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Work in Progress / My new project (the successor to Felony Rise)

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Opposing force
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Posted: 19th Oct 2007 12:41
Another view...

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Opposing force
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Posted: 19th Oct 2007 12:42
And the last one for now. I have also re-textured that Land Rover model with more "civilian" colours. People living in England see them a lot...

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Opposing force
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Posted: 19th Oct 2007 12:45
Some time soon I will be getting Dark AI. When I get it I will be able to add pedestrians and also put in some gangs. At the moment the only piece of AI is that police officer, and he goes through buildings .

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Butter fingers
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Posted: 19th Oct 2007 12:55
Hey, nice one. I love the grittyness of it.

I think the biker might need scaling up just a little bit.

I want your phone box!! I need one in my game too, and I can't find textures for one anywhere!

Hope the shell casing script helped...

OH! I just clicked view for those other screenshots. The highstreet looks DOPE! I love it. One texture thing... I would alter the spar texture a little, as there is some stuff out the front of it that should be modelled, but at the moment is just flat..

Anyway. I'm dead jealous. I need double yellow lines...and pavement textures...so much work to do.

Hope we can play off each other for inspirations! I want my civilians to run to phone boxes to call the police.

If you do get Dark AI, I'll be happy to help you set up some stuff. It's taken me a while to get my head around it, but you can easily have more than just allies and enemies..

Opposing force
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Posted: 19th Oct 2007 13:07
Quote: "Hope we can play off each other for inspirations!"


Sure . I made the phonebox texture myself and I have been trying to work my head round alpha mapping or something, so the glass appears transulecent. I'll send the phonebox to you, so feel free to use it in your project, you might want to edit it a bit 'cos the phone unit looks a bit flat. Thanks again.

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Opposing force
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Posted: 19th Oct 2007 13:12
Ok I've sent you an e-mail.

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Aralox
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Posted: 21st Oct 2007 09:03
good luck, its looking pretty good so far

Opposing force
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Posted: 21st Oct 2007 12:33
Thank you.

I've added a police helicopter. When the playter commits a crime, you can hear it's rotors in the distance. At the moment it just follows the player and stays at a distance away. It also shouts warning messages at the player. I will program the ability to shoot it down later, along with a video demo. In-game the moving rotors make a nice effect but this screenshot doesn't show it.

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Opposing force
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Posted: 21st Oct 2007 19:07
Here's a screenshot of all the characters I have made so far.

From the left...

1.Gangsta
2.Chav1
3.chav2
4.Paramedic
5.Car patrol officer
6.Car patrol officer (jumper)
7.Foot patrol officer
8.Traffic warden


I also have different skin colours for the police officers.

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Opposing force
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Posted: 21st Oct 2007 19:08
A different view. As you can see, frame rate is quite good.

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Deathead
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Posted: 21st Oct 2007 19:14
Not to be horrid here but what is amatter with the heads? Is that to save Frame rate?

Opposing force
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Posted: 21st Oct 2007 19:29
Do you mean why most of the heads look the same?

If you don't mean that, well I'm not that good at making heads anyway.

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cyril
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Posted: 21st Oct 2007 21:45
Opposing force this game is looks good I can't wait to
play it.
well done
the textures can do with lighting.
In a model of the city make the texture facing
one direction brighter and the other darker

hope this helps
cyril
Opposing force
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Posted: 25th Oct 2007 14:12
Thank's cyril. I will add some lighting soon.

Everyone else. I have ordered Dark AI and I will be trying it out later.

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Silvester
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Posted: 25th Oct 2007 17:42
All look pretty nice, but some stuff could use some work.(Not that i should be complaining. Its way better then my stuff)


UFO
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Posted: 26th Oct 2007 00:47
Looks fun

Good job!

Nice modeling on the people and background objects.

Opposing force
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Posted: 26th Oct 2007 13:54
Good news everyone! I have successfully implemented Dark AI. However, this meant I needed to cut out huge chunks of my old code. There is now no "police chase" and I have got rid traffic for now. This morning I have been playing around with Dark AI to add pedestrians. I have had great success . I now have two human models walking the pavements (sidewalk), they follow the scripted path and they avoid eachother and the player. At the moment, they have no collision with the level. I am using Sparkey's DLL for my collision, and the level is a .X object. Does anyone know how I can make these entities obey the collision?

