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Work in Progress / Lonewolf - movie

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the w00tmasta
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Location: guiding a missile, cackling with glee
Posted: 30th Jan 2005 03:08
Darkwolf? Endersgame was referring to his favorite modeller, darkwolf-and his work is on CSNation.

the w00tmasta strikes again! *fires homing missile*
Jimmy
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Posted: 30th Jan 2005 17:05
Van B ripped off my britney spears model.

Seen here.


I am Snappy, the little crocodile

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Pincho Paxton
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Posted: 30th Jan 2005 20:47
I'd like to see the movie, but it is not there.

Van B
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Posted: 30th Jan 2005 23:34 Edited at: 30th Jan 2005 23:36
LOL Jimmy - I'd have gone for more unnecessary detail.

The first movie is gone as it's changed a bit since then, but there are another 3, here's the links (they're all about 5mb):

OTT limb severing...
http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_gibfest.mpg
Bleeding...
http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_bloodeffects.mpg
Die helicopter...
http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_helieffects.mpg


Van-B


It's c**p being the only coder in the village.
Pincho Paxton
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Posted: 31st Jan 2005 01:54 Edited at: 31st Jan 2005 02:02
Yeah, great movies!!!

Just a point that choppers have to raise their nose upwards to fly backwards. Well more like tilt their blades backwards. It just looks strange in the video to see the chopper fly backwards in a straight line.

Pincho.

Van B
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Posted: 31st Jan 2005 02:44
Yeah, the choppers have been fixed so they tilt more, improves their aim as well.


Van-B


It's c**p being the only coder in the village.
6r1m r34p0r
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Posted: 4th Feb 2005 05:27
Nice!

When life gives you lemons...blow them away with an M4A1!
Van B
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Posted: 4th Feb 2005 21:22
Cheers,

Been a while since I posted anything in here, but I have made progress with the AI - now the AI is much better, they can hear when your shooting their buddies and they chase you down every time. My little brother was complaining that it's too difficult now, and the gameplay style has changed quite a bit, but it's much more solid now.

It can be pretty tricky to loose the enemies - like at the start of level 1, your behind this shipping container in an enemies base, and they're kinda running around, hiding in tents etc - there a brick building at the other side of the container that a lot of them head for (they kinda guess where they want to go as they go on through their waypoints). When playing it yesterday I though it had bugged because I'm used to having a few enemies find me and be standing shooting me by the time the game starts (the enemies get squeezed through their waypoints on startup to get them into good level start positions). This time though there was no action, but as soon as I peeked around the container I got spotted and this guy chased me around this container for ages without getting stuck once, and shooting me in the back the whole time.

The enemies aiming has improved too, although I kinda prefered them shooting me in the groin to the face, it's kinda eerie to see one of these guys zero in on your grill with his AK - it's like they hate me - perfect!. When you hide from them, they kinda do their own thing, but if they spot you then they come running. I hid behind a wall in a building and waited on an enemy finding me, but I instincively shot him in the face as soon as he spotted me - it felt like I was playing any other FPS I've played, things are really starting to come together now.

I'm not really sure about frame rates etc yet, because everything is timer based, meaning it all keeps churning along at a constant rate independant of frame rate - I do know it's very playable on my machine and that's with 512x512 textures of most things, there will be detail settings so it should be able to run on all but the most humble specs. I have a 1.6ghz machine with a FX5200, so if your above those specs (which I imagine most people are) then smooth simply won't be the word .

Hoping to post up a new video this weekend showing my new AI and entity physics - entites bounce off walls etc now - and often leave stains <rumours of van's mental ill-health may not have been exagerated>.


Van-B


It's c**p being the only coder in the village.
6r1m r34p0r
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Posted: 5th Feb 2005 04:40
looking good

When life gives you lemons...blow them away with an M4A1!
Baggers
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Posted: 5th Feb 2005 07:34
Sounds fantastic! i love getting into AI, i did a little demo a while back and the bot saw me run into a room followed me, but i had sneaked out and he looked around for a while till he heard me running off. So satisfying when that happens!
But this sounds so much better...really looking foreward to that video.
Mattman
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Posted: 5th Feb 2005 11:05
hey van, im working on an fps and ive actualy gotten a bunch of the engine down, but my next element is shooting. How do you handle it?

