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Work in Progress / Open Source Community FPS Project

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Big Man
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Location: BEHIND YOU!!!! (but I live in England)
Posted: 5th Nov 2005 17:01
Quote: "@Big Man, Im not trying to shoot down your idea, your write if we did sell it the game may make some money, but its just paying all of the team members"


I totally agree I was just raising a point.

P.S Where is your website

BM

Our aim is to keep the loo's clean, your aim can help.
Hawkeye
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Posted: 5th Nov 2005 17:16
Ohhh, thither and yon as they say, thither and yon...


Unfourtuntly, with dbspot having been down for more than a month, I have no way of uploading my teh new musics for c&c. Gmail, I've found out, has a attachment limit of 10megs, so I can't exactly email them to hamish. And of course I don't want to attach them to this post, because a)it's buggy b)tgc gains some sort of obscure rights to it distrubition wise. What'd be the best way of getting them to you peeps? Perhaps msn-ing them to evil stick and having him put them on the filefront account? The only problem is that they aren't entirely finished, as I always find myself going back and tweaking my tracks.

I've lost track of exactly how many tracks I have laying around, but I have a definate two or three finished, persay. Mostly dnb or ambient, for some reason Reason (hehe, love saying that) doesn't like metal Not, at least, with using its guitar patches and applying distortion.

Part of the problem, I think, is not really knowing what the overall feel of the levels and the game is going to be. The main thing I need to do is stop getting fancy and just start making simple, yet catchy of course, loops with different action levels. Dnb is nicely suited to this, as I can get away without a *real* melody, i.e. just play single note hits as accents to the drums, or whatever.

Recently, I've been listening to the old UT mods (they're on planetunreal, in case you were wondering) and attempting to garner some ideas from Michael's stuff there. Judging by that, I need more minamalistic techno-y/breakbeat sounds.


Jeez what's gotten into me... firkin' large post there (the firkin, of course, is a small keg of wine. what that has to do with large posts is beyond me)

o.O


Cheers

Hamish McHaggis
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Posted: 5th Nov 2005 17:48
Our website is down atm Bigman.

Hawkeye - You could split the archives when zipping them. Winrar has a drop down box in the bottom left corner for splitting archives. You could then send them to me in multiple emails (if it isn't too much hassle). And does this mean that each song is more than 10mb each :S. I'm thinking maybe we'll have to be selective about which songs go into the final distribution (as much as I'd like to use each song).

Here is the update log for my recent changes. It may not seem like I've been doing much, but progress has been somewhat halted by stupid bugs arising in the code.



Hawkeye
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Posted: 5th Nov 2005 18:22
Nonono, not 10 megs apice It's just that I once tried to send a rar of some of my stuff to a friend, and after waiting for about 20 minutes gmail finally told me it couldn't handle it

I can make each song as small as you like... a high bitrate isn't really necessiary for game music IMHO, so I'll probally convert at 96kbips. This translates a 2m20sec song into a 1.6 meg mp3 with fairly unnoticable flaws (at least to someone who hasn't heard a hq version)

This means if, for example, you wanted a limit of 20megs of music, that'd be about a halfhour of music. Which would probally be around 15 songs, presuming each one adverages around two minutes and a bit.

On the otner hand, if I just make a bunch of loops and forget about actual songs, then I could fit enough stuff into 4-5 megs to last the entire project. Disadvangates to this, of course, would be that then you couldn't use the pimped out song I designed for megaton's sexy level Kasbah (or whatever)

So I'll probally go with a mixture. A large collection of loops and perhaps four or five really good level themes or whatever.

Hamish McHaggis
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Posted: 5th Nov 2005 18:26
You seem to know what you're doing, so I'll let you decide what is best. 20 Meg for the final thing probably wouldn't be too much, though people obviously aren't going to want to download demos with 20 Megs of music in .