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UFO
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Posted: 26th Oct 2007 15:29
How easy is Dark AI to use? It looks really neat.

Sorry about the collision. I have no clue

Opposing force
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Posted: 26th Oct 2007 16:01
COME ON!!!!! Yeah! Collision now works

I found this command "AI Add Obstacle From Level" and now my characters avoid walls and such! Thank you so much TGC for such an excellent product, I have no regrets on purchasing this!

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Butter fingers
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Posted: 27th Oct 2007 00:09
yo dude. glad to see you've joine the DarkAI revolution. I guess from your post in my thread you wanted a hand so:

First up, I'd make your level in 2 parts. one X file for the full height objects, and one for half height objects.
Then us the AI add obstacle from level command for each.

You wanted to know about different factions...

First up, you'll need to create an array to store your faction names.
dim entity_faction$(50)

during your loading phase you will assign the entity a faction (as a string)


then you must make sure you disable the entities ability to select it's own targets:
AI set entity can attack i,0
Ai set entity can add target i,0

this will prevent them from picking their own targets.
you can then use a variable to set whether the entity is aggressive or not.
so like (in prose)

if player shoots enemy i then
enemy_aggressive(i)=1
add whoever shot i to i's target list

if enemy i is aggressive you can then run attack gosubs on it

you can then make all enemies from a particular faction target and attack enemies from opposing factions who are aggressive.

police can attack anyone set as aggressive.

out of interest, how high can you go before DarkAI crawls your CPU. I can't get more than 40 without it dropping to 10FPS on me (if I disable entities more than a certain distance away I just get "AI entity does not exist" messages...doh.)

Hope that helps dude. Any issues or whatnot give me shout. My NPCs currently have 34 variables each, so it's a bit difficult to post my code for you without having to do alot of explaining about what each variable does!

Opposing force
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Posted: 27th Oct 2007 00:14
Thank you so much! I will have a play around and see what I come up with. Thanks again.

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Opposing force
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Posted: 27th Oct 2007 19:02
I've just added raycasting for the shooting. At the moment it seems to be working fine. Now, I just need to find out how an object knows it's been hit so I can make them die.

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Opposing force
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Posted: 28th Oct 2007 12:54
Triple post.

I've implemented raycasting and it works great! What happens is, when the player clicks the mouse in aim mode, it gosubs to shooting. I have all the raycasting code in place so that (for now) it places a green plain on the object that you have just shot at.

To work out if a person has been shot, I've checked collision between the plain and an object. This works sort of but there's a problem. If you shoot the ground infront of a person and he runs away from the sound, if he walks over the marker plain, he dies. I need to sort this out further.

I also replaced the pistol with an MP5 and it has rapid fire. I also moved the aim camera up a small bit and added a crosshair.

Next up, I'm going to try and implement Butter Fingers' shell casing code which he generously told me about. Thanks.

I also want to try and add gang members that shoot at the player, but I think that needs more ray tracing code. Lots to do.


A screenshot showing the green bullet marker plain, crosshair, mp5, and dead chav. I also "mooded" up the scene with a darker ambient level and fog, to contrast the current weather in this area.

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Opposing force
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Posted: 28th Oct 2007 12:57
And if you aim high enough, it looks like you're playing a first person shooter...

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Deathead
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Posted: 28th Oct 2007 14:21
Haha nice!

Opposing force
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Posted: 28th Oct 2007 14:36
I made a video showing some of the features so far. I recorded my screen with a camcorder (butter fingers style) so it is nice and smooth.

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Deathead
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Posted: 28th Oct 2007 14:39
Didn't Butterfingers use Fraps?

Opposing force
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Posted: 28th Oct 2007 14:48
Yeah, but in his videos of EOM he used a camcorder.

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Deathead
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Posted: 28th Oct 2007 14:53
Nice Vid BTW. I like how the police officer and Civilian walked past you. And also the FPS bit was good.

Satchmo
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Posted: 28th Oct 2007 15:02
Maybe you should be able to switch from fps mode to 3rd person mode, that would be sweet. Are you sure having the npcs avoiding you is a good idea, looks like an fps killer.

Your about to get pwned.
Opposing force
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Posted: 28th Oct 2007 16:51
Deathead, thanks mate.

