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Work in Progress / Mercenaries 2

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6r1m r34p0r
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Posted: 27th Nov 2004 01:43
could u put a screen of my model ingame DavidT?
David T
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Posted: 27th Nov 2004 01:46
I can't, it's not in .x format

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6r1m r34p0r
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Posted: 27th Nov 2004 02:16
i put a second post. check that
David T
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Posted: 27th Nov 2004 03:37 Edited at: 27th Nov 2004 03:40
Sorry, didn't see

[edit] seems it didn't attach right, can you post it again?

I've just finished a new super fast tree system. It allows me to have thousands of trees in one map, while keeping hte speed up. When far away trees are just billboarded but when up close they're replaced by full models.

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pizzaman
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Posted: 27th Nov 2004 06:36
@ thinkdigital
DBC's sprites are faster than DBP's, you've just got to know how to use them properly

btw it looks a stunning a game, just wish I could try it - my graphics card would propably sizzle and die if attempted to play it
thinkdigital
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Posted: 27th Nov 2004 09:01
I don't know how to use them properly The shame

"Never put off for tomorrow what you can put off for the day AFTER tomorrow..."

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pizzaman
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Posted: 27th Nov 2004 11:49 Edited at: 27th Nov 2004 11:50
@ thinkdigital

Have a look at the (quite small) sprite section in this link

http://forum.thegamecreators.com/?m=forum_view&t=32948&b=10

Also just updating the sprites only when something else will be drawn on them will give a speed boost, also have a look at the paste sprite command for drawning multiple images from one sprite - and just other general optimisations.
dark coder
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Posted: 27th Nov 2004 18:49
also all the guns seem to be pointing down to a degree maybe you could change the angles a lil bit


David T
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Posted: 27th Nov 2004 19:23
Yeah, on a few they are. I'll turn them up a little bit.

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6r1m r34p0r
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Posted: 28th Nov 2004 00:55 Edited at: 28th Nov 2004 00:57
here is the model Edit: AAAGH!!! it doenst work! just give me ur email!!
David T
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Posted: 28th Nov 2004 02:37
Email is below

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6r1m r34p0r
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Posted: 28th Nov 2004 07:12
i sent it. see if u get it. bythewaywhatswiththebademailadressitstoolongalmostaslongasthis
Ilya
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Posted: 28th Nov 2004 13:14
You have to remove the part in caps.

Quote: "I've seen the word programming and I'm not sure what it means. Anybody please explain?"


Quote: "We shouldn't sacrifice the truth to preserve "balance"."
David T
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Posted: 28th Nov 2004 18:04 Edited at: 28th Nov 2004 18:05


Sigh I kept getting spam which picked up my email from tgc - so I added a bit in caps. I thought "No Spam Remove This Bit" was self explanatory

tattyd

at

gmail

dot

com

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David T
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Posted: 29th Nov 2004 02:33
It's ages since I posted a screen, here's one of a rocket flying past you:



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6r1m r34p0r
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Posted: 29th Nov 2004 03:41
did u get my mail? if not, i'll send it again, this time with a pistol.
MikeS
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Posted: 29th Nov 2004 03:45
That's some good looking fire David.

Only thing I have to comment on is that the map looks like it's in the middle of nowhere. Meaning, the skyboxe kinda leaves us hanging(Doesn't blend well with map). Also, it might be a good idea to build a boundry, so that the very edge of the map isn't the drop off point, and so that players can't see into nowhere. If you know what I mean.

Very nice though, I can't wait to see more.



A book? I hate book. Book is stupid.
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thinkdigital
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Posted: 29th Nov 2004 03:51 Edited at: 29th Nov 2004 03:56
Well, David T, I'm d/l it now. At 56k.

Let's see, how long's it gonna take...

Oh my. That is a long time. Oh well, here it goes...

"Never put off for tomorrow what you can put off for the day AFTER tomorrow..."