Something to doing?
Van B
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Posted: 6th Feb 2005 01:14
If you prepare well, shooting is actually very easy. I use 2 dummy limbs on my gun to set the start and exit of a bullet, then it's a case of taking the 3D locations and calculating a speed vector for the bullet. I use a point to point system, like each bullet has it's XYZ position, then it also has it's previous position so really the bullet is a straight line in 3D. With that you can calculate intersection collisions with your level, and using a circle line intersect function I can detect if a limb on an enemy has been hit. I use sparky's collision .dll and implimenting the whole level collision for bullets took about an hour. It can also do wonders with bullet decals because it returns the collision point and normal so you can simply position and orientate a plain to suit. With my system all I need to do is change the position of the dummy limbs or bones on an enemy model and the AI takes care of aiming. I use the dummy limbs to calculate the aimbot as well, by working out the angles between the start and exit bullet locations on the gun, and comparing that with the angles between the start bullet location and the target. I like to use visible bullets, so all I did was make a skinny plain and texture it with a bullet trail, then position the plain and the bullet and point it towards it's previous location. You'd need to orientate the plain first then lock to pivot, but it works nicely.


Van-B


It's c**p being the only coder in the village.
Oliver
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Posted: 8th Feb 2005 16:41
I was just wondering...for the bullet trails, do you just show the skinny plain for one frame, or does it actually move in the right direction?

And the game looks very nice .
Van B
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Posted: 8th Feb 2005 17:55
The bullet plain is really the trail, so it's scaled to the same distance that the bullet travels and is positioned with each bullet.

I just coded the shotgun yesterday and that's very cool, I need to fix a lot of the animation but it's working great. I have a neat little trick already. If you don't use up the whole clip, like leave 1 shot in the shotgun then reload, it starts reloading but with a shot already to go. When reloading it sorta points the gun to the top left corner and starts shoving in cartridges, but the cool thing is that in this mode, you can still aim the gun and shoot your loaded cartridge. It means that if you leave the shot in and find somewhere to hide, you can reload in peace and you have 1 shot to use in an emergency. It's pretty cool to be able to take someones head off while reloading . I know doing that would probably break your arm with a real shotty, but that guy from Lonewolf is pretty tough.


Van-B


It's c**p being the only coder in the village.
Oliver
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Posted: 8th Feb 2005 18:27
Ah ok, thanks .
Van B
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Posted: 14th Feb 2005 07:27 Edited at: 14th Feb 2005 08:17
Hi all,
Been ages since I made a new video, so here's one showing the shotgun:

http://mysite.wanadoo-members.co.uk/van-b-software/Lonewolf_shotty.mpg



Van-B


It's c**p being the only coder in the village.
hexGEAR
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Posted: 14th Feb 2005 08:46
damn, talk about out-numbered and out-gunned!

nice work Van! The terrain is pretty interesting... looks just like a miniature version of the earth.

walaber
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Posted: 14th Feb 2005 13:21
very cool... this game looks really impressive!

Go Go Gadget DBPRO!

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AtomR
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Posted: 15th Feb 2005 00:47 Edited at: 15th Feb 2005 00:49
Why is it that I can't download any of the videos you posted? I either get a 404 error or a network error

-edit-

I was wrong I'm downloading one of them. I guess the 404 mean that they are no longer there

Take care
AtomR
Van B
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Posted: 15th Feb 2005 01:10
Yeah, the very first movie is gone, only have 30mb space you see, got space for another 1 though before I have to start deleting.

There are a hella lot of enemies there, that's just the way I've left it to sorta stress test it - like if it's playable with all that going on, then I'm not asking too much of it. The enemies will eventually spawn from a different spot each time so they cover the level better - so on the levels I've done there'll be 96 enemies to kill, excluding heli's and hummers.

Still loads to add, but I'm a lot happier with the AI now, even though it's still buggy, at least they put up a fight - in that clip I got shot about 320 times .


Van-B


It's c**p being the only coder in the village.
Hawkeye
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Posted: 15th Feb 2005 01:13
Woah very nice Van-B!
Quote: "in that clip I got shot about 320 times"

heh I was wondering... From the clip it looked like they couldn't shoot their way out of a girl scout camp But now I see that you had invurnability on or whatever... Very very cool!

"
"Timesoft: Your wife is death. HOW?!! No idea. But it is murder! REVENGE!"
AtomR
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Posted: 15th Feb 2005 04:09 Edited at: 15th Feb 2005 04:28
Just finished whatching the videos and I gotta tell you that this game will undoubtly be one of the best ever done in DBP. Can't wait to get my hands on it and I don't even like FPSs.