FXgamer, I might include three stages. Stage one is moving around with the WASD keys and mouse, stage two is aim mode in third person view, and stage three is aim mode in first person. But, I might have it so you can move around in first person as well as just aiming and shooting. Also, why would having the NPC's avoid you be bad on frame rate? It's ok on my end.

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Butter fingers
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Posted: 28th Oct 2007 16:53
Dude. Glad to hear you're making progress.

Just so you know, you can completely remove raycast shooting for your enemies. You only need it for the player.
you can use
AI entity can see
in conjunction with a distance check and an accuracy variable to simulate shooting without using a raycast. Should save you a bunch of FPS by cutting down you PHY update.

infact you can cut out player raycasting by running a pick object command on the crosshair when the player shoots.


Quote: "Next up, I'm going to try and implement Butter Fingers' shell casing code which he generously told me about. Thanks"

Any problems, just holla my way.

Quote: "Are you sure having the npcs avoiding you is a good idea, looks like an fps killer"

Dark AI handles that automatically. You can change between cpu-intensive techniques, or less intenive ones.

My games totally bugging out at the mo. I have the ability to run about 100 NPCS at once, but only if I turn of error reports... so I figured I'll help you instead for a bit. lol

Satchmo
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Posted: 28th Oct 2007 17:09 Edited at: 28th Oct 2007 17:11
Quote: "Also, why would having the NPC's avoid you be bad on frame rate? It's ok on my end.
"


What I mean is, with many characters and cars on the screen at once, checking for each one would eventually slow your game, but I guess like butters said it should be fine.

edit: I've noticed there have been a shower of quality games lately, I just hope they all get finished.

Your about to get pwned.
Opposing force
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Posted: 28th Oct 2007 17:52 Edited at: 28th Oct 2007 21:50
Thanks Butters. I'll try that now.

I've also thought of another feature for my game.

If the player is injured and is on low health, he can go to a phone box and dial 999 for an ambulance. After a minute or so, an ambulance will come round the corner and a paramedic will heal the player. He will also heal all nearby allies before leaving. However, this can only work if the player is outdoors, near a road or something.

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Butter fingers
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Posted: 29th Oct 2007 00:49
If I were you I'd make a second, separate AI container that marks out the roads, otherwise you'll find that your ambulance/police will take the shortest route to the player, which means probably driving down alley ways and unlikely routes.

The ambulance thing is a great idea though!

Libervurto
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Posted: 29th Oct 2007 05:42
Wow you've made some progress since i last checked here!
the texturing is awesome, the people look a little thin for my liking but that's the only crit I have so far

Have you though of "pre-loading" the distant buildings/groups of buildings as flat plains? would maintain the appearance of the city without draining the fps
DB's plains are double sided though so better make your own.

looking forward to this

"You must be someone's friend to make comments about them." - MySpace lied.
Opposing force
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Posted: 29th Oct 2007 11:29 Edited at: 29th Oct 2007 11:36
Thanks OBese87

Butter Fingers, I am so grateful. I managed to get the shell casings code working and it looks great! I'm going to put you in the credits because of all the stuff you've helped me with.


I made a short video (using Fraps ) demonstrating the shell casings and also my first 'real' programmed combat. It still needs a bit of work, but characters can "hunt" and kill the player, as shown in the video. Sorry about the frame rate, it's between 50-60 without Fraps, so the Mp5 doesn't look much like a sub machine gun.

I think now is the time to implement Airslide's timer code.

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Butter fingers
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Posted: 29th Oct 2007 12:20
Yeeeeaah boiii !

That's lookin much nicer.

THe shell casings are cool, but it looks like they're being culled too early, are you just using 1 shell casing? try using like 20 or 30.

My only other crits are aesthetic ones, I think the player and NPCs might be a bit tall for the rest of the level? Maybe it's just the video!

It's looking good though dude. No problem with the bonus code, I figure we're both finding our way around DB, so we might as well help each other out, and help eliminate a few headaches.

PS, I finally de-bugged my code. and it's going much better, got 103FPS!

I'd advise this,

(p-x1)(x2-x1) + (q - z1)(z2-z1)
where x1 and z1 are the player positions, x2 and z2 are a point directly infront of the player (like a crosshair), and p and q are the x and z co-ords of the enemy.

if this returns a -ve value, the enemy is behind the player, if it's +ve then the enemy is in front, and if it's 0 they're right ontop.

you can then hide and ignore any enemies behind the player. It's more reliable than "object in screen", and it's faster than using sqrt.