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David T
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Posted: 29th Nov 2004 03:51
Quote: "did u get my mail? if not, i'll send it again, this time with a pistol. "


No - I don't think you sent it to the right address (see above)

Mike - yeah, I know what you mean. The effect on that screen is worsened because you're high up on a mountain.
There is a certain amount of 'gutter' space at the sides of the map so you can't walk right up to the edge. I could make the sides of some of the maps higher though, to disguise the edge.

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thinkdigital
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Posted: 29th Nov 2004 09:11
Great. Well, this is about my 5th failed attempt. For some reason, the download keeps stopping, and I have to resume it. I'm trying again

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David T
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Posted: 29th Nov 2004 15:35
It does that. Might want to try waiting for the new demo, the one you're trying to get is months old.

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6r1m r34p0r
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Posted: 30th Nov 2004 05:30 Edited at: 30th Nov 2004 23:43
tell me, is your email tattyd (AT[Mouse]) gmail.com? thats were i ssent it.
the w00tmasta
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Posted: 30th Nov 2004 05:48
I think it is.

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David T
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Posted: 30th Nov 2004 06:55
Quote: "tell me, is your email tattyd at gmail.com? thats were i ssent it. "


There is a reason why I didn't spell it out. Because it keeps getting harvested by spam bots

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Ian T
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Posted: 30th Nov 2004 23:44
It's looking really great David, I'm very impressed. Flamethrower, weapons, everything. There's no bloody way my PC will be able to handle it for a while unfortunatly .

The one thing I noticed that seems wrong is the terrain. It was worse earlier on, and now it's lower and larger it seems, but it still seems fake primarily for the reason that it's too bumpy... in real life, it'll take solid minutes to cross your average 'bump' in hilly terrain, but they seem about player-size in that. I'd recommend making the terrains a few times as large or using lower definition height maps. Just an idea

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Van B
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Posted: 1st Dec 2004 00:21
I'd suggest smaller maps!

Really, from what you've shown, your terrain looks pretty big, and it would take a while to traverse them - If you've played BF1942, there's some massive levels in that, but then if you have no vehicle and have to walk - the game goes right downhill. I don't think there's a way around it with the expanse of land your after - other than filling it with trees and buildings and reducing the camera draw distance a great deal.


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dark coder
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Posted: 1st Dec 2004 00:40
well his levels are no way the size of bf1942 maps but when you kill an enemy they spawn relatevly near you so you wont have to travel across the map just to get to an enemy i think you should put sea around the edges or something seeing that bare sliced edges makes it seem like a flat planet :p


David T
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Posted: 1st Dec 2004 05:29
Quote: "The one thing I noticed that seems wrong is the terrain. It was worse earlier on, and now it's lower and larger it seems, but it still seems fake primarily for the reason that it's too bumpy... in real life, it'll take solid minutes to cross your average 'bump' in hilly terrain, but they seem about player-size in that. I'd recommend making the terrains a few times as large or using lower definition height maps. Just an idea "


The maps at the moment aren't huge but they aren't cramped either. I think the terrain's okay in terms of bumps, although I may tone down a few extreme ones

I'd suggest smaller maps!

Quote: "Really, from what you've shown, your terrain looks pretty big, and it would take a while to traverse them "


As I said with Mouse, personally they feel about right. Probably because of the height some feel bigger than others. When a demo comes out (god knows when, maybe a week or to when I have a spare weekend) you can try it out and see what you think then.

Quote: "i think you should put sea around the edges or something seeing that bare sliced edges makes it seem like a flat planet :p"


Tricky one this. Not all levels are on the coast, and so sea wouldn't always work. There is a gutter zone at the edge you can't get into, I may widen it so it doesn't look like from ground level that you're about to fall off the edge of the world

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PowerSoft
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Posted: 3rd Dec 2004 03:57
WoW. that is great David,

(you know what i mean, *hint* MSN *hint*)


Create? Play? YOU Decide
David T
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Posted: 3rd Dec 2004 06:29
Yes, I sent a copy to Powesoft via MSN

Once I clean it up I'll upload it here for you lot. 53mb zip anyone?

