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DarkBASIC Professional Discussion / Syndicate Remastered Crier

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zircher
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Posted: 22nd Nov 2005 02:14 Edited at: 5th Jan 2006 06:54
Here are some of the weapon models that Justin and I are working on. Given how the original laser pistol looks like it should be dispensing petrol rather than hot photonic death, we're playing around with several redesigns, same for the rocket launcher aka gauss gun.


--
TAZ

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"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 22nd Nov 2005 02:28 Edited at: 22nd Nov 2005 02:37
For those that might be interested in the techno-babble behind the designs...

This is the PC version of the Persuadertron. The console version has a reddish-orange gem/button on the side.

The standard pistol has no ejection port since it fires caseless ammo and its color is the result of the polymers used to make the frame.

The laser gun is actually larger than pictured. The center of mass for the weapon is still near the grip due to a high density battery pack.

The large housing holds the flash coil and electronics. Since the laser in the game is long range and accurate, it has a built-in targetting system. The two cylinders represent the binary chemical ammunition used by the laser. The handle contains a heavy battery used to excite the chemicals to make a laser beam powerful enough to cook the target. For safety's sake we'll assume that the venting of toxic gas after each firing of the laser has been solved.

One question Justin and I are bouncing around is the color of the weapon triggers. There seems to be a theme for orange triggers in the PC version of the game. The implication is that at some time the government required that all triggers on weapons be easy to identify. That works for me and holds to the original designs so I'll probably go back and add an orange trigger to the pistol and laser.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 22nd Nov 2005 05:38 Edited at: 22nd Nov 2005 05:39
they are the worst models I have ever seen.





wait did i saw worst, i meant HOLY CRAP THEY ARE AWESOME!!!!!!!!!!!!!!!!!oneoneone!!!1 seriously dude those are excellent remakes, the persuadeatron looks good, the pistol is spot on, and the laser just looks awesome!. I like the green gem on the persuadatron in the snes version, but this one looks pretty mad. And yes the orange triggers are a must have. Keep up the good work, I can't wait to see the rocket laungher and gauss gun

Jahya
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Posted: 23rd Nov 2005 21:25
So does the professional environment artist you stole that work from enjoy your name on his image? I've only been on this forum for a few hours and all i see is stolen work and intellectual proporty.
zircher
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Posted: 24th Nov 2005 14:14 Edited at: 24th Nov 2005 16:06
Johnny Ree's name is mentioned several times and screen shots from the original game are labelled as such.

At this point, this is all concept art and works in progress for a fan game that is by its very definition a rip off (in the name of fun and fandom with no commerical application intended.) To the best of my knowledge, nobody doing work on Syndicate: Remastered is claiming anything that they didn't work on.

In the vast majority of the cases, your idea of stolen is really people talking about their source of inspriation as they learn and enjoy this hobby. Games by their nature build upon established games and game mechanics, ground breaking designs are rare when you're just starting.

Unless you care to cite specific cases of where people claim to have created something that they actually stole, please shut up and do something productive.
--
TAZ

Afterthought: When S:R does get near completion, a special thanks page to the Bullfrog developers that worked on the orginal would be cool.

[edit for typos]

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 25th Nov 2005 10:40 Edited at: 5th Jan 2006 06:54
More weapon models: Gauss Gun, Shotgun, Long Range Rifle



These are all re-designs for one reason or another (and thus subject to change depending on feedback.)

The gauss gun is a bit confusing in the orginal game. It sounds like a magnetic needler or rail gun, acts like a rocket launcher, and looks like a battery powered turnip peeler. I wanted to keep the rockets and a rational for the name. What I came up with is something like a grenade launcher for rockets. That gauss gun magnetically launches the rocket. After the mini-rocket reaches a safe distance, the warhead arms and the rocket motor kicks in. The benefit of the magnetic accelerator is that you can fire it in a car or close group and not roast the guy standing behind you. And, since the rocket is already in flight, it does not need a huge motor to boost the warhead to flight speed. What you end up with is a submachinegun sized bazooka. This version is breech loaded via a panel on the right side and can hold three gauss rounds.

