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Work in Progress / WarZone

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Conor B
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Posted: 14th Jun 2008 05:20 Edited at: 14th Jun 2008 05:21
Sorry guys, the video I said I would upload showing some ingame footage will take another while longer because of the speed drop hypercam inflicts on the game. I am implementing timer based movement to the engine over the next couple of days and once that is in then the hypercam slow down won't affect the performance of the game that much. Anyway I got another video of the level editor showing the process of building the level and getting it working ingame. Just click the pic below to watch the video...



I am almost finished working on the editor for quite a while because I want to concentrate my work on the actual game engine, making it more like an actual game rather than merely a virtual world. Please post your feedback or suggestions/questions. Thanks, Conor B.

There are 10 types of people, people who know binary and people who don't!
bergice
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Posted: 14th Jun 2008 17:40
Oh my god, looking awesome
You should work some more on the "setup the files" part tough


Programming Recorder: 2,5 months of dark basic
Conor B
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Posted: 14th Jun 2008 23:04
Yay, Thanks. Yeah definitely got to make it easier, gonna add an export option which will automatically do all the file copying/level.txt editing that I had to do manually in the video.

There are 10 types of people, people who know binary and people who don't!
Uncle Sam
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Posted: 14th Jun 2008 23:13 Edited at: 14th Jun 2008 23:13
How did you manage getting the tank to adjust to the angle of the terrain? I can do that, but when you turn I vehicle around and then adjust to the angle of the terrain, it adjusts in the opposite direction because it's not relative.

EDIT: oh yeah, looks great!

bergice
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Posted: 15th Jun 2008 00:52
Quote: "How did you manage getting the tank to adjust to the angle of the terrain? I can do that, but when you turn I vehicle around and then adjust to the angle of the terrain, it adjusts in the opposite direction because it's not relative. "


I think the answer is found in the binary moon tutorial or whatever its called.
Where there are hovercrafts in an arena.


Programming Recorder: 3,0 months of dark basic
Conor B
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Posted: 15th Jun 2008 01:59
@Uncle Sam: Here's the link to the tutorial bergice is talking about if you want to read it..
http://developer.thegamecreators.com/?f=t02/bm_tutorial_33
Thats basically the same way I did it, it's the only way that I know of actually.

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flickenmaste
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Posted: 15th Jun 2008 06:13
dude sweet editor...very nice job!


[url=http://userbarmaker.com/][img]
Uncle Sam
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Posted: 15th Jun 2008 09:39
Thanks, but that doesn't seem to work because they are not rotating the vehicle on the y-axis (it's always the same I think!), so they problem never happens.

Conor B
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Posted: 17th Jun 2008 18:44
@Uncle Sam: I don't know why they wouldn't rotate on the y-axis, but anyway this the code I am using except it's simplified a bit, but it works fine.



If you have any questions then I will do my best to answer them.

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Conor B
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Posted: 20th Jun 2008 05:40
Hey, it's been a few days since I have posted any new stuff on the game and I know I said I would have a video showing some basic AI, but to be honest over the last few days I've been pretty busy. But anyway here's a short video of the actual game engine at its current stage. The video is speeded up because of the low frame rate I am getting while recording it and so that I can fit more into the short time.



A few things I have gotten around to doing is adding in that very simple underwater effect you can see in the video, as well as getting the terrain limb hiding to work perfectly, which is great if there is fog in the level (which in this level is a bit to thick!), oh and there is also the explosions, but there not exactly looking there best yet! Anyway I am working on the AI now until there are at least some decent enemies to mess around with in the levels. Anyway as usual feedback is welcome, cheers.

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flickenmaste
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Posted: 20th Jun 2008 07:47
Very cool

just need a new sprite for the explosion from the tank


[url=http://userbarmaker.com/][img]
bergice
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Posted: 20th Jun 2008 11:42
OMG!
Those vehicles looks really cool

And some tips:
-Replace the explosion with some particles or a better animation
-Add vehicle tracks when you drive (Shouldnt be too hard)

So far it looks amazing


Programming Recorder: 3,0 months of dark basic
C0wbox
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Posted: 20th Jun 2008 13:30
@ Conor B
Looking ever more impressive.
I just want to see that missile fire. Lol.

tha_rami
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Posted: 20th Jun 2008 16:06
Amazing indeed. I love the missile launcher thing


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SunnyKatt
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Posted: 21st Jun 2008 03:03
looks sweet!