Alkaline
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Posted: 5th Nov 2005 18:29
any chance when we will see the updated code uploaded anywhere soon

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Deadwords
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Posted: 6th Nov 2005 00:37
sorry Professor, but can you reply my last e-mail please

Skalex Production |Website Coming Soon| ChaosZone
CPU
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Posted: 6th Nov 2005 01:51
@Hamish - Ever heard of a 'light' version and a 'regular' version?
I'm thinking it'd be a good idea to have at least two versions, one with all the media, one with just minimal media (like say only two or three songs...) and then for those high end users have extra media packs that they can download. Just a few ideas for further down the road

CPU

[center]K-OS Battlefields
IS
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[center]
Professor
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Posted: 7th Nov 2005 04:35 Edited at: 7th Nov 2005 18:37
@Skalex, Man sorry i forgot to tell you!! for some reason i cant log into my email .....

EDIT: Ok i got it working.

Deadwords
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Posted: 7th Nov 2005 23:20
Professor, it's ok if your too busy. Anyway, i got an awsome character model.

Hamish, can you give me an idea of what you would want to see for a map?

Skalex Production |Website Coming Soon| ChaosZone
Hamish McHaggis
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Posted: 8th Nov 2005 00:20
Phh, anything really, a few classic examples would be...

Small country village
Space station
Town/streets
Military compound
A large building of some sort
Artificial arena

Professor
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Posted: 8th Nov 2005 03:46
@Hamish,

Hows this for Town/streets?

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Megaton Cat
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Posted: 8th Nov 2005 19:43 Edited at: 8th Nov 2005 19:44
Hi guys

I just completed a buildings model pack here:

http://www.seikensteel.com/megaton/index.htm

If anyone wants to take those and construct some kinda village/town level, feel free.

Thanks


The future is here, and I can't afford it.
Professor
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Posted: 8th Nov 2005 19:53
Wow thanks megaton!

Evil stick
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Posted: 9th Nov 2005 02:06
@ Skalex
I think you should do a Sci-Fi map.

Your mod has been erased by a signature.
Deadwords
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Posted: 9th Nov 2005 02:35
Quote: "Small country village
Space station
Town/streets
Military compound
A large building of some sort
Artificial arena"

Great. This weekend, i will try to take the time to make a level.

Skalex Production |Website Coming Soon| ChaosZone
Professor
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Posted: 9th Nov 2005 21:56
Ok i modeled a M9, not sure if we still have one or not though, let me know what you think.





C&c Welcome.

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Deadwords
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Posted: 10th Nov 2005 00:52
wow, great job. I like it. I'm starting to think at my map now. I will start my map later.

Skalex Production |Website Coming Soon| ChaosZone
Professor
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Posted: 10th Nov 2005 04:35
Ok ive uvwmapped it, i'll upload it tomorow.

Benjamin
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Posted: 10th Nov 2005 16:58
When did this become unstickied?

Tempest - P2P UDP Multiplayer Plugin - 49%
Mattman
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Posted: 10th Nov 2005 17:19
that's what I'm thinking
Hawkeye
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Posted: 10th Nov 2005 17:37
Well, does it really matter?

1) people don't pay attention to stickies
2) it was getting quite cluttered up there anyways
3) this topic is certainly still active (unlike merc2 thread, which has been dead for an embarassingly large amount of time) and still stay at the top of the wip board for quite a while


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Professor
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Posted: 10th Nov 2005 17:40
Where did hamish go

Hamish McHaggis
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Posted: 10th Nov 2005 19:33
I went underground. Now I'm back up:

- Nice models Professor! The town one really needs to be textured. I may be able to do that, I've finished UVing your rifle, but I'm having trouble exporting it from Blender, but I think I'm nearly there. I tried texturing it but I really am not good at metal textures, so I'll hand that over to someone else.

- Sweet model pack Megaton. I'm sure the project'll be able to use them.

I don't care about this being un-stickied. As Hawkeye said, people don't pay attention to stickies, and besides we should be starting another post around Christmas (the target for an actual online gameplay demo). I'm trying as hard as I can to get the coding time in, but obviously stuff starts happening around this time of year and I can only work on it when I can.

