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Work in Progress / Open Source Community FPS Project

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Snipa Masta
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Posted: 15th Feb 2006 18:12
I have no idea how to submit the file. I click "upload file" and it says I'm not allowed - do I need to register somewhere?

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

Milkshape 3d, Ultimate Unwrap 3d, CharacterFX, Photoshop CS
Professor
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Posted: 15th Feb 2006 18:21
Yes, You must register in order to upload somthing.


vive le blackout
Snipa Masta
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Posted: 15th Feb 2006 18:50 Edited at: 15th Feb 2006 18:51
Ah, I missed the register button on the front page. It will be uploaded in a few minutes.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

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Professor
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Posted: 15th Feb 2006 22:43
Has it been uploaded yet? i dont seem to see it under 3d Models


vive le blackout
Snipa Masta
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Location: Bristol,UK
Posted: 15th Feb 2006 23:37
It's called "Mac10" instead of "Uzi" - but I don't see it either.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

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Gil Galvanti
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Location: Texas, United States
Posted: 16th Feb 2006 01:39
What was the Casbah map made with?

Pirates of Port Royale:
http://www.popr.gwgaming.net (Temporarily Disabled, We Apologize for the Inconvenience)
Live the life.
Hamish McHaggis
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Posted: 16th Feb 2006 12:26
Snipa Masta - It hasn't uploaded. Once it has uploaded a screen should say "File successfully uploaded, click here to view it", or something of the sort. It really can't be that complicated :S.

Gil - I'm not actually sure. Grismald made it, so he's probably the only one that knows. I'm guessing cart shop, but that's only a guess.

Snipa Masta
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Posted: 16th Feb 2006 14:27
It did. I got the screen saying "All Done! Please Note: All Uploads will be reviewed prior to Publishing."

I've re-uploaded it anyway.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

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Hamish McHaggis
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Posted: 16th Feb 2006 14:40
Really? Ok, you certainly put me in my place. I have reviewed and accepted all the uploads. Apparently if you aren't an admin, they have to be reviewed. Cheers!

Deadwords
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Posted: 17th Feb 2006 01:34 Edited at: 17th Feb 2006 01:34
Sweet texture Snipa Masta!
Good job.

Nobody can ear you scream ... you're on a forum!
Hawkeye
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Location: SC, USA
Posted: 17th Feb 2006 02:05
I would be working hard at some musics for this project, but I'm rapidly approaching the fourth week of being sick and it doesn't look good Fever reaching 101.1 F today, and my left ear is blocked up so everything is muffled - like I'm underwater or something. Very sucky. Hopefuly the ear thing will go away quickly, that's the most annoying thing that's happened to me, frequently when I'm sick I'll have the enegry to write music, but there's no way I can hear anything properly right now


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Megaton Cat
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Location: Toronto, Canada
Posted: 17th Feb 2006 04:25
Beautiful texture Snipapa!

Chris K
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Location: Lake Hylia
Posted: 17th Feb 2006 16:35
@ Hawkeye

Pfftt.. knew you were nothing on Beethoven.

Hawkeye
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Posted: 17th Feb 2006 18:34
Heh, just to prove you wrong - http://www.provosmusic.com/teh_frantic_breakz.mp3 30 minutes of work to show I'm not completely useless


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Hamish McHaggis
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Posted: 17th Feb 2006 19:58
pwntastic!

Benjamin
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Posted: 17th Feb 2006 20:35
That's really cool Hawkeye. I didn't realise I had my speakers turned up so loud though, so now I must ask you to get me some new eardrums.

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Hamish McHaggis
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Posted: 17th Feb 2006 21:16 Edited at: 17th Feb 2006 21:21
Sig test...

EDIT

Uhh, just to make this post seem worthwhile, I have re-arranged all the media in the project folder into some sort of order (an improvement on before).

Professor
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Posted: 17th Feb 2006 22:16 Edited at: 17th Feb 2006 22:19
Hey cool sig, Could you upload the template or is this for you?

Edit: Hamish, Is there a way i can delete media uploads? For instance, Snipa upload the mac10 with the texture, but now theres 2, and i cant delete the upload with out the texture, Anyway i can do this?


vive le blackout
Hamish McHaggis
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Posted: 18th Feb 2006 00:16
Template attached. Personalise however you want.

Yeah, just go to the remository menu via the components menu in the admin panel. Everything can be managed there (including approving uploades).

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Hawkeye
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Posted: 18th Feb 2006 02:55
Update:

uber egyptian vibes
teh frantic breakz (updated)
random techno
acid loop, wheee

All are decidly unfinished of course They all need some fleshing out and whatnot, I just wanted to toss out a few of my ideas


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Grismald
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Location: France
Posted: 18th Feb 2006 17:34
Quote: "What was the Casbah map made with?"

I made it with milkshape3D, but that wasn't a good idea cause it's not really suited for making levels.

