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Work in Progress / Roswell Racer - Alienware competition entry

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David T
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Posted: 30th Oct 2003 16:02
Quote: "The closing date is 31/12/03 though right? - so that's 2 months to go by my reckoning, stop trying to scare me!"


One month of the trial left

"The trouble with the French is that they have no word for 'entreprenuer'" - Pres. George W Bush
Van B
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Posted: 30th Oct 2003 16:42
So if your using the full version of DBPro, you get an extra month! - Rich will probably do something about that.

Frogger and ESC will no doubt be using the full version though.


Van-B

Ermes
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Posted: 30th Oct 2003 18:16
great shots in gmax.... are all gmax rendered images and photoshopped with text data and sone other Kart (in the last kart photo, the nearer has shadow, the far one no) or there are some original dbpro images???

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Yian
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Posted: 30th Oct 2003 19:55
the game has professional looks

Jeriko The Slyz,Yian The Craft,The Mechanist,The Lost One,Master Of Dots,Bambos O Bellos,Zolos O Kolos
Chris K
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Posted: 31st Oct 2003 00:56
Looks really professional but what are you doing to make it original? Any special features?

...and like that; he's gone...
ESC_
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Posted: 31st Oct 2003 02:48
Quote: "Looks really professional but what are you doing to make it original? Any special features?"

We plan to add secret hobo spices to give it that extra kick

"That's not a bug, it's a feature!"
"Variables won't, constants aren't."
AlecM
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Posted: 31st Oct 2003 06:08
"great shots in gmax.... are all gmax rendered images and photoshopped with text data and sone other Kart (in the last kart photo, the nearer has shadow, the far one no) or there are some original dbpro images???" Not gmax 3DS Max 5


"certainly a title to be worried about as competition, man just a month to go should be interesting to see if everything can be finished in time eh (^_^)"

Thanks, Im pretty much done with the media. Not too much more to do on that. 2 months to smooth some programming out and add a bit more is plenty of time.

I may end up doind another track though. It will be quick since it shares most of the same textures (Area-51). I already have a rought concept sketch made too.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Shadow Robert
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Posted: 31st Oct 2003 13:10
well i was pretty sure the closing date was 30-11-2003 because the winner is announce just after christmas, but perhaps i'll check the rules again.

But i've been working to that deadline... so probably have something to release within the month, and actual release candidate.
Though still want to keep it closed until after the comp, probably only let the guys who were suppose to play it from the Convention access the ftp with it.

I think the titles are going to be judged more on 'fun' and humour, perhaps thier links to retro gaming considering who is going to be the main judge
With this haveing a Mario Kart style to it, and no doubt a similar gameplay makes it a very strong contender.
And with a bit more content I can see the top-spot being a very very fierce battle... especially as i think Van has an entry as well and he has a habit of making some very playable & enjoyable titles.

Well we'll see soon won't we


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
ESC_
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Posted: 31st Oct 2003 21:57
nope, it ends Christmas:

19. The closing date for the competition is December 31st 2003 at 13:00 GMT.

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Dsarchy
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Posted: 31st Oct 2003 23:15
What are you making the levels in?

"A Chain Is Only As Strong As Its Weakest Link"
ESC_
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Posted: 31st Oct 2003 23:17 Edited at: 31st Oct 2003 23:17
Froggermon's modeling them in Max5

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Dsarchy
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Posted: 31st Oct 2003 23:20
ow

I had an illeagle copy of MAX 4 but i got rid of it. Didn't feel right. Since then i got a leagle copy of Cinema 4D CE+ for £80.

"A Chain Is Only As Strong As Its Weakest Link"
PolyVector
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Posted: 1st Nov 2003 02:58
As Ermes asked earlier... Are any of the pictures from DBPro or are they all from other rendering packages?
I myself would like to see the real game, if not play it
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Posted: 1st Nov 2003 03:00
The first one of those 3 I posted is from ingame. All the driving physics and HUD work correctly

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"Variables won't, constants aren't."
PolyVector
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Posted: 1st Nov 2003 03:02
That's pretty sweet then, I'd love to play it
What are you using for the bubblie text?... It looks very professional
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Posted: 1st Nov 2003 03:23
Right now it's a font called lockergnome (I doubt it'll stay, though, as I know froggermon hates it ). Then in photoshop, you simply double click the text layer, choose stroke(last item), and set it to black. Then simply save it as a png and load it as a sprite in DBP

"That's not a bug, it's a feature!"
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AlecM
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Posted: 1st Nov 2003 21:52
Ya, max is bloody expensive. I got an educational copy which works great. Its also pretty easy to get a nice fat employer discount ($1000).


