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FPSC Classic Work In Progress / [LOCKED] DarkFaction II (Images)

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filya
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Posted: 2nd Dec 2006 08:25
looking very very good Darkfact! Keep it up, you are doing a fantastic job!

-- game dev is fun...but taking up too much time --
Godrich13
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Posted: 2nd Dec 2006 09:11
Quote: "I'm going to use commercial music this time and make or buy whatever I need to be a pro as possible."


I would be greatly honored to be able to produce music for your game, if you would have me. All I would want in return would be some credit.

Looking forward to your answer.

DarkFact
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Posted: 2nd Dec 2006 18:04
Quote: "looking very very good Darkfact! Keep it up, you are doing a fantastic job!
"


Thanks filya! I agree with your sig completely.

Quote: "I would be greatly honored to be able to produce music for your game, if you would have me. All I would want in return would be some credit.
"


Hey thanks, Godrich13! Would you take the wmv movie above and re-score it as sort of an audition? Don't worry about the sound FX, just overwrite the entire sound. Looking forward to hearing your work!

Inverted
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Posted: 2nd Dec 2006 20:44
hey darkfact, I loved that video, totally awesome.

Keep it up

Opposites are different, not wrong
masterchief 193
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Posted: 3rd Dec 2006 00:11 Edited at: 3rd Dec 2006 02:36
That looks awsome man. Watched the video how did you do that? (When the guy blasted through the wall)

FPSC ROCKS!!
DarkFact
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Posted: 3rd Dec 2006 03:39
Quote: "hey darkfact, I loved that video, totally awesome."


Thanks, dude.

Quote: "That looks awsome man. Watched the video how did you do that? (When the guy blasted through the wall)"


I made a "land-mine" type of entity so that when the zombie crossed it, it would explode and destroy the wall with it.

masterchief 193
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Posted: 3rd Dec 2006 03:45
Can't wait to play the whole game

FPSC ROCKS!!
DarkFact
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Posted: 3rd Dec 2006 05:41
Quote: "Can't wait to play the whole game"


I can't wait to make it. LOL

I'm working on a LOT of things that was missing from DFI. For instance, I'm creating segments for the floor and ceilings that you can drop through...etc.

masterchief 193
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Posted: 3rd Dec 2006 06:21
Sounds exiting!

FPSC ROCKS!!
DarkFact
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Posted: 3rd Dec 2006 06:36
Here's a sample of the new segment for the floor:



Here's a 4MB wmv movie of the test:

http://www.fpscgames.com/movies/seg-test.wmv

Inverted
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Posted: 3rd Dec 2006 06:47
Nice dude!

Lovin the music, whered ya get it

Opposites are different, not wrong
DarkFact
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Posted: 3rd Dec 2006 07:28
Quote: "Lovin the music, whered ya get it
"


I bought it online. It's not cheap, so I hope Godwin13 makes some good music.

Jon Fletcher
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Posted: 3rd Dec 2006 16:31
wow, cool video, loving the destructable terrain and that explosion with the zombie appearance


Smitho
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Posted: 3rd Dec 2006 17:06
Darkfact, is the sky window (Sky light or whatever) in MP3?
Sorry if it's been asked previously...

DarkFact
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Posted: 3rd Dec 2006 17:21
Quote: "wow, cool video, loving the destructable terrain and that explosion with the zombie appearance"


Thanks, Jon. I'm going to spend all day today making custom segments that should really dispell the "stock look" even WITH stock items.

Quote: "Darkfact, is the sky window (Sky light or whatever) in MP3?
Sorry if it's been asked previously..."


Hi Smitho. No, I made the skylight in 3ds Max.

Nigezu
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Posted: 3rd Dec 2006 17:23
Fantastic work. I've never seen destructable segments in FPSC before.

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Airslide
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Posted: 3rd Dec 2006 17:53
I don't think that the actuall segment is destructable, right? Just an entity that can blow up that fills in the hole?

Also, how do you record so smooth?

KeithC
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Posted: 3rd Dec 2006 18:54
Looks great; I'm downloading the movie now (might take a bit of time on dial-up).

-Keith

DarkFact
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Posted: 3rd Dec 2006 19:00
Quote: "I don't think that the actuall segment is destructable, right? Just an entity that can blow up that fills in the hole?

Also, how do you record so smooth?"


Right. The object that I used to make the boolean cut in the floor segment was then used to make the dynamic entity to fill the hole and be explodable.

I use the full version of Fraps to record the screen at half resolution. It's probably smoother than some other videos you see because the FPS of the levels this far is 33 and I also have 2 GB of ram and a 512MB Nvidia video card. The more the better.

KeithC
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Posted: 3rd Dec 2006 19:23
Watched the video; everything looked great, nice layout of the level so far. I really liked the destruction scene with the zombie.

masterchief 193
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Posted: 3rd Dec 2006 19:51
Cool video.

