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FPSC Classic Work In Progress / The Broken (Level 2)

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Reality Forgotten
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Posted: 7th Dec 2006 21:50 Edited at: 7th Dec 2006 21:53
Fellow hermits,

I had the other two threads removed and placed the first demo release in the downloadable demo/game sticky.

Here are two screenshots of the entry portion of the new level. I will post more as I design it.


The obligatory screenshots, I hope you all enjoy them!

RF



And



AlanC
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Posted: 7th Dec 2006 21:54 Edited at: 7th Dec 2006 21:55
Looks good!

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Posted: 7th Dec 2006 22:03
Thanks AlanC, I should have alot more completed tommorrow. I'll post more then.


RF

dark person12
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Posted: 7th Dec 2006 23:14
UBER good

-critter mortem
FredP
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Posted: 8th Dec 2006 07:56
More great screenies.

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Posted: 8th Dec 2006 09:21
IA m at work right now, I will have more posted tonight. I am digging this new fix tha Lee posted. Fog that works properly.


RF

Locrian
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Posted: 8th Dec 2006 16:32
Yeah the fog looks good RF.
KeithC
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Posted: 8th Dec 2006 18:08
The fog really adds something to the level, Dave. Looking forward to more screens.

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Posted: 8th Dec 2006 20:07
Here are a few more screenshots for you. they are of the same area, I have been working this section to get it to look it's best. I hope you enjoy them!

RF









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Posted: 9th Dec 2006 10:51 Edited at: 9th Dec 2006 10:51
Here is a video download of this level. Here are the stats for the video:

1:18 in length
5.29 MB in size

Here is the down load LINK

RF

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Posted: 9th Dec 2006 11:49
Has anyone watched this video yet?

RF

FredP
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Posted: 9th Dec 2006 14:42
You did a heck of a job with that video.
It looks like you are going to outdo yourself again with level 2.

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Posted: 9th Dec 2006 14:50 Edited at: 10th Dec 2006 13:49
I hope I do, FredP add me to a messenger. I would like to talk to you off board.


These forums seem tough these days, 180 views a handfull of replies and only one review of the video. This is amazing. I bet if I would have said "Free <insert entity name> come download the <insert file type>" people would be all over this like white on rice. Simply amazing! Maybe next time I post something I will offer a free model. then all of the free-loaders will come and look. *Ok my tantum is complete* I will post more here in a little bit.

RF

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Posted: 10th Dec 2006 16:05 Edited at: 10th Dec 2006 16:07
This is an entity test video, the enemies are not remaining in the locations depicted in the video, they're only there to test FPS issues. As of now all seems to be going good.

Click HERE to watch the video.

Feel free to post feedback.

Regards,

RF

Locrian
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Posted: 10th Dec 2006 17:06
I liked the vid. The fog is a nice addition to FPSC.
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Posted: 10th Dec 2006 17:13 Edited at: 10th Dec 2006 17:14
Yeah very nice. though for some reason the blood decal leaves a nasty square on the wall. It's almost as if the fog is canceling out the blood decals transparent properties.

RF

Father Tree
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Posted: 10th Dec 2006 17:17
looks great RF, cant wait for another demo!

Bloodeath 6 6 6
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Posted: 10th Dec 2006 17:57
Looks very Genius
But a little dark around doors

You'll Know When You See It.

Death has no end
Nigezu
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Posted: 10th Dec 2006 18:31
Nice video. Fog gives really nice, chilling athmosphere. Corridors were bit too long for my taste though.

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muggins majik
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Posted: 10th Dec 2006 22:40
This looks great, the lighting is perfect, can't wait to see more!
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Posted: 11th Dec 2006 02:49 Edited at: 11th Dec 2006 02:51
Here is an in game video. The purpose of this video was to test the enemy AI and also seak and destroy for LAG. There are three spots that are pretty bad. They involve three enemies running custom (airlside and Sensei AI *authors Airslide and Butterfingers). It appears that these scripts are the root of the evil here. The engine is choking on the animations that are called by these scripts. I have replaced them with the default scripts and I can only hope to achieve better results when and if Lee or any other forum member releases better AI.

*Mad props to Butters and Airlside for their hard work!*

Click
HERE To watch the video!

Regards,
RF

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Posted: 12th Dec 2006 21:49
I am almost done with one of the large rooms in the level. So far this room runs at a 31-32 fps with out enemies. I hope that it will stay consistent when I do add them. I will post some screenshots and another video shortly.


Regards,
RF

gate crasher
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Posted: 12th Dec 2006 22:20
well it looks good so far. fog is nice. nice work

GateCrasher.
'Vision'
FredP
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Posted: 12th Dec 2006 23:04 Edited at: 12th Dec 2006 23:11
Quote: "I hope I do, FredP add me to a messenger. I would like to talk to you off board."

