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Work in Progress / Open Source Community FPS Project

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TDP Enterprises
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Posted: 10th Jun 2005 03:04
@professor, that cool.

@everyone: Just give me a list of the object that you still need and i will try and make them.
Evil stick
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Posted: 10th Jun 2005 04:08
proffessor might need the tunnel.
Professor
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Posted: 10th Jun 2005 05:06
@Evil stick, Ok go ahead with the terrain, i gues just imagen that the trail is enough for to peaple to stand side by side on.


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Megaton Cat
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Posted: 10th Jun 2005 06:33 Edited at: 10th Jun 2005 06:34
It would actually be really cool if we could have some kind of jump pad. Would solve my problem of getting Player from Point A to Point B.

(See attached)

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.

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Professor
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Posted: 10th Jun 2005 08:20 Edited at: 10th Jun 2005 08:46
@Evil stick, Im not sure i made need to remodel it, I can put the holes in the ground in 3ds max with 'Bolean' If im going to resize it then i have to remodel the tunnel, Or would you perfer to put the tunnel in? doesnt matter to me.

EDIT: Im going to just re-model the tunnel and send it to you along with new concept


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Evil stick
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Posted: 10th Jun 2005 08:26
I can't easely put in the tunnel and keep it low (lower anyway) poly.
dj blackdragon3710
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Posted: 10th Jun 2005 09:29
aahhh, megatons map just evolves and evolves....Mine just has ramps

<<<<<Used to be "djblackdragon" with being registered in January, 2003, no matter what it says on the left<<<<<
Baggers
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Posted: 10th Jun 2005 09:54
Personally id truly love to use this level, just image the crazy frags that could go on in there...the gravity would be a bugger to code...but not immposible !
http://aaronbaird.net/pictures/Escher/Relativity.jpg

Professor
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Posted: 10th Jun 2005 11:31
Ok heres the tunnel. Hope you like it .


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8

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Evil stick
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Posted: 10th Jun 2005 23:48
good, except it's huge compared to my map, reaches about halfway across So you will have to csale my land.
Hamish McHaggis
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Posted: 10th Jun 2005 23:55
Megaton - Sure, I'll add jump pads to my list of things . These are the kind of suggestions that would be good . Because at the moment, it's basically me putting into the engine what I think should be in there, not what anyone else thinks should .

Baggers - Indeed, it would be a cool map, as would this ...

http://www.mcescher.com/Gallery/recogn-bmp/LW435.jpg

And this...

http://www.mcescher.com/Gallery/recogn-bmp/LW426.jpg

Just as you said, it'd be a big pain to code (actually, my two would be a pain to make as they would break the laws of physics ).

Prof - Nice remakes .

More tea Vicar?
Benjamin
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Posted: 11th Jun 2005 00:01
Hows the programming going Hamish? You experimented with the plugin yet?


"Lets migrate like bricks" - Me
Evil stick
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Posted: 11th Jun 2005 00:09
@Hamish
Is there a ladder physic yet?
Hamish McHaggis
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Posted: 11th Jun 2005 00:12
I've started experimenting in the little time I have had between exams this week. I can get a server set up, but I'm having trouble getting someone to join (probably a problem with my player system). Although, I may as well ask, is it a problem if the hostIP is the same as the selfIP when joining a game? I just ask as it is essential if I am to test it . Probably is.

More tea Vicar?
Evil stick
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Posted: 11th Jun 2005 00:47
I could test it with you being the host.
Benjamin
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Posted: 11th Jun 2005 01:02
No it shouldn't be a problem, it works for me. My guess is you broke it


"Lets migrate like bricks" - Me
Evil stick
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Posted: 11th Jun 2005 01:15
And......I never got anything.
Megaton Cat
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Posted: 11th Jun 2005 01:33 Edited at: 11th Jun 2005 01:38
More additions on the map.

If anyone's got some suggestions, I would be happy. Because I for some reason can't think of anything.

Try to keep it reasonable though because I'm not a very good modeller. Cool things to take cover behind are also good.

EDIT: Also at this point, scale is kinda hard to tell so I marked it.

EDIT2: Don't forget that Hamish will also add crates/barrels all over the place to fill it up. Should be pretty fun knocking a stack of metal barrels on someone from 30 feet up. (Just hope we get to play online soon as I didn't even try yet)

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.

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Evil stick
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Posted: 11th Jun 2005 01:37
hmm, maybe an enclosed area? (room)
Hawkeye
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Posted: 11th Jun 2005 01:59
Very nice... maybe some lava in the pits? Or railings along the catwalks, that's be a nice touch, then you can have places where the railing is broken.

