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Work in Progress / Mercenaries 2 : Reborn!

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walaber
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Posted: 27th Aug 2004 13:15
okay the ragdoll designer has been released (same link as above)... I didn't have much success getting it to work with the Dark Matter II models, but only had about 30 minutes to try. you can download it for yourself, and give it a try if you want... in theory it should work. it works flawlessly with my own animated .x model...

Go Go Gadget DBPRO!

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David T
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Posted: 28th Aug 2004 04:58
Okay I'll try.

By the way guys, my web site will be down until 1st september.

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The dude guy
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Posted: 28th Aug 2004 06:52 Edited at: 28th Aug 2004 06:53
Ummm... If you made a **beta 3** Then could you plese put it on before the site shuts down!

[Edit] Too late!!!

Andrew Tamalunas
David T
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Posted: 28th Aug 2004 08:37
If I've run over my bandwidth then there's not much point putting it up.

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Powersoft
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Posted: 28th Aug 2004 17:41
heres a link to Merc2 as well


http://www.rsimpson.dbspot.com/Mercenaries2Beta2.rar


Scorched Turf --> Project Thread
granada
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Posted: 29th Aug 2004 03:35
Dave

If you have another version of Mercenaries 2 i will host it for you untill your site is back up.

dave

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David T
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Posted: 29th Aug 2004 03:38
Nah it's okay I won't be releasing another version until it's back up

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Hawkeye
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Posted: 29th Aug 2004 07:14
Awwwww... You're sure?

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David T
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Posted: 29th Aug 2004 18:30
Yes!

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David T
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Posted: 31st Aug 2004 05:26
It's been a while since my last update

I've now got DRIVEABLE VEHICLES in. Yes, you can whizz around the level in a nifty hovercraft (that handles pretty well if you ask me ) firing the chaingun on that. Also in there are improved sounds.

I hope to have music that changes from smooth to panicked seamlessly (will be a challenge though!).

Screen soon once I've got it done.

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The dude guy
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Posted: 31st Aug 2004 08:18 Edited at: 31st Aug 2004 08:30
Too bad we can't have another beta 'till tommorrow!

Andrew Tamalunas
David T
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Posted: 31st Aug 2004 08:21
There won't be one for a while.

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The dude guy
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Posted: 31st Aug 2004 08:24


Andrew Tamalunas
David T
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Posted: 31st Aug 2004 08:28
It's nowhere near finished. There will be a beta soon, but that's all I can say. I want to get a lot of stuff into the nest one, like foliage, driveable vehicles and the dynamic music.

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SubNova
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Posted: 1st Sep 2004 00:01
Maybe you should just create a separate mini-program for each major feature, like one program made just for the soundtrack, and one program made just for the vehicle demos (vehicle demo would have to be a segmented part of the game, actually). Also, I have some awesome gun designs here, so if you need them, I'll see if I can actually learn 3D modelling and present the ideas.

Time to own!!!
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David T
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Posted: 1st Sep 2004 00:03
Quote: "one program made just for the soundtrack, and one program made just for the vehicle demos (vehicle demo would have to be a segmented part of the game, actually)."


That wouldn't make sense! It needs to run as one game

If you can model any guns that'd be great.

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The dude guy
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Posted: 2nd Sep 2004 08:55
The mercinaries 2 download doesn't work! It has an error when I try to run it!

Andrew Tamalunas
David T
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Posted: 2nd Sep 2004 16:51
The one off my web site?

And, as I've said hundreds of times, is it a 32mb file once donwloaded?

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The dude guy
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Posted: 3rd Sep 2004 07:32
! C:\Documents and Settings\Andrew\My Documents\New Folder\Mercenaries2Beta2.zip: Unexpected end of archive

Andrew Tamalunas
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Posted: 3rd Sep 2004 08:01
I tried it like 50 times!!!!!!!!!!!

Andrew Tamalunas
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Posted: 3rd Sep 2004 08:03
@David T. Could you PLEASE! PLEASE! Release a beta with online multiplayer soon! PLEASE!!!

Andrew Tamalunas
David T
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Posted: 3rd Sep 2004 09:11
Quote: "I tried it like 50 times!!!!!!!!!!!"


My host likes to restart the server at aout quarter past the hour. Start then and try to get it finished within the hour.

And the edit button is your friend.

And I don't wish to be extreme but STOP BEING SO IMPATIENT. I will release a beta when I feel it is in a showable state. It is not now. And those smilies are annoying.

Cheers

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Powersoft
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Posted: 3rd Sep 2004 16:51
or....use this link which has been up ages and still is


http://www.rsimpson.dbspot.com/Mercenaries2Beta2.rar


Scorched Turf --> Project Thread
David T
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Posted: 3rd Sep 2004 22:46 Edited at: 4th Sep 2004 01:48
Haven't had a pic for ages, so here's the first level of single player. It will involve an island, lots of guards, a bit of stealth, some hovercraft stealing and blowing up comms towers.