Favorite Quote: Dramatized code? Code Drama!

Wehtam_
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Posted: 21st Jun 2008 13:39
Such an awesome looking game,
I created a suitable title for this product, yours to use as/if you wish:



Need a quality logo for your website, project or program ?
Head over to Wehtam.co.uk
bergice
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Posted: 21st Jun 2008 13:54
Maybe this could be the next operation fallout


Programming Recorder: 3,0 months of dark basic
nackidno
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Posted: 21st Jun 2008 14:40
Nice title. Some bulletholes will do!

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Conor B
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Posted: 21st Jun 2008 21:30
@Wehtam: Wow man, thats a really nice title! Cheers!
I am still working on implementing timer based movement which means next time in an in game video there won't be so much fog that you can't see your hand! lol. Anyway thanks for the nice words everyone.

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Inspire
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Posted: 27th Jun 2008 08:09
This game looks very nice! Looking forward to playing.

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Uncle Sam
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Posted: 30th Jun 2008 11:01 Edited at: 30th Jun 2008 11:04
Conor, thanks for the help. Unfortunetely it doesn't work. The "tank" I'm using appears to stay at the same angle all the time (a slant, I think), save for the jerking it does left and right at huge angles, before jumping, back to the same old angle.

Don't want to hijack your thread though, so we can make another one if need be.

EDIT: By the way, good job!

Conor B
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Posted: 30th Jun 2008 18:15
Haven’t posted an update in a while now as I have been busy with other things, so here's what I have been working on in the engine...

Timer based movement is now working perfectly which is great for me because my computer isn't the best. Anyway I am going to use fraps in the future to record in game vids since the speed of the game when recording doesn't seem to differ from the final video as I find happens with hypercam.

Another few things I have added to the engine are tree collision where you can knock down trees by hitting into them with the vehicles, dynamic water which moves up and down like a sort of tide effect is now also working. I also have another pic, it doesn’t really have anything big new in it but its better than nothing…



I am working on getting the SCUD launcher to launch the rocket at the moment so I will hopefully have a video up in the next few days showing another short ingame video, well for the meantime as always; comments and suggestions are very welcome, thanks.

- Conor

There are 10 types of people, people who know binary and people who don't!
bergice
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Posted: 30th Jun 2008 20:13
Cool


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nackidno
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Posted: 30th Jun 2008 20:21
Very nice, with knocking down trees. Any video about that?

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
wowblobby
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Posted: 2nd Jul 2008 06:44 Edited at: 2nd Jul 2008 06:45
very nice you should like make some games modes like assult team death match and stuff when your all done i bet loads of people would like have huge wars and stuff

touch the cat fell my bat
bergice
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Posted: 2nd Jul 2008 15:05
Agree with wowblobby.
That is why i love halo
Looks good btw, looking forward to more


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Conor B
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Posted: 7th Jul 2008 18:05 Edited at: 7th Jul 2008 18:06
Update:

Editor: The level editor now has a working export function which automatically exports the level directly to the games engine, including all media files needed by that particular level. It also edits the media path in the level.txt file so that the path is pointing to the right directory of the engines media.

World: Previously I have been using 256 x 256 heightmaps for the games terrain, I have now switched to using 500 x 500, so the levels are nice and big now as you can see in the screen below...



Models: You can also see in the pic that I now have soldiers in the game (American and Iraqi, from darkmatter), I hope to add more vehicles to the game, but I have to say that that will probably be in a few weeks.

