Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Work In Progress / Umans Screen Shots

Author
Message
himynameisali
20
Years of Service
User Offline
Joined: 9th Nov 2003
Location: England, You...Rastards!
Posted: 17th Dec 2005 21:10
Ahhh! Very nice uman! You are a professional crowdpleaser ...

"The wisest mind has something yet to learn ."
Mr Love
18
Years of Service
User Offline
Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 17th Dec 2005 23:03
I like the tube station. It wourld be quite nice if You courld wait for a train, and step on it. Ok I now its a bit Half life 1, but to travel from a to b wourldnt be that hard to do! And why not have some bad Guys on the train??? That wourld be wery cool...


Stop listening to rumors! Listen to the truth...
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Dec 2005 06:35
Thanks all,

Mr Love,

Thanks for the suggestions - the plot or story line is set. If I ever release a demo and you get to play it you will see why you dont get on the train which moves along the track at the beggining of this first of the real gameplay levels - the story calls for the player not getting on.

In any case the world size is too small in FPSC to make it viable - you would fall of the level before you got up a decent speed. The train is almost as long as the level.

Bad guys - As its designed to be a large - long (for FPSC) game the first level is introductory as it were - not many bad guys here if any. Perhaps one or two for use as canon fodder in the training mission.

Its a bit of a calm before the storm as the saying goes.

Anyway the demo and all else is on stop at the moment by and large as I endeavour to overcome FPSC obstacles to further development. At the moment I have to solve problems of new character entry and new script additions both of which are not possible at the moment - before I can assume that FPSC will allow the gamemaking to proceed. No capability means No game. I am prepared to stick at it for a while at least until a better option comes along or not.

The current stuff I am doing therefore wont add much to what I have to show you all - its just boring problem solving stuff.

Nigezu
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 18th Dec 2005 10:59
How you can do so big level
without that framerates won't
go down???

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Dec 2005 12:11
Nigezu,

There are a lot of threads on the subject of fps - I have and many others have posted many times.

There are many opinions regarding how best to keep your frame rates high. Frame rates in indoor levels can be kept highest by using good design practice and keeping leaks to a minimum. Good design practice in BSP engines is well known - you can read about this either around the web at various game design locations though theres enough information if you search here and a brief outline is available I believe in the FPSC manual.

In outdoor levels its much more difficult.

In both cases fps is not helped by the engines inability to cull polys and the AI think times so you are going to get some problems even in the best cases.

At the end of the day FPSC is limited for the reasons stated especially outdoors and keeping fps high is a matter of experimentation in this engine specificallly.

Build and test is the only way to find out what you can achieve in any particular level - if things start to slow down quickly - then think about what you are doing and change some of the obvious things that may cause slowdowns. Dynamic enemies are an obvious drain as to the ploys - world objects - thats another matter as you cant always go on what you see in camera view as FPSC is well documented now as sometimes counting polys even if we as users would not see them. Basically its not working either correctly or as efficiently as it could/should. With that in mind its obvious that we cant in any certainty design to a plan or to what we see - we can try but invariably our plan will have to be changed or just amended a bit to fit in with what FPSC wants to let us do - not the other way around.

I am still by and large maintaining 32 fps constant in indoor levels but less in outdoor though still jusy barely acceptable at around an average of 24fps except for areas of high lagg - where FPSC makes it very dificult to achieve realistic gameplay speeds.

In a mix of outdoor indoor areas or its going to be really difficult for anyone to keep frame rates at say 30fps throughout. It may actually be better in outdoor areas with few world structures as they are counting high in the poly counts - so a tank game in open areas might work quite well albeit in small levels for that type of game. I cant really say as Ive not tried extremely open areas with hardly any buildings in them. Its in such levels you can really see how small the FPSC world is. Its really very small by modern standards - to small to even consider making many game types with it. You can walk to the world edge within seconds one side to the other and theres no easy way such as fogging to disguise the proximity of the world edge and help blend or merge with the horizon line on the skybox.

All for someone to test and find the best workarounds for I guess.