And I'm not sure I replied to you Alkaline; the next source will be out when I have finished adding all the functionality you added (plus maybe a bit more).

Professor
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Posted: 10th Nov 2005 19:50
Ok looks like the uvw map went loko on me.. ill start on it again

Specters
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Posted: 10th Nov 2005 20:25
What's up with the forums. Is there a crazy mod unstickying peoples projects???

new site : sealgames.tk
Hawkeye
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Posted: 10th Nov 2005 21:03
Nahhhh, it's just getting too cluttered... they do that from time to time


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Professor
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Posted: 11th Nov 2005 18:33
Ok heres the gun, Sorry i couldnt upload it yesterday.

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Hamish McHaggis
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Posted: 12th Nov 2005 19:20 Edited at: 12th Nov 2005 19:22
Hmm, the UVs are rather stretched on the top and front and back of the model Prof. I'm guessing you just used planar mapping. If you could adjust the uvs that are causing this texturing stretching then it's be a great help!

UPDATE LOG


Almost all of Alkalines changes have now been implimented, although the code does look very different as it needs to be consistant throughout, and Alkalines changes were a very different style and method. I just have to add in the Water shader bit, which should be pretty much the same code when implimented (maybe with some different variable names but that is it).

Xenocythe
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Posted: 12th Nov 2005 20:44
Hey uhh. when will ther be a playable demo? And is this Multiplayer?
Benjamin
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Posted: 12th Nov 2005 21:30
@Hamish: Glad to see progress is still going well. During the past month or so I have been rewriting Tempest, due to big changes that I wanted to make to the system. The major internal changes are that I've made most systems dynamic, which although I have had many problems with, seems to work pretty well. There are a few external changes, one of which you might not like too much :/. Passwords work now(8 character max), you can adjust the debug logging output(allow information on some systems while ignoring others), and the entire system now uses global IDs(even as parameters to the commands). This means the game will probably need some code adjustments in order to work properly. Anyway, I've got a few bugs to squash at the moment, then I'll send the new version your way..

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Deadwords
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Posted: 13th Nov 2005 01:24
Quote: "Hey uhh. when will ther be a playable demo? And is this Multiplayer?"

I see you don't even readed one post from the thread. Yes, it's multiplayer.
http://syntheticworks.com/BlackoutCode-revision.rar

Skalex Production |Website Coming Soon| ChaosZone
Alkaline
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Posted: 13th Nov 2005 06:55
Quote: "Alkalines changes were a very different style and method"


ahh yes my coding style is very messy sorry about that, lately since ive seen your code i have grown to fancy it and trying to code like you hamish. i really like the way you code . Ive been trying to modify my games coding style to match yours because it is really neat.

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Jack
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Posted: 13th Nov 2005 12:40
Bug report: If you are standing on a crate and shoot on it the program will carsh

[/center]
Hamish McHaggis
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Posted: 13th Nov 2005 18:45
Jack - Already fixed. It turns out it is a bug in Newton. I'm not really sure what causes it, but it is something to do with using "NDB_BodySetMatrixRecursive". I just changed that to regular "NDB_BodySetMatrix" and it works.

Xenocythe - Yep this is a multiplayer game, and we aim to have a multiplayer gameplay demo out by Christmas. The current state of the code allows basic games to go on, with kills, deaths and score counted for each player. However, the code needs to be edited to enable actual games to take place, and I think some sort of front end should be available as the console isn't everyone's first choice of interface.

Benjamin - Sounds good mostly, remember to put in that splash screen, I don't want to be responsible for your hard work going to waste, especially since we get a free version! Indeed, the code will need quite a bit of editing as the array slot G_Player(0) is always assumed to be the user's player, and the slots arranged in order of local ID. Mayby I'll start making some changes now.