Opposing force
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Posted: 29th Oct 2007 13:01
GRRRR!!!!!!

I just spent 5 minutes writing a lengthy reply, and the stupid internet cut out. I'll have to do it again now.

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Opposing force
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Posted: 29th Oct 2007 13:09 Edited at: 29th Oct 2007 13:10
Quote: "THe shell casings are cool, but it looks like they're being culled too early, are you just using 1 shell casing? try using like 20 or 30."


I wasn't sure which part of your code I had to change to allow this. I'll have a look later.


Quote: "My only other crits are aesthetic ones, I think the player and NPCs might be a bit tall for the rest of the level? Maybe it's just the video!"


I will probably replace these eventually. These were actually my first ever rigged and animated models, the skeleton came with Gamespace and it had a run animation that I liked, so I built my character models around this. I might scale the models in Dark Basic Pro to make them more anthropometric.


Quote: "PS, I finally de-bugged my code. and it's going much better, got 103FPS!"


That's great news! I hope this means more updates 'cos I'm dying to see more of your game. Have you got round to making those police models yet?


I'll have a look at that code for hiding characters when they're not in screen. At the moment I have 5 characters (including the player) on the scene. Each character is about 1800 tri's and they have 200 frames. When one of them starts running away, the frame rate sometimes drops from 66 to 44. I just don't know why. But after they have died and stopped moving frame rate returns to average.

Thank's again.

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Butter fingers
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Posted: 29th Oct 2007 13:55
LOL.
Quote: "That's great news! I hope this means more updates 'cos I'm dying to see more of your game."

Getting my FPS back up has been a massive hurdle to get over, and now that I've sussed it, I'm sure new features will roll out thick and fast.
I've made alot of progress, but most of it isn't really visible to the player, stuff like improving AI, reducing their ability to see you through walls, better off screen culling, optimisations etc.
The trade system is totally in place now. Once I have coded the ability to buy drugs and collect them, I'll get another video up.

I'm interested in how you're handling your characters, is each one coded as an individual, or are you using a "for" loop to handle them all at once?
It's worth displaying their stats on the screen while testing

(you'll need to specify 2 globals before your loop:
firstenemy being your first enemy object and lastenemy being your last enemy object)

I think you're getting slowdown because once a character enters a mode other than "idle" or "patrol" it becomes much more CPU intensive. Check what avoid mode you're using, and make sure that you're ignoring (ai set entity active) characters far away from the player. I don't know if you're still using sparkys collision to handle your enemies gravity, but if you are, I'd make it only check for floor collision every like 10 loops (as most of the time their height won't change), also don't run collision checks on characters off the screen, or far away. I've found that the AI update and Physics updates kill the FPS once you have a bunch of NPCs, so you want to optimise it away from performing unneccessary checks.

Looking forward to seeing that ambulance code.
Peas and cheese.
Butters

Opposing force
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Posted: 29th Oct 2007 15:02
I'm working on the ambulance now. I've re-textured a car model from "the 3d game maker" and I am using that as an ambulance car.

This is how I hope to go about doing it.

1.The player is injured and his health is below 100%. He goes to a phone box and is presented with a list of options, one of which lets him call 999 for an ambulance.

2.When the ambulance is activated, it spawns a fair distance away from the phone box, and it is instructed to follow a path (set on the road) leading to the phone box, where it stops a small distance away from that point. For now there is only one phone box that an ambulance will travel to.

3.When the ambulance has stopped (I need to find out how to take an entity off a path using Dark AI) a paramedic model (neutral entity) is "spawned" or positioned next to it. The paramedic then runs up to the player and when he is within arms length, a little "healing" animation is played and the player's health is restored to 100%.

4.The paramedic then runs back to the ambulance and "vanishes", implying that he has gone back into the vehicle. The ambulance then turns around and drives back round the corner and is hidden from the game until the player calls the ambulance again.

Also, and I've done this before, a 3D siren sound is placed at the ambulance's position and is played as the ambulance is coming round the corner. Also, using a simple timer, the ambulance can be textured with another texture (one with lighter colour blue lights) and give the impression of a flashing blue emergency light.