When someone gets loading and unloading of enemies and such like working via one method or another (ill try it later) if possible that may help, but that still leaves world polys count probs which need a fix or workaround.

Until then we are going to always struggle to maintain high fps.

Really some of these things make your game very limited but thats the nature of what we have to work with. With enough effort and hard work some may just make it - but it is very hard work indeed.

MR elevetor
18
Years of Service
User Offline
Joined: 4th Sep 2005
Location: you wouldn\'t belive me if I told you
Posted: 19th Dec 2005 18:27
looks very nice man!

soon I will make the most biggest game in the world!
Just need to make my skills in coding better...
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 20th Dec 2005 05:40
Thanks
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 5th Jan 2006 05:40
Heres a shot showing the first test of weapon with hands.

Still some work to do on the model and texture plus animation but its getting there. I am not really working on wepaons as yet but thought I'd take a break from the rest of the level stuff and get the hands done to add to the weapon. Once the hands are perfected I guess I may only need one set and just change the weapon model. With a bit of luck if animations are attached some at least could saved out and applied to multiple weapons saving a lot of work.

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 5th Jan 2006 06:21
Here is another shot showing the ladders I made up and put back in my levels.

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 5th Jan 2006 06:25
Heres an interesting one - Last one for the time being.

This one shows the enemy Characters have climbed the ladders and followed the player on to the top of the building.

I will leave that one for you to figure out for yourselves.

Attachments

Login to view attachments
Big_J
18
Years of Service
User Offline
Joined: 1st Jan 2006
Location: Finland
Posted: 5th Jan 2006 06:37 Edited at: 18th Jan 2006 15:25
I have a question...


Why the h*** does this guy have 2 right hands. Makes no sense.

Something in this post was a complete lie! Its your job to find out what it was

(Dont post the awnser in this thread or the hole **** goes offtopic wasting a minute from our miserable lifes.)
Gingerkid Jack
18
Years of Service
User Offline
Joined: 15th May 2005
Location: UK
Posted: 5th Jan 2006 08:52
Very Nice

www.jkgs.moonfruit.com

I was Jacko but I changed my name.
Doughboy
18
Years of Service
User Offline
Joined: 27th Dec 2005
Location: Canada
Posted: 5th Jan 2006 09:25
How did you go about getting hands into your game? Was it difficult?
Vlad
18
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 5th Jan 2006 09:29
Uman

Just a small thing. If you are holding a weapon with your right hand and the left hand is below it, the fingers of the left hand should be on the back of the right hand, not the palm.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 5th Jan 2006 11:17
Quote: "How did you go about getting hands into your game? Was it difficult?"


Not difficult once you have a method. Hands need to be attached to the weapon in the modeller and are one and the same model as the weapon. i.e. they are part of the weapon model which is used for the player weapon (HUD.x)

Quote: "If you are holding a weapon with your right hand and the left hand is below it, the fingers of the left hand should be on the back of the right hand, not the palm."


As said this is just a test - one of many to ascertain what things may be needed to be added to a game later which need to be sorted now before development proceeds to a state where you cant achieve something you want to and come to a stop after spending a great deal of time and effort only to be thwarted later on - I want to know now what FPSC can and cant do so after around 1 year working with it thats why I have still not completed one single level - a lot of stuff I do is still experimental - filed away to be called back when the game stage requires it to be implimented fully. Both weapon model and texture will be updated as necessary later on when weapons are the priority for implimenting. Right now I could even live with the default weapons so its not a priority with me - here are many other things yet to be cracked.

Much like water, decals, terrain and many other things I have done exploritory work to find out where the probs are likely to be and try and ascertain how they might be improved overcome or improvements made wherever possible.

Vlad
18
Years of Service
User Offline
Joined: 5th Oct 2005
Location:
Posted: 5th Jan 2006 11:24
Ok mate, I was only looking at the visual perspective. Your approach to the software is at the very least admirable. Keep up the good work.

V

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Nigezu
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 5th Jan 2006 11:57
Hands look, well, little ''crappy'' right now but keep up a good work and hands can look awesome!!!