Hamish McHaggis
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Posted: 18th Feb 2006 18:41
Heh, very nice Hawkeye. The last three sound like they'd go in a set, however the Eqyptian muzak is super cool, and once we get some dust blowing effects into Casbah I reckon it'll complete the effect nicely.

DB newbie
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Location: um..... i dont remember.
Posted: 18th Feb 2006 19:31
when is a demo goin to be released and when do you think the game will be complete

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Hamish McHaggis
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Posted: 18th Feb 2006 19:38
There is a demo on the front page, you need to type "joingame" into the console, although many people seem to not be able to get this to work (I can though). I don't know when it will be complete.

ALPHA ZERO PRODUCTIONS
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Location: Mom ! I forgot where we live !
Posted: 18th Feb 2006 20:07
could some 1 send me da hands ? and the blackout logo ?

Hamish McHaggis
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Posted: 18th Feb 2006 20:13
The hand is available on the new website (click my web button) in the file uploader. It is labelled as "FPS Hand". If you are planning to do anything to it for the project, then please post first, because I think Glog is planning to rig them.

The logo is available on the Wiki front page.

Hamish McHaggis
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Posted: 19th Feb 2006 02:23
Click Here For Latest Version Release

I have uploaded the latest version (to my webspace as the website has a max of 5mb uploads), download it with the link above. Tell me if any of you get it to work . Instructions included on the Wiki. Note that network games don't work for a known reason (new half-done games code). You can still set up a server if you put the correct ip addresses into the config.txt file though (for what it's worth).

Oddmind
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Posted: 19th Feb 2006 02:51
the EXE could not find path at line 32

formerly KrazyJimmy
Deadwords
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Location: Canada
Posted: 19th Feb 2006 02:59
OddMind, move the .exe in the Media folder.

Well, no weapon models for me, but i can shoot, reload, etc.
The Storage level have a pretty messed up lightmapping
And the Cashbah water was better in the old version.
You reload actually really fast, with a reloading time of 0 seconds.
Except that, it's pretty good!

Nobody can ear you scream ... you're on a forum!
MikeS
Retired Moderator
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Posted: 19th Feb 2006 03:25
'File does not exist at line 9121'



Progress is still looking great though.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Hamish McHaggis
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Posted: 19th Feb 2006 11:50
"Well, no weapon models for me"

Odd, you picked up the pickups, and then switched to a weapon with the number keys? I'll have to look into that one, I think it's possibly something to do with the curvevalue functions.

"The Storage level have a pretty messed up lightmapping"

In what way? It seems fine to me, although the level does take ages to load, and slows the framerate to about 30fps.

"And the Cashbah water was better in the old version."

You mean the shader is bad, or doesn't the shader work? In the old version it was just a dark plane I think (because the shader didn't export to the uploaded version).

"You reload actually really fast, with a reloading time of 0 seconds."

Yeah, we should wait for a completed weapon before finetuning the weapon system.

MikeS and Oddmind - Are you following the instructions on the Wiki exactly? It's odd that Skalex got it to work, but you two didn't. I'm pretty sure there isn't any missing media, or incorrect paths.

Lampton Worm
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Location: United Kingdom
Posted: 19th Feb 2006 13:39 Edited at: 19th Feb 2006 13:42
Cool - ran fine here, nice and smooth also (XPSP2, 1.2Ghz, 768RAM, GeForce3 Ti-200). Only hitch was that I got stuck on one side of the bridge (with the pistols on it), one end is ok, the other it won't pass until I hit jump. Its only the forward motion that sticks, can I slide left/right when it happens, if that makes any difference. So, other than that, nice one!

(EDIT: one other quick thing, once I picked up the pistols, I walk forward then turn around, and the re-spawned pistols are floating in the air. I walked over to them and they dropped to the ground)

Cheers
Hamish McHaggis
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Posted: 19th Feb 2006 13:53 Edited at: 19th Feb 2006 13:56
Yeah, the casbah level seems to have a hidden polygon there. Grismald, if you can get this version working, maybe you can fix it and re-upload the casbah level?

And the floating pistols I have noticed, that's because Newton freezes them because they are inactive. They simply have to be unfrozen when they spawn again.

Also, does anyone think we are at a stage where we can try and take all project conversation/organisation to the new website (ie. post a new thread here)? A lot of the media is uploaded, although not linked to on the wiki, but that can be done in time.

Snipa Masta
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Posted: 19th Feb 2006 13:55
I get to "Main loop entered" but then the console won't open...

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

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Hamish McHaggis
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Posted: 19th Feb 2006 13:58
Press space.

Benjamin
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Posted: 19th Feb 2006 16:22 Edited at: 19th Feb 2006 16:23
The game won't run for me. I initially got some path errors because of folders in the wrong place, but after some changing around I now get a freeze for about ten seconds and then it gives the illegal operation window. Any ideas as to what could be the problem?

Specs:
AMD Athlon XP 1800+ (a bit faster than a 4mhz processor )
256MB RAM
NVIDIA GeForce2 MX/MX 400

Oh by the way Hamish, glad to hear it worked first time.

