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FPSC Classic Work In Progress / Secrets of the Third Reich

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Airslide
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Posted: 31st Jul 2008 19:52 Edited at: 1st Sep 2008 19:55
Warning: This game contains un-censored references to the Nazi Party. If this offends you please do not continue reading.




The most up-to-date and expansive information can be found here.


The Story
You are a paratrooper of the United States Army. You and a squad were sent on a top secret mission from the OSS - to investigate strange and disturbing rumors that the Nazis are meddling with super natural powers.

Unfortunately, before your team could make the jump, your plane was spotted by an anti-aircraft unit. After crashing into a nearby forest, enemy soldiers found you and another squad mate injured, the rest dead. You were both taken to a prison near a small village teeming with enemy activity...

Gameplay
After escaping the prison, you will have to navigate a short segment through the German town (featured in the demo). After that, you will enter the catacombs, which will feature an abundance of super-natural enemies. Eventually you will find your way to a German military base where they've developed strange creatures and machines for war.

Yes, it's basically my version of Return to Castle Wolfenstien.

Releases
Direct X 9 and Direct X 10 editions are planned. Direct X10 edition has priority and will likely be completed first.

Screenshots - DX10 Edition
None currently available

Demos - DX10 Edition
None currently available

Screenshots - DX9 Edition



Demos - DX9 Edition
Download (Village) from FileFront
This demo is primarily a performance test. Please leave feedback on your average frames per second and any slow-downs experienced.

C & C welcome, and be sure to play the demo!

tjaabee
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Posted: 31st Jul 2008 19:57
Those walls look pretty nice, keep it up!

Best.

GIMME COKE!
s4real
VIP Member
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Posted: 31st Jul 2008 20:37
Great Game like it alot some nice puzzles in the game and speed kept the same all the way threw.

Good work on this airslide need to complete the game now lol.

Best s4real

Roger Wilco
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Posted: 1st Aug 2008 00:40
This looks great! So that's the WW2-project you were talking about?
Downloading now.

Check out the Gunn3r Games web-site and its growing community, and expand the joy of indie development!
http://www.gunn3rgames.net/
GP PrOdUcTiOnS
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Posted: 1st Aug 2008 00:57
Looks very nice man. I loved the demo.

Inspire
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Posted: 1st Aug 2008 01:04
Ugh. ImageShack is so slow. You know what, I'm downloading the demo anyways, you're Airslide!
Airslide
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Posted: 1st Aug 2008 22:06 Edited at: 1st Aug 2008 22:07
Quote: "Ugh. ImageShack is so slow. You know what, I'm downloading the demo anyways, you're Airslide! "


Yea, imageshack is being a little slow. Was working fine the other day...

Quote: "This looks great! So that's the WW2-project you were talking about?"


Thanks, and yup. I've been working on the core aspects of it for sometime, mainly in creating the new segments and entities (although there aren't many new entities other than images I imported with signs). I just recently ported it over from my 107 install to my latest-beta install and liked how it was working out performance wise.

Quote: "Looks very nice man. I loved the demo."


Thanks

Dang - I used a lot of quotes in this post. Usually I just go @<Whowever Said Something>

EDIT: Just realized nobody left a performance evaluation

Roger Wilco
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Posted: 2nd Aug 2008 02:23
Worked my way through the first level, at least I think it was all of it. I couldn't progress to any other level for some reason, though.

As for performance, I have a fairly good system, lower high-end, if that makes sense.
Anyways, I had an average FPS of about 32. Sometimes it went up to 35 and the lowest was around 25-27, when there were lots of enemies around.

Check out the Gunn3r Games web-site and its growing community, and expand the joy of indie development!
http://www.gunn3rgames.net/
Inspire
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Posted: 2nd Aug 2008 02:34
I have a pretty good system, it runs most games well on fairly high settings, although I got less than 20 FPS throughout the level.

The environments were kinda undetailed, although I liked the level design and how different parts of the level opened up for you. I also enjoyed that little part where you pick up the sniper rifle.

Good job.
Airslide
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Posted: 2nd Aug 2008 17:26 Edited at: 2nd Aug 2008 17:26
I left out my usual bombardment of detail in favor of better level design (they usually suck ). It had even less detail when I was almost ready to call it finished but decided to add some more entities anyways. I wanted to focus on gameplay more than looks but the main problem was having enough ww2 objects

Only 20 fps though eh? If you get the chance could you mess with the settings.ini file, namely the dividetexturesize and dynamic lights, and tell me if you get better performance?