FPSC ROCKS!!
Gam3r
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Posted: 3rd Dec 2006 22:18
This is an awesome game the only problem i noticed were
13 fps through most of the level and in the closet when you move the cigarret machine i fell througfh the floor

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DarkFact
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Posted: 3rd Dec 2006 22:30
Quote: "This is an awesome game the only problem i noticed were
13 fps through most of the level and in the closet when you move the cigarret machine i fell througfh the floor
"


Thanks. The level you played is just a test level. I'm optimizing for speed before I start designing. Thanks for the compliment and comments.

DarkFact
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Posted: 3rd Dec 2006 22:52 Edited at: 3rd Dec 2006 23:16
I've always hated it that segments for rooms were either too short or too tall. So here's a new half-wall segment and roof I've been working on. I think it really helps scale in FPSC.





WMV 6MB Movie:
http://www.fpscgames.com/movies/df2-leve1-test4.wmv

EDIT:

Playable Demo of this level test - 36MB

http://www.fpscgames.com/games/DFII/df-test-seg4.exe

Inverted
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Posted: 3rd Dec 2006 23:49
Awesome

Opposites are different, not wrong
Airslide
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Posted: 3rd Dec 2006 23:53
Quote: "I use the full version of Fraps to record the screen at half resolution. It's probably smoother than some other videos you see because the FPS of the levels this far is 33 and I also have 2 GB of ram and a 512MB Nvidia video card. The more the better.
"


Ah, so you have a super computer Kidding, but compared to mine it may aswell be...

Jon Fletcher
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Posted: 4th Dec 2006 03:23
your right, those cut off walls do add alot of feel to the level! not just a perfect cube per segment

going to test the demo now/soon!


Bloodeath 6 6 6
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Posted: 4th Dec 2006 03:27
Yea the half wall segment adds alot more, different-ness, i love it.

You'll Know When You See It.

Death has no end
Bloodeath 6 6 6
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Posted: 4th Dec 2006 03:31
I played the demo, it was short but fun, for the blown out walls and floors, how did you get it to fit perfectly, like the shape, did you take a segment, and make it an entity then edit the .x?
either way id loved the broken floor, awesome demo, keep up the work

You'll Know When You See It.

Death has no end
DarkFact
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Posted: 4th Dec 2006 06:16
Quote: "I played the demo, it was short but fun, for the blown out walls and floors, how did you get it to fit perfectly, like the shape, did you take a segment, and make it an entity then edit the .x?"


Glad you liked it dude. To make the "explodable" segments is really simple. When you cut the hole for the segment, make a copy of the "punch" and then make it a dynamic entity. So since the punch mesh is the exact same shape as the hole, it fits perfectly.

filya
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Posted: 4th Dec 2006 07:13
wow Darkfact! Nice work on the walls. Now the room looks so much...er...real!!

-- game dev is fun...but taking up too much time --
DarkFact
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Posted: 4th Dec 2006 07:29 Edited at: 4th Dec 2006 07:38
Quote: "wow Darkfact! Nice work on the walls. Now the room looks so much...er...real!!"


Thanks, man. You're right. It does make a world of difference. Here's some shots of a test level using the half-wall segments to make a duct system. I always get low FPS when I use the FPSC segments to make ducts. This one doesn't cause a low FPS. I *think* it's because the FPSC standard ducts use alpha maps to mask part of the mesh.













EDIT: I didn't think I'd have time to upload this, but my server was really fast tonight.

I know it's big, but it shows the segments nicely.
WMV Movie 16MB


http://www.fpscgames.com/movies/seg-mix2.wmv

Benjamin A
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Posted: 4th Dec 2006 10:33 Edited at: 4th Dec 2006 10:33
Hmmm.... I'm not sure what to say. After reading all of the great comments I finally decided to download the game. The screenshots didn't do much for me, but that is since most of them are based on Model Pack 3 and I've been working on a game using Model Pack 3 as well, so it's way to familiar for me.

After playing I'm not really impressed, sorry to say so. Allow me to explain why.....

1. It has the same problem as DF!, everything is way to repetitive. After walking around for a while, you tend to get the feeling like you've been everywhere before.

2. Imo the level is way to large for the little action that's going on. While the largeness of the building is overhwelming at first, it becomes boring after a while since you seem to roaming around for ages in this building, without any real action going on.

3. Falling through the floor. That seems to be a problem, for no reason you suddenly fall through the floor and it's game over. It happened to me for example after I picked up the bat, I just dropped through the floor.

4. Speed. The game goes from 32fps to 13fps to 32 again. It's going up and down and really infuences the fun in play the level. Same as with DF1, were speed has a negative influence on the game.

My final conclusion is that even though the level largeness is overwhelming at first, that actually has a negative influence on the gameplay, action and speed in the end. The level has failed to captivate me, I really did expect much more after reading all of the comments.

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bond1
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Posted: 4th Dec 2006 10:40
Those 2 pics at the top of this page are really high class, at first glance they almost look like photographs of a real room.

Great lighting, those overlays make all the difference too..