CPU
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Posted: 14th Nov 2005 04:41
Hamish, have you decided the list o features that your going finish by the christmas demo?

And a few Misc. Questions:

Is a main menu still needed, or in the works, or hasn't even been thought of yet?

Is the website going to be updated soon?

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Hamish McHaggis
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Posted: 14th Nov 2005 18:49
Ok, time to coordinate my thoughts.

Proposed features for the Christmas demo:



Other comments
1. Physics will be one of the hardest things to allow online. Direct interaction with physics objects could be hard/impossible. I think integration of physics before Christmas would be a big task. What do people want to do about this? My opinion is we either leave it out of online games, or don't syncronise it at all for the time being.

2. The level editor really isn't in a state to be used at the moment, it needs an re-haul. At the moment levels are loaded by using the SPAWNOBJECT console command. This isn't ideal, but I think the best way to deal with the levels at the moment is using config files.

3. I have started playing around with Torrey's DarkScript plugin, and it is pretty cool! I have managed to set it up so that certain game events are passed to DarkScript, and it can detect these and send BlackOut a console command to parse. So far I have just set it up so that it prints "'PlayerX' has joined the game" or "'PlayerX' has re-spawned" in the console when these events happen. Pretty basic, but the potential is there. Here is a part of the script that does it:



4. It's not really my job (or anyone's job really at the moment) to animate the models, especially the weapon models, so we're going to have a bunch of static weapons for the demo unless someone takes the responsibility and rigs and animated the hand model and weapons. The weapons need animations for:

- Drawing
- Replacing
- Firing
- Reloading

All with a hand model included, so that is first priority.

5. I have a basic menu system done. Attached is the code. If you (CPU) or anyone wants to improve the code then please do. And if you don't like my code and want to start a different system from scratch then by all means do, I really don't care, so long as it is an improvement on mine!

6. Any thoughts anyone?

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Professor
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Posted: 14th Nov 2005 21:47
We should just not put in the physics now and put it in later on.

Professor
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Posted: 15th Nov 2005 17:22 Edited at: 15th Nov 2005 18:32
@Hamish, We are going to need two more artist if we want all of my models in the new demo.

#1 Texturer'/Uvwmapper: No fun to shoot a gun that has no texture.

#2 Animator: Not as fun when your gun does'nt reload or kick right.

Im going to write up a list of all the models im going to upload at the end if this month (It can be sooner but i want to make some more.). If you see "(W.I.P)" on the model then someone its working on it. So if you see "Needs Texture/Uvw Mapping(W.I.P)/Basic gun animation" Then the Uvwmapping is being worked on.

#1 Recliner : Needs Texture/Uvw Mapping (For Arib Level.)

#2 Sofa : Needs Texture/Uvw Mapping (For Arib Level.)

#3 Lamp Table : Needs Texture/Uvw Mapping (For Arib Level.)

#4 Boat : Needs Texutre/Uvw Mapping.

#5 Spy Cam : Needs animation(W.I.P), (of Swinging back and forth.)

#6 Crate : Complete

#7 Elevator(1) : Needs Texture/Uvw Mapping (Nice Hotel type texture w/ shiney medal)

#8 Elevator(2) : Needs Texture/Uvw Mapping (Old Rusty type in suage drane).

#9 Grenade launcer : Needs texture/Uvw Mapping/Basic gun animation

#10 Laptop : Needs texture/Uvw Mapping

#11 M4 : Needs Texture/Uvw Mapping/Basic gun animation

#12 M9 : Needs Texture/Uvw Mapping/Basic gun animation

#13 Pool Table : Complete

#14 Pool - Ball : Needs Texture

#15 Pool - Cue : Complete

#16 Pool - Triangle : Needs Texture/Uvw Mapping

#17 SwatPlayermodel : Needs Texture/Uvw Mapping

#18 50.Cal. : Needs Texture/Uvw Mapping/Basic gun animation

#19 Book : Needs Texture/Uvw Mapping

#20 Bookcase : Complete

#21 BoxFan : Needs Texture/Uvw Mapping

#22 Fileing Cabnet : Needs Texture/Uvw Mapping

#23 LampPost : Needs Texture/Uvw Mapping

#24 Soda Machine : Needs Texture/Uvw Mapping

#25 Uzi : Needs Texture/Uvw Mapping/Basic gun animation

I want to get this number upto 30 if i can but im going to need ideas..