@Roger Wilco - After the locked door should be a small courtyard with two riflemen and a guy with a bazooka (make sure to snipe him quick!). Once you finish them off you should find a hatch in the church you can fall through. That will end the demo.

Anyways, I guess the performance sounds pretty good overall, though a timing system would still be a very welcome addition to FPSC. I'm almost always getting 38 fps - I guess my computer is even better then I thought it was

EDIT: Way too many of the same smiley....

Crazy Cam10
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Posted: 2nd Aug 2008 20:32
Sorry, forgot to mention. I downloaded it and played it yesterday. Took me about 20 minutes and i still didn't complete the game. I got lost lol. Didn't know what door went where. So yeah. Great game though
I sniped most of the npcs though

Cam Ownz You!!

www.gamingstuff.co.nr
creator of zombies
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Posted: 2nd Aug 2008 21:35
Great demo Airslide!. I got a solid 38fps throughout without a single ounce of slowdown. Here are my rough PC specs to show you all what I was running it on:
Windows XP Home
AMD 5200+X2 2.8Ghz
4GB DDR2 Geil low latency Ram
BFG 8800GTS 320MB 0C

-CoZ-



Inspire
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Posted: 2nd Aug 2008 22:20
No wonder you got great framerates...
CoffeeGrunt
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Posted: 2nd Aug 2008 23:24
Tell me about it....

Airslide
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Posted: 3rd Aug 2008 00:08
Sweet specs

Though I think I might beat you - except in memory (you have twice as much):

Intel Quad Core (I'm not going to look up the type )
8800 GTS 640 MB
2 GB Ram

I doubt my 8800 is overclocked, but if I can run Crysis as well as I do, I'm not going to bother

And related to the game - I'm starting on the next level now. I'd be working on the first but god forbid that milkshape actually export my knife at the right angle

creator of zombies
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Posted: 3rd Aug 2008 00:49
@Airslide:, You beat me on processor power hands down, but in the graphics card department, the 640MB version of the 8800GTS only comes into its own against the 320MB above resolutions of 1620 which I tend not to play at. Below that, its a CPU bottleneck. But then again I beat you in memory, so It would be pretty close, but I would say yours would beat me if we looked at benchmark comparisons (by about 1k in 3D Mark 06) due to you processor advantage, but the GFX performance is pretty much identical up to higher resolutions.
Anyway, that was majorly off topic (Naughty CoZ!), I look forward to seeing more progress!

CoZ




Roger Wilco
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Posted: 3rd Aug 2008 01:35
@Airslide: Ah yeah. I assumed the hatch was the end. But I can't fall through it for some reason. I don't know why, it's just like there's solid, invisible ground right where the hatch is.
The collision seems to work though, because when I open the hatch, I'm pushed away a bit.

And both you guys beat me in specs. I also have an 8800 GTS 640MB, but "only" a dual-core processor.
What kind of monitors are you running at? I'm feasting my eyes on a Samsung SyncMaster T220 right now.
Okay, that was nearly plain brag. Sorry...

Anyhow, looking forward to seeing the second level, Airslide.

Check out the Gunn3r Games web-site and its growing community, and expand the joy of indie development!
http://www.gunn3rgames.net/
Nickydude
Retired Moderator
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Posted: 3rd Aug 2008 01:44
That was impressive Airslide! Got an average of 30 fps. The level design was good and the appearance of more soldiers and doors opening after certain things was a nice touch. If there's one thing I'd change it's the texture for the walls in the outside courtyard where the stone turns into paintwork further up, you need a fully painted texture to put above so you don't get that banding look. Other than that there were some nice little touches.

Ertlov
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Posted: 3rd Aug 2008 19:35
This was in terms of Level Design one of the best FPSC games I´ve ever played. Of course the look is far from being an eyecatcher, but the architecture had this special logfical feeling that made the whole level believable.

Come to where the madness is:
http://www.homegrowngames.at
Opposing force
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Posted: 3rd Aug 2008 20:04
You need an M1 Garand.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Airslide
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Posted: 4th Aug 2008 18:42
Quote: "This was in terms of Level Design one of the best FPSC games I´ve ever played."