Looking out over the River on the island. Beautiful water eh?



Looking out onto the beach on the Western tip of the island. Behind the headland on mud flats the comms tower is waiting for you to go blow it up New trees, and the water will extnd all the way one it's been finished.



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Hawkeye
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Posted: 4th Sep 2004 04:18
Sweet Are you going to have a sort of "team" control element in the single player? Like, uhm, ah shoot can't think of any examples... You know, where you have a team and you can give them commands and stuff... "Numbers five and six, take the high ground and some Dragonovs" or "Squad two begin assault on comm tower" etc. Nah, dumb question The AI would be a titch too complex with all of the A* pathfinding, and add coding the FSM to handle all of that behaviors... Never mind

But the screens look awesome Keep it up, by all means... hehe, I can just see myself now, tearing across the landscape and blasting baddys right and left... *vroom vroom vaROOM!* And not to mention running over people

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David T
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Posted: 4th Sep 2004 04:22 Edited at: 4th Sep 2004 04:32
You can't run over them yet Although the getlin gun makes easy work of guards and provides a very satisfactory sound

I do love the water in the first pic. Mmmmm.

A good few miles suare I reckon in that level. Very big.

As for team AI, I might have rudimentary comrades running alongside you who react and shoot enemies.

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Hawkeye
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Posted: 4th Sep 2004 05:11
*stares in shocked horror*
You can't run over people?!! Oh no... All purpose in my life has ended now... Oh, wait you said "you can't run over them yet" aha... close one, that

Uhm, actually my moniter is so old and faded I can't see the water Kinda sucks... Tho maybe I could fire up PictureIt! and see if I can lighten those up abit... But I'm sure the water's nice

A few square miles, you say? Wow... Kinda hard not to love those new terrain commands, eh?

As for team AI... As long as they can shoot

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Snipa Masta
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Posted: 4th Sep 2004 08:16
Ok, the weapons need work. Try doing some higher res skins for the weapons too. The enemy AI is kind of bad, you can avoid conflict through the whole map since they don't seem to react to sound at all.And when they say "is someone there?" they don't even turn round to look. Also, make the weapons louder. Miniguns don't make a litle "put", they make a loud bang. Another thing, add some jumping crouching. The (particle effects?) are also quite bad and laggy. They run really slow on my pc and they look rather ugly (just boxes of random dots..). Shotguns arn't range weapons either, and the aiming is a bit screwed. When you shoot anywhere near the enemy is hits them automaticly (oh, and speed up the bullet moving speed).

Other than that, i really liked it.
David T
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Posted: 4th Sep 2004 08:51
Quote: "Other than that, i really liked it. "


^_^

Firstly, please understand the demo you downloaded is quite old.

Secondly, there are lots of reasons why some of the things you mentioned don't work as planned. For example particles are rubbish because there's a bug in the language.

I'm no modeller, if you want to make new textures please do.

That map was just a test, the real thing will have better placed enemies where you can't avoid conflict.

Quote: ".And when they say "is someone there?" they don't even turn round to look"


Its a little comic touch. And their head does move

The minigun has changed.

Quote: "Another thing, add some jumping crouching"


Is that an order? IMO it doesn't work that well in FPSes - if it was third person I'd definately add it.

Quote: "They run really slow on my pc "


Could be your pc?

Quote: "When you shoot anywhere near the enemy is hits them automaticly (oh, and speed up the bullet moving speed)."


Per poly collision is too intensive. I do a simple but cheap distance check. I may e able to make it a bit more accurate. Hence if bullets speed up then they may actually pass right through the enemy.

Although it's nice to make this game realistic it will not be perfect. It's tremdously difficult to get every suggestion in and I'm trying my hardest. But at some points even I (and I'm a big perfectionist) have to give up and stick with what I've got.
An example is the mud particles. I'd rather have bad ones than none at all.

I appreciate constructive criticism but that did sound like alot of demands I'm not professional here (yet 0

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Snipa Masta
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Posted: 4th Sep 2004 17:34
Sorry for the demanding style post .
As for the jumping, i think it works well for first person shooters.
Oh..and not sure if you've fixed it. If you go up a slope on the terrain and it goes slower (because it's steep), if you strafe you go up the edge really fast.
David T
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Posted: 4th Sep 2004 18:43
Yes, it's to do with the gravity. I project a point infront of the camera, and use the difference in height to scale up/down the movement speed. This doesn't get applied to srafing, yet, as I need to project another few points.

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Snipa Masta
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Posted: 4th Sep 2004 23:18
Ah ok.
(Another thing, why is there some weird looking character with a pistol just outside the corner of the terrain?)
David T
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Posted: 4th Sep 2004 23:28 Edited at: 5th Sep 2004 01:56
That's you when you die that's the model with the death animation. It seems I fotgot to hide it

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Hawkeye
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Posted: 5th Sep 2004 01:47
lol, I never saw that... I must need some glasses

btw, I alwaysed liked jumping/crouching in FPSs. Gives you a sense of really dodging those baddy's bullets

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David T
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Posted: 5th Sep 2004 01:57
Okay I'll see what I can do

I've got hold of a loads of great skybox textures, so expect to see some nice new skies soon (including nighttime and dusk!)

