rd Mar 2006 03:46
just 2 show that i rigged the hands (in 3ds max 7)



Dark Angel_1246
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Posted: 27th Feb 2006 08:09
Very Impressive ALPHA ZERO, looks great.

Dark_angel
dark coder
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Posted: 27th Feb 2006 08:19
i think the left hand needs to be longer for any possible future anims like attach a supressor?

and how long do i have to wait for this version with key config? or cant you just compile one with a diff key as console? no idea why it works as i have this button ` just the keystate might be different as using ime it can be used to switch between charsets.

Halowed are the ori.
ALPHA ZERO PRODUCTIONS
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Posted: 28th Feb 2006 01:31
ya......it needs 2 b

DB newbie
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Posted: 28th Feb 2006 16:56
bouncing bullets or glitch. ok in this game does it have bullets that bounce off some things and come back. because i was shooting a door and a few cam and hit the wall next to me.

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Glog
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Posted: 28th Feb 2006 19:35 Edited at: 28th Feb 2006 19:40
got some time to post all my contributions :

the girl mesh
http://www.yourfilelink.com/get.php?fid=36315

the rigged skeleton ( still things to do but the essential is done )
http://www.yourfilelink.com/get.php?fid=36312

the grenade launcher's texture ( max and blender )
http://www.yourfilelink.com/get.php?fid=36324
i hope all of this will be usefull , especially the blender skeleton because i worked a lot on it !

looking forward for some great improvements

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: 1st Mar 2006 20:24
Dark Coder - I have uploaded a code update with key configuration, just for you! I have also posted a help page on the Wiki for the command. Check the Wiki as usual. I also think the ` key may be the ~ key on your keyboard. I'm not sure though, but you can change it now anyway.

Alpha - Nice! Like I asked in the email, have you UV mapped it? That will have to be done before merging it with all the gun models.

DB Newbie - That is the bullet ricocheting. It happens randomly.

Glog - Cheers, if anyone can transfer thhose files to the website it'd be good. I may get time to do it some time.

Milkman
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Posted: 1st Mar 2006 21:57
no reply for me?

formerly xMik
Hamish McHaggis
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Posted: 1st Mar 2006 22:58
Oops, ok. Yeah, that'd gotta be fixed some time. I set the body to low friction because that's how Walaber did it in his example. I'm not sure the reason, but I guess there must be one. I'll experiment with friction then.

Milkman
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Posted: 2nd Mar 2006 01:45 Edited at: 2nd Mar 2006 01:53
well, if it'll help any, here's some code from my fps i was workin on (with newton). basically, i only calculated the acceleration when the player wanted to move, so the slowing down of the player all happened by friction. in the way it's currently done with blackout, the player is being slowed down by negative acceleration. the reason walaber did this might be because of stairs though.



edit:
here's that same principal in action with the fps demo walaber made. just replace all of walaber's demo code with this, and run it.



formerly xMik
dark coder
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Posted: 2nd Mar 2006 10:50
@hamish i downloaded the exe and cofig files and extracted them in many places and it kept saying file does not exist at line 11254

Halowed are the ori.
DB newbie
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Posted: 2nd Mar 2006 17:04
@hamish ok thank you just wondering.

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Hamish McHaggis
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Posted: 2nd Mar 2006 18:26
Cheers xMilk. I'll take a look at it. I reckon it'd be better for the character movement to work that way.

Darkcoder - I can't get this right can I. I have put the missing file in there (it's basically the scancodes for all the letters on the keyboard saved as an array, I didn't want to put a huge list in-code). The files have been re-uploaded, same address. They should work this time.

Professor
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Posted: 2nd Mar 2006 22:34
Ok i've been really board lately so I saw a cool screen shot that inspired me. Here's a few "Sneak Peaks", Let me know what you guys think.





@Hamish, I'm going to email you the model right now. As I need ideas and some C&c.

I think it would be cool to have a day map (Lightmap) and a night lightmap. And maybe some cool physics objects that you can have fun messing with.