Megaton Cat
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Posted: 11th Jun 2005 02:03
Lava in the pits?

It's actually on top of a very large industrial type structure...you can't fully see it because the camera clips it.

I was thinking of having catwalks and railings. But
A) I don't know how to create curved railing to go on the edges
B) I wanted to "Danger factor" to be there. As in the player running on top and one wrong slip or stray bullet or random act of stupidity and he could die (Although there's backup base on the bottom)

It's curently lightmapping, but here's some specs anyway:

Meshs: 346
Polygons: 6206
Vertices: 14752

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
DBAlex
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Posted: 11th Jun 2005 02:06


Megaton thats a hell of a lot of polys...




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Megaton Cat
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Posted: 11th Jun 2005 02:08
Maybe. I don't think it reached Hamishe's limit yet though.

Hahhahaa lightmapping came back and everything's dark and boody like a b*tch. (Though still lookes shaded)

Increasing Far range by 2000 and leaving it on. (Of for school )

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Hamish McHaggis
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Posted: 11th Jun 2005 02:08
Is that meant to be the top of a skyscraper Megaton btw ? Looking very nice at the moment, maybe you could add a few spiral staircases (with handrails to stop you falling) around some of the pillars to the upper levels? Maybe some cross-beams between some of the pillars?

Evil Stick - Can't really test anything with other people due to the size of the exe I'd have to send with every build . I'll figure it out .

More tea Vicar?
Evil stick
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Posted: 11th Jun 2005 03:30
I have a huge hard drive, and MSNM.
Professor
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Posted: 11th Jun 2005 03:30
@Evil Stick, Thats fine. if you perfer to have the tunnel resized then send the W.I.P terrain then i can resize the tunnel and send you the resized verson of the tunnel.

@Hamish, Maybe in the next release you could make a "Update Game" program, using FTP commands(?), Where you upload the new exe/update and the updating program installs it.. Just i thought


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Hamish McHaggis
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Posted: 11th Jun 2005 03:46 Edited at: 11th Jun 2005 04:20
Maybe prof Sounds good, I'd have to look into it though.

Benjamin - It was letting me join a game, but now it just constantly gives this error in the log when a player trys to join

Error: 10048

It just spontaniously started doing it , I didn't change any of the code.

EDIT

Fixed it, possibly something to do with Steam being open. But now I'm getting problems with it detecting players existing when they don't. This code is executed when the player successfully joins, to detect which players are currently in the game...



C_MAXPLAYERS is set to 255, as the "client" does not know how many slots are in the game, so I just set it quite high. This is the console output. I think it cut off a few from the beginning due to both copys of the game using the same log file .



EDIT

Nope, it would appear that was a one off. The player now cannot connect for the same reason. I'm getting frustrated, and can't be bothered to do more right now . I await your reply.

More tea Vicar?
Benjamin
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Posted: 11th Jun 2005 05:25 Edited at: 11th Jun 2005 05:27
Quote: "Error: 10048"

Address in use. Basically a program has already hosted (or set a recieving socket) on that address and port you are trying to use.

To get around it, use the port setting commands to use different ports. The local port of the host is the remote port of a client. Observe:

12803 = Host port
3734 = Client port



CLIENT


Oh by the way, I'm using those numbers as examples, they aren't the default port numbers (3998 and 3999 are).

Quote: "But now I'm getting problems with it detecting players existing when they don't.
"

Thats really wierd. You do realise that with your code you are trying to print player details without even checking if they exist? Also, to avoid problems, try to keep the max players at a set amount, so the loop never tries to get information from 'outside' the playerlist (Although some of those functions have a safeguard against that). I'll make a GetMaxPlayers() function ASAP though to get the total slot amount. Set 255 as the maxPlayers value in THost then try again.


"Lets migrate like bricks" - Me
Megaton Cat
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Posted: 11th Jun 2005 05:37
For those of you wondering just what the hell this is...(Cave, lavaden, mountain, spaceship, France...) Here's a basic shot.


I taken a shot at the lightmapping aswell. It's not 100% what I wanted to I'll be tweaking it (Radius, internisty, skylight, far/range etc) but you can see progress shots. The suggestions I receieved aren't in there yet as I lightmapped before I had the chance to add anything.





Let me know if it's too dark because my monitor is kinda bright...

Comments welcome. Even the pissed ones.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Benjamin
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Posted: 11th Jun 2005 05:47
Wow that looks really cool Megaton. The brightness is fine too.