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 5th Jan 2006 13:35 Edited at: 5th Jan 2006 13:48
Along with Skalex, you and he are making the coolest games with FPSC. Im stunned

You better were daipers when you play my games, because you´re gonna shit yourself when you play my games
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 10:49
Heres a few new screens to give you a little progress update.

All these screen shots are still from the first level.

Shot1. First release of tubetrain

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 10:51
Shot2. New shot of tube station with updated look.

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 10:53
Shot3. Last one for now.

Shows part of the training mission attached to level 1.

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 11:05
Finally some level stats:

All Screen Shots shown thus far are of unfinished levels andd as such are shown at the lowest quality without any lighting at all. Theres still a great deal to do to add to the levels yet.

Single compiled level1 game .exe folder is 135mb

Loading time at game run is approx: 3 1/2 minutes

FPS speeds of game .exe are a few fps higher than the lowest fps in test run with the game running at 30-32 fps even in quite comlex and detailed areas as you can see from the screen shots. As to be expected there are a couple of lagg spots which still fall within acceptable fps at around 24fps lowest in very small areas in a couple of locations. None are restrictive to gameplay though hopefully an update to FPSC may remove these also, otherwise they will be hopefully removed by me at final optimistation of levels.

brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 18th Jan 2006 13:40
Plz tell me youre going to have a demo!

RAAAAH! I have finally ordered FPSC and Model pack 1!
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 15:10
King of the world,

Hopefully there will be a demo - at least that is the aim.

Much will depend on whether or not FPSC holds up and can accomodate the game design. Currently its doing so albeit with a lot of hard work and despite the bugs and issues.

Any demo will be a while off yet as apart from finishing any level work from a construction point of view theres a lot of additional stuff to do add things one would expect to see to support the story line i.e. video cutscene/intros and alike which run before the game loads and also inside the levels. There are also non default characters and weapons to complete.

Level 1 proper includes an optional training mission which is a subsatntial undertaking in itself and could have been skipped though I made the choice of including it so have to complete it now. Its a large complex area. Level1 itself otherwise is quite a small area by comparison.

Level 2 is a secondary underground tube station level which leads through to level 3 which is an outdoor city level. Both level 2 and 3 are somewhat well developed already so I may include either one or the both in any demo release.

Currently I cant say when any demo would be released - though more and better screen shots of higher quality full rendering and perhaps a video demo may be on the cards in the interim period.

If and when I can finish the game start work and level1 to include the training area then I will have a much better idea as much of the initial work will then be complete and its then just a matter of completion of the other two standing levels, whilst I push on with a start on the next couple of levels to follow which are well known to me and have been created before in other engines so I know where I am going. All of this is a massive undertaking on current assessment of FPSC which is slow in developing when using much non default type level content.

Ideally I would be looking to see what improvements any updates to FPSC might offer before any demo release so that such improvements might be incorporated to the benefit of all. This wont hold up dev though. I have plenty of things to get on with.

Basic level construction of level1 and the training mission is more or less complete so I just have the detail and additional content to add of which there is a great deal. Stuff like characters and their speech, more level detail throughout - updating level design and all textures and so on, all audio soundtracking, AI and so on so theres a shedfull of additional work to do until the level is saturated with content befitting the game or until I am happy with its quality.

For example there are literally hundreds of textures and all of them will be assessed and each and every one improved wherever possible which is why you see an updated tube station screen shot. Not one single area of the levels are yet complete and wont be until I am satisfied that everything is acceptable to me as the game designer and meets with the quality I seek. I would rather have one good level than 10 I am not satisfied with.

All of this will take some time so I dont expect to see a release of a demo for many months at the earliest. It may not even be achieved by this time one year hence though I would hope to get it out by then. Hopefully it will be worth waiting for.

Mabuggi
18
Years of Service
User Offline
Joined: 11th Dec 2005
Location: UK - Universal Kingdom
Posted: 18th Jan 2006 15:45
Abolutely lovely.

Can't wait for more - any screenies of your outdoor level mate?