In terms of background are you showing all your objects at the same time or do you hide the ones that are far from the camera? Like the grass and the trees and the fences.

Keep up the good work, man.

Take care
AtomR
The Wendigo
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Posted: 16th Feb 2005 16:53
Nice looking VanB. I notice you appear to be using the Advanced Terrain Engine. If you are interrested, feel free to check out Strata Works (name drop ). Might help the terrain detail a bit and was originally designed for the Advanced Terrain Engine. Also, if you are interrested in it, be sure to check out the thread (stickey'd in the WIP seciont, thanks mods!) as there is some very important information about next release near the bottom couple of my posts.

Keep up the good work! I can't wait for a demo! Another exclamation point!


Home of DOOP, Strata Works, and Height
Van B
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Posted: 16th Feb 2005 17:27
Thanks guys,
The terrain is hand drawn, so is very basic, I hate drawing heightmaps . I'll be sure to check out Strata, the terrain on the first level probably won't be changed, but the level on the shotty video needs some serious work.



Van-B


It's c**p being the only coder in the village.
Lukas W
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Posted: 17th Feb 2005 16:28
Looks like a really great game, better than i will ever accomplish for sure

btw, when i make movies with fraps my fps drops from 80 to 20.. how did you do it so it wont drop?

Van B
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Posted: 17th Feb 2005 17:02
I'm not sure exactly, I do record at half size, so maybe the reduced strain on fraps is the factor, but probably not.

Got frags sorta working yesterday, like the models are in (mines, smoke bombs, frags, and RPG's) but I'm testing out ways to handle frags. It's pretty cool though, the enemies get blown to bits . It took a while to sort out the gib handling, because each leg is different, and each leg has a severed bottom option too, same goes for arms - so if a shin get's blown off, I can't blow the rest of the leg off so I needed to keep track of the other limbs as well. It's quite cool to see a dude with a leg and a half off and bleeding outta his arm stumps.

Hehe, people thought shooting limbs off was sick, it's nothing compared to the brittle cheese that they turn into now .


Van-B


It's c**p being the only coder in the village.
Cian Rice
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Posted: 24th Feb 2005 10:26
So how goes the progress?

Any chance of a demo.

P.S
Check your email.

Have a heart and join my message board.And now my messageboards work again!Woot!
Van B
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Posted: 24th Feb 2005 17:17
Progress goes well (thanks for asking) - grenades are in, as are mines, and the rocket launcher. I reckon I've got a nice balance of weapons already - Uzi is good for distance shots, shotgun is ideal for close quarters, and when they're temptingly bunched together the rocket launcher and frags come in handy. The enemies get blown to bits with the rockets, you can literally strip an enemy down to a torso with a single rocket - the body parts just get blown away.
I find myself switching between weapons instinctively now. I'm probably gonna add a sniper rifle and knife as well, but that'll be it. The rocket launcher needs a bit of TLC on the texturing, like it looks too clean right now, but it works very well in game. You can take out helicopters with the rockets, much fun, but it's not easy.

I made a new terrain shadow renderer which looks way better than my old one, and I've rendered a new terrain for level 1, I'll see about getting a new video together.

Helicopter AI is next on the agenda, needs a lot of work.


Van-B


It's c**p being the only coder in the village.
Drew Cameron
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Posted: 24th Feb 2005 18:10
Sound good Van.
I've been off the boil for while, but I'll get you that gun sound effect shortly;

Regards

Drew Camerons free games - http://www.drewsgames.com/
Van B
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Posted: 24th Feb 2005 19:08
No worries Drew, I found some decent shotgun sounds so there's no need to send it - thanks though. Been meaning to improve the sounds for a while now, so I'll see about doing that before the next vid.

Demo, well I am hoping to get this finished over the next couple of weeks - my birthday is in march so I'm gonna try and release it on the same day.


Van-B


It's c**p being the only coder in the village.
Mattman
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Posted: 24th Feb 2005 21:20
I call prebeta tester spot

Something to doing?
Cian Rice
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Posted: 24th Feb 2005 22:07
Same here.
Also, have you checked your email yet Van B?

Have a heart and join my message board.And now my messageboards work again!Woot!
Van B
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Posted: 24th Feb 2005 22:27
Nah, sorry Anime - Hotmail isn't working on my work PC, I'll check it tonight after work (which is only 2 hours away now).