I hate lockergnome but this is one of the first games it fits in. I remember you tried to stick it in snowshredders

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
AlecM
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Posted: 1st Nov 2003 21:54
Oh and only 1 of those shots is actually a render (speed pad). The other one from max is in realtime and is whatthe lighting will look like in DBP.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Wik
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Posted: 1st Nov 2003 22:42
Realese a demo!!!

Please?

.....
Shadow Robert
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Posted: 2nd Nov 2003 12:45
that is something that usually takes me hours to do, and find free fonts for what i need.
There aren't many good ones out there niether
tend to just download ones i like and try to edit them up in photoshop so they fit better.

if i've got an extra month, then i'm gonna give you boys a REAL run for your money hehee


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
AlecM
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Posted: 2nd Nov 2003 21:19 Edited at: 2nd Nov 2003 21:23
try fontfile.com

They have quite a few fonts. I did some minor coloring of the UI and it looks quite a bit better. Had a 6 hour render going yesterday so I couldnt get much done. DoF in brazil is SLOW but it looks great. 150,000 poly scenes dont help much either.


The smoothing on the front of the kart looks like crap. I need to go through a fix that soon.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Shadow Robert
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Posted: 3rd Nov 2003 12:37
i'd change your graphics card if you find Brazil slow, a simple 1024x768x32Blend DoF, Luma (30 width +4 to -4, Direct & Indirect Lighting, Surface SubDivision) for 12,000,000 Scenes ... even on my AthlonXP 3200+ w/GF5900 Ultra only take a matter of 2hrs

So i'd strongly suggest you look into setting up the essentials.
Also make sure you have Advanced Lighting Calculations turned OFF, because this increases rendering time 10 fold with no visible enhancements because it doesn't affect Brazil's lighting on the standard Max lighting, and really technically only the Photonic Lights.


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
AlecM
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Posted: 3rd Nov 2003 21:56
Thats about what I get with my current set up. However this render was 1600x1200 and I didnt bother with undersampling. Plus I didnt want much grain in the DoF so i turned the samples on that way up.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Shadow Robert
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Posted: 3rd Nov 2003 23:23
i tend to use Depth Field as part of the camera's rather than a rendering pass, it works quicker... there's little point in renders that high even if your doing Cinematics because it'll all be processed down to a standard 4:3 resolution anyways, and if you want to supersample the jaggies - it's better quality to use the Cat filter with Brazils own AA, including the Jaggies at a sample rate of -2 +6 (12x) it blends very nicely


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
Ermes
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Posted: 4th Nov 2003 11:35
Raven is coding something??? Never heard before.
Raven, do you have some games in your curriculum???

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ESC_
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Posted: 5th Nov 2003 03:24 Edited at: 5th Nov 2003 03:26
Check out this gnarly shot of a bridge and a river(which actually flows :o)

[img]www.shellshockede.com/bridge.jpg[/img]

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"Variables won't, constants aren't."
Wik
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Posted: 5th Nov 2003 03:34 Edited at: 5th Nov 2003 04:31
I like the green speedometer!

How far are you, is the game almost at a beta stage?


And for any of you who are to lazy to copy and paste urls (like me):



.....
ESC_
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Posted: 5th Nov 2003 03:37
It's getting there...The enemy ai is only partially there, and I still need to do wall collisions (hopefully a piece o' cake). Other than that it's just powerups, menus, bugfixes, and some assorted random things

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Sonic
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Posted: 5th Nov 2003 04:16
Looking REALLY good...quality screenies!

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http://www.victory-road.co.uk
Wik
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Posted: 5th Nov 2003 04:31
Uggggggggg
Collision
I hate collision

.....
ESC_
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Posted: 5th Nov 2003 04:31
thanks
Hopefully it'll live up to the screenshots

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Shadow Robert
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Posted: 5th Nov 2003 20:02
looks good (^_^) ... you guys gonna have any weaponry?


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AlecM
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Posted: 5th Nov 2003 21:49
ya, standard power ups. Boost, shield, missle, mine, leader missle, boost+shield.