Keeping the benchmark high dude

DAB Studios
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 18th Jan 2006 16:27
NOOOOOOoooooo... I cant wait that long

RAAAAH! I have finally ordered FPSC and Model pack 1!
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 17:11 Edited at: 18th Jan 2006 17:19
Mabuggi,

I posted some early screen shots of the outdoor city level a long while back when showing some probs and to show early users how to use multiple textures applied to all faces of rooms. i.e. differing textures for all walls, floors and ceilings on the same segment both internal and external faces.

I have not really worked on the city level since - I will see if I can dig out two old screens for those who did not see them previously but please again remember its very much a WIP dev so its a city with much still to do to improve the content - still you will get some idea of what to expect in rooftop combat and so on from the views.

King of the world,

Quote: "I cant wait that long"


Me neither - I'm going as fast as I can believe me



Anyway - I found the two outdoor screen shots so I will attach them now.

Shot 1 : City rooftop

If you look closely I think someones dead on the floor in the distance. The shot does not really show much of the level in detail as the angle was carefully chosen not to give much away like all the screens - otherwise you will know everything before getting to play the game and that would spoil your fun so all the important bits are out of view always.

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 17:13 Edited at: 18th Jan 2006 17:29
Shot 2 : City Rooftop - gottcha

This is the one that shows the method I use to get diffrent textures on a single segment. I just skin them splitting a single texture to hold the various face textures and dont use the segment editor. You do this by taking a segment x.file model into a model editor applying textures to faces and saving out the model back to FPSC with UV texture info attached and saving the mutiple texture layout skin for use across multiple segments. So for instance I have one floor .x file model and one default texture template. The same floor model is used for all room floors and just the texture changed in each case for differing floors/ceilings, each made up from a copy of the default texture template I use. The textures on walls are just changed via script. The only problem you can have here is one of texture inheritance which can be difficult to overcome in corner joins particularly - but it can be beaten most of the time one way or another.

Hope that info helps some others a little.

Attachments

Login to view attachments
Mabuggi
18
Years of Service
User Offline
Joined: 11th Dec 2005
Location: UK - Universal Kingdom
Posted: 18th Jan 2006 17:48
W o a h.

LOL -

We done the same road pieces, but mine don't have a double yellow line in the middle

Thats fantasic - forget WIP, its looking VERY good right now.

You tried messing with bump maps or normal maps for FPSC Uman?

DAB Studios
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 19:08 Edited at: 18th Jan 2006 19:18
Mabuggi,

"bump maps or normal maps"

Dont really know how they work in FPSC. When I am satisfied with the choice of textures and I always seem to be changing as I go, then I will just rework all the textures editing them, applyimg various effects,lighting and contrast and apply embossing to add relief where necessary and just kinda use the baked textures. It sounds like a lot of work but you can get through a lot of textures in one day if you stick hard at it.

And it really is a WIP at the moment - there is just not enough going on in the levels to ensure they could be called a playable game. FPSC levels although small at 40 x 40 tiles nevertheless take some filling if you want to add a lot of detail and the small size means that to make a level you cant just walk through in two minutes you have to put some stuff in there that will keep the game player occupied along his way. Thats why I need to cram some complex layouts and design some interesting content and gameplay scenarious to keep the player busy. It makes a small level take some time to complete.

Mabuggi
18
Years of Service
User Offline
Joined: 11th Dec 2005
Location: UK - Universal Kingdom
Posted: 19th Jan 2006 17:23
No - me neither!

My bro is trying to get them working as we speak, with varying degrees of success. Just getting these pesky FX files working properly....

You seen our texture baked stuff? Heres a screenie (Sorry for hijacking your thread, just wanted to show you a nice yorkshire wall )

DAB Studios

Attachments

Login to view attachments
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 19th Jan 2006 17:39
Yeah Thats the kind of thing. Surprising what you can do by adding a bit of depth to the textures whichever way the effect is achieved.

Hopefully if theres a V2 of FPSC there may be some improvements along these lines and to include the shader facilities and alike.

To be honest I dont think Ive ever seen the textures at the highest res in FPSC as I dont use that setting for my testing. I guess that makes a liitle improvement in percieved texture qualities.

