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Work in Progress / Mercenaries 2

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David T
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Posted: 14th Nov 2004 20:52 Edited at: 31st Mar 2005 01:59
MERCENARIES 2 TRAILER MOVIE! 3 mins

http://files.thegamecreators.com/misc/merc2_trail.zip

Thanks ever so much to Rich for hosting this. It's a 3:16 trailer of gameplay. All comes wrapped up in a nice soundtrack thanks to Edgen.

Get it! Now!

Some screens:

Look at the water in the 4th screen 0_0

Deathmatch, mission mode, and another deathmatch









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PowerSoft
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Posted: 14th Nov 2004 20:55
Thats excellent, i can see the great power of your intelligence has made waitng worth while


Create? Play? YOU Decide
Emperor Baal
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Posted: 14th Nov 2004 20:58
Nice FPS and FPS David T. Looks good

Cian Rice
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Posted: 14th Nov 2004 22:15
Looks so professional, and that water, it's amazing, I'd never excpect something so real from a DB game.

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David T
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Posted: 14th Nov 2004 22:36
Thanks

Darkcoder's modelling me a sniper rifle now - once it's done I'll post up a screen

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DBAlex
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Posted: 14th Nov 2004 23:30
Whoa, Awesome. How long did this take to code? And What Level Editor Are You Using?

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Turoid
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Posted: 14th Nov 2004 23:55
Looks superb!! but only eeh.. 14 fps ?

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David T
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Posted: 15th Nov 2004 00:43
Whoa, Awesome. How long did this take to code? And What Level Editor Are You Using?

On and off since July. I don't use any level editor, it use my own heightmaps and the terrain plugin.

Quote: "Looks superb!! but only eeh.. 14 fps ?"


Hehe - it's usually better

It does need a powerful pc to run, I admit - although the fps is usually around 25-30fps. The level in the last screen runs slower because more of the level is visible, and so not much is occluded.

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Lascerus
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Posted: 15th Nov 2004 01:58
so..is this supposed to be a CS beater cause if it is consider it destroyed : ).Graphically better...and i like the player tagging, in my opinion one thing cs lacked. SOz to compare but it is that good if not better...*looks for the demo*
David T
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Posted: 15th Nov 2004 02:05
There's an old demo hanging around on my site, expect a newer one sooner

There's both deathmatch mode and single player.

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Hamish McHaggis
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Posted: 15th Nov 2004 02:34
Nice . I see darkcoder gave you teh modelz too . Get out the demo soon please .

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David T
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Posted: 15th Nov 2004 02:40 Edited at: 15th Nov 2004 02:40
Quote: "I see darkcoder gave you teh modelz too ."


Yeah, he gave me the p90 and USP back in the summer, never got round to releasing too many shots with them in. He's doing a sniper rifle now, so once I have a respectable sniper I'll show you that

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Peter H
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Posted: 15th Nov 2004 05:15
ok if you want my opinion...even though the graphics are waaayyy above just about every DB game i've seen...the water looks too transparent

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David T
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Posted: 15th Nov 2004 06:43
Hi,

I'll experiment with the water - there's two layer,s perhaps adding a third less transparent would add some nice depth.

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The dude guy
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Posted: 15th Nov 2004 06:56
I was wondering when you would continue... It looks real nice! The water looks pretty good too!

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Nicholas Thompson
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Posted: 15th Nov 2004 06:58
Err.. I get no picutres.. lol

Mx5 kris
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Posted: 15th Nov 2004 13:29
dude, this is tight. If you can edit some interface (the in-game one on the screen shots) with better graphics, It will be a very high quality game. Worth $$$. I cant wait for the new demo.

David T
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Posted: 15th Nov 2004 15:30
Thanks all.

@Nick - you do - press refresh if for some reason they aren't showing.

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Nicholas Thompson
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Posted: 15th Nov 2004 17:58
Ahh I see. Well that was the first Time I had been to the thread and it wasn't a matter of refreshing (I tried to go to the pick directly and it couldn't find the server)..

Anywho, can see them now and... well.. I'm MASSIVELY impressed! That aint far off Far Cry (no pun intended).. Any demo availabled?

My comments are: The interface needs a litte more. It looks a bit out of place with the REALLY nice 3D engine, having the 2 colour health bar and standard DB text output looks a little like debugging more than game text.. Just my opinion.. Maybe some nice semi translucent sprite based text?!

Van B
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Posted: 15th Nov 2004 18:22
Looking even more awesome than ever!

If you'd like a pair of arms on those guns, just let me know .