DB newbie
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Posted: 2nd Mar 2006 23:17
WOW

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Deadwords
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Posted: 3rd Mar 2006 00:37
Great idea Professor!
Also, awesome modelling

Nobody can hear you scream ... you're on a forum!
ALPHA ZERO PRODUCTIONS
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Posted: 3rd Mar 2006 03:57
how do u make the bullet holes stay on the boxes ?

Milkman
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Posted: 3rd Mar 2006 04:41
add them as a limb of the box probably, or glue them to the box limb...

formerly xMik
Professor
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Posted: 3rd Mar 2006 05:13
Thanks guys!! I know theres not really alot to comment on from the screen shots but more work should screenshots soon .

Ill keep you guys updated . The idea is a oil rig in the Ocean. Any random ideas are welcome .

Deadwords
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Posted: 3rd Mar 2006 05:52
Quote: "Any random ideas are welcome"

I just found one!
A tropical island full of vegetation, mercenaries and basements!
Oh ... i remember where i get this... maybe i played too much on Far Cry...
A lot better:
Post apocaliptic Los Angeles, with Aliens!
Oh yeah, too much playing Duke Nukem 3d

No really, some urban maps would be great.

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Professor
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Posted: 3rd Mar 2006 06:18
Hmm, I agree, Farcry and duke has gotton to you lol ..

Any ideas for the level its self?

ALPHA ZERO PRODUCTIONS
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Posted: 3rd Mar 2006 13:26
@hamish: how do u make the bullet holes stay on the boxes ?

ya its getting 2 u

Hamish McHaggis
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Posted: 3rd Mar 2006 16:58
I glue them to limb 0, and after calculating the offset and such of the raycast intersection, from the box's position and rotation, I then offset and rotate the limb 0 of the bullet hole. At the moment this results in miscalculation for some objects (hence the huge, floating bullet holes). I haven't a clue why this is, and at the moment I can only put it down to a DBPro big.

Prof - Nice work. I've been thinking of some possibly concepts for the rest of the level. I'll scan and upload them when I'm finished. What is it mean't to be? Some kind of coastal/lakeside depot?

Professor
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Posted: 3rd Mar 2006 17:25
It could be . Its early in devolopment so anythings posable.

Professor
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Posted: 3rd Mar 2006 21:06 Edited at: 3rd Mar 2006 21:08
@Hamish.

Did you get my email about the ideas for the game? Also ive done some more work on the level, i would like to see the concepts ASAP, if you cant have them done soon, then dont worry about it , just let me know.

EDIT: I just email you a updated verson of the level.

Hamish McHaggis
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Posted: 3rd Mar 2006 21:29
Yeah I got the emails. Both ideas are good, and I was also thinking about adding them.

The update is really looking good, although keep an eye on the poly count. I'm thinking a lot of polys are going into those barriers. Maybe if you made them as planes with transparent textures it would save a lot of polygons. My concepts are kind of void if the level is an oil rig, but I don't mind, they didn't take long to come up with.

Professor
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Posted: 3rd Mar 2006 21:44 Edited at: 3rd Mar 2006 21:54
No ill still take them, i can change it anytime

Oh and good idea about the barriers ill put that to work.

EDIT: I took off the gaurdrails and replaced it w/ planes and it droped the polys about 1,200. Good call hamish .

ALPHA ZERO PRODUCTIONS
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Posted: 3rd Mar 2006 23:14
yo hamish, could u add Alpha_zero_3d@msn.com 2 ur msn plz , i need to ask you something

DB newbie
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Posted: 3rd Mar 2006 23:49
61st page.

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Hawkeye
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Posted: 5th Mar 2006 01:51
Tadaaa! Alloy - action segment

Finally, something decent The only problem point atm is the flanger at 1:00, I tried doing it manually by progressively delaying a copy of the audio out of sync. Only problem is the wild volume difference when the flanger kicks in - volume controlls needs a little fine tuning.


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
TDP Enterprises
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Posted: 5th Mar 2006 14:55
sexay levels proffessor, not as sexay as me, but nonetheless, sexay

Snow Wars is making its return, check out the Game Design Theory board for more info...

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