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Work in Progress / Battle Legacy: Online Third Person Shooter

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headcrab 53
19
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Joined: 14th Jul 2005
Location:
Posted: 8th Apr 2007 23:54
Me, too
SageTech
19
Years of Service
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 8th Apr 2007 23:55
Sorry, wasnt hosting yet . Now I am


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 9th Apr 2007 00:03
Crashed again


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
headcrab 53
19
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Joined: 14th Jul 2005
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Posted: 9th Apr 2007 00:09
Not sure if it helps but there was a file created called Tempest Log - Client.txt. This is what was at the bottom of it.

Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 9th Apr 2007 00:10
Yep, I bet thats the problem

SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 9th Apr 2007 00:14
Ok, Im going to turn on the big logs and see whats happening, so join in about 1 minute if you can, thanks.


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 9th Apr 2007 00:38
O, did any of you guys have a firewall up? Tempest does not seemd to like them


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
headcrab 53
19
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Joined: 14th Jul 2005
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Posted: 9th Apr 2007 00:55
My router has one built in. Is there any way you can fix the firewall problem?
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 9th Apr 2007 01:00
Im looking into it, but unfortunatly the tempest dll is very finicky when it comes to firewalls.


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 9th Apr 2007 07:29
Ok, I think I resolved the problem, but I cant be sure untill I do another test. Im busy most of this week, but Ill try to make time if I can. Also, I for sure got rid of a bug I didnt even notice untill there were 3+ players. As it turns out, some of the core data was not being sent normally, which cuased a huge delay in recieving packets from others, but its been fixed and is now working as it should. Thanks for the help today for everyone who tested. Cheers,

SageTech


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
LD52
18
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Joined: 31st Aug 2006
Location: Internet
Posted: 9th Apr 2007 23:28
Oh don't know if this helps but when i was testing i didn't have firewall on.
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 9th Apr 2007 23:48
Check if you're sending a null string, this usually crashes Tempest. So if you send a string you haven't filled with any data, chances are you'll get a receive error.

Wiggett
21
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Joined: 31st May 2003
Location: Australia
Posted: 10th Apr 2007 09:59
looks pretty nice in that vid. i like how the player's upper body moves with the mouse, some nice coding there.

Syndicate remastered: Corporate persuasion through urban violence.
Benjamin
21
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Joined: 24th Nov 2002
Location: France
Posted: 10th Apr 2007 11:25
Quote: "Check if you're sending a null string, this usually crashes Tempest. "

Actually, sending an undeclared string causes the crash, an empty one is fine.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 10th Apr 2007 22:46
Thanks Wigget, I really like the effect it added to, I had to tweak it to get just right though, because to much and it looked like the guy didn't have a spine.


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 15th Apr 2007 23:05
Ok, Its been a while, but I added some minor things as well as hopefully fixing the crash bug I had the last time around. Hopefully Ill be able to run a test today, assuming anyone is up for it?


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 16th Apr 2007 22:45 Edited at: 16th Apr 2007 22:45
Unfortunately, my ISP decided yesterday was a great day for our internet to go down, which prevented me from getting a lot done, however, it did allow me to get other stuff done which I was putting off. Here are two screenshots to showcase some of the new stuff.

An example of the new Item/Ammo/Clip readout (Bottom Right)


And here we have a little glimpse into the options menu


Cheers.


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
LD52
18
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Joined: 31st Aug 2006
Location: Internet
Posted: 17th Apr 2007 00:13
Looks Intense. Nice Menu and Weapon icons but what do you press to open up the menu?
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 17th Apr 2007 01:07
EscapeKey to open and again to close, though one of the "polish features" I have planned out will allow you to pick which keys do what, so for the few that hate the WSDA arrangement, there will be an option to change that, for example. Also, the mouse is hidden unless the menu is open, so it won't be pesky during the actual game play.


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
The admiral
22
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Joined: 29th Aug 2002
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Posted: 20th Apr 2007 00:22
Looks really proffesional man better than the millions of multiplayer shooters we get here.

The admiral
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 20th Apr 2007 02:26
Thanks admiral, I'm real proud of what Ive done so far, but I'm lacking on the quality media side, perhaps when I get that taken care of Ill consider it semi-professional

As with development news, Ive been working on the weapon system a bunch lately, and it is working very nicely! One of the real cool aspects is the upgrade-ability of it. Most of the weapon system works completely independent of the actual game code, so for future upgrades one wouldn't need to download the client all over again just to get the newest weapons, they would only need to download the actual weapon itself, which is especially nice for those of us on slower internet connections. It also adds the possibility of user MODs.

Ive also completed the reload system, as well as putting the finishing touches on the opponent firing system, so now you can hear when the opponent has fired his weapon at you. I planned ahead and made the code work with muzzle flares, so really all thats keeping me from having them is my lack of modeling skills, because the code for them to work is all there.

Hopefully Ill host another test this weekend, but I'm on a time crunch for a good part of it, so we'll see how that goes.

Cheers.


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 25th Apr 2007 05:43 Edited at: 25th Apr 2007 05:44
Hey all,

Ive been VERY busy this week and last week preparing for graduation, so of course that took precedence over coding and testing (thats what summer is for ). But, I did manage to get a few things done, one of them being scavenging for sound effects so you can tell the difference between weapons(I'm still to lazy to add the muzzle flare effect at the moment ). Heres a video showcasing the basics (the sound somehow got unsynchronized with the video, but you get the idea).

http://www.youtube.com/watch?v=a147Q7q1CFQ

Also, I'm in dire need of a specific animation for my player character, so if anyone is willing to help out with that, I would be very thankful. Unfortunately, I have no money or anything of that sort to offer, but Ill be glad to give you the standard in the credits offer. The model is professionally done and fully rigged, I just need a specific animation it didn't come with. Thanks,

SageTech


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
Julius Caesar
18
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Joined: 14th Apr 2006
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Posted: 27th Apr 2007 21:39
Wow! I love your media!

The animations on the player look fantastic!

I think the only way for you to really improve your games visual impact would be [perhaps] to darken it down a bit?

At the moment it seems like you have a glaring sun beating down 24/7! Also, perhaps shaders could be used to enhance the game's visual aspect? I don't know how good you are a HLSL, but there are tonnes of tutorials out there!

Quick question: Can you have teams in the game? ie. can people group together formally, and perhaps not damage each other? Also, are all the characters the same model? If so, how do you distinguish between them?


SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 28th Apr 2007 03:36
Unfortunately for me, I am absolutely awful at anything to do with media, which is why I purchased the main character from CubixStudio. Most of the stuff you see though is place holder media, I plan in the future to have better levels, actual sky spheres, water shaders, etc.

When it comes to teams, yes that is a planned feature, as are many other game modes(Capture the flag, odd man out, etc.), and with the way my code works it will be pretty painless to implement.

As for different players with different models, that is also a planned feature, and once again it will be pretty much painless to put in.

But first things first is getting the core engine laid out, and once thats done I'll move onto the stuff I just mentioned. Id estimate at the rate I'm going Ill have most of those features by July, but that all depends on how many tests I can complete and when my new computer is built(my current one is on its last legs, I can run a compiled game for about 3 minutes before it locks up).


Battle Legacy: Online Third Person Shooter
Look for it on the WIP Board!
Randomness 128
17
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Joined: 13th Feb 2007
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Posted: 28th Apr 2007 05:14
Looks great, I'd definately like to try this. I can't right now though, not until tomorrow when I have access to my newer computer. The game looks like it would run on this one but it uses physX drivers which don't work with Windows 98.

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