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kaedroho
16
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Location: Oxford,UK
Posted: 27th Jul 2011 23:42
Attached is a demo of the engine that I have just posted

Your signature has been erased by a mod please reduce it to no larger than 600 x 120.

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thenerd
15
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Location: Boston, USA
Posted: 28th Jul 2011 00:55 Edited at: 29th Jul 2011 03:17
Thanks again for posting that.

I'm in the process of rearranging the file structure (again) to help make it easier to keep track of the increasing amount of code. Miso and I were talking, and we think it's a lot better to have a lot of small modules instead of putting too much functionality into large source files.

[EDIT]
Also, here's a screenshot of the new experimental editor. Yeah, the interface is constantly changing, but I'm trying to get it to something both fast and intuitive.



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miso
13
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Joined: 16th Jun 2010
Location: Budapest, Hungary, 127.0.0.1
Posted: 31st Jul 2011 22:14
Well, I understand that the ever growing project needs reorganisation, but it was painful to redownload 300 megs of existing media using mobilnet...

Is there any solution to store the yet unused media separated from the currently used ones and the code part?

No place like 127.0.0.1 .
2Beastmode4u
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Posted: 6th Aug 2011 07:29
I saw that pick of the editor here:



It looks great!

One feature that would really make this engine stand out, is if you implemented culling. That would give you an edge on FPSC.


Cheers.

God help me, Please.
miso
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Location: Budapest, Hungary, 127.0.0.1
Posted: 6th Aug 2011 16:21
Hmm, I may be wrong, but I think FPSC has some kind of portal system for culling.

No place like 127.0.0.1 .
2Beastmode4u
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Posted: 6th Aug 2011 17:01
Yes, but not like this:

http://forum.thegamecreators.com/?m=forum_view&t=185588&b=8




Cheers.

God help me, Please.
Arbrakan
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Location: Geneva
Posted: 7th Aug 2011 16:56
Hi guys, I was playing with Photoshop, and it come out a logo for Biostrom. ^^
what did you think about it ?

It is the "BETA" version, the next coming soon.

thenerd
15
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Location: Boston, USA
Posted: 7th Aug 2011 17:12
That's really amazing. We actually need a logo for Biostorm... we have one for OpenFPS, but that's separate.

Your logo is very professional, I really like it. My only comments would be that it seems too clean for the theme of the game. Maybe you could add a little bit of grunge to the whole logo. So it'd be modern, but also dirty and grimy, as if it had been in a very hostile environment.

Arbrakan
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Posted: 7th Aug 2011 22:05 Edited at: 7th Aug 2011 22:17
Thanks
The new version with some grunge :



If you want, I'am ready to design the GUI, i came from webdesign world, i love interface design...^^, I can also manage the futur website if you want, and i host it for free, i have made my own CMS with my brother. (the site in the profil link is managed with my cms).
thenerd
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Posted: 8th Aug 2011 02:07
Ok, that would be great... Do you have any concept ideas for the menu? Just putting this out there, it would be really cool if you could redesign the menu we have which is a placeholder. The video on the first page is what the current menu looks like. I can write up a design document for what we need in the menu if you want.

Derekioh
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Posted: 8th Aug 2011 03:47 Edited at: 8th Aug 2011 03:48
wow...I've looked at the projects progress just now and its astounding! I kinda wish I wouldn't of pulled away from this project... anyway, I can't seem to get most of the exe files to work, I keep getting a black screen and then and appcrash report by windows or certain things like the FPSMain dont understand certain lines in the code. I think I have all the plugins mentioned...hmmm...anyway, great work! I can help for a little bit before school starts so if I can pitch anywhere, tell me!

Oh and Arbrakan, That image is amazing! I've never been good at graphics, but that is incredibly well done!

JRH
17
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Location: Stirling, UK
Posted: 8th Aug 2011 14:29
I love that logo. That is awesome!

Arbrakan
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Posted: 9th Aug 2011 19:51 Edited at: 9th Aug 2011 19:53
Thanks all ! , yep a docs with what we need, is exactly what i need ^^

I'am working for fun on a background image / wallpaper:

WIP:

thenerd
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Posted: 10th Aug 2011 05:00 Edited at: 10th Aug 2011 05:01
Alright, here's a basic menu outline I drew up. If you need any clarification, just ask. You can pretty much go wild with this, I'm leaving all the design up to you.