The shotgun seemed simple enough, except the example in the game had this curious looking magazine that belongs on a belt feed machine gun. The shotgun in the game does not have a rate of fire that would justify that. So, I looked at existing box magazine fed shotguns. This weapon is still a pump action shotgun, but instead of having a tubular magazine it has a clip like an assault rifle. Think of a shortened Valtro PM5 Shotgun and you'd be on target.

The long range rifle is something of a transporter accident since it borrows design features from half dozen assorted sniper rifles and assault weapons. I wanted something futuristic but could still be easily identified as a sniper rifle. Oh yeah, I went with a bull pup configuration so that the rifle has a longer barrel in a shorter form.

Other design considerations, most of these weapons do not have trigger guards. That's part of the theme with Syndicate weapons, like the orange triggers. Call it a signature look or perhaps theres some technobabble like smart chips in the gun. The chips prevent accident triggering unless it detects a hand around the grip of the weapon otherwise it auto-safes.

Feedback positive or negative is always welcome, although constructive comments are prefered.
--
TAZ

[I also added triggers to the previous set, I'll upload that WIP image when I can make the time. For those that are curious, the uzi, mini-gun, and flamer are on next week's to-do list.]

[edit link]

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
tpfkat
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Posted: 25th Nov 2005 10:57
when will this be finished,i loved syndicate wars.
Tapewormz
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Posted: 25th Nov 2005 11:44 Edited at: 25th Nov 2005 11:49
Quote: "proporty"


what the heck is a proporty?

I don't see a gauss gun. Big explosions=massive wood. MUST HAVE GAUSS GUN!

*or any kind of a mag cannon, the one from demolition man will do*

zircher
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Posted: 25th Nov 2005 18:05
I think a railgun would be sharp and reflect how our ideas of high tech weapons have changed since 1993. At the moment, a Syndicate gauss gun acts like a rocket launcher. If the rest of the guys want to change that, I'm cool with it. I wouldn't be surprised if some additional weapons sneak into the game. Perhaps the Uzi will be replaced with the sexier MP5. I'd love to add a version of the Vektor CR-21 assault rifle to the weapons mix. [Which I already borrow bits from for the long range rifle...]

Since this is fan based project, it's quite open as to which directions it can go. Hopefully, the developers will keep an eye towards easy modification so that new weapons, vehicles, skins, corporate logos, etc. can be easily added to the game. I can see a script/config file driven loading system being the best way to allow the game to load in a variable amount of resources without forcing the game to be recompiled. I use something similar for my VirMin project.

Thicko, I honestly have no idea when this game will be finished. It's fairly safe to say that it is a labor of love and it won't disappear. But, it might take a year before it can even get to a playable form and who knows how long it will take to get to version 1.0.

Right now, I'm just generating concept art in the form of models that can actually be used in the game. I haven't been involved on the coding side of the level editor or game engine.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 25th Nov 2005 23:38
thanks for the input zircher, and don't worry about that jabya guy, just some random n00b posting flames. I like the new models very flash, and yeah the gauss gun in the super ness looks like some death ray pistol. Anyway as for how long till this game gets made, don't hold your breath, we are waiting on a level editor from sheldon which wont be completed for another few months. and in the mean time the coder and I are producing a few other games, but by february we hop eto have a small demo to play.

Tapewormz
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Posted: 25th Nov 2005 23:52
Well, technically a rail gun is a gauss gun. It uses a magnet to project whatever. The syndicate gauss gun was like a silent grenade launcher.

Its the only way I was able to finnish off the last stage in the game. Armed all my guys except 1 with a gauss gun, and hammered the bottleneck.

zircher
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Posted: 27th Nov 2005 22:31 Edited at: 5th Jan 2006 06:55
I was on a roll this weekend.



I thought the Uzi turned out rather well.