"Lets migrate like bricks" - Me
TDP Enterprises
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Posted: 11th Jun 2005 06:09
Hey that level looks awesome.

But i am still waiting on a list of models that you want me to create, I also have quite a few sound effects also. So please just give me a list so i can get to work on it.
Hamish McHaggis
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Posted: 11th Jun 2005 06:54
Delta - I'm not the one making the levels . What objects do people want for their levels? SUGGESTIONS PEOPLE!

Megaton - Looking sweet as ever. Suggestions? Maybe a walkway around the outside of the thing, down low. Maybe even a few tunnels through the middle of it ? If that isn't inconvenient (may be awkward). Also, I think the high walkways on the far end (away from the towers) should lead to something, maybe a kind of room?

And did you dismiss the idea of spiral staircase up one or two of the pillars? No matter if you did, I just want to know my ideas have been acknowledged if you're asking for them .

Ben - Cheers Ben, I'm an idiot . That would probably be my problem. And yeah, there isn't really any way to detect the amount of players at the moment, a max players function would be good .

More tea Vicar?
mm0zct
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Posted: 11th Jun 2005 07:58
that's absolutely amazing megaton (shame about the high poly count lol)
i don't think he can afford a spiral staircase polygon wise but a ladder would be good if the engine supports ladders.

http://www.larinar.tk
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Hamish McHaggis
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Posted: 11th Jun 2005 08:01
6000 polys really isn't a lot by todays standards. Maybe it could slow down older PCs, but anyone who can run stuff like half life 2 (even slowly) isn't going to have much of a problem .

More tea Vicar?
Megaton Cat
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Posted: 11th Jun 2005 08:26 Edited at: 11th Jun 2005 08:28
Quote: "And did you dismiss the idea of spiral staircase up one or two of the pillars? No matter if you did, I just want to know my ideas have been acknowledged if you're asking for them"


No I did read it and I didn't dismiss it.
I just said in a previous post that I've already begun the lightmapping BEFORE you gave those suggestions. Anyway, I'll disucss that aliitle bit:

Quote: "Maybe a walkway around the outside of the thing, down low."


Excellent idea for a secret spot or some kind of weapon/pickup. Unfortunatly, the skylight doesn't reach all the way down there and whatever I create will be bleak and dark.



Quote: "Maybe even a few tunnels through the middle of it"


Yep that I'll do. I had original plans for carving out the huge rectangular space in the middle, but wanted to put more time into the upper areas. I'll make a fun room for people to play in there.

Quote: " Also, I think the high walkways on the far end (away from the towers) should lead to something, maybe a kind of room?"


Perhaps I'll make them lead into a straight hole that dops the player into the room and the jump pads are right there to get them out? A jump-pad/elevator/ladder would kinda be crucial at this point because I dunno how many polys I have left to kill on stairs.

Quote: "maybe you could add a few spiral staircases (with handrails to stop you falling) around some of the pillars to the upper levels?"


Would be a cool touch but spiral staircases require a cylinder base...those metallic pilars are mostly boxes with half a cylinder thrown in for variation.

I'll see what I can do.

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
The Wendigo
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Posted: 11th Jun 2005 08:27
Quote: "6000 polys really isn't a lot by todays standards. Maybe it could slow down older PCs, but anyone who can run stuff like half life 2 (even slowly) isn't going to have much of a problem"


If you did this as a single mesh, you may have some problems down the road, I'm sorry to say. You guys will need a method of hiding geometry that isn't in visible range of the player. If you guys can pull that off (and I don't see why you guys couldn't ), then you are going to have one heck-of-a professional looking game with those kinds of maps! Great job!


Home of DOOP, Strata Works, and Height
Hamish McHaggis
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Posted: 11th Jun 2005 08:40 Edited at: 11th Jun 2005 08:42
Quote: "If you did this as a single mesh, you may have some problems down the road, I'm sorry to say. You guys will need a method of hiding geometry that isn't in visible range of the player. If you guys can pull that off (and I don't see why you guys couldn't ), then you are going to have one heck-of-a professional looking game with those kinds of maps! Great job!"


Indeed, I've been thinking about how this could be done. Not many major ideas at the moment seeing as DBPro doesn't yet have any node tree functionality (not sure when this was planning on being implimented, U6, U7 ??) and has BSP support that stinks like a pair of week old soiled pants. I was planning on sticking the single mesh in and seeing how the frame rate fairs, and then trying to figure something out. As you say, there is always a way, we just have to think of it .

Benjamin - I'm not having much luck. Here is the code for a small test program I wrote...