Wow Hearing this from someone with a BOTB award is certainly heart-warming

Visually I doubt it will ever be terribly stunning, mainly cause:
A) There's a real shortage of WW2 media (although I'll be going on a massive crusade to find more )
B) I am terrible at modeling.
C) Speed and gameplay are my highest priority

Quote: "You need an M1 Garand."


Not entirely sure where'd you find a Garand lying about in Germany before the allies got there...I mean theoretically they could have brought one back from someplace, but now I'm getting to technical

creator of zombies
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Posted: 4th Aug 2008 19:39
Quote: "This was in terms of Level Design one of the best FPSC games I´ve ever played."

I agree 100%!. The level had the right amount of depth to it, and It also managed (very well indeed) to create a sense of location within it, compared to just a jumble of disjointed corridoors and rooms, with no form of indentity to inform the player that he is standing is a castle for example. This is a brilliant skill that most developers (excluding you ) cannot achive.

Well done Airslide!

CoZ



Dar13
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Posted: 4th Aug 2008 22:32
Very well done but when i went to kill the final rifleman in the graveyard he wouldn't die like my smilie(shot him in the head several times and he shot with a single shot like a machinegun)
but other than that it looks like a candidate for BOTB(providing he continues his very good level design).

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Cardboard Box
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Posted: 5th Aug 2008 01:06
I have to say, I was really impressed with the level design. I was heavily reminded of Return to Castle Wolfenstein--and that's a very good thing. The scripting was done really well. I have a really low-end machine, but turning the texture detail to 4 in the setup.fpi made it run flawlessly.

One thing I was wondering is what scripts you used for your AI. I found it very above average for an FPSC game, and I'd be interested in implementing it into my games. Thanks.
Airslide
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Posted: 6th Aug 2008 20:13
Above average AI? I didn't even get around to re-writing it yet, these were stock scripts used as place holders

I'm finally getting some time away from Garry's Mod to get to work on the catacombs. I'd work on the first level (The prison) but my in-ability to get a knife in-game with MP6 hands is putting that on hold - I don't want to design that part of the level without know what equipment the player would have and how effective it is, otherwise I'll end up re-doing any enemy placement I create...

darimc
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Posted: 6th Aug 2008 20:20
I could make the knife with mp6 hands if I get time.



Cardboard Box
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Posted: 6th Aug 2008 20:24
Quote: "Above average AI? I didn't even get around to re-writing it yet, these were stock scripts used as place holders"


Oh, haha, I didn't even realize.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 6th Aug 2008 20:36
Airslide,

Sounds promising. I look forward to seeing how you develop this further.

On a side note, I have an outstanding retexture of the WW2 SS Officer, into Adolf Hitler, that I did some time ago, that you're welcome to, if you are interested.

I've just moved and my media is still in transit, but I'd be happy to forward the file to you, once the media arrives, should you request it.

Thanks,

Seth Black


Airslide
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Posted: 6th Aug 2008 20:37
I've already got a knife model from the WW2 media pack, and I'd be fine if milkshape would just export in the right direction. I've got a few more tricks up my sleeve to try, but if none of them work I might take you up on that offer

Airslide
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Posted: 29th Aug 2008 02:44 Edited at: 29th Aug 2008 02:45
Sorry for the lack of updates:


Nothing fancy. Haven't really gotten to work on it yet. Don't want the thread to die though

Seth Black
FPSC Reloaded TGC Backer
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Posted: 29th Aug 2008 18:40 Edited at: 1st Sep 2008 17:29
...guess not.


Pus In Boots
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Posted: 29th Aug 2008 18:56
Quote: "This game contains un-censored references to the Nazi Party. If this offends you please do not continue reading."


The only mention of Nazis I saw was referring to supernatural powers. Hardly offensive. And for the record, blasting Nazis in video games is no crime and documenting events and people is perfectly acceptable as long as the subject is treated with sensibility. With that in mind, you may want to flesh out the story a little. Maybe give a logical reason why superhuman Nazi monsters are patrolling a rural German village.


Airslide
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Posted: 30th Aug 2008 03:04
Quote: "Maybe give a logical reason why superhuman Nazi monsters are patrolling a rural German village."