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David T
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Posted: 5th Sep 2004 04:36 Edited at: 5th Sep 2004 04:36
Okay here's some nice new skies. This time teh skies suit the level





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Cian Rice
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Posted: 5th Sep 2004 07:09
This game looks uber professional, nice work DavidT.

Got anime?I do.
Snipa Masta
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Posted: 5th Sep 2004 09:33
Those skise look awesome.
thief
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Posted: 7th Sep 2004 13:44
Im gonna try it out, but does it have rag doll?? man its gotta have rag doll........ but it prolly wont keep up the good work

thief
David T
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Posted: 7th Sep 2004 18:02
It seems that he models aren't compatible with Wolf's ragoll designer - which is a great shame.

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Van B
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Posted: 7th Sep 2004 18:47
Looks great David.

A couple of things to try and get that FPS up a bit.

Because your terrain uses a colour map with shading as port of it - you can disable lighting on your terrain to gain about 20%.

Try upping your split size, like if your terrain is 256x256, try a split of 32,32 - I think 8x8 tile blocks are about optimal.

Try loading the player textures as bitmaps, then manually texture each character to suit - not sure, but there might be some difficulty in DBPro dealing with so many textures. Really, DBpro should be optimising the texture list itself so it does'nt double up - but it's worth a quick check to see if it helps matters.


Van-B


Muhahahahaha.
David T
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Posted: 7th Sep 2004 18:52 Edited at: 7th Sep 2004 18:53
Quote: "Because your terrain uses a colour map with shading as port of it - you can disable lighting on your terrain to gain about 20%."


A few of the textures don't have shadowing on them, but for the ones that do I'll disable lighting (probably add it as a flag in the level config file).

Quote: "Try upping your split size, like if your terrain is 256x256, try a split of 32,32 - I think 8x8 tile blocks are about optimal."


I tried that in the past, but the FPS went quite low - I'll have another go no I've got a bigger texture and split.

Quote: "Try loading the player textures as bitmaps, then manually texture each character to suit - not sure, but there might be some difficulty in DBPro dealing with so many textures. Really, DBpro should be optimising the texture list itself so it does'nt double up - but it's worth a quick check to see if it helps matters."



Does DBPro keep the uv mapping? So it's simply a case of load object "whatever" then texture object?

Thanks for the suggestions

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Van B
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Posted: 7th Sep 2004 19:00
Yeah, if your model uses a single texture, you can just TEXTURE OBJECT, but if it uses more than 1 texture, you would have to TEXTURE LIMB. It's not a bad idea to have heads as seperate limbs and textures, makes it easy to mix and match.

Also, doing it that way leaves the door open for damage textures, like you'd change the texture at the arm when the player gets shot in the arm - that's really straightforward when you have the different textures loaded up.


Van-B


Muhahahahaha.
David T
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Posted: 7th Sep 2004 19:16
Ah, clever. Now I know that, this is going to be fun

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Pincho Paxton
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Posted: 7th Sep 2004 22:56
Skipped a few posts. Don't know when you added the new gun texture, but it looks great!!!

David T
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Posted: 7th Sep 2004 23:22
Thanks I just enlarged and sharpened the texture. Plus it's got some sphere mapping on.

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Xander
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Posted: 8th Sep 2004 01:42
Nice game, but a couple things...

Did you get the people from a Dark Matter CD or something? They have no walking animation They just kind of scoot along the ground.

Nice sound effects, espcially the reload and fire

No special effects

Really nice terrain

When you snipe, the camera should zoom in, not out.

Really cool game, I hope you keep working on it

Xander Moser of Bolt Software
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David T
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Posted: 8th Sep 2004 02:46
Quote: "didd you get the people from a Dark Matter CD or something? They have no walking animation They just kind of scoot along the ground."


Yes they do Everybody says they don't. I've fixed one bug that was causing some of the walking anims to be cut out but even playing the old beta I can still see some. Just not when they're close, because they tend to shoot instead.

Yes they are DM.

Quote: "Nice sound effects, espcially the reload and fire"


Thanks, just off flashkit.com

Quote: "No special effects "


Yes there is I've just been limited in my usage until transparency gets sorted out (which apparently it has as of 5.7)

Quote: "Really nice terrain "


Thanks

Quote: "When you snipe, the camera should zoom in, not out."


It does, when you use the sniper rifle. The zooming out is just for weapons that don't support zoom. This has been mentioned loads of times, and I've said "fixed!" many times too

Quote: "Really cool game, I hope you keep working on it "


Thanks, I do too

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The dude guy
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Posted: 8th Sep 2004 09:31
When's the next beta again?

Andrew Tamalunas
David T
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Posted: 8th Sep 2004 17:58
Not for a long time.

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