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Work in Progress / My compo entry

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Iain
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Posted: 31st Aug 2004 01:21 Edited at: 2nd Sep 2004 20:55
Me and my brother have been working on a game based on operation wolf for the TGC compo. We have been working on it for about 2 weeks now, and would like your opinions on it please.

Picture now updated.

Thanks.
walaber
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Posted: 31st Aug 2004 01:34
first screenshot looks pretty nice- I bet about 90% of the compo entries will be using the new advanced terrain system

looks like you're making a free-roaming FPS?

nice to see an Operation Wolf entry, there have been a lot of Snake / Scorched Earth WIPs so far.

hope to see more screenshots soon!

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Iain
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Posted: 31st Aug 2004 01:36 Edited at: 31st Aug 2004 01:58
We will be putting more screen shots on soon.

Its a free roaming FPS with objectives.

What do you think of the position of the hand and gun, in some games its nearer to the right of the screen and some nearer the middle, i like it how it is, but want to know if everyone agrees.
Peter H
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Posted: 31st Aug 2004 03:17
i think it's in the right spot...but the hand looks a little big compared to the pistol

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Iain
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Posted: 31st Aug 2004 03:30
I will edit the pistol and hand to get the scale right.
Iain
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Posted: 1st Sep 2004 09:47 Edited at: 1st Sep 2004 09:49
Here are some new screen shots of the game.



Let me know what you think.
Thanks.
walaber
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Posted: 1st Sep 2004 10:53
nice shadows! what technique are you using for that?

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Iain
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Posted: 1st Sep 2004 23:30 Edited at: 1st Sep 2004 23:31
Thanks, i used the set shadow shading on command in DBpro i think its hardware shadows and im using a directional light rather than a point light.

I visited your site Walaber and love the Newton Wrapper, could you please tell me is the Newton system programmed by you and is it completely free to use and also are there any really simple examples that i could learn from to get me started, i want to add physics to barrels and stuff like that so that they rol down hills and things like that.

Any help would be appreciated.

Weve added the anims to the gun and a gun flash and am now workin on particle effects.

Any questions about the game.
Hawkeye
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Posted: 1st Sep 2004 23:41 Edited at: 2nd Sep 2004 05:19

Now how did this post get into this thread?!!

...post deleted...

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walaber
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Posted: 1st Sep 2004 23:48
no,no,no I didn't write the Newton system. I wrote a DLL to let DBPro users access the system.

it is completely free to use, even in commercial projects.

as for the things you described, Newton is perfect for things like that. download the wrapper from my website, there are about 8 demos that come with it, from VERY simple to fairly complex (skinned mesh ragdolls, etc).

for your project, you can make boxes and stuff interact with the terrain very simply. you can also have them fly around when yo shoot them by applying impulses.

all of the commands are documented.

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Iain
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Posted: 2nd Sep 2004 00:02 Edited at: 2nd Sep 2004 00:04
Thanks for the comments and i will download the Newton system, i will be putting some more screen shots here soon.

Also i was going to use Nuclear glory for the collisions, does the collision system in the Newton system work aswell as Nuclear glory.
Iain
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Posted: 2nd Sep 2004 04:37
HI, im the one who is doing all the models for the game and textures.
Right now im modelling some huts like the ones seen in farcry and lots of props,ive done about 4 buildings fully textured.

would like to know if any one had any ideas for weapons or buildings for the game
Hawkeye
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Posted: 2nd Sep 2004 05:16
It all depends on the "flavor" of the game... 007: Nightfire (lots of weapons, but all of them are pretty good) vs. Halo (generic names, well balenced) vs. Doom 1 (handful of weapons, porgressive coolness) etc. etc.

For buildings, however, I would suggest putting all of the really cool stuff on the first level, like bungie did with Halo. Like a spinning radar dish, or props that have animted textures And elevators! Elevators are cool... Of course, you're going to have to do alot of corodnation with the one who's doing all the coding, but such things really add alot to a game

Aside from that, I can't think of anything really... Just use your imagination! Be creative! And have fun!

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apophis
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Posted: 2nd Sep 2004 05:50
Looks great. Hope to see more on it in the future. In the mean time keep up the good work and if the gameplay is as good as the graphics I'd say u could have a winner.