It's going to take a fair bit of work, but I hope it works.

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Butter fingers
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Posted: 29th Oct 2007 15:48
You could use a similar system as the swat van in EOM.

Use states for the ambulance (make a global called ambulance state).

state0=hide ambulance and wait to be spawned
state1=spawn and travel to phonebox
state2=stop and spawn medic
state3=wait for medic
state4=return to spawnpoint
state5=goto to state0

also, if you're eventually going to have more than one phone box, I'd avoid using the pre-set path. mark out your road in 3d with barriers (basically place rectangles around the roads and drivable areas). import the barriers as a separate object and use
ai make obstacle from level, but assign it to AI container 1 (instead of the default 0).

all your vehicles can now be assigned to container 1, thus meaning they will stay on the roads (as the consider anything outside to be an obstacle.

if you do it this way, you can use the command:
AI create path between points (or something very similar)
to dynamically create a path between the ambulances spawn point and the phone box. It'll mean that you can spawn the ambulance and make it move towards wounded civilians too.

peas

Opposing force
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Posted: 29th Oct 2007 16:06
Thank's . That's a good idea, making a barrier for vehicles. I'm going to try my hardest to get this ambulance working by the evening. After that, I can start focusing on other things such as keeping frame rate high, and that system you told me about to hide characters who are not on screen.

I'm going to release a demo with one playable mission within the next month or so, but it won't contain the ability to drive vehicles. I have done drivable vehicles in my past Dark Basic Projects, but that was when I was using simple collision and not Sparkey's DLL.


It's quite easy to be honest. You just add a new limb to the player and when you are within distance of a certain vehicle, and you press return, a variable "player_in_car=1" activates the code for controlling the vehicle and so on.

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Opposing force
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Posted: 29th Oct 2007 19:57 Edited at: 3rd Nov 2007 19:13
O.K....

I've added a container for the roads and assigned the ambulance model as a neutral entity. The ambulance currently patrols between two points. It's not the most convincing vehicle movement, but it's ok for the time being. The ambulance car also has flashing blue lights and a siren. I will add the "calling for a paramedic" feature later.

When this is done, I will focus a bit more on AI, frame rate and combat.

EDIT: I've just tested the EXE on my vista laptop with Nvidia 8600 card and I had a constant frame rate of 66! I capped the frame rate at 60 for now, and it runs really smooth.

And this means, faster videos.

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Opposing force
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Posted: 3rd Nov 2007 16:39
Update.

Right, I've been working on this ambulance feature and it's going fine. I've made a short video, forgive the quality, but frame rate is good.

At the moment, the player can phone for an ambulance and it comes round the corner and stops near the phone box. As you can see, the player is soaked in blood. After the ambulance has pulled up, a paramedic is spawned and runs after the player. When he "touches" the player, the blood stains vanish, which means the player is back to full health. The ambulance then leaves round the corner.

At the moment, it's a bit boring because the paramedic doesn't play any healing animation. Also, I'm having trouble with restarting the ambulance, so it can be called again at a later time. I will post my progress.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.

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Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 3rd Nov 2007 20:13
I've just made a collection of screenshots from the project so far. Download the zip to see them.

(sorry for the 4 posts in the row, I'm waiting for people to post their comments)

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.

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Roxas
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Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 3rd Nov 2007 22:23
Quote: "(sorry for the 4 posts in the row, I'm waiting for people to post their comments)"


Annyoining isnt it

You post mega uber gta remake and people are discussing in teletubbies revenge wip game.. hmm.. hmm..

Anyways this looks really great!

Still i prefer demo over those screenies

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Opposing force
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Location: England
Posted: 3rd Nov 2007 23:31 Edited at: 3rd Nov 2007 23:32
Lol.

I really want to release a demo but there's only a small area of the map at the moment. I want to make the map in the demo as good as possible, with loads of hidden areas and places for the player to explore. When the map is made, I need to populate it with pedestrians that spawn near the player, giving the impression of a huge populace.

I can then put random traffic in.

Another thing, do you guys want to wait longer for a demo that has a driving feature, or do you want the demo to come quicker, without a driving feature? Choice of the people.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Satchmo
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Joined: 29th May 2005
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Posted: 3rd Nov 2007 23:59
Driving feature.

Looking great by the way.

Your about to get pwned.

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