----------------------------------------
"Your mom goes to college."
My FPSC stuff at http://www.hyrumark.com
DarkFact
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Posted: 4th Dec 2006 18:49
Quote: "After playing I'm not really impressed, sorry to say so. Allow me to explain why....."


Dude, don't you get it?? These aren't game levels. These are tech test levels. Save your critiques for something finished please. Try reading the posts before you answer them.

Benjamin A
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Posted: 4th Dec 2006 19:11
When it's finished it's finished, then the same happens as with DF1, it will be too late. You seem to be making the same mistakes again and that's a shame. But don't worry, I'll save my critiques for someone else.

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DarkFact
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Posted: 4th Dec 2006 20:43
Quote: "When it's finished it's finished, then the same happens as with DF1, it will be too late. You seem to be making the same mistakes again and that's a shame. But don't worry, I'll save my critiques for someone else."


It's not that your input isn't appreciated. The issue is that you're reviewing a WIP. I haven't even designed the levels yet. These are all just tests for different things at different times. FPS is the key issue, but not in every test.

By the way, the average FPS on all these levels is 32. Maybe you should upgrade your machine.

DarkFact
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Posted: 4th Dec 2006 21:29
Moving along now (hopefully)

Does anyone have any tutorials for making textures in Photoshop or Paint Shop Pro7?

KeithC
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Posted: 4th Dec 2006 23:36 Edited at: 4th Dec 2006 23:40
Not sure what kind of Texturing tutorials you're looking for exactly; but there's a few to be found in our Newsletters on our main site:

Ozark Games

-Keith

masterchief 193
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Posted: 5th Dec 2006 00:27
Very good

FPSC ROCKS!!
Airslide
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Posted: 5th Dec 2006 01:56
Lookin' good.

By the way, I have a suggestion - when you begin working on the final game levels, try and split them up into little sections like in Half Life [2]. Each one will have less loading time, which also makes loading saved games faster. Plus, the less stuff in the level, the faster it runs, and the shorter time it takes for the pause when you finish the level or quit (a problem with DF1).

DarkFact
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Posted: 5th Dec 2006 16:00
@Keith: Thanks for the link!

@MasterChief: Thanks again, dude.

@Airslide: Thanks, man. You're right about the levels. My intention is to do just that. What I'm trying to determine now is the maximum level size and number of entities for fast loads, but not limiting the time per level of game play. Good suggestion!

Airslide
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Posted: 5th Dec 2006 16:03
There may be ways to expand the play time in a small level - like at one point your going from Point A to point B and point C is beneath you or something (and you could see it).

Make sure to spawn enemies with triggers too, helps alot.

DarkFact
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Posted: 5th Dec 2006 16:07
Quote: "Make sure to spawn enemies with triggers too, helps alot."


Yeah, I did that in DFI. The issue I found that the un-spawned enemies are still loaded into the level, they're just hidden beneath the floor. I used the "load enemies on the fly" script from the boards. Maybe it doesn't work correctly.

But, before the enemy spawns, you can walk up to its location and shoot at the floor. You can kill it and even take its weapon. Does your script(s) do this?

Airslide
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Posted: 6th Dec 2006 00:43 Edited at: 6th Dec 2006 00:51
Uh, tyler, the same problem will occur if you do it that way too. But DarkFact - I can make a new 'appear' script that will work for you that will disable collision if you want, and it won't activate the main script until its been activated. That way it is at least not using the compute time for the complexe AI.

EDIT: Grrr....aplha mapping, the only way I know how to hide anything in FPSC, doesn't work on characters unless shaders are active. Sorry...

DarkFact
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Posted: 6th Dec 2006 16:12
Quote: "I can make a new 'appear' script that will work for you that will disable collision if you want, and it won't activate the main script until its been activated. That way it is at least not using the compute time for the complexe AI.

EDIT: Grrr....aplha mapping, the only way I know how to hide anything in FPSC, doesn't work on characters unless shaders are active. Sorry..."


Does that mean you can't make a working script? BTW, if everyone else is spawning enemies with a trigger, is it working for them? Or are the entities just hidden below the floor until triggered like in my experiences?

xplosys
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Posted: 6th Dec 2006 23:18
@DarkFact

This is very impressive. I'm in awe of your new half height walls. It really does make a difference.

Would it be ok to display some of these pics on fpsFREE.com?

Best.

The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

Airslide
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Posted: 7th Dec 2006 01:15
@Tyler - I doubt that using the normal spawn technique will make enemies be seen under the floor, it is a matter of being able to shoot a body that doesn't yet exist that is the problem...at least for me...

Airslide
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Posted: 7th Dec 2006 04:05
Well, as far as I can tell, it doesn't actually kill them for me, just makes the blood decal. I'm using 104 RC2, which may have something to do with it.

DarkFact
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Posted: 7th Dec 2006 06:17
I'm sure they're there and that you are killing them. If you give the character a weapon and allow weapon taking, you can kill them before the spawn and take the weapon from the dead, yet unspawned, entity.

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