That background is looking very nice, by the way... Could you also make one where the background is gray or white?

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miso
13
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Joined: 16th Jun 2010
Location: Budapest, Hungary, 127.0.0.1
Posted: 10th Aug 2011 18:38
Grat, I like your works Arbrakan.

No place like 127.0.0.1 .
darkvee
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Posted: 13th Aug 2011 02:56
Hi guys,

Man everyone is doing awsome work.

Very nice work Arbrakan! love the logo. Like the main layout Chris.
Well guy's I dunno if you know this, but i'm going to let the cat out of the bag. Where going to try, and have a playable demo of Openfps out this month!

We got people working on the character models, and 3d maps as we speak.

So I hope everyone is looking forward to this! I know I am!

darkvee
thenerd
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Posted: 13th Aug 2011 05:23 Edited at: 19th Aug 2011 15:19
All right, so this is a list of things we need to finish to be able to release a demo:

Editor
-Finish object placement and exporting (DONE)
-Finish editor lightmapping (WIP)
-Add entity and waypoint placement (TO-DO)

Engine
-Code character controller system (DONE)
-Modify character controller to use timer-based movement (TO-DO)
-Integrate kaedroho's weapons system with OpenFPS (TO-DO)
-Code simple AI system with waypoints and health data (DONE)
-Code core game engine, combining all modules into one (WIP)

Media
-Create various models: (TO-DO)
*Sandbags
*Concrete pipes
*Military tent
*Flagpole
*Ammo crate
-Design training map (TO-DO)
-Produce training map in modelling tool (TO-DO)
-Finish training map in the engine (TO-DO)
-Record audio for the training map! (TO-DO)

Front-end
-Finish creation of menu screen (TO-DO)
-Allow configuration of game through Options screen (TO-DO)

If I've missed anything, just tell me.

JRH
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Posted: 13th Aug 2011 19:43
Yeah, there is some work to be done in the visual and sound modules. The visual stuff will have to wait until the game engine is working to be implemented, and the sound stuff I am working on (porting to OpenAL).

thenerd
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Posted: 18th Aug 2011 02:30 Edited at: 18th Aug 2011 02:31
Here's a screenshot of the WIP training level along with some color and contrast correction:



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darkvee
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Posted: 19th Aug 2011 00:09 Edited at: 19th Aug 2011 00:27
Hi that looks awesome Chris! I can't wait to see the rest of it.

Hi guys were getting there. We have Add entity, waypoint placement, ai patrolling waypoints, and assault done so far. So the ai right now follows the player if there close and patrols if out of range. I just need to add ai bullets now.

darkvee
darkvee
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Posted: 19th Aug 2011 05:07
Hi Guys,

I just got the ai bullet code working with semi auto's and the ai health, and ai respawning Looks like I did a pretty good bit for tonight

darkvee
JRH
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Posted: 19th Aug 2011 18:05
Is that screen shot inside the engine? No, of course its not.

thenerd
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Posted: 19th Aug 2011 18:06
It actually is, I didn't modify it at all!

JRH
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Posted: 19th Aug 2011 18:37
Well then... its time for me to make the visuals module work, and make it even prettier XD

Also, I have been moving over to OpenAL with the sound module.

thenerd
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Posted: 19th Aug 2011 19:04
It's great, if you go on MSN I can show you to top-secret code.
It's actually just a really simple color correction shader, based off of bond1's filmgrain code. I just removed a lot of unneeded calculations to make it more efficient for OpenFPS.

I'm also working on a simple menu for the demo.

thenerd
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Posted: 30th Aug 2011 14:23
Hi, sorry to double post, but I'd just like to say I'm not dead. Because of computer problems and a number of other things, I haven't been able to really work on anything. I hope you guys have made some progress anyway.

I'll upload my current work sometime today so you at least have that. I'll resume working on things myself, as soon as my schedule clears up. I'm very busy irl at the moment.

Gibba gobba
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Location: regret
Posted: 6th Sep 2011 03:24
This is probably one of the coolest, and most organized projects I've seen here next to DOSP. Great work, y'all!