I usually works when one player trys to join, but if that player leaves and another trys to join, they always fail. Also, this is the output I get (host on left).



TPlayerExist() gives all sorts of strange values, plus it says that there are several players I certainly didn't add to the game.

More tea Vicar?

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Megaton Cat
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Posted: 11th Jun 2005 11:05
One more thing:

If I provided you with the images, would you be able to create a sky box around that map?

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Benjamin
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Posted: 11th Jun 2005 11:26 Edited at: 11th Jun 2005 11:28
That is certainly very wierd I must admit. Ok so I know for a fact that the last player returning 5 is just a simple mistake that can be easily fixed(I made this mistake with the old plugin too at first). Now, when I run that program, the hosting part acts as it should(apart from that final player) but the joiner sees 3 players. What I find most odd about this, is that a game I made shows up the player list as normal.

I have no idea why for some people it shows up those numbers when its logically impossible(as far as I know, because the function returns a boolean value). However, I do have an idea that might fix it.

I'll have a look and see what I can do to prevent the odd numbers, and I'll fix the player list size(its the size that makes the last player return a 5). It may be that the function is returning 1 for non-existant players because of something to do with the way values are retrieved.


"Lets migrate like bricks" - Me
Benjamin
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Posted: 11th Jun 2005 22:30 Edited at: 11th Jun 2005 22:32
It seems you made another mistake I didn't realise you had made. You were printing players 1 to 10, but it should be 0 to 9. Anyway, I did a bit of experimenting. It decided to start inserting its own random player into the game before the host player, which I managed to fix. I fixed the wierd numbers thing(as far as I know) too. Also, any extra players I was seeing have dissapeared too now. TGetMaximumPlayers added too.

Updated files attached.


"Lets migrate like bricks" - Me

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TDP Enterprises
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Posted: 11th Jun 2005 23:45
Are you guys planning to put this up for retail? This looks like a very professional project, and i believe it would sell tons of copies.
Hamish McHaggis
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Posted: 12th Jun 2005 00:25
Benjamin - Well, the odd numbers are fixed now, and yeah, I did make that mistake . But I'm still getting players 0,1 and 2 detected when just the host is in the game, and an additional player 3 when a player joins. With the player, I get players 0,1,2,3,4 and 5 detected :S. I guess I could write my own handshake code to add new players to the game, but that would be kind of pointless seeing as your code is meant to do it for me.

TDP - Nope, community project, everything is free, though not royalty free without permission from the actual author.

More tea Vicar?
Benjamin
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Posted: 12th Jun 2005 03:11 Edited at: 12th Jun 2005 03:13
Delete all the log files that have been created(if you haven't deleted them already) and try again, then send me both log files created - just for clarification, I mean the logs that the plugin is making.

Actually, when you try this, try different ports. I haven't yet added a mechanism that checks for valid 'connection' messages, so any data sent from anything will make it add a new player. I'll add that thing in tonight most probably.


"Lets migrate like bricks" - Me
Benjamin
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Posted: 14th Jun 2005 10:04
Either something is wrong with my browser and its not showing new posts here, or there really aren't new posts here. Bump!


"Lets migrate like bricks" - Me
dj blackdragon3710
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Posted: 14th Jun 2005 10:34
I think there really aren't any new posts here....wow.

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Professor
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Posted: 14th Jun 2005 11:01
Quote: "Either something is wrong with my browser and its not showing new posts here, or there really aren't new posts here. Bump!"


I was thinking somthing was wrong with my browser to :S .


Prodigy Games : Comunity FPS : 3ds Artist : Uvw Mapper
http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Hamish McHaggis
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Posted: 14th Jun 2005 19:06
I just don't have much to report at the moment . I will do that Benjamin, when I get on the other computer.

More tea Vicar?
Megaton Cat
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Posted: 15th Jun 2005 01:00
Yeah, I can't update for the next while as I have all my exams next week...

It's M-E-G-A-T-O-N. NOT MEGATRON.
DON'T MAKE ME GET THE RABBIT.
Hawkeye
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Posted: 15th Jun 2005 01:18
Well, I woke up this morning and thought I should make a new track.

So I did

"Phantom", heavy metal, 1min40sec, fully loopable, 128kbips encoded with LAME encoder, written using Modplug Tracker ("wild beta" release)

Check it out here: [href]http://hawkeye.dbspot.com/downloads/music/hwk-Phantom.zip[href]

Professor
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Posted: 15th Jun 2005 02:38
Well at lease someone is working, Goodjob Hawkeye.

But the link doesnt work for me.


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http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8

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