I hope you keep up the good work

Mabuggi
18
Years of Service
User Offline
Joined: 11th Dec 2005
Location: UK - Universal Kingdom
Posted: 19th Jan 2006 18:39
We sure will

Been on the project for over a month now and still not completed the models or segments for the first level yet.

Cant wait to see more of yours Uman, Im loving the setting and the models.

(If you ever want a tester for your maps, gimme a yell, it would be a pleasure dude).

Mab

DAB Studios

Support your local Riker 9 Chapter.
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 19th Jan 2006 20:56
To be honest with you I'm a little fed up with the WIP state and would like to get on and get things playable - long term dev is very much like hard work and no end result.

It would be nice to finsih some stuff off to a completion with all sound, lighting and so on so as to get the adrenalin going a bit more. Nothing like a good game atmosphere and some blasting - with a little fear thrown in for good measure to generate the enthusiasm for more.

Ah well - I have already built much more of my game previously with other engines - a number of times so I am used to it and know whats coming anyway.

Havent done much this week as I have other stuff to do which feeds me, though I have made some progress and will get some more in before the end of the week. Cant live without some game dev progress going on. Well get there in the end.

Any testing would be more of the kind of beta of the demo if anything as I have to lock it all up and could not let out the raw map files and the content unprotected. Some of the content is purchased models and stuff so I have to do my utmost to protect the content in order to meet with the puchase and license agreements.

And besides it would spoil you fun when you get to play for real. Then you can enjoy the atmosphere in the quite bits between the hard parts. Actually not too hard in the first level - more of a story and mood setter - designed to be both fun and entertaining and quite a fearful atmosphere in parts though. Youll get a better feel when the lighting and audio goes in - and I will release a pre demo video to get you excited.

If I add the second and third levels to the demo then you will indeed have some more reasonable opposition and hopefully a glance of one of the very naughty guys planned for introduction later in the game at least. I already have some of the early video stuff done or partially complete and some more yet to do that will give a full overview of the storyline in which the bad guys are overviewed.

I must get on I have quite a number of Targets which are part of the training mission to get animated - thats my next task and anything else I feel like jumping to include along the way.



See ya soon
Mabuggi
18
Years of Service
User Offline
Joined: 11th Dec 2005
Location: UK - Universal Kingdom
Posted: 20th Jan 2006 12:18
No worries Uman, I totally understand about wanting to protect your source data. (Id want to do the same)

Keep up the great work.

Mab

DAB Studios

Support your local Riker 9 Chapter.
Sysdevja
18
Years of Service
User Offline
Joined: 18th Dec 2005
Location: UK
Posted: 20th Jan 2006 12:49
your hands on the glock (pistol) look like the ones off CS, nice work though

- Solar System Studios - Developing games since 2001
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 20th Jan 2006 13:12
Quote: "your hands on the glock (pistol) look like the ones off CS, nice work though"


Whats CS? is that counter strike. Ive heard a lot of reference to it but never played it.

Thats not where I got the hands from. The basis for the models are from my Reality Factory Pro-disk I bought from that engine company some years ago.

At the moment they are just a test piece and will be updated as I get around to actually working on new weapons for the game. They are without any animation at the moment just to see how to get new weapons into FPSC and get them positioned correctly.

brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 20th Jan 2006 17:49
You have never played counter strike? Well you should. Its fun.

RAAAAH! I have finally ordered FPSC and Model pack 1!
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 20th Jan 2006 18:17
Is it a half life Mod?

half life was great though Ive not played half life 2. Dont have time to play a great deal these days.

brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 20th Jan 2006 19:11
Yes, And its one of the greatest. Thousands of people all over the world are playing it even though its 7 years old graphics.

RAAAAH! I have finally ordered FPSC and Model pack 1!
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 21st Jan 2006 02:32
Counter Strike: Source is AWSOME! I love the source engine!

Half-Life 2 is like my favorite game next to the orignal DooM!

HOSTILE ENVIRONMENT
http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 23rd Jan 2006 14:47
Is it many people who play cs source? I heard many people say its not so fun as the original...