Bugs: Every so often I have been testing the game on vista and it seems to work fine, but just yesterday when I tried the latest build vista wouldn't run it. It's strange as the level editor works fine and the previous builds of the game do to, well anyway I am working on fixing this, if anyone has any ideas of what may be going wrong then please do post (Error pic is attached). Also comments/crit please.

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nackidno
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Posted: 7th Jul 2008 19:47
This is great. I like the sound of the improved export function!
Bigger terrains sounds very promising!

Though it still looks a little empty.

Keep up the great work!

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
Inspire
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Posted: 7th Jul 2008 20:33
Looks awesome, dude!

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Airslide
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Posted: 7th Jul 2008 21:08
Looks great!

I recommend using a 512x512 heightmap instead of 500x500 so your texturemap can easily be 512x512 aswell. Most graphics cards won't fuss about it anymore but some people seem to get better performance if textures are a multiple of two, especially on the older cards.

Conor B
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Posted: 7th Jul 2008 22:04
@Airslide: Yeah sorry was a typo, I meant to say I have switched to 512x512 heightmaps. And by the way I am using 1024x1024 texture maps for the terrain now as this gives nice quality.

@nakidno: Your right the levels are a bit bare, it's not to bad when you have water and trees, but for desert levels I'm gonna have to spice them up a bit.

Oh and I fogot to mention that I will be releasing the level editor with the final game so you can make levels to mess around in and have battles in. Well anyway thanks for the kind words everyone! I won't leave it to long for another update.

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Draglan
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Posted: 9th Jul 2008 05:22
This game looks amazing!!

Can't wait to play it.

Keep up the good work.

Conor B
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Posted: 10th Jul 2008 02:47
I'v gotten a nice ocean going in the editor now, see for yourself..



You can also see in the screenshot that there is an AI menu which you can use to set each vehicles AI mode. Well I don't really have much to say so I'll just tell you that another ingame video will be coming in another few days.

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C0wbox
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Posted: 10th Jul 2008 02:56
Hi again, I know I haven't posted in a while but I'm still checking this thread regularly, and I have to say, on recent inspection, I am continualy impressed.

You keep getting these new models and making them work, I really want to see the finished product. (But I know that is obviously some way off.)

A question before I go:
Are you planning to release a demo for us? (If so when might this happen? - I'm getting anxious. xD)

Conor B
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Posted: 10th Jul 2008 16:13
Yes I plan on releasing a demo, although it will probably be nearer the end of the month because I still have a lot of work to do before I can get a nice little battle going with multiply enemy vehicles and maybe some allied support. If anyone has any other questions I'd be happy to answer them.

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C0wbox
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Posted: 10th Jul 2008 17:14
@ Conor B
Cool, I look forward to the end of the month.

A quick question:
Will there be multiplayer? If so, how will it be done? (Splitscreen/LAN/WAN)

Airslide
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Posted: 11th Jul 2008 22:06
Hey! Your level editor is starting to look better than mine!

Good work. Love the perspective with the helicopters in the last shot

Conor B
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Posted: 19th Jul 2008 03:35
@C0wbox: Well I'm thinking about multiplayer but I really can't say for sure yet whether I will implement it to the game or not.

Thanks Airslide and C0wbox for the kind words! . The level editor is about 90% complete now and once thats done then I can concentrate all my work on the game engine. I am going to try to release a demo, but It will probably end up being in a few weeks, sorry! But if you keep on the lookout over the next few days I will have a video of gameplay. I would have uploaded one sooner but I was at oxegen! Anyway Here's a screenshot of an actic style level which I am using currently to test the game.



I plan on adding a total of 4 more vehicles to the game which I will probably be using darkmatter 2 for.

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flickenmaste
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Posted: 19th Jul 2008 05:54
looking good!


[url=http://userbarmaker.com/][img]
nackidno
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Posted: 19th Jul 2008 13:23
Looks interesting, though the FPS does NOT look interesting!

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
C0wbox
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Posted: 19th Jul 2008 14:51
@ Conor B
Yeh I'd be concerned if I had 132,522 polygons being rendered on a scene that has only 20 objects on it. So yeh I go with nakidno when I say you should check out what is causing that and reduce your FPS.