The next time I can get Yahoo IM up and running I will add you to my messenger.
I have had issues with Yahoo IM (probably more to do with my crappy pc than anything else).
I just wanted to let you know that I am not ignoring you.

Edit:When you get a chance click on my IM button and do the contact thing and I should be able to add you to my messenger.

Jams38
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Posted: 12th Dec 2006 23:11
great work, love the fog havent played with it yet but looks good.


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Posted: 12th Dec 2006 23:34 Edited at: 12th Dec 2006 23:35
ok guys here are the screenshots I promised.

























And here is the video...

Click HERE for the video!

*I fixed the download link*


Regards,
RF

s4real
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Posted: 13th Dec 2006 00:29
Nice vid and fog there RF good use of media placement, just hope the fog fix not going to slow your game down to much.

Best s4

Im a wizz at texturing toilets
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Posted: 13th Dec 2006 01:00
Things run smoothly with the fog so far. I have had to remove a few different AI scripts because they were bogging the system down. I had a few mesh problems, clearing them and replacing them seemed to fix the problem. I spent alot of time on the room shown above and in the video.

Some of the issues I ran into were

1) Floor tile entity would not line up with floor segment (hieght)
2) Model pack Model Pack 3 small shelving units appeared to be
alot bigger than they were supposed to be (I edited the .fpe
file)
3) Had to reinstall RC4 after I installed model pack 3. It jacked
everything up.
4) Smartattack AI script was wicked strong, the enemies were
shooting my through the floor and walls. (Changed plrwithin to
a shorter distance) Still didn't totally fix the problem.I will
work on that issue tommorrow.

I will have more for you all maybe tommorrow night.

Regards,
RF

KeithC
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Posted: 13th Dec 2006 01:02
It looks great, Dave. If you take out the tell-tale signs of FPSC around the edges; it looks like screens from a professionally published game. I'd like to play this one.

-Keith

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Posted: 14th Dec 2006 02:02
Thanks Kieth.

I am working on the Hud thing. There are a few things that I have not learned to do in photoshop yet. Did I just say that? I am not very good when it comes to drawing in photoshop yet I haven't gotten used to my Wacom tablet yet. It's a bit tricky, I have tried to set the wacom drawing area to the size of the document I am working with but have not had any luck with it. Things tend not to work for me the way they should. Take Alpha channels for instance, The tutorial that appeared in the models/media thread was a great tutorial but it didn't work for me. I guess I am destined to do things the hard way. If someone would like to donate time to create me a new hud system (Health, life ammo setup) I can work something out in payment.

This level is taking a long time to create due to the new stuff I am trying out. the fact that model pack 3 is being difficult to work with doesn't help at all. Who made that pack anyway? that pack is full of alignment and proportion/sxale issues, leaving me tospend alot of time trying to line things up properly. I should be releasing another video towards the end of the week with more updates and speed tests. I am a firm believer that you should use a video capturing device when you test your levels as it drops the frame rate while it's capturing the video. With fraps mine drops from 32-33 to 21-24 fps. this allows me to see how smooth it will run at lower frame rates. It's a good way to judge End user PC compatability.

Somethings I would like to do with this level:

1) Make a mulitplayer version. I have tested it and it runs so smooth consistent 33 fps no drops at all.
2) Encorperate fake floors, walls, ceiling tiles etc...
3) work some puzzles in to the mix. I am pretty retarded when it comes to puzzle creation. I will find a way to do it eventually.
4) Firmly link this level to the story concept/background concept.

I think maybe another week or two before this is ready for the Alpha testers. (If you would like to be one, go to my forums and register, I will add you to the user group, you must tell me via PM that you want to be an Alpha tester.) I will release this to this community when the alpha testers have torn it apart and I have fixed it to their standards. Once I release it here I will then fix what you guys have torn down and then create a final release version for the level. then I will start working on the link between the first level and this one.

In the near future---

The third level is going to be mind blowing, I have started to create the base floor layout of this level. I think I need to invest in to signs IV, uhm i think i will do that this weekend. There are some cool textures that I want to use. Keith I will email you the necessary information concerning the lisence requirements. Once I email this to you I would like you to add a blurp to this board, this is to stop potential "you can't use that!" statemenst that seem to rear it's ugly head by dormitory lawyers. Anyway until then guys ahve fun and enjoy the videos that I posted above! there are many more and a downloadable demo of the first level on my website *see link in my sig*


Regards,
RF

Silent Thunder
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Posted: 14th Dec 2006 02:36
i'm loving those screenies, especially that fog, keep it up!


