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FPSC Classic Work In Progress / [x10] Hardcore soldier X

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michael x
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Posted: 18th Apr 2011 17:05 Edited at: 24th Jul 2011 21:01


release date summer 2011

Developer:MXS

fpscx10
no mod
type scifi

effects
shader 4.0
weapon shader
segment shader
entity shader

sounds & music by Michaelx,Reggie,ArmageddonGames



story:
The aliens has been planning to invade earth for years. Watching us and stealing our technology.Using it to create war machines robots.But with the creation of the the space stations they allow us to watch above earth atmosphere and protect us from falling meteor rocks. So the aliens decide to take our defense systems out one at a time.
A crew of 15 soldiers and 4 scientist was sent to take some cargo to the other space station. The crew of 19 disappear without a trace. But the radar keep showing something there in space. So Jared Davis decided that him and his crew of hardcore soldiers is going to go and check it out. Jared Davis as the soldier X leader and crew of 25 loaded up the spaceship and took off.Jared took off in his own spaceship. they got to the point where the radar showed the spaceship but it was a cargo ship they lost long ago. they check out the inside but there was no one in it . then out of nowhere a black whole opens up and a beam of light took all the spaceships away. By the time Jared awaken he found him self landed on a landing port. He tried to take off but for some reason his spaceship would not move.So he decided to get out of his spaceship and take a look around for his crew and a way off this place.

about the player
Jared Davis is a cyborg. He got surgery on he body after the ww3. they could only save his brain and heart. He is the first his kind to become a hardcore soldier.






landing port

[img][img][img]

demohttp://www.mediafire.com/?ndrm6nlluru2kcw

youtube http://www.youtube.com/watch?v=cV3eCVq9Lcg

more than what meets the eye

Welcome to SciFi Summer

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Dark Frager
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Posted: 18th Apr 2011 22:17
WOW, I thought that first screenshot was from UDK. Well Done.

All alone in my room, haven't been outside since 1992.

michael x
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Posted: 20th Apr 2011 09:18 Edited at: 20th Apr 2011 10:32
thanks dark frager.






weapon shader 4.0



aliens that will rip you apart

more than what meets the eye

Welcome to SciFi Summer

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ReFure
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Posted: 21st Apr 2011 14:29
That looks really good

Nic

What? There is only one of you?
bobochobo
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Posted: 21st Apr 2011 20:39
The graphics look really good, but you seem to be using the same segment alot.

uman
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Posted: 23rd Apr 2011 01:31
Excellent. Lovely style.




250 seamless textures : http://www.umedia.co.uk
Metal Devil123
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Posted: 23rd Apr 2011 17:15
Yes, I love the style too. And that weapon looks FANTASTIC.

DarkFrost
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Posted: 24th Apr 2011 03:29
How do you get those weapons into x10?

[img][/img]
Le Shorte
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Posted: 24th Apr 2011 04:20
Quote: "How do you get those weapons into x10?"

MP9/10 are compatible with x10

Cheesehead for life.
Johnski
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Posted: 25th Apr 2011 00:36
UDK? this is very good! 10/10 for visuals

The Host Is Aware Of Your Presents

FOR THE LITTLE AFRO DUDE!
Le Shorte
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Posted: 25th Apr 2011 04:06
Quote: "UDK? this is very good! 10/10 for visuals"

That's FPSCx10 for you

Cheesehead for life.
michael x
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Posted: 27th Apr 2011 21:24
thanks for the kind words guys. I have been working on making the levels look.UDk!lol. well I feel the way the graphics are turning out it seem like a different engine. but this is the true power of fpscx10.I have been working on this game since last year. getting everything x10 ready isn't easy and so far I have no bug problems. also everything you see in these levels are not finish. but here is a sneak peak of the level design to come.



more than what meets the eye

Welcome to SciFi Summer

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Sandante
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Posted: 28th Apr 2011 03:10
looks great.

michael x
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Posted: 2nd May 2011 10:58 Edited at: 2nd May 2011 11:01
@SanXL thanks.
I have been pushing the textures more. In the next day there will be pics of the new landing port. for now enjoy these pipes.







more than what meets the eye

Welcome to SciFi Summer

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Metal Devil123
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Posted: 3rd May 2011 22:00
VERY good graphics! I love the blue pipes.