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Nicholas Thompson
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Posted: 3rd Dec 2004 06:49
Upload it here?! Thats 53 posts then Hehe..

My advice.. DO NOT use Zip..

AT LEAST make a self extracting WinRAR..

I have found that 7z tends to produce the best compression ratio (tho it aint quick at compressing.. Deciompression is lightning tho I think).

I recon you could EASILY get that file size down.. Just my opinion tho

6r1m r34p0r
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Posted: 3rd Dec 2004 08:21
could you put my models ingame and tell me what u think? id like to see a screen. ill send u the textures
the w00tmasta
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Posted: 3rd Dec 2004 08:30
the current forum notepadded. see attachment

Utopia. Live it like Xanadu or live it like hell.

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David T
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Posted: 3rd Dec 2004 15:30
Quote: "My advice.. DO NOT use Zip..

AT LEAST make a self extracting WinRAR.."


I've tried winrar in the past on merc 2 - it usually only reduces file size by around 1 mb, which isn't worth it. I don't like self extracting files because, like most people, I prefer downloaded DBpro games not to have their own installer.

could you put my models ingame and tell me what u think? id like to
Quote: "see a screen. ill send u the textures "


Still haven't received any email.

Quote: "the current forum notepadded. see attachment"


What the!?

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The Wendigo
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Posted: 4th Dec 2004 06:11
Not bad looking, David, this may have been answered, but what are you using to create your terrain textures and terrain lighting?

You might want to check out Strata Works for level design. Been working my rear off on it and it would be cool to see some of its work in a game. If you want, I could try and create a level using Strata Works. Get that new demo out cuz I'd love to give it a shot!


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David T
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Posted: 4th Dec 2004 06:57
Terrains are a mixture of heightmaps, with the superb TexGen program making me some textures. The Advanced Terrain plugin takes care of the lighting for you.

I'll take a look at Strata works tomorrow. Bit late to change terrian system now, but I'll definately bear it in mind for any other game I do with terrain (probably my next )

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The Wendigo
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Posted: 4th Dec 2004 07:16 Edited at: 4th Dec 2004 07:19
Strata Works simply creates the height, topography, and light maps for a level (ie the textures only, really). I actually was playing around with your program and made a level with Strata Works topography. Here's a link if you are interrested. I figure you know what to do with it , but for everyone else wanting to try, extract it to the levels folder

http://www.wendigosoft.com/GreenCanyon.zip

I noticed you responded kinda quickly so give it about 8 mintues till after this post as I am unsure if the link worked susccesfully and thus I am going to re upload it to my site again.

[NOTE] this level may only work with the currently posted Beta of your program. Dunno if you modified the file formats at all (kinda looks like you did).


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thinkdigital
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Posted: 4th Dec 2004 09:20
Yeah, I gave up on it. I guess your sever refreshes or something.

"Never put off for tomorrow what you can put off for the day AFTER tomorrow..."

eGeneric Works DB site - egenericworks.com
Hawkeye
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Posted: 4th Dec 2004 09:40
W00t! David T's finally releasing the next beta!

Quote: "Upload it here?! Thats 53 posts then Hehe.."

lol. I'm actually kinda suprised no one has tried somthing like that.

VERY nice models, btw.. The reloading anim on that Uzi looks L33t!
And that's a cool sounding physics setup you've got going there, aswell... Can't wait to check it out

oh, and btw... I"M BACK!
...for the time being, atleast. Mostly just to check out this thread.

Cheers,
Hawkeye

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David T
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Posted: 4th Dec 2004 17:01 Edited at: 4th Dec 2004 17:04
Quote: "I noticed you responded kinda quickly so give it about 8 mintues till after this post as I am unsure if the link worked susccesfully and thus I am going to re upload it to my site again."