RAAAAH! I have finally ordered FPSC and Model pack 1!
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 23rd Jan 2006 16:23
Well, I never played the orignal very much - I didn't have steam most of the time, and it flat out refused to let me play!

HOSTILE ENVIRONMENT
http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!
Talairina
18
Years of Service
User Offline
Joined: 9th Jan 2006
Location: United Kingdom
Posted: 23rd Jan 2006 18:18
Quote: "Is it many people who play cs source? I heard many people say its not so fun as the original... "

I played cs for 6 years (beta to 1.6) and love it to pieces and i play source as well. Both games are pretty difrrent with the way the wepoans handle, the grapics and even the physics. I would say source is easier where as 1.6 takes alot of practice to eb skillful at it.

Tal
Disturbing 13
19
Years of Service
User Offline
Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 6th Feb 2006 19:07
If Im not mistaken the hands and some of the weapons in Rf are taken from the original CS or at least the mod that it was before it became an official release.But like I said, I could be mistaken.

Attitudes and Egos only destroy. Keep this forum friendly.
[url=http://pic10.picturetrail.com/VOL320/1062685/1992749/24229021.jpg[/img][/url]
brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 19th Feb 2006 21:39
Hows it going uman? Are you taking a break from game developing?

-Half Death- A game like Half Life 2 in progress...
NIK
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: Texas
Posted: 20th Feb 2006 10:32
Nice Screen Shots Uman!!!

Legalize it.(You know what I'm talking about)
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 20th Feb 2006 13:28 Edited at: 20th Feb 2006 13:35
Antimatter games,

No I am not stopping at all. In fact I am working away quite intensively as usual. At the moment as well as still adding content I am doing some quite complex stuff with optimisation and testing of all kinds of AI in relation to dynamic entities - loading and unloading them on the fly and otherwise getting entities to interact effectively with the player utilising zones, AI scripts and trigger scripts I have to make up to get things to work as and when I want them to - not how FPSC wants them to work. In fact FPSC zones and triggers work a little errratically sometimes so I make my own scripts to control things and have improved over the default. A lot of individual scripts are needed if you want to accommodate a variety of AI interaction or behaviours. Trouble is I have to work within the 200 AI scipts limit at the moment until the FPSC update when the limit will be removed.

I am also working on sound and speech and setting up characters for that - and so on.

Getting non default stuff to work as needed in FPSC can be quite time consuming as one needs to overcome or workaround the defaults and make the result better than what the default provides for - so it takes time achieving things which not only can be used now but will be then be readily available for use in further levels later on. Do the hard work now and it makes things easier later and then develpment will speed up greatly.

More screen shots will follow when theirs enough new stuff done to make a big difference visually - when all detail content is finaly added I can finally add lighting and will post some further screens.

In the mean time I will try and find a few odd shots of anything new or particularly interesting I add to let you see how things are going.

Working as I am with things like scripts, optimisation and gameplay scenarios does not make for much visually to show as screen shots but is vital work which needs to be done now and the benefits will show later in more interesting and improved gameplay for the end player and high fps with smoother, faster gameplay speeds which I need try to keep at the max of 32 fps throughout.


NIK,

Thanks

brummel
18
Years of Service
User Offline
Joined: 26th Nov 2005
Location: Sweden
Posted: 20th Feb 2006 14:06 Edited at: 20th Feb 2006 14:07
Thats what i like with you! Always working hard and pressing the fpsc engine to its limits! Originality is your second name.

-Half Death- A game like Half Life 2 in progress...
uman
Retired Moderator
19
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 20th Feb 2006 14:16
Antimatter games,

Apart from the obvious limits like the small world size I am achieving most of what I want to. Although I am maintaining high fps overall I still have the serious lagg issue which affects very small areas like when the player stands on lifts (inside only) but thats due to a bug and a lift issue which I doubt can be fixed by anyone other than TGC.

I have not given up on it yet though and have not put all the effort yet I can into trying to beat that issue I still need to seriously try and find a fix or workaround in greater depth and study more closely how it may be achieved - just think it cant be done by the end user.

Login to post a reply

Server time is: 2024-05-02 14:55:36
Your offset time is: 2024-05-02 14:55:36