Well maybe if I actually had superhuman Nazi monsters patrolling a rural German village I might

The supernatural stuff is all in the catacombs and the military base. And the Nazi warning is because last time I posted something somewhere with a Nazi flag in it people screamed and hollered until I posted a warning or removed it

Accoun
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Posted: 30th Aug 2008 03:12
Looks very good, except the rifle, but it's not your fault (sniper rifle with the scope that far is a pure fail... )

Make games, not war.
Airslide
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Posted: 31st Aug 2008 20:59
Big update! I'm moving the game to FPSC X10. I'm in the process of re-making the village level as close the the original as I can, though probably with more enemies. I'm not sure how I'll get the guards to spawn at certain times though, as I've had issues doing that in X10 before.

When I'm done with the X10 version I *may* go back and re-create it in X9.

Screenshot attached, image shack is goofing up.

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CoffeeGrunt
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Posted: 31st Aug 2008 21:14
Quote: "Big update! I'm moving the game to FPSC X10."


NNoooooo!!!!

Be loyal to your X9 fans!

Airslide
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Posted: 31st Aug 2008 23:21
Sorry As I said, I may make it in X9 as well once I'm done in X10.

Meanwhile, I've been having lots of fun messing around with the AI. By placing waypoints at all the stairs, the AI (which technically thinks in 2D) can walk between floors. The guy on the upper level of the opening area will shoot at you as he runs back towards the stairs, goes around outside, and opens the front door. This conveniently alerts the soldiers outside as well. DarkAI is pretty sweet, although it would be better if Lee didn't set it up to have a 360 degree vision cone

CoffeeGrunt
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Posted: 31st Aug 2008 23:36
Is there no way to edit it like in X9?

Airslide
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Posted: 31st Aug 2008 23:41
The AI you mean? It already has a script that handles the animations and actual shooting/reloading, so it can be edited. I even got Bond's zombies working with it awhile ago, the only thing it lacked was the plrfreeze command. With that his zombies would work almost perfectly, although the fact the scale fpi parameter doesn't work makes them appear a tad large.

I'd be nicer if Lee gave more control to the script by using DarkAI in manual mode, but this way I guess at the least it's faster.

Rampage
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Posted: 5th Sep 2008 11:10
Looks good!

P.S. Why am I banned from using IGD?? I've never been on that site in my life!

[url=][/url][href]http://www.rampagemod.webs.com[\href]
darimc
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Posted: 5th Sep 2008 13:58
Quote: "P.S. Why am I banned from using IGD?? I've never been on that site in my life!"
I don't think you are banned, but it is closed registration. If you email one of the mods of the site then you might be let in.

Anyway, the demo was fun. I look forward to the full game.



Airslide
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Posted: 6th Sep 2008 02:24
Not sure. I haven't brought the hammer down on anyone as of yet, mainly cause I'm not around as much as I'd like

CoffeeGrunt
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Posted: 6th Sep 2008 11:08
Me neither, it's peaceful enough to almost say that it might not actually need a mod squad......

xyzz1233
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Posted: 7th Sep 2008 00:26
@ Rampage:

Seems like a glitch... I had a problem like that before. I was banned the day after I made an account... I hadn't even posted anything!

So I emailed DarkFact and he sorted it out for me. This was back in May, though.

CoffeeGrunt
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Posted: 7th Sep 2008 02:09
No that was because Underside, who has now been banished from TGC and all of it's sister sites, banned you because he thouhght you were a spambot......

splinter 0105
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Posted: 7th Sep 2008 02:31
Looks good
xyzz1233
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Posted: 7th Sep 2008 06:32 Edited at: 27th Sep 2008 20:18
EDIT: Reread this. I'm an idiot, lol.

Airslide
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Posted: 27th Sep 2008 07:31
Bump:

Nothing new to show (that'd I want to, anyways, lol) but I've decided to continue work primarily on X9 rather than X10. For the meantime I plan on re-creating the first level, keeping the existing gameplay in mind and maintaining the same frame rate, but improving the graphical quality (to an extent) and adding a few more areas to explore. I'll also be making a custom hud. Once that's done I'll get more work done on the catacombs before I release a new demo.

xyzz1233
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Posted: 27th Sep 2008 20:20
Quote: "I've decided to continue work primarily on X9 rather than X10."


I thought the X9 version was being dropped. Glad it's not.

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