Van-B


It's c**p being the only coder in the village.
Dom
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Posted: 25th Feb 2005 00:35 Edited at: 25th Feb 2005 00:35
Hey Van sounds good so far, and Anime I like the new layout on your site! Although I think the frame at the side is a bit too wide. It knida restricts your vision


Thanks to Animeblood for the Logo!
Cian Rice
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Posted: 25th Feb 2005 00:41
Thanks Saberdude. Okay Van I can wait. Yeah the frame wouldn't work anyother way, but I'm working on a PHP and CSS version of the site Koetsu V.3

Have a heart and join my message board.And now my messageboards work again!Woot!
Dom
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Posted: 25th Feb 2005 00:53
Hey am I still allowed to have this banner(I may make another one anyway no offence) since your selling them now and all.


Thanks to Animeblood for the Logo!
Van B
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Posted: 25th Feb 2005 01:39
Anime,
I have it on an old HD that I'm still struggling to recover, if I can get it back then I'll email it to you - although it is for DB Classic, it should'nt be to tough to get it working in pro.


Here's a new screenie showing my shadows and my RPG.


Van-B


It's c**p being the only coder in the village.

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Dom
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Posted: 25th Feb 2005 02:19
SWEEEEEET!!!!!!!!!! That looks amazing!!!!!!!!1


Thanks to Animeblood for the Logo!
Hawkeye
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Posted: 25th Feb 2005 03:22 Edited at: 25th Feb 2005 03:23
Quote: " SWEEEEEET!!!!!!!!!! That looks amazing!!!!!!!!1"

Totaly amazing indeed!

Peter H
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Posted: 25th Feb 2005 03:41
nice RPG

Quote: "There are a hella lot of enemies there, that's just the way I've left it to sorta stress test it "

i'm assuming you had invincability on? if not then reduce you're health lol

looks great so far!

"We make the worst games in the universe."

Cian Rice
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Posted: 25th Feb 2005 05:45
Okay, I can wait and I can probably get in working Pro, if not I'll ask around for some help.

Nice RPG by the way.

Have a heart and join my message board.And now my messageboards work again!Woot!
Van B
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Posted: 11th Mar 2005 18:10
Hehe, damn it's been a while since I posted here - thought I'd add a little update to my progress.

*AI
The AI is pretty lethal now, if the enemies loose sight of you, they come looking, and if they get stuck they can quickly find there way around. When I start the level I usually just spawn all the enemies and start them on their way, so by the time it's time to play everyones already on the map running around. I need to work on this now though, because by the time you start, they've already found you and you start with every enemy shooting you in the face - not nice . I'm pretty much at the final stages of the AI code, they hear you if you run or shoot too close to them, if an enemy spots you then surrounding enemies are warned, and they have no problem finding you when you try to camp. It's great to run away and hide, then wait on them comming looking - but it plays a little differently than the usual camp-trap because there's no reason why the enemy won't simply work his way around behind you, so it's never a relaxed effort.
I've set it to the actual game spawning, and it seems fine - plenty enemies to kill and there's a pretty constant flow.

*Weapons
The weapons are more or less done - I want to add a sniper rifle, and maybe a melee weapon, but the Uzi, Shotty, RPG, Frags, and Landmines are done - Landmines are great fun, you just plant it and wait for an enemy to step on it then watch their legs get ripped off. I'm adding brass tonight, which will bolt right onto my entity system, like all I need do is get my shotty cartride and make an uzi shell and a rifle shell, then I can eject brass with a simple function call and they'll bounce off obstacles as well instead of just disapearing. I need to sort out new weapon sounds, but that's no biggie.

*Plans
I'm probably gonna change my helicopter death again, I'm thinking that those helicopter husks are better gone - they are not exactly performance friendly and I think spending more time on the explosion would lead to a better effect. They'll still shed their doors and stuff, but with a more violent explosion. The other explosions need work anyway, so once I've done that I'll make a new video to show off the improved AI. I still haven't started on the hummer handling, but I think that'll be tackled soon - I reckon I'll probably start with the OIE jeep handling and build from there, I love the jeeps in Battlefield, so hopefully it'll be along the same lines. I started on the first night mission, I plan to have a last level in each zone where the objective is just to survive and clear the ground long enough to get picked up by a huey. The first night level will be on top of a hill, so there'll be enemies comming from all angles, should be pretty tense.


Van-B


It's c**p being the only coder in the village.

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