The non-weapon items are rather generic, but that's part of their nature. Time to consider the vehicles...
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TAZ

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"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 27th Nov 2005 23:08 Edited at: 27th Nov 2005 23:09
i was supposed to be going to a job interview today with a video store, but i think I will sit home and cry that my modelling skills have never been as good as yours zircher seriously those models rock, and the uzi is really well done.

one thing I will say though is watch the poly count, the game will be in 3rd person from a distance (isometric) so you don't need to go overboard with modelling detail.

zircher
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Posted: 27th Nov 2005 23:28
Noted, these are actually fairly low in the poly count. That was one of the design criteria that I set for myself. Depending on how the game engine works out, I can alway work up some even lower LOD models if needed.

I figure you can get some extra mileage out of these by using the same models in the purchase screen as well as the combat screen. Most of the models get their details from textures so it's pretty easy to tweak them to add more or swap color sets, etc.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 27th Nov 2005 23:47
Awesome, they look supreme dude, can't wait to see how you work the vehicles.

Van B
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Posted: 28th Nov 2005 17:06
Awesome work Zircher, the Uzi looks so cool with an orange trigger!. The polycounts look fairly sensible from here.

I would recommend that if you make grenades, or rockets as well, that you make them all as limbs on a single object with a single texture - so you'd re-use bits of texture if you like. The thing is that it's a lot easier to code around a multi-part object that can have limbs hidden, than to control every type of object seperately. Like Wigget & co will need to make an entity system, and handling objects like that makes life a lot easier because your never sure of what you'll need at any given time, having a bank of multi-purpose entities means your less limited by preset quantities.


Van-B

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Nack
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Posted: 28th Nov 2005 18:02
WOW! the models looks aweseommm!! it looks like its raelly coming together!

*psst*...would i sound stupid for asking...whats the original Syndicate game?...never acutally heard of the original one b4...^__^" *end psst* lol


I have NOT abandon these ^......^_^V hehe
zircher
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Posted: 29th Nov 2005 01:28
Thanks guys, you're all good for my ego.

Original = PC version of Syndicate with the dark world and black water, cop killing, innocents in pools of blood, etc. The console versions are fun in their own way, but have a different look and feel. The agents are bigger and more like characters than faceless minions. The cities were brighter colors, the cops were replaced with robots, and people died in nice and tidy mushroom clouds.

Pros and cons to each presentation.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 3rd Dec 2005 20:10 Edited at: 5th Jan 2006 06:56
Assorted mouse-mobiles for wanton destruction and highjacking...



Yeah, they're about as complicated as hockey pucks, but at least they come in colors other than gray. I also made the lights separate textures/materials from the body so that they could be animated in a variety of ways: low emission, high emission, blinking, working turn signals if wanted, etc.

Non-mice vehicles include an APC, a van, a firetruck, and some light rail cars. Working on those next and that should wrap up the original gadgets from the PC version of the original game.

Of course, if the plot/mod/mission calls for it, we can always add other gear and things to blow up.
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TAZ

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"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Peter H
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Posted: 3rd Dec 2005 22:45
whoa! nice gun models zircher!

the cars aren't impressive but they aren't supposed to be

hehe, i really like the flamethrower...

"We make the worst games in the universe..."
zircher
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Posted: 3rd Dec 2005 23:19 Edited at: 3rd Dec 2005 23:36
Thanks. Three of the vehicles are 'tragically' authentic. The rest are just variations on a theme. They'll make traffic more interesting and perhaps Robert and company will be able to make them explode and burn in interesting ways. Depending on the physics, once you turtle a mouse car, it will have interesting properties such as teetering, wobbling, spinning, and sliding for distance.

I also modelled them a little above 0,0,0. So, a dead car will sink and there might be some possibilities for shadows to make them more visually appealing. When shrunk down to scale, they should make for good fodder.

One of the downsides to the orignal game(s) is that even though the scope is global, every city has the same achitecture and kinds of vehicles/citizens. Perhaps when the level editor is finished we can do something that will provide some variety in the scenery.
--
TAZ

Some ideas that would work well to distinguish cities would be to use flags, colors, and banners from the controlling syndicate to 'mark' some of the buildings. Regional clothing for the citizens would help. Some local plants or weather effects (snow, fog, etc.) would greatly help as well.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 5th Dec 2005 10:19
thanks for the input zirch, and the cars look pretty funky sorry I couldn't reply sooner but I've been at a hippy music festival filming for rmitv,


just a shot from the event, excuse the poor facial features ladies, but I had been given the night shift (8pm till 5am) each night and then had to wake up at 7 that morning to pakc up the gear. Anyway I haven't set up my syndicate stuff yet, apparently I've lost all of my cookies, and all teh bookmarks for firefox have gone. well back to work for me.