Hello one and all...
JackDawson
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Posted: 6th Sep 2011 05:13
I agree with Gibba gobba. This is too cool. Keep up the good work guys.

"Life is like a box of chocolates.. eat it before it melts."
The Wilderbeast
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Location: UK
Posted: 6th Sep 2011 09:26
You guys have sure made a lot of progress since I checked here - great work! I'm still really sorry about the slight database mishap :S


10% TGC Discount!
miso
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Location: Budapest, Hungary, 127.0.0.1
Posted: 9th Sep 2011 23:04 Edited at: 10th Sep 2011 00:21
I replaced my mobilnet with a cable connection, so the source will be available for me again.

No place like 127.0.0.1 .
darkvee
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Posted: 14th Sep 2011 05:07 Edited at: 14th Sep 2011 05:10
Hi guys,

Sorry we didn't get a release before September like we was hoping. We got the code in there but I think Chris is having some problems integrating the new code in the system. Once he has it though we can probably get a demo out within 1 week after he fixes stuff up.

Sorry for the waiting but were glad everyone is looking at this and we appreciate your support.

Thank you.

darkvee
kulet
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Posted: 2nd Oct 2011 14:04
Can't wait for this one, it's awesome and I guess it will be better than the fpsc I used to work with. Keep up the good work!

better than ever
FPSC Classic Guns Needed
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Posted: 11th Dec 2011 03:30
It looks amazing! Is this gonna be released for free?

Noah Meadows
FPSC Classic Guns Needed
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Posted: 11th Dec 2011 03:31 Edited at: 30th Dec 2011 10:24
I can help with map design. Count me in?

RadioActive studios
JRH
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Location: Stirling, UK
Posted: 12th Dec 2011 15:37
Quote: "It looks amazing! Is this gonna be released for free?"


Development started in 2009. I think people either want a break from this, or don't want to continue it?

Let me know what you think?
thenerd
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Posted: 15th Dec 2011 00:38
I really haven't had a chance to work on this project, it's still in the back of my mind but honestly I've been so busy with "real life", whatever that means.
By no means does this mean I'm personally abandoning it, I just have been too busy to code recently. If anyone wants to take charge and work on this, by all means do it! I apologize if the code that we left off with wasn't very structured.
-Chris

JRH
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Posted: 21st Dec 2011 13:46
Quote: "I really haven't had a chance to work on this project, it's still in the back of my mind but honestly I've been so busy with "real life", whatever that means.
By no means does this mean I'm personally abandoning it, I just have been too busy to code recently. If anyone wants to take charge and work on this, by all means do it! I apologize if the code that we left off with wasn't very structured.
-Chris"


I'd be more than happy to.
JRH
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Posted: 21st Dec 2011 13:51
Also, any chance you could submit the 'top secret code' you mentioned?
thenerd
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Posted: 25th Dec 2011 04:51 Edited at: 25th Dec 2011 04:51
https://biostorm.googlecode.com/svn/trunk/
This was the WIP, saved into a separate SVN. Feel free to download and look at it, but there honestly isn't much.
Jysk, although I'm not actively working on this it's still in the back of my mind, one of these days I might be inspired and suddenly post something here so keep watch.

Game Master1330
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Posted: 26th Dec 2011 01:24
it wont let me compile any of the code... anything that is from other mudules comes up with an error... have i forgotten someting?
FPSC Classic Guns Needed
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Posted: 30th Dec 2011 10:21
That looks great! I can't wait to see some guns!

RadioActive studios
knm128
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Posted: 31st Dec 2011 07:24
Can I join the team? I can make you a new OpenFPS banner/logo. And, you should let FPS Creator guns be usable in the editor. Looking awesome so far!

BEST GAME EVER - Bioshock 2
DarkDISCUSSION
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Posted: 13th Jan 2012 00:16
Hi thenerd,

I'd like to help you out by posting your banner on my sig or the bottom of my site if that's alright.

You've got a very nice project going.

Just because I'm related to John Wayne doesn't mean I'm Rich.
darkvee
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Posted: 28th Jan 2012 05:57 Edited at: 28th Jan 2012 05:57
Hi guys,

How is the OpenFPS going? I havn't heard anything from anyone.