Other than that, the arctic place looks cool, you should have lots of environments in the real thing.

Conor B
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Posted: 19th Jul 2008 15:20 Edited at: 19th Jul 2008 15:28
The terrain is very big, thats what all the polies are coming from, and well the frame rate sucks, but I have a really crappy graphics card, I can't even play the original farcry without the whole scene rendering black :S.

You can see the graphics card, pic attached..

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Demonware
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Posted: 19th Jul 2008 22:04
this game looks sooo cool !!
Jane Doe
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Posted: 21st Jul 2008 09:20 Edited at: 21st Jul 2008 09:21
Quote: "The terrain is very big, thats what all the polies are coming from..."


Here are a couple of suggestions for your terrain which will improve performance:

1. Cull portions of the terrain that can't be seen. Figure 1 shows what the terrain looks like at ground level. Figure 2 shows what it looks like 2,500 metres above ground level. The yellow lines show approximately the field of vision. As you can see, not much more of the terrain is drawn than is potentially visible.

2. Implement level of detail. Figure 3 shows the terrain in wireframe (I disabled culling so that you can see this better). The yellow cross shows the approximate position of the camera. As you can see, the size of the tiles increases the farther from the camera they are. In Figure 3, the tiles around the camera are so small at this distance that they don't look like they're in wireframe. Figure 4 shows the area in the immediate vicinity of the camera.



I hope this helps. Your game looks nice. Good luck.

- Jane

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Airslide
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Posted: 21st Jul 2008 20:37
First off, make sure your camera range isn't much greater than the fog. Second, make sure to call update terrain (if you're using AT) every loop. It will cull the terrain much like figure 2 in Jane Doe's post. I'm not sure if AT supports the method used in figure 3 and 4...

Conor B
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Posted: 22nd Jul 2008 00:28
Almost all of the polies drawn is from the big terrain. I am thinking of aiming for a maximum poly count of about 200,000. I'm not sure how diferent machines will handle that so I may change this. And about the environments.. the last 2 screenshots I'v uploaded have been borrowed heightmaps from the site I got the terrain heightmap editor from. I am going to make some more custom terrain soon. The game will have multiple types of environments such as desert, woodland, arctic and Island.

@Jane Doe: Really appriciate the tips. I am already using frustrum culling as AT handles that automatically with the "update terrain" command, and as for terrain LOD I really don't think DB is good at this sort of thing. Thanks for the help though!

@Airslide: I have just recently actually set the camera range much closer to the fog distance value, as before I had it something like "set camera range FogRange + 250". I don't know why I didn't have it set closer, I think I was testing something and forgot to change it back, but anyway it's better now.

Anyway.. thanks for the comments and tips everyone.

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bergice
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Posted: 25th Jul 2008 15:50
Looks good, have been in america for 3 weeks now so i havent been able to post.

Starting to remind me of World In Conflict.
Starting to look almost as good as World In Conflict

Conor B
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Posted: 26th Jul 2008 03:12
Hey everyone, I have another pic of the (practically) finished level editor. The only other thing I have plans on doing with it is getting a few more vehicles into it and that will be it. Anyway, you can now import .x models and place/rotate/scale them, so if you want to add some scenery to the scene it's now a piece of cake. It took me about 2 minutes to import the building models in the pic into the editor and make this scene.



Oh and by the way all the buildings in that pic I got from FPS Creator. Well anyway I'm off to bed now, keep up the comments guys! And thanks for the compliment bergice, really appriciate it.

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nackidno
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Posted: 26th Jul 2008 11:48
Great! The only thing right now that I want implemented is random terrain generation. Though that can be done with other terrain making programs like TerraGen.

Again, nice work!

- Elias, Damezean, Nackidno, Wonderboy

AntocGames - http://antocgames.se.nu/
bergice
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Posted: 26th Jul 2008 18:45
Looks good but what do i see?

"Frame Rate: 9" ?

Why is that?

And again, it looks awesome and really cool but that frame rate scares me if its the real framerate

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