Van B
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Posted: 5th Dec 2005 11:02
Quote: "I've lost all of my cookies, and all teh bookmarks for firefox have gone."


Have you changed your windows login in any way?

Perhaps they're still accesible, but through another user - I'd have a nose around the Documents and Settings folder, see if there's anything afoot.


Van-B

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zircher
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Posted: 10th Dec 2005 04:57
Various anti-spyware tools can also be overly agressive and wipe out cookies and MRU lists. I've had that happen before.

BTW, I created a nifty APC, I'll try to post it some time this weekend. But, I got a special Xmas project for the FOTS community that will take up my modelling time for the next few weeks.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 11th Dec 2005 19:41 Edited at: 5th Jan 2006 06:56
The Syndicate APC always looked like a sawed in half APC from Aliens. As an expirement, I put the back wheels back on, added some crew hatches, and a distinct set of sliding doors to the rear for troops to exit and enter.



Up to this point, everything has been a work in progress image rather than a deliverable .X model. There's a reason for that, until the game engine comes along I'm not certain what needs to be broken out into sub models and the like: Will the barrels of the mini-gun rotate? Will the APC guns traverse left and right? Will any of the vehicles need functional doors? Etc.

So, I expect a second round of model tweaking once the game engine features are finalized.
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TAZ

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"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 12th Dec 2005 06:28
still lookin pretty good zirch, as for what needs to be animated, not too sure just yet, though the turret sounds like a good idea, will follow mouse cursor as you move around. The door however can just bestationary, the units will prolly end up just appearing at teh back of the van, saves too much work with animation. Will talk to justin and sheldon about it then get back to you.thanks again for putting all this effort in

Wiggett
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Posted: 23rd Dec 2005 14:44
ahh phooey, i just been going through my old threads (found some reall funny old school ideas, and a thread that was huge about everyone vs raven flame war, I don't remember half the stuff I wrote, sorry rich ) as i was saying. i went through teh old threads and read a bit about van b not winning the alienware comp, and how bs that was cause his alien invasion game rocked, then i thought .. why did it rock? cause it had a squad of four troops running around a map getting into vehicles and blowing the crap out of enemies. then I thought, wait that sounds somewhat familiar, syndicate is about a group of 4 agents running around blowing the crap out of enemies and getting into a car. GOSH DARN IT there was a perfectly decent engine already made in dbp I coulda used instead of waiting around for a level editor then totally creating a new engine!! Van do you still have the invasion engine, and if so, would we be allowed to play around with it to make a version of syndicate??

Megaton Cat
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Posted: 23rd Dec 2005 17:49
Zircher: Looks really cool and poly solid. Texture needs to get more detail though. Perhaps a light metal overlay to help diminish the generic "gray" surface?


The cat era has begun.
zircher
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Posted: 23rd Dec 2005 17:59 Edited at: 5th Jan 2006 06:57
Duly noted Megaton Cat, it's safe to say that these are all work in progress/proof of concept models and (hopefully) subject to change. Of course, something to keep in mind is that most of these vehicle will be rendered on screen at postage stamp sizes. So, I might be able to get away with less than perfect textures in that they will be more detailed when scaled. [Perhaps I should look at your model pack and pick up some pointers.]

With that said, I'm getting back to modelling some more vehicles now that the Xmas project that I was working on is done.

The dreaded tracked (ammo?) van:


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TAZ
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"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 23rd Dec 2005 23:48
Wiggett, that would be Operation: Invasion Evasion.

http://darkbasicpro.thegamecreators.com/?m=showcase_view&i=217
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 24th Dec 2005 02:23
yes that would be it zirch, btw damn nice ammo truck!, and yeah I think if justin could play around with invasion evasion we could get a damn nice demo up real soon, just need to work on the ai of running a city full o fcars and civs, also need to make models for the people. i'm sure I still have some unanimated models here i can try.