Jeko
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Posted: 11th May 2011 14:22
Great graphics but fps is 5.

My Specs : CPU: Intel Pentium Dual-core 2.80 GHz Win7 Ultimate
Memory: 4 GB RAM DDR2
Grapphics Card : NVidia GeForce 210 1 GB
cjkidbravo
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Posted: 11th May 2011 17:03
Looks interesting
Le Shorte
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Posted: 12th May 2011 23:01
Quote: "Great graphics but fps is 5."

Have you ever even tried a game made in x10? It doesn't suffer from framerate issues like x9 does. This game no doubt performs better than an average x9 game with PS2.0 shaders.

Cheesehead for life.
Metal Devil123
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Posted: 13th May 2011 16:05
Quote: "Great graphics but fps is 5"

Where can you see that?

michael x
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Posted: 14th Jul 2011 10:53
thanks guys. here it is the beginning.



more than what meets the eye

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Leongamerz
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Posted: 14th Jul 2011 13:42
Its so simple but its fit with your game.WELL DONE

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude And Lee Bamber is my icon.
srealist
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Posted: 14th Jul 2011 15:33
Wow! Fantastic. Are you using the default shaders? The specularity on the pipes just blew my mind.
ThoughtWire Software
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Posted: 14th Jul 2011 21:38
Looking good!

Quote: "getting everything x10 ready isn't easy"


Your damn right it isn't

The only really annoying thing about X10 is the character shader, it always makes 'em look so shiny.

Keep up the work!

[center]

michael x
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Posted: 15th Jul 2011 10:55
thanks guys. yes that is the default shader.you are right the dynamic entity shader sucks but the right type lighting can work well on that.but it a known bug to me and i know why it does that. I have been working away at x10 to get it at its peek of bug free. believe it or not i turn cosmic cliffs into segment. but you all might want to keep a good eye out for what i may show next.I have push for custom in a big way for this game. right here you see a big Scorpid.



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ThoughtWire Software
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Posted: 15th Jul 2011 17:18 Edited at: 15th Jul 2011 17:19
Nice!!!

I'm liking that screen, it looks like a Xen level from Half-Life!

Also, how do you get you lighting like you have. When I light my levels I get weird lines of light where segments join (example attached).

Again, it looks brill!

[center]

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darimc
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Posted: 15th Jul 2011 18:05
The scorpion looks sick!

@ThoughtWire Software, have you tried adjusting your lightmapping quality?

ThoughtWire Software
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Posted: 15th Jul 2011 21:09
@ darmic Yeah, it's at 100 :/

[center]

darimc
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Posted: 15th Jul 2011 22:08
Hmm that's odd :\

michael x
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Posted: 15th Jul 2011 23:11
@ThoughtWire Software thanks.
yes I know of this bug which I work on figuring out why it does this.for some reason x10 dislike different light ranges.you have to set the light range on all the lights in that one level as the same.so if one light is 300 ever you put have to be 300 light range. you may have to redo that level allover. but first take out all the lights save the level without lights. close the program and use the cleaner.then make a basic small level using the commend ground.test run it then esc.know open your level the one you took all light out of.test run it without lights then esc. start adding the lights.make they all have the same range.

thanks darimc.
there is more to come which may surprise some of you. I have got things to work in x10 that almost would seem impossible. i do a lot of tweaking.

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srealist
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Posted: 15th Jul 2011 23:20
@michael x

Sounds like you have found work arounds for a lot of the problems us x10ers hit our heads' against the wall over and over trying to resolve.