-Apophis
hicks
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Posted: 2nd Sep 2004 07:00
wow it looks ace
the graphics mind blowing keep up the good work,
Rennekon
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Posted: 2nd Sep 2004 07:08
Looks like its gonna towards top top, great grpahics, shadows everything.

John "Dark Lord of Angel Destroying Destiny" Pringlebee, maybe?
Iain
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Posted: 2nd Sep 2004 08:31
Hi, weve updated the pistol model to make it a bit bigger as sugested.



Is it ok now.
hicks
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Posted: 3rd Sep 2004 00:49
glad to see you've made the gun bigger,looks a lot better now,
Peter H
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Posted: 3rd Sep 2004 01:59
yes it looks much better

good job so far! just make sure you finish it it time

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Rob K
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Posted: 3rd Sep 2004 02:43
Be careful about using SET SHADOW SHADING ON for objects that are taller than the player. If the camera enters the shaded area, light & dark are reversed.


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David T
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Posted: 3rd Sep 2004 03:04 Edited at: 3rd Sep 2004 03:07
Looks very very nice. I especially like the rock and trees

How did you make them?

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Iain
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Posted: 3rd Sep 2004 03:19
Thanks for the comment, my brother Tim does all the models using 3D canvas pro.

The rock is very simple, but the trees were a liitle bit more difficult, they were done by modelling a tree trunk and then making loads of plain objects that you map a texture on to with lots of leaves and branches drawn on and a black background, then when you load the model in to DBpro you set the object transparency to 2, it works very well.
David T
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Posted: 3rd Sep 2004 03:56
This sounds very cheeky, but mind if I use those trees for testing purposes? I'm waiting for Rich to send me my header prize (treemagik) and until then I've got nothing to test with.

Thanks

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Iain
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Posted: 3rd Sep 2004 04:16 Edited at: 3rd Sep 2004 04:18
I will ask my brother and then let you know, but im sure he wont mind.

They arnt the trees we will be using when the games finished anyway, they were made very quickly, he wants to make higher detail trees with more branches and leaves.
hicks
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Posted: 3rd Sep 2004 08:45
do you have any screenshot of buildings you made for the game?
Iain
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Posted: 3rd Sep 2004 08:59
Heres a screen shot of an early hut model.

David T
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Posted: 3rd Sep 2004 09:12
If you can get some nice sliding collision with then them this could turn out to be a very nice game.

Well done

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dark coder
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Posted: 3rd Sep 2004 09:42
yes it looks very nice, but wheres the shadow on the pilon thing gone


Iain
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Posted: 3rd Sep 2004 09:53
Thanks, the shadow is there but its at adifferent angle and cant be seen in the picture, the hut will have a shadow too soon when we have finished the low lod model.
hicks
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Posted: 4th Sep 2004 23:57
looking very good
Hope the gameplay is as good as the graphics
Iain
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Posted: 6th Sep 2004 08:12
The tree model from one of the screen shots is now available to download for free from my website.

www.freewebs.com/iain1/

Thanks.
David T
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Posted: 6th Sep 2004 08:16
Thanks very much. I've found some others but I'll put yours into the game and see how it looks.

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Iain
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Posted: 6th Sep 2004 08:19 Edited at: 6th Sep 2004 08:24
I will be adding more free resources to my website, i would appreciate any suggestions for my website and any code snippets that i could put on the site would also be appreciated.

Thanks.
Iain
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Posted: 8th Sep 2004 01:02 Edited at: 8th Sep 2004 01:06
New things in our game.

Now using the nuclearglory ray casting functions for more accurate bullets.

There are a number of new models, including props, scenery and buildings.

The player now has gravity.

I will be putting some new screen shots on my website soon.

Thanks.

My website http://www.freewebs.com/iain1/
zircher
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Posted: 8th Sep 2004 01:35
Coolness, this entry is looking better all the time.
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Iain
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Posted: 8th Sep 2004 04:59
Thanks TAZ, i am having a bit of a problem with collsion, i have been using nuclearglory, what happens is on objects like trees and rocks the collsion works fine, but with buildings some walls will be fine and others you can walk through and bullets wont hit them.

Is there any way i can fix this, if not i will have to make invisible objects to detect the collisions.