Please! Anyone who wants to try todo any of these tasks do so! Email me for the model if you want at tmth710 at hotmail dot com.

Ah that took for ever! oh well hope it pays off.

Peter H
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Posted: 15th Nov 2005 18:09
with the gun animations, we don't have to like make models of bullet shells to fly out of them do we? if you want that animated you'll provide the bullet shell models?

*sends e-mail*

"We make the worst games in the universe..."
Professor
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Posted: 15th Nov 2005 18:11 Edited at: 15th Nov 2005 18:32
Nono Not that type of animation, As hamish said earlyer, Reloading Replaceing ect..

EDIT: Did you email me? Email me at tmth710 at hotmail.com

EDIT2: I got it

Peter H
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Posted: 15th Nov 2005 18:23
i think i did

"We make the worst games in the universe..."
Professor
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Posted: 16th Nov 2005 16:10
@Hamish: What video compression are you using to compress FRAPS Videos? Its for a friend i dont own it.

Deadwords
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Posted: 16th Nov 2005 23:19
Professor, i can texture all the objects you UV Unwrapped. Send the ones that you want me to texture.

Skalex Production |Website Coming Soon| ChaosZone
mm0zct
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Posted: 17th Nov 2005 00:35
really sorry about how slow i've been with this but the site is now back up, instead of cgi.lochviewwest.plus.com/design1 it is now ccgi.lochviewwest.plus.com/design1
so hamish if you could update the domain forwarding that would be great

http://www.larinar.tk
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Hamish McHaggis
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Posted: 17th Nov 2005 12:31
Thanks Professor and Skalex. We won't need all of the models in the demo necessarily, but as many as possible would be good. Here is a list of finished models that I have:

Weapons
Glock17
Sniper
Springfield Sniper

Characters
Minkey Pirate

Levels
Casbah
Storage Facility

Misc
Ammobox
Barrels x 4
Binoculars
Bookcase
CCTV Camera
Crate
Fire Extinguisher
Flashlight (Torch)
Fridge
Handcart
Metal Crate
Pallet
Plants x 2
Pool Table
Pool Cue
Stool
Table
Chair

I used DivX Codec for the video compression.

mm0zct - Nice job with the website, I will update the forwarding. Evil stick didn't get that far with the filefront, so I suggest one of two things: Either I send you the media (all 30 mb of it), or you could set up an ftp account for people to upload the media. Either that or we get a tool on the website for uploading a whole directory of media (uploading single files will be quite tedious and probably take up several hours).

CPU
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Posted: 17th Nov 2005 16:05
Oh hamish! - Would you be so kind as to post the menu.dba file as well as all the files that it needs to run in the zip file? you included the start file but, erm, didn't include the menu code I don't have the latest version of da codz with all your finished revisions yet, so if you could repost it with with all the files needed to open it up and run it, I think I'll have a go at the menu.

CPU

[center]K-OS Battlefields
IS
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[center]
Professor
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Posted: 17th Nov 2005 17:15
@Skalex, Ok great! I gues ill send you the M9 since its the one thats mostly done as far as uvw mapping goes. Let me finnish it up and ill upload it here.

Hamish McHaggis
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Posted: 17th Nov 2005 17:58
Ok CPU, I will when I get a chance. Professor - You've UV mapped the m9 also? Oh well, I couldn't really find a way to export it from Blender anyway.

Professor
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Posted: 17th Nov 2005 18:16
Ok here you go, All of the uvw's at the bottom are the top and bottom parts of the gun.

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