Get my Mega Segment Pack for free, be one of the first 5 to post
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Posted: 14th Dec 2006 05:10
Silent Night Wolf
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Posted: 15th Dec 2006 05:54
looks great so for love the lighting and fog...cant wait to play it...keep up the good work

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Posted: 15th Dec 2006 18:27
any new wepons?
Candle_
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Posted: 17th Dec 2006 10:59
Might be able to help with a hud.
Let me know what you would need.

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Posted: 17th Dec 2006 15:03
@candle_ -Hey man, can you go register on my forums? We can talk business there and not on these boards.

For that matter any one who wishes to help go log in to my forums.


Regards,
RF

Avenging Eagle
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Posted: 17th Dec 2006 16:08
Can i ask where you got the fog from (which update)?

AE

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Posted: 17th Dec 2006 16:33
uhm...I think 3 or 4

Avenging Eagle
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Posted: 18th Dec 2006 08:32
Thanks, i've just downloaded RC6 (i had RC3 already), there are no visible options to edit fog, do i have to enter it into an fpi? if so, where?

AE

FredP
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Posted: 18th Dec 2006 15:31
You either have to turn the fog on in the setutp file for your game or you can use trigger zones (or a dynamic entity such as a carpet or invisible floor) and use the fogtriggerzone and fogoff scripts available in the scripts forum.
It would depend on whether you want fog throughout your entire level or not.

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Posted: 18th Dec 2006 21:21
Due to the recent upgrade, I have to re-add the light entities to take advantage of the DarkLight addition. and I am sure that when DarkAI hits us I will have to re-due the character entities


RF

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Posted: 19th Dec 2006 13:12
Here is a screenshot using the new darklight feature. Please comment so I know I am building properly.



Regards
RF

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sexy_legs
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Posted: 19th Dec 2006 20:42
Wow, you make the best looking levels Reality, when can i play it
Jrock
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Posted: 21st Dec 2006 00:30
Looks pretty good man, that lightmapping is awsome, how'd you get DarkLights into FPSC? Did you edit the source?

Ok the mods got rid of my sig...
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Posted: 21st Dec 2006 01:13
@sexy_legs- Thanks, I spend alot of time creating levels. I have spent the better part of this month creating this level. It's no where near completion. The light mapping has taken me the most time. I try to but don't always achieve real light effects. Basically I try to place lights were lights would be in real life and I try to plan for the shadow fall as it would fall in real life. If something doesn't look right I mess with it until I get it or I get frustrated, in the event that I get frustrated I grab a few cans of DEW and a pack of smokes and outside I go, or I turn on my amp and play death metal at ear crushing volumes.

@JRock- the dark lights was added in RC7 and fixed in RC8.

Regards,
RF

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Posted: 21st Dec 2006 02:35
Quote: "@JRock- the dark lights was added in RC7 and fixed in RC8. "


Ah, stupid me. I havn't been using FPSC lately (Bought DBPRO a couple months ago) Anyway, keep up the good work, I like your philosophy about level designing.
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Posted: 21st Dec 2006 03:27 Edited at: 21st Dec 2006 03:34
Thanks man, Due to family issues I Will be getting back to work on this level full time just after the first of the year. That's not to say that I will not release new screenshots in the meantime but I will not be as involved as I would like to be.

At the moment I am having to completely re-map all of the lights in both of my levels to take advantage of the new lightmapper, and with the addition of DarkAI just around the corner I have opted to remove all character entities from both levels in anticipation of this new add-on. I should be able to create some rich environments and dramatic gun fight scenes. I am glad that Lee has decided to do this now because I am not to far in to this games development so it's no biggie for me to re-due Lights and character entities.

I am anticipating Errant AI's model pack (Doesn't matter if it's not sponsered by TGC) Model pack 6 looks promising, but that all depends on released videos of the animations and the firing sounds. I have noticed that the sounds are mostly basic thuds, they seem to be missing something, perhaps depth to the sound. I think they need to run the sounds through Acid Pro or another like program to re-edit the effects that they used if any. They're good they just seem a bit dry over all.

I am eager to see what structure packs TGC or fellow members will release. And am definently watching Bond1's and Jon's fantasy character thread as well as Rolfys fantasy creature thread. Anyway that's enough ranting from me for now.

* did you check out the demo level I released? If not here is the download link (This download can be accessed through my personal website as well)*

To download click HERE.

Regards,
RF

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Posted: 27th Dec 2006 17:01
Here area a few updates for you all. Sorry this has been taking a while, I mam dealing with family issues as well as this project.....


Regards
RF

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