Van-B


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Wiggett
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Posted: 15th Nov 2004 18:32
there are arms on those guns.

Van B
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Posted: 15th Nov 2004 18:41
Hehe, soz - I only checked one (I have to copy it and increase the brightness before I can see anything). Did'nt notice the hands (was too busy looking at the water).


Van-B


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Wiggett
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Posted: 15th Nov 2004 20:27
story of your life eh?

Van B
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Posted: 15th Nov 2004 20:44
It is actually - takes me ages in the toilet...

It's not that the screenies are too dark, because I know when I check at home on my TFT they'll look fine - it's this damn cheapo monitor I have at work, and it's anti-glare thingy.


Van-B


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Wiggett
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Posted: 15th Nov 2004 20:46
anti-glare, story of yoru life huh

Van B
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Posted: 15th Nov 2004 21:01
Actually no... The story of my life would be more like the bible, except with lasers and ninjas and more chics.


Van-B


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Peter H
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Posted: 15th Nov 2004 21:56 Edited at: 15th Nov 2004 21:56
also the white cross hairs look a bit out of place...maybe something more like a dot or a different color(colour if you prefer)...(except for sniper zooms )

"We make the worst games in the universe."

Nicholas Thompson
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Posted: 15th Nov 2004 23:23
Actually, I quite like the white cross hair.. Though maybe a SLIGHTLY translucent version? White is good because it often stand out against everything.

One feature I like in Vietcong is the option to play in "Vietnam" mode and there is no cross hair! You can, however, press right mouse button to shoulder the weapon and look down the barrel for increased accuracy.

I love Vietcong.. That and FarCry and my current favourite FPS's.. So Dave, make your game a cross breed of those and you're onto a winner. Hehe (j/k)

David T
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Posted: 16th Nov 2004 00:43
Thanks for the multiple comments

Quote: "My comments are: The interface needs a litte more. It looks a bit out of place with the REALLY nice 3D engine, having the 2 colour health bar and standard DB text output looks a little like debugging more than game text.. Just my opinion.. Maybe some nice semi translucent sprite based text"


I personally like the health bar, but that's just me

I'll see what I can change regarding the UI. Perhaps some more interesting bits

Quote: "If you'd like a pair of arms on those guns, just let me know ."


Thanks, I could do with a few arms on a few models. Darkcoder's modelling me a sniper, but I have some other guns which are too unspeakably tacky to show, and coudl do with some arms. I'm also interested in a certain Uzi I remember seeing in one of your games (hint, hint )

Re: crosshairs - It was black, then people complained and said change it to white, so I change it to white

I may have it with a red dot in the middle.

Thanks again for all the comments

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Hamish McHaggis
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Posted: 16th Nov 2004 00:44
Hey VanB, I'd like some arms for the other fps if you'd be much abliged (not linking, don't want to seem like I'm stealing). Just to make it so the models are slightly different . Cheers.

Since I should probably say something, yeah the water does seem a bit clear . And it could do with some better interface graphics . Sorry, that was just copying what other people said, but once you release a demo, with sniper (mmmm...) I'll try and comment more .

Isn't it? Wasn't it? Marvellous!
David T
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Posted: 16th Nov 2004 01:36 Edited at: 16th Nov 2004 01:37
Little title screen. Fully 3d, as the logo rotates the light highlights each letter.



I've sunk low enough to showing my title screen!

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Hamish McHaggis
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Posted: 16th Nov 2004 02:30
Still, looks pretty neat .

Isn't it? Wasn't it? Marvellous!
Nicholas Thompson
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Posted: 16th Nov 2004 02:32
Thats sweet!! How you get those echoy effects? You using shaders or something?

Van B
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Posted: 16th Nov 2004 02:48
No problem, I'm planning on re-doing the texture, but the one I've done should be a good start. I'll just post it here so long as David don't mind.

I use PLX#, PLY#, PLZ# for the player position, and PLAX# and PLAY# for the player angle, I use this code to position it with the camera.



I use limbs 33 and 34 as the bullet trajectory - like the vector between limbs 33 and 34, the pyong!. You should do your gun effect on limb 34 (like glue a flare there or something). The animations should be easy enough to figure out, idle, fire then reload.


Van-B


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David T
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Posted: 16th Nov 2004 02:54 Edited at: 16th Nov 2004 03:32
Quote: "How you get those echoy effects? You using shaders or something?"


Nope - look at teh edges. Notice the artifacts? That's because its a bunch of ghosted plains

Thanks very much Van - I now have a respectable Uzi Plus muzzle flash, which was an unexpected bonus

I haven't looked at it yet - but do you know the animation keyframes? (They may be easy to work out in which case I'll repoy once I've had a look at them).