Can you document what you have found in a way that is accessible to everyone?

About a week ago, after seeing the particle system in x9, I told myself I was done with x10 as soon as I finished my current projects. However, since then I've decided that I am going to do whatever I can to rekindle interest in it. I'm making a series of x10 model packs that will all be completely free for use in any way anyone likes. Those of us who have stuck with x10 have a lot invested in it and I'd like to see us pull together and give it a chance.

Thanks for sharing your inspiring work and your insights.
ThoughtWire Software
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Posted: 15th Jul 2011 23:26
@ srealist If you want I could make some segments for your model-packs. Shoot me an email if your interested



Looking forward to seeing more of your game Michael. Thanks for the info!

[center]

Gunbarrelguru
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Posted: 16th Jul 2011 00:43
I have to admit that I laughed at the name of your game. But I also laughed at the name of the game, "Blake Stone: Aliens of Gold." And guess what? Both games blew my mind! Very well done.
Hamburger
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Posted: 16th Jul 2011 05:20
Yery cool scorpion thing you got there

The only crit I have is to maybe make the cliffs more organic looking by rounding ou the corners, and to also maybe ad some boulders at the bases of the cliffs, and add some terrain in the background as well. You should look at some of rolfy's skybox packs too, I think he has a scifi looking canyon one that would fit your scene perfectly!
michael x
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Posted: 16th Jul 2011 08:59
thanks guys.hee is one of the aliens.





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michael x
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Posted: 16th Jul 2011 09:18








@srealist sure just email what you want to know.particle system you can do more with it. check out boiler pic.

@Gunbarrelguru yeah not the best name.lol

@Hamburger thanks man. ill think about it.

another thing about x10 is the shaders can be buggy.knowing why this is happening only lee can tighten the loose screw on that.but that not stopping me. this game is a year half old. it been plan for some time.well enjoy there is more to come on this.

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michael x
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Posted: 16th Jul 2011 23:29
here is the alien base.



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srealist
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Posted: 16th Jul 2011 23:50
Thanks, ThoughtWire. And yes, I would love to team up with other x10ers. Another forum member offered to do segments for the snowy time pack I am working on right now but I plan on doing many of these.

How are your modeling skills? I'm pretty much limited to what I do in Mudbox. Though I think I am good with texturing and composition.

@Michael X, well I'd like to everything you figured out but I guess specifically what you've discovered with the shaders and lighting...also anything you have figured out with the particle system. I'm insanely jealous of x9s particle system.
michael x
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Posted: 17th Jul 2011 01:31 Edited at: 17th Jul 2011 01:37




@srealist the only thing you should know is fpscx10 hate when you use the same textures over and over again.as for as the particle system go dont believe in the hype.it not as great as you nay think.before i get on that let me make one thing clear to anyone reads this.

I use both x10 and x9. I will not tell anyone that fpscx10 is better than fpscx9 on the same note i will say fpscx9 is better than fpscx10.they are the same program using the same source which darkbasic.one uses directx9 other directx10.that it.I like both of them but there are things i like about one that the other does not have.

okay the particle system in fpscx9 is really cool.but fpscx9 cant handle it that well.you will loose performance.which is still the one thing fpscx9 lacks.all these great effects and dont have the performance to handle them all.which is one thing that came against fpscx10 was there was suppose to be another effect that fpscx10 was to have. but it would have killed the performance.which the main two things like about fpscx10.

performance and memory.I have my problems with both programs but I use there strength to my advantage.what one does not have I will do in the other.my games will use the unique way of the effects.

okay to all my fpscx10ers one key rule to large level with good performance.dont not use all the other full screen effects.just use the bloom effect.well cant tell you all everything but there is more to come.so stay tuned.

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ThoughtWire Software
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Posted: 17th Jul 2011 13:55
@ srealist Unfortunately modelling is not my forte. However, if you give me a topic I'll gladly make a heap of segments for it.