Megaton Cat
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Posted: 24th Dec 2005 16:00
Ah forgot that the models are gonna be viewed from a distance...but I clearly remember Wigget saying this is going to be FPS.


The cat era has begun.
Van B
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Posted: 24th Dec 2005 16:10
I'd be happy to donate the OIE engine to this project, just let me tidy it up and get some instructions together for the editor. I'll get back to you during the holidays.


Van-B

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zircher
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Posted: 24th Dec 2005 19:27
I figure if part of the game is going to be a FPS, what I can do is add several levels of textures and probably add more detailed player held weapons.

With Vab B's generous offer to let Wiggett use the OIE engine, I think it's safe to say some 3rd person camera work will stay with the game. Unless Wiggett throws some major changes at the OIE egine and editor, I can use the current OIE resources as a yard stick for detail and textures.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 25th Dec 2005 01:49
ok i must have gone done and not posted about it...
After some discussion with justin and the rest of the group we decided to stick with a 3rd person iso' style view, making it easier to control the units and making it more like the old games. I would still like to do the fps view but unfortuneately it would require far too complex coding work than we can handle. So I'd rather get a version of the game using the OIE engine done, making a fun little program and possibly working on multiplayer, then after justin adn I work on another fps we can get a better understanding of how to work the team concept better in first person view. SO zirch keep going with the spectacular models as they are

Megaton Cat
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Posted: 25th Dec 2005 15:02
Damn. I wanted Van's engine too.


The cat era has begun.
Wiggett
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Posted: 26th Dec 2005 12:47
HOORAH! I just purchased a copy of syndicate for the snes on ebay! teh seller is in melbourne! where i live! woo! but why you ask? why when you have several forms of it on emulator!? well i'll tell you why, because nothing beats hooking the snes up to a rear pro and playing old school games, old school! anyway I'm organizing meeting teh seller and payign cash as I hate money transfers, also I wont haev money in teh bank till wednesday when my payment gets sorted out (i was sposed to be paid before christmas, but i wasnt, and the accountants are away on holiday so i cant find out why!) Anyway pretty soon I will be crankin it up old school style. that will give me more drive to crank out stuff on the game. I AM SO HAPPY!

you can tell im happy by the capslock

Van B
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Posted: 26th Dec 2005 14:06
Yeah, PC emulators are far from ideal - I do like the XBox for emulating SNES games as the controller is very well laid out for SNES games, but you really can't beat original systems.

One thing I had considered for OIE:SE was being able to switch to a first person view - I think it could work out great, probably a lot like Dungeon Keeper's possesion system. It would need better bullet collision I think, but that's really no biggie with sparky's .dll. I could add FPS controls if you'd like to impliment that.

I'll upload all the source as public domain, so Megaton can grab a copy too.


Van-B

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zircher
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Posted: 26th Dec 2005 18:18 Edited at: 26th Dec 2005 18:19
You can sign me up as an interested party as well. While I don't plan to be doing any coding for S:R, knowing how the program handles models would be in my best interest. (Especially the vehicle code, since I see that you actually had steerable wheels.)

I did find a couple of minor glitches when I was playing OIE last night. When you drive around in the jeep and back up, the sitting driver's pose changes to a standing soldier while still in the vehicle. The other minor glitch was that some of the aliens start off partially embedded in hill tops. They popped right when they started moving to intercept. None of these problems were show stoppers, of course.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Posted: 26th Dec 2005 23:02
damn i loved dungeon keeper too, but yeah van if you would like to implement fps controls that would also be awesome, I was originally thinking of making it like a sniper rifle view to pick out targets, but I might throw in a fulyl changeable view so you can get more accuracy with things. And I noticed that your bullets creep along the ground, are you saying you will change them to fly in the air? cause if so get them to travel faster, so it is more real time. I was going to suggest speeding up teh bullets by making them just appear in the vaccinity of the cursor, but if we have first person that wont work out quite as well.

got to go to work, will discuss more when i get back, I have to bank order the game nad have it mailed to me, becaue the guy is too busy to travel to the city

zircher
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Posted: 28th Dec 2005 01:20 Edited at: 5th Jan 2006 06:57
Bullets become problematic at high speed. Once they get fast enough to pass through objects, you need to switch to bullets as ray casting to determine intercepts with targets, terrain, or intervening objects.
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TAZ

Oh and another vehicle for the stable.



