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FPSC Classic Work In Progress / [x9]FPNS Compition Entry "Paranormal Investagation"

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Dude232
17
Years of Service
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Joined: 18th Jan 2008
Location:
Posted: 24th Mar 2009 02:16
Well heres my entry...

Story:Your are sent by your general to investigate a base\bunker
there have been many reports of strange activity you have reached the end of the bunker now find your way back...

Download:http://www.filesavr.com/paranormalinvestigation

Screens:



Apple Slicer
16
Years of Service
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 24th Mar 2009 02:52 Edited at: 24th Mar 2009 02:55
Okay, I downloaded your game. It was okay but there was two bugs.

1. See screenie
2. there was white flicking seems in all of the segments. (corners)

(the first one wasnt really a bug, but was funny. I climbed up on the roof.)

Really good though!

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The Fps Creator rocks!
16
Years of Service
User Offline
Joined: 24th Oct 2008
Location: Sneaking down your chimney.
Posted: 24th Mar 2009 13:03
Quote: "I climbed up on the roof."


LOL.

I can't texture. I'm not an artist.
darimc
18
Years of Service
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Joined: 19th Jan 2007
Location: Canada
Posted: 24th Mar 2009 13:19
Played it, it was pretty cool, but I too got on the roof.

Dude232
17
Years of Service
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Joined: 18th Jan 2008
Location:
Posted: 24th Mar 2009 14:38 Edited at: 24th Mar 2009 14:55
oh woops! well thats ok just dont climb on the roof did you find the door behind the fence? thats where you go
and the white flickering i cant figure how to fix...
the light quality is at 60 so i dont know what the problem is

Apple Slicer
16
Years of Service
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 24th Mar 2009 21:09
Hmm

1. I found the door behind the fence.
2. Either your lightmap texture size is too low, or the .X files are messed up. What version did you make this in?

3. There were a few places where I found wasted polygons that slowed down the game.
------------------------------------------------------------
1. The pipes. The lighting showed how high poly they were, and the games frames dropped badly when I went up to them.
2. The outside, the plants I dont think helped either because they too when passed through made me lag, and it didnt help that the WHOLE level loads when outside...
Dude232
17
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Joined: 18th Jan 2008
Location:
Posted: 25th Mar 2009 00:02
1.ok

2.light map texture size is 256

3. this is a big problem for me i do more detail than speed
----------------------------------------
1.the were over done i guess

2.the plants were high poly and as i said more detail than speed is my problem

Apple Slicer
16
Years of Service
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Joined: 14th Nov 2008
Location: Oregon, in the rain...
Posted: 25th Mar 2009 00:41
Okay, turn your lightmap texture size to 512, or better, 1024, and lightmap quality to 100. It works wonders.
Dude232
17
Years of Service
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Joined: 18th Jan 2008
Location:
Posted: 25th Mar 2009 00:55
well i wont because this is my final...
and the light map texture size if i make it higher it affects the framerate but thanks for your complements

daarboven
17
Years of Service
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 30th Mar 2009 17:50
Quote: "this is a big problem for me i do more detail than speed"

maybe you could set the collisionmode to 0 instead of 1 which is a bit coarse but speeds up collision detection for higher poly models and gives you better framerates.

I am Jacks complete lack of surprise.
Dude232
17
Years of Service
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Joined: 18th Jan 2008
Location:
Posted: 31st Mar 2009 00:01
ok...

Tobo
20
Years of Service
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Joined: 12th May 2005
Location:
Posted: 1st Apr 2009 08:03
Link doesn't work for me.

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