Thanks.
zircher
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Posted: 8th Sep 2004 05:30
The speed of a projectile versus the thickness of the collision box has a lot to do with determining if it will strike. I have not play with ray casting in NGC so I can't offer any better advice.

Could your house be a polygon type while the objects are ellipsoids? You have to specify the target type to get the correct test.
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Iain
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Posted: 8th Sep 2004 05:37 Edited at: 8th Sep 2004 05:37
Thanks TAZ, i have only just started using the raycasting commands, becouse when i was shooting actual bullets from the gun the collisions wouldnt detect properly, i think it may have something to do with the models, the trees and rocks are pretty basic models, where as the buildings are more complex and have had polygons cut from them so that you can go inside them.

I will probably model some kind of lod object for the collisions as i have done for the shadows.

Thanks.
Mitchell
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Posted: 8th Sep 2004 07:20
Well, I use nuclear glory, and I only had that problem when you start IN an object. you then can walk out of it, without it detecting collision. Maybe it has something to do with splines and their direction..

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Iain
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Posted: 8th Sep 2004 07:24
I am using a sphere for collision detection when the player is walking, it works on objects that are simplae like tress and rocks, it semms to only have the problem on complex objects like buildings, this is why im assuming its to do with polygons that arnt normal becouse of the tools used to cut doors and other detail in to them.
Iain
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Posted: 9th Sep 2004 07:03
I have finished programming the raycasting for the players bullet and now you are able to shoot the enemys with perfect accuracy, and they seem to detect when there shot every time.

I have also now got the enemys playing there animations, after spending the last few days trying to get the append command to work, i decided to scrap that and use a different technique that works very well.
Mitchell
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Posted: 9th Sep 2004 07:09
what? You just loaded all models and hid-showed them when needed?? I'm interested, caus I dunno how to use the append object command well either

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Iain
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Posted: 9th Sep 2004 07:12
Yeah, load the objects, hide them and then show them when needed basically, it works very well if you do it properly.
Iain
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Posted: 9th Sep 2004 10:44
Heres our latest screen shot.



http://www.freewebs.com/iain1/
dark coder
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Posted: 9th Sep 2004 17:08
wow that looks really nice, what kind of fps readings are you getting with all them shadows?


Iain
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Posted: 9th Sep 2004 18:09
My computer which is a XP1900+,256mb ram and a geforce mx 440, it runs fine with no slowdown, i havnt actually looked at my fps yet, but i will do and let you know.

The shadows are on mainly for experimenting, there will be an option to turn the shadows off aswell as many other options.

Thanks.
thinkdigital
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Posted: 20th Sep 2004 02:45
Are you going to make it violent, as in, gory? Because if the game's as good as it looks, I'd sure like to try it out once you finish it. But I can't do that if it's gory.

Looks VERY promising, BTW

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Iain
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Posted: 22nd Sep 2004 12:54
No i dont think it will be to bad, its more of the level of violence from the goldeneye game.
Iain
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Posted: 15th Oct 2004 08:36
Hi, its been about 3 weeks since i last put a post on this thread.
Well since then i had a few problems with my computer and was unable to get on with the programming, but for the last few days i have been getting on with it.

there was a quite amusing bug in which the enemys would see you and then chase after you and then shoot at you when they were with in a certain distance, the problem was they would only shoot them selves, well thats fixed now anyway.

I have fixed a number of other bugs and also adding new things to the game, i have spent quite a bit of time today adding sounds, most of the sounds will be from soundmatter.

There is one thing that i would like your opinions on, i have noticed that there is a bug when using the advanced terrain commands, if you try to change the screen resolution and bit depth, the program crashes, i had intended to have an options screen that would let you choose the resolution and bit depth, but now i will have to scrap that, so i would like your opinions on what resolution and bit depth the game should be programmed to be on.

Thanks
Iain
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Posted: 17th Nov 2004 01:50 Edited at: 17th Nov 2004 01:51
Hi, i have put my compo entry on my website, it is unfinished and has a lot of bugs, but if anyone wants to have a go and tell me what you think then please download it from my website.

http://www.freewebs.com/iain1

It takes quite a while to load the game, i am fixing a lot of the bugs and we are still working on the game.

Thanks.

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