"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
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Posted: 31st Dec 2005 05:44
Just a quick note it let ya'll know that I created some subway cars/trams. Nothing to write home about, basic breadbox designs with lights and trim. I used some extra polygons for the possibility of sliding doors if desired in the future.

Next step is to update my DBP game model viewer to allow me to scale the S:R models to match OIE's requirements.
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TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
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Location: Australia
Posted: 31st Dec 2005 07:07
ok zirch so our wedding will be in february. On other news, I put the payment through for syndicate on teh snes, the guy sent an email saying he has recieved the payment (this was thursday) and he said he would email when he has put the cartrdige in the post. It's saturday and there is no new email... if it wasn't new years id be might' unhappy.

zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 31st Dec 2005 09:23 Edited at: 31st Dec 2005 09:24
Let's see if I can put some of the happy back into your new year. I converted all the vehicle and weapon models I have to .X format. All the vehicles have their origin point set on the ground and where the body of the vehicle would turn. All the weapons have their origin point in the pistol grip so that they can be attached to the hands of the agents.

I'd send them to your directly, but I need your e-mail address. You can fire off a message to my e-mail address and I'll try to get those to you before I hit the hay. [It's 0222 local time.]
--
TAZ

[edit for typos]

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
22
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Joined: 31st May 2003
Location: Australia
Posted: 1st Jan 2006 01:40
[email protected] just send it to there when you next can as that would be the awesome! still waiting for snes syndicate also we have a guy who wants to be 2d artist so when he is next online I'm gonna chat to him and see how we go

zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st Jan 2006 02:58
Sent. I also included a bit of DBP code so you can see the vehicles side by side. Use '[' and ']' to select the vehicles and the arrow keys to position them.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 5th Jan 2006 07:08
I've changed domains so until the new one propogates out on thenet, some people might have errors when loading my screen shots. That should automatically update with a day or so.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Wiggett
22
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Joined: 31st May 2003
Location: Australia
Posted: 7th Jan 2006 05:50
so Van, hows the code cleaning up coming along? I'm busting to get a hold of it and start modifying.. GIMME TEH CODEZ! hehe nah take your time, jus tmake sure that time is short zirch the code still seems to not wana work, but I managed to ge a few of your models in another viewer, they are looking great. Can't wait to put them into the system.

zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 10th Jan 2006 14:33
Strangeness. Of course, it works on my machine. Most likely I have something funky set up locally. I'll build an exec tonight and send it to you.
--
TAZ

I just beat Dungeon Siege II (one of my more easy to achieve New Year's resolutions), so my life can return to normal.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 10th Jan 2006 14:48
Ahhh, got it to compile in 5.9 finally, and the code is not too untidy (not as bad as I thought, must have tidied up already). Hopefully I'll have it ready for this weekend - it will take a little while to smarten up the level editor.

One thing though, what about file formats?

The OIE level format is pretty nasty, I'd swap that for an ascii system which you could adapt. Like instead of using bytes and words to specify the location of an object in a file, I'd use a sorta function call instead. Say 'Obj("test.x",x,y,z,yang)' - I use this style of file format for everything now, I parse the data into an array which is then used depending on that function name, in that case Obj - but the nicest thing is that you can add to it, so it could adapt to Syndicate and bigger maps very easily. It's a bit like a stripped out script system, because each string in the file your loading is parsed rather than just processed - you can use the same system to load and save settings and stuff like that. I'll make a converter for the old format and change the editor to use an ascii format.


Van-B

Put away, those fiery biscuits!

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