I figured I would show everyone a resident evil fps horror game demo video for the netbook me and slayer is working on. I can't wait until the mansion is done. I can then just drop the ai in and everything will work.

http://www.youtube.com/watch?v=6tQyEn-MfHc&feature=plcp&context=C3d3883bUDOEgsToPDskJyTwb4U0sbadWTsznCVwDF

What do you guys think?

darkvee
enderleit
16
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Location: Denmark
Posted: 30th Jan 2012 13:05
I don't think any work is being done on OpenFPS atm. Chris hasn't been online on MSN in ages. I just went on there and there was a "female" porn bot in the OpenFPS room... lol

darkvee
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Posted: 9th May 2012 07:20
Hi guys,

Man what is the hold up guys?
We should be releasing this game by now. Did everyone stop working on this wonderful project?

I say we vote for a new person in charge if Chris doesn't won't to mess with it. Then we can elect someone else to take over! This game was comming along so nicely and boom the bottom fell out.
Lets get back to this project guys! It's almost done! What do you say! Who should be in charge of this project since Chris can't be around?

darkvee
enderleit
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Posted: 11th May 2012 12:46
I don't know the project well enough, plus I'm not reliable enough to lead it.

Also I have my exams at the moment to worry about, but if someone does take over I wouldn't mind contributing code once in a while.

thenerd
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Posted: 16th Jul 2012 01:54 Edited at: 16th Jul 2012 01:57
Hey guys, I know you all might think that this project is dead, but I can assure it's not! Miso and I have been doing work on it and although it might seem dead, expect something in the upcoming months.. just a tease. We don't want to ask for any more help until we have an engine down, we're planning on releasing a demo. The real problem is that it's hard to ask for help until there is a real engine setup. In fact, that might have been the biggest mistake we made at the start of this problem. But, keep an eye on this thread. We'll be asking for help with coding, media, everything! We want to revive this project. In the upcoming months I'll be posting here.

All I can say is, I've learned a lot from this project. I've been reading through this thread, and it's obvious that when I first started OpenFPS, I was definitely not ready to be the head of a huge open source undertaking, which is what this is turning out to be. I had just joined the forum, and I was considerably naive about what a first person shooter even involved... And don't even start on my terrible leadership skills. But I've certainly learned a lot along the way, and I'm thankful for all of you for putting up with me all this time It's my hope that this project will be completed, no matter how long it may take.

-Chris



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Monk
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Location: Standing in the snow =D
Posted: 20th Aug 2012 04:58
Hi guys! Tell you what, this has come along way since I was last here!


thenerd, if you need a hand again, just ask. I'm a little rusty but I'm back
miso
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Location: Budapest, Hungary, 127.0.0.1
Posted: 20th Aug 2012 13:16
Well its up to Chris, what will happen next. Currently we are prototyping.

Features at the moment are:

-shader model 2.0 only
-quick loading
-quick gameplay even in smaller machines and video cards (good sync handle code)
-very good collision and movement code that works on indoor and outdoor maps too (uses sparky)
-instancing code for map elements, and even animated enemies
-A* pathfinding (uses IAstar in a special way)
-enemies walking around, avoiding smartly the map obstacles
-basic coverage code (partial visibility)
-basic firefight code ( includes the usage of armors, enemy strength, firearm power, firing mode, target distance, target visibility )
-enemies can be damaged or killed, but they dont fight back yet, even they dont know they're wounded. (continuing their tasks while alive)
-material code, after bullet hit we know that it hits the ground, wood, metal or stone object
-Hotline's spark wrapper is included for particle effects
-Basic plot for a sci-fi genre demo using openfps
-some artwork for a rotored scout droid thingie (picture added to the post)

Future plans
-enhancing ai to setup a basic playable situation (a firefight)
-adding group tactics as an above layer of the individual ai (the demo game plot involves tactical fight against groups)
These are planned as a mixture of different techniques, mostly relying on a finite state machine
-adding the shine, enhancing the outfit (fps will drop)
-optimize the code (until fps goes back to the desired level)
-multiplayer coop, that will use matrix1 socket commands

Though, there are some obstacles on the way with multiple possibilities to avoid or remove them. We are considering the effects of choices yet, comparing the pros and cons of them.

No place like 127.0.0.1 .

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