David

[edit]

I've got it positioned nicely now Does need rotating 180 on the y axis though but that's no problem. Screen soon.

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MikeS
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Posted: 16th Nov 2004 04:27
B-E-A-UTIFUL!

And I thought the last version was great. This will be excellent. Keep up the good work David.



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David T
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Posted: 16th Nov 2004 04:39 Edited at: 16th Nov 2004 04:39
Cheers

Here's a screen of Van's superb Uzi, with a fully working reload anim

Darkcoder's also finished his sniper so once I get that in I'll post a pic.



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Nicholas Thompson
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Posted: 16th Nov 2004 04:44
Can you release a Demo now?! I wanna try!!

David T
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Posted: 16th Nov 2004 04:53
Sorry, no There's a few things I want to clear up - like new guns, ui etc.

Might as well have a pic of VanB's fab reload anim:



That's enough for tonight, see you all tomorrow

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Nicholas Thompson
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Posted: 16th Nov 2004 05:06
I'll be a free Alpha/Beta Tester!!

Mitchell
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Posted: 16th Nov 2004 06:16
ooooooooooooooohhhh nice teamwork

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Posted: 16th Nov 2004 09:58
Is there a way to use a gamepad or something for this?

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QuothTheRaven
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Posted: 16th Nov 2004 15:20
Looks like you've made a lot of progress. I hope the AI has improved from your old Demo where they just follow you and shoot at you and none of your teammates do anything.

Wiggett
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Posted: 16th Nov 2004 19:08
teammates not doing anything , story of your life huh van b?

Van B
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Posted: 16th Nov 2004 21:00
Looking great David, the uzi looks better there than it does in my game!.

Rob,
Not really, I'm usually the one getting in trouble for not pulling my weight! - you should have heard Simple when he thought we'd missed the retro comp deadline .


Van-B


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Shadow Robert
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Posted: 16th Nov 2004 21:46
wonder if anyone else plays Counter-Strike : Source..
well anyways, looks like your getting the project back ontrack.

i'm still sure those trees are slowing down the engine, (and the terrain even with LOD is hardly doing anyone any favours.. god knows why TGC didn't add more options with the Advanced Terrain)

Personally I think you could probably do more writing a nice internal FPS engine. I'll send my OutFox source your way on monday, I discovered a very interesting way to make a widescale FPS game possible even with DBPs limitations.
Was a 1-step backwards turned out to give me 2-steps forward.

you never realise just how interestingly innovative the Wolf3D and Tomb Raider levels were until your sorting out Visibility, Lighting, Shaders, Ai, and Collision.

i've ended up with what i'm lovingly reffering to as, 'Early-Learner BSP' heh


Van B
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Posted: 16th Nov 2004 22:38
Tomb Raider's level engine was just ingenious - I mean nobodies pretending that it's not limited, but for the type of game they could get away with it - generating the level meshes for TR style levels is quite similar to creating a terrain memblock - except with 3D data and sides to each tile, it's like time consuming rather than difficult to get an engine like that underway. Maybe a miniature scale version would work, like maybe with blocks half the size of TR - to give more detail but keeping the rigidity and the speed benefits. OIE's collision system was inspired by it - it's actually a lot like a TR floor.

What are your plans (if any) for buildings David?


Van-B


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David T
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Posted: 17th Nov 2004 01:58
Quote: "Looking great David, the uzi looks better there than it does in my game!."


Yes, I think it looks quite nice!

Quote: "i'm still sure those trees are slowing down the engine"


I've got some new ones - although what I plan on doing is have a system where there's a bunch of billboards that get dynamically replaced with full models as you get closer.

Quote: "What are your plans (if any) for buildings David?"


Ah yes, buildings. Probably not is the answer. It was designed first and foremost for outdoor scenes, and so a lot of it is geared towards outdoors - e.g. visibility, parth finding (or lack of it! ), ai, bullet shooting etc.

While it may be possible to bolt on some rough-around-the-edges architecture with NG, I'd rather rewrite the whole engine from scratch for a new game with all sorts of nice things including smooth building -> outdoor transitions - a bit like the FPSC engine maybe.

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David T
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Posted: 19th Nov 2004 00:46
Sorry for the lack of updates, just getting the Uzi right. DC's hopefully finished the sniper by now so I can work on getting that in.

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David T
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Posted: 19th Nov 2004 05:04 Edited at: 19th Nov 2004 05:04
Right, DC has modelled the sniper. Very peachy IMO



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