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Mussi
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Posted: 5th Nov 2003 21:50
cant wait to shoot with that missle

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Wolfish King
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Posted: 5th Nov 2003 21:58
Me too. I like that bridge. Keep it up.
ESC_
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Posted: 5th Nov 2003 21:59
Ya. The standard missle will probably just shoot straight, and the leader missle will follow waypoints until it hits the leader. Maybe there'l be a homing missle, too

"That's not a bug, it's a feature!"
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Mussi
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Posted: 5th Nov 2003 22:03
hehe, would be cool if the homing missle would follow the player who's first

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AlecM
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Posted: 5th Nov 2003 22:48
Mussi, thats what the leader missle does. It also knocks out anyone who is in the way. Used right it can take out 3 or 4 enemies.

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Wolfish King
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Posted: 6th Nov 2003 17:44
It's like the Blue Shield in Mario Kart!
Mussi
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Posted: 6th Nov 2003 19:07
froggerman, sorry, my bad english
Don't know that mario kart thingie, I know the one in crash bandicoot racing , but it doesn't knocks out the ones that are crossing his path

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Ermes
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Posted: 6th Nov 2003 19:11
this game is probably one of those to beat to get first, but we're lucky 'cause we know how your game is good!

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AlecM
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Posted: 6th Nov 2003 20:39
in CTR there is The tornado which knock out everyone in its path until it kills the leader. (or was that crash nitro kart) Oh, maybe it was chrome orb in CTR.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
AlecM
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Posted: 7th Nov 2003 04:12
oh maybe we should have mentioned. ESC finished wall collisions and there is little to no drop in the framerate. (not that i noticed at least) I can currently get 90-100 FPS average with full aniso and AA and all the racers on screen with collision and the level mostly done. You should be able to run this at the lower detail modes well with a p4 1.5ghz and a geforce 4 ti4200. Better than we expected

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Mussi
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Posted: 7th Nov 2003 15:34
I NEED DEMO

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Shadow Robert
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Posted: 7th Nov 2003 16:17
lmao... p4 1.5ghz + GeForce4 4200ti, so there's no ram requirements? that system still seems a little steep imo.
I mean the graphics are the best i've seen in a dbp game from where, but still doesn't warrent such high speed requirements.

I mean you have what, only 40,000 polys onscreen at once? most lower systems should be able to easily handle that ... provided it was running at 640x480


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
AlecM
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Posted: 8th Nov 2003 22:58 Edited at: 8th Nov 2003 22:59
That estimate was just speculation. I was thinking at 1024x768 with at least 256mb of ram with 32bit color. We will have options to drop the resolution and color though so most should be able to play it. polycount in low detail mode should never be more than 12,000.


I guess we will see I can run it at 100 fps with full aniso and AA settings at 1280x960 32bit color

640x480 for win 98 or me users too. In winXP i've found that games actually run better in 800x600 because XP doesnt officially support 640x480.

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
Shadow Robert
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Posted: 9th Nov 2003 00:05
yes but your system is actually overclocked to such a level that its faster than the competition testing system.
hell i'd like to see something that would run slowly on that rig, even still for the graphical level of detail that system spec is worryingly high.

If you guys were using Shaders, and millions of polygons per-scene i'd understand ... but what you have there should be run ALOT quicker than it is. You're not even using high numbers of objects which can cause slowdowns.
I mean from the competition standpoint, there is nothing wrong - but for the graphical level i shouldn't need a system more powerful than i need for Need For Speed Underground which does have extremely high polygon levels and shaders.

and i've not noticed 640x480 to run any slower in XP, as i use it alot with FSAA as it looks better than 800x600 imo and is one hell of alot quicker.


To Survive You Must Evolve... This Time Van Will Not Escape His Fate!
900mhz | 256mb | FX5200Ti 52.16 | Dx9 | WXP-Pro
ESC_
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Posted: 9th Nov 2003 03:32
Vert colors finally work!
Only problem is the long loading time, but other than that, it works perfectly, and the new shadows help to improve the look a lot:



''For nonconformity, the world whips you with its displeasure''---Ralph Waldo Emerson
Bren
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Posted: 9th Nov 2003 05:10
It's looking realy professional, very very nice! when can we expect a demo?

And if I may ask, how did you create the shadows? I'm still looking for a efficient, little cpu consuming way on doing it.

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ESC_
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Posted: 9th Nov 2003 05:11
Thanks
The kart shadow is merely a dark-ghosted plain, and all the lightmapping is done through vertex colors.

''For nonconformity, the world whips you with its displeasure''---Ralph Waldo Emerson

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