I like the towers!

[center]

srealist
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Posted: 18th Jul 2011 07:55
I've thrown a lot at x10 and rarely ever come across performance issues. Granted, I make educational mini-games - not multi-leveled first person shooters. But I have made games without barely a single static entity and they run well on some very basic windows 7 machines. I also tend to use 1024x1024 textures (diffuse, normal, and spec) on a lot of my entities and again I have not taken much of a performance hit for it. Most of the mini-games I've developed run around 160 fps or higher on modern but standard boxes (even ATI cards). I build the games with lightmapping at 100% and, depending on the game, textures at full or half.

So if nothing else, I would say that x10 handles this very well.

I completely agree about the reuse of textures. This is a big no-no in x10. If you reuse a texture more than....say 8-15 times..depending on its resolution...it will just straight up disappear from your scene.

Anyway, just as I was about to switch to x9 I've been realizing that x10 is a diamond in the rough. I think its "failure" was mostly based on a resistance from the community to change engines combined with the fact that Vista was a horrible OS. But Windows 7 is a very good system and, by now, most people should've migrated away from XP.

I'm personally hoping we can see a resurgence in x10 usage. Despite the lack of documentation, there is a lot of intelligence in the shader system, instancing, and the overall design. I've worked in a VR lab for the last 12 years and used a LOT of engines (custom and off-the-shelf). FSPCx10 is not a bad engine and the shaders are better, though misunderstood, than a lot of other engines out there. All it requires is some creativity and you can do almost anything you want.

My .02

Cheers!
SREALIST
ThoughtWire Software
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Posted: 18th Jul 2011 20:26
@ srealist Here Here!

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michael x
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Posted: 19th Jul 2011 19:38




thanks to Moncho this would not be done without hie scifi wall.

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michael x
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Posted: 19th Jul 2011 19:45




TiTaniUm textures works great in fpscx10.he has done an outstanding job with the custom textures.his new pack is worth to buy.It a must have for x10ers and anyone making a scifi game.

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ThoughtWire Software
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Posted: 22nd Jul 2011 11:14
Very nice screens, sci-fi is definitely your forte!

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michael x
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Posted: 24th Jul 2011 07:57 Edited at: 24th Jul 2011 08:02
thanks.

here is a demo of the game.http://www.mediafire.com/?ndrm6nlluru2kcw

this has been tested on three different computers.works with vista and windows7.work good with a dual core or better.

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ThoughtWire Software
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Posted: 24th Jul 2011 10:36 Edited at: 24th Jul 2011 10:54
DLing now, looking forward to playing it! I will review when I'm done.

::REVIEW::

You've achieved exterior design very well indeed! The enemies were very well animated. However, if you run into a scorpions corpse just after killing it can fly off and loop the walking sound. Other than this it played out very well! The clearly marked scorpion spawner gave me time to think about how I was going to approach it.

Ultimately, it was very good indeed! Both in visuals and game-play.

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michael x
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Posted: 24th Jul 2011 18:36
Quote: "if you run into a scorpions corpse just after killing it can fly off and loop the walking sound"


thats very odd this bug was fix.the corpse was suppose to disappear.I know that fpscx10 has issues with large characters but came up with a work around.I have test this to make sure was never going to be a issue.tell me did this happen with every scorpion you killed?

thanks for playing.I guess you will be the only one.lol.if so this game release will be pointless and move on to the next project.

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ThoughtWire Software
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Posted: 24th Jul 2011 18:38
It was the second scorpion when it happened. Hope this helps!

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michael x
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Posted: 24th Jul 2011 21:05
here it is on youtube http://www.youtube.com/watch?v=cV3eCVq9Lcg

thanks but I have test over and over again the bug does not appear.so as the saying go if it ant broke dont fix it.

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michael x
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Posted: 25th Jul 2011 10:06




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