That was pure chance actually - I didn't have time to check it out, just went on your site and read the description.

I'm not on the dev pc now but later today when I am I'll check it out for sure.

The textures look very impressive that you made. I didn't realise it was a texture generator, I thought I was some kind of custom terrain system.

In fact, that texture looks positively splendiferous. There hasn't been too much change to the level file format, just needs a couple of lines adding to the text file. No problem

@Hawkeye: Welcome back I ust need to get a decent menu done and I'll release the new demo. Question is, when shall I stop procrastinating and get on with the menu?

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The dude guy
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Posted: 4th Dec 2004 22:19
Quote: "W00t! David T's finally releasing the next beta!"
When did he say that?

Here's my forums www.andrewtamalunas.proboards28.com . Please join!

David T
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Posted: 4th Dec 2004 23:32 Edited at: 4th Dec 2004 23:34
Here's The Wendigo's GreenCanyon level in the game. Let me know if terrain should be higher / wider etc.

Your texture is very large so that's pulling the frame rate down, I'll do some scaling and then try again



I'm very impressed though

Notice a black dot in the sky, towards the left? That's a bot who got blew into the air by another computer player

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Crappy Coder V2
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Posted: 5th Dec 2004 00:26
looks very cool! To overcome the time it takes to travel across you massive maps you could have a sim speed up like in flash point. It speeds up the game and allows you to travel long distances very quickly. Juust a thought

p.s. any chance of using your gun models lol
David T
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Posted: 5th Dec 2004 00:30 Edited at: 5th Dec 2004 00:30
Quote: "looks very cool! To overcome the time it takes to travel across you massive maps you could have a sim speed up like in flash point. It speeds up the game and allows you to travel long distances very quickly. Juust a thought "


The maps aren't that big - just about right I think. You can see for yourself when I eventually release the demo.

Quote: "p.s. any chance of using your gun models lol "


Dark Coder did the USP and P90 and gave them to me and the Open Source FPS thingy - try asking him for them, I'm sure he'd send them over. Van-B uploaded the Uzi on the first page.

The rest DC modelled on request for me, and so it'd be nice if they were exclusive.

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Crappy Coder V2
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Posted: 5th Dec 2004 00:32
wow cool the uzi was what i was after, i love uzi's for some reason.

look forward to a demo, any ideas how long we will roughtly have to wait?
the w00tmasta
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Posted: 5th Dec 2004 00:51
heres a screen of my model. i need to convert it and then it will be done.

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Ian T
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Posted: 5th Dec 2004 02:56
David T, that looks absolutely fantastic. The level looks perfect height-wise actually... might be a bit cooler if the hill in the middle was a little higher, but in relation between the highs and lows, it's perfect. And... just having things like bots being blown into the air by other bots goes to show how great the game is.

As soon as I have hardware that can support it, I'll start playing any betas or demos I can!

Great job as always.

Chris K
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Posted: 5th Dec 2004 06:42
Damn I forgot how good DBPro terrains could be.

That lastest shot looks positively new-gen.

Nice work.
The Wendigo
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Posted: 5th Dec 2004 07:22
Quote: "Your texture is very large so that's pulling the frame rate down, I'll do some scaling and then try again "


That looks awesome. I used a big texture just for quality sakes, but with a decent detail map (which you have), you can probably shrink to 512x512 or 256x256 without seeing too big of a dent in quality (untested ofcourse). Thanks for posting a screen of it ! It doesn't look quite as good with the old demo you have posted so it is really neat to see it in all its splender. BTW, in the final release, if you like the map a lot, feel free to include it. Oh yeah, and the height is fine. I had tested it a bit in the old one and it looked better than the PreTest Strata Works shot out (which is usually the case... looking into that). That skybox added a lot too it too!


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Deadly Shadow
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Posted: 5th Dec 2004 11:28
That looks so awsome when will it be done? Those graphics rok! The landscape looks the best wow you really inspire me!

Sega and Microsoft nothing but the best.

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