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FPSC Classic Work In Progress / [X9] Agent 0 (with Fenix Mod Dark AI)

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Kravenwolf
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Location: Silent Hill
Posted: 27th Oct 2009 04:14 Edited at: 27th Oct 2009 04:26
[X9] Agent 0 (with Fenix Mod Dark AI)

[b]!!!Dark AI Preview Video Here!!![/b]


This is a small side project that me and Hockeykid have been working on here and there since the start of Dark AI in Fenix Mod. Right now, the main focus is getting the Dark AI working properly and creating a rough layout of the first few areas in the game. The first few screenshots are from the training level, based on the training level from Call of Duty 4.


Screenshots








Kravenwolf

AdrianoJones Wannabe
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Posted: 27th Oct 2009 04:15
Whoa! This looks very nice indeed! Hopefully the Dark AI is working right.

-Adrian

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PW Productions
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Location: sitting in a chair.
Posted: 27th Oct 2009 04:21
Sweetness! I've always been a fan of you and your media (like you know, I bought 4000 pts just for your stuff) and I'm glad to see yet another game using the Training Grounds wall entities (which I just bought, and it's awesome)...

Can't wait to see this develop with the DarkAI and all, good luck.

I've seen it all. Except for myself ever not failing at something.
KeithC
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Posted: 27th Oct 2009 04:38
Very nice!

Coach Shogun 20
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Posted: 27th Oct 2009 04:41
Just wondering, what is the glowing outline for? Otherwise it looks great! Good luck!

RedneckRambo
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Location: Worst state in USA... California
Posted: 27th Oct 2009 04:46
Looks good so far. The AI were moving FARRRR to slow though IMO. Though their animations looked very smooth with DarkAi. Generally FPSC looks like people are just badly being jerked around lol.

Looks great, hope it works out for the best.

Signature's are stupid.
AaronG
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Posted: 27th Oct 2009 04:57
@Coach Shogun 20

I believe the outlines are to visually express where the AI cannot go to avoid collision with entities or segments.



djmaster
User Banned
Posted: 27th Oct 2009 09:39
They look very great,the enemy should be slightly faster,then it will be nice.And they should stop from time to time,take cover,wait a bit then attack again.

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Kravenwolf
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Posted: 27th Oct 2009 16:14
Thanks for the comments everyone.

@Coach Shogun, AaronG is right on the mark. The white lines (automatically) trace around walls and other entities when you place them in your level and the Dark AI uses those lines to avoid them when following the player. The white lines are not visible in a built game.

@Jenkins, thanks. Yeah, the animations are a little slow, but they can be adjusted by increasing the characters' speed. And hopefully, the Dark AI will perform faster and more natural once Hockeykid is finished with it.




10.27.09 Screenshots (Location: Asylum)













Kravenwolf

djmaster
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Posted: 27th Oct 2009 16:26
Looks just stunning,asylum...so zombies? Or FEAR style?

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Bugsy
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Posted: 27th Oct 2009 16:41
but the lines always appear in test game?
what about when taking screenies for your WIP thread?
Metal Devil123
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Location: Suomi, Finland
Posted: 27th Oct 2009 17:19
That looks awesome! And Dark AI is much wiser than the normal AI for enemies! but the project looks nice. And how do the lines appear in there?


Can you survive from the horrors of the hidden land Occulo?
Kravenwolf
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Posted: 27th Oct 2009 18:05
Quote: "Looks just stunning,asylum...so zombies? Or FEAR style?"


Thanks! Not sure yet about the enemies. Though with the headshot command in Fenix Mod and Rolfy's zombies, I think it would be pretty fun to blast their heads off and watch as they still walk a few steps before falling down

Quote: "but the lines always appear in test game?
what about when taking screenies for your WIP thread? "


The lines fade in and out, so I can take screenshots between pulses.

Quote: "how do the lines appear in there?"

They automatically trace around any object you place in your level.


Kravenwolf

Bugsy
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Posted: 27th Oct 2009 19:58
so wait... darkAI is released?
Hockeykid
DBPro Tool Maker
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Posted: 27th Oct 2009 21:37
Quote: "so wait... darkAI is released?"


No me and Kravenwolf are buddies so he gets my builds

Quote: "how do the lines appear in there"


Let us be clear the white lines are for me to use to debug dark ai and they WILL NOT be in game at all (not even test) when the beta is released.

AdrianoJones Wannabe
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Location: Ontario, Canada
Posted: 27th Oct 2009 22:24
And yet Kravenwolf continues with his amazing grunge level design work, in his favourite place, the asylum.

-Adrian

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s4real
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Posted: 27th Oct 2009 22:51
This is looking great, dark ai is def getting there.

Nice work

Best s4real

Roger Wilco
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Posted: 28th Oct 2009 00:03
Awesome stuff, guys. Keep up the great work!
rolfy
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Posted: 28th Oct 2009 00:22
Quote: "Though with the headshot command in Fenix Mod and Rolfy's zombies, I think it would be pretty fun to blast their heads off and watch as they still walk a few steps before falling down"

ooooooooo very cool, this is an awsome looking game.
mAcpo
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Posted: 5th Nov 2009 05:29
Hey Kravenwolf the screens are looking great! I have a question for you, I see in the screenshots that you have hanging ceiling panels or tiles - are those static entities that you have placed or modeled in blender? Same question for the fallen pieces on the floor?
McCrazy
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Posted: 5th Nov 2009 08:34
The screens are really awesome again, you've did a great job on the asylum! I really want to have this DarkAI, doesn't matter what it costs. It would improve my game a lot

jojje
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Posted: 6th Nov 2009 21:08
that`s what I like! Keep up the good work!

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