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RUCCUS
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Posted: 19th Feb 2006 17:04
What happened to the download link I was really looking forward to playing the demo, it keeps giving a "page not found", taken down for bug fixes?

Hamish McHaggis
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Posted: 19th Feb 2006 17:39
The page is still there Ruccus.

Benjamin - Hmm, the only thing I can think of is that the shader is causing some problems when it tries to load. Although I thought shaders just don't load if they aren't supported. I'll try putting a check in, and not loading the shader. Can you tell me what loading stage it gets to before it crashes?

RUCCUS
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Posted: 19th Feb 2006 17:51
I downloaded everything needed to the desktop for now and extracted them all. First run it came up with "Cant find Nuclear.dll", (not exactly that, whatever the NG.dll is called). So I moved the dll outside of the Code file to the desktop and it ran, but got a path not found error like mentioned above. Are you maybe using a file name only on your computer, like;

C:\Documents and Settings\[bold]Hammish[/bold]\Desktop

Because if so nobody else will be able to run it unless they rename their personal folder to Hammish. Any ideas?

Hamish McHaggis
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Posted: 19th Feb 2006 18:38
Quote: "Unzip the ‘Code’ directory from the code download, and ‘Media’ directory from the media into the same directory. Then unzip the EXE into the ‘Code’ directory. The EXE will then execute properly."


I thought I made it clear enough, but apparently not. The code and media directories must go in the same directory. Ie:

(...)\WhateverYouWantToNameTheMainDir\Code
(...)\WhateverYouWantToNameTheMainDir\Media

Then the exe should go into the Code directory, where the Newton.dll is located (the project doesn't use Nuclear Glory, so it won't need that dll). Ie.

(...)\WhateverYouWantToNameTheMainDir\Code\BlackOut.exe

Enjoy.

Hawkeye
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Posted: 19th Feb 2006 18:56
the demo was awesome, got it working first try, it's amazing how pro this looks

Only one complaint:
after I picked the guns up, shot some stuff, and then turned around the head back over the bridge, the pickup was hanging there in the air. I shot it just to see what would happen - they fell down and went flying. Interesting, but cool.


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Deadwords
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Posted: 19th Feb 2006 19:43 Edited at: 19th Feb 2006 19:44
Ok, i re-opened BlackOut and, cool, the weapons models appears!
The storage level had better lightning in old versions, but it works. But the Mac 11 looks great in-game!

Here's some bugs...
1. When i shoot the Glock pickups, giant random planes appears with the bullet holes texture.
2. The glock aligment is perfect to kill the player
3. Not a bug but, it's called Mac 11, not Mac 10 ^_^



Nobody can ear you scream ... you're on a forum!

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Hamish McHaggis
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Posted: 19th Feb 2006 19:59 Edited at: 19th Feb 2006 20:03
Ah yes, the giant random planes. I've been looking into what causes them, and I still don't know. Well, I do, the decal sticking code is screwed up, but I don't know why. That glock angle is weird, it doesn't do that for me. I think it must just be down to the model being the wrong way around. When we attach the hands we must make sure the models are rotated the right way! Although you've obviously discovered the console commands. And ok, we'll change it to mac 11.

Glog
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Location: between compiling and debugging process
Posted: 19th Feb 2006 20:00
i'm in urge now , so

i'm actually doing :
- swat animations => to come in a week

- hand rig => to come wendsday evening
- hand animations for -Gun
-m4
=> to come the 29,30

i'd need help on
- USmarine rigging => prof , if i give you the skeleton , can you
rig it yourself ? the model will then inherit all the animations i do

-hand animations for the rest of weapons

so could somebody be ready wendsday to help me about hands ?

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
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Posted: 19th Feb 2006 20:10
@Glog

Cool. Do you need a list of animations we need for the characters? I'd say:

Each of these for rifle and pistol, and then again for crouching and not crouching. Crouching is not needed immediately, so you don't have to do that now if you don't want.
- Move forward
- Move backward
- Sidestep right
- Sidestep left
- Jumping

Rifle and pistol will just be different arm positions, so they can mostly be copied. So only really 10 animations including the crouching.

I can try and learn animation with Blender, as I'd be more than happy to do some weapon animations.

Deadwords
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Posted: 19th Feb 2006 20:14
Quote: "Well, I do, the decal sticking code is screwed up, but I don't know why."

I could try to look into the code.

Oh and, i could try to animate the weapons.

Nobody can ear you scream ... you're on a forum!
Hamish McHaggis
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Posted: 19th Feb 2006 20:16
Feel free Skalex, all help appreciated.

Benjamin
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Posted: 19th Feb 2006 21:04
Quote: "Can you tell me what loading stage it gets to before it crashes?"

It just stays opened for a couple of seconds then the window disappears, and it crashes about 10 seconds later. Is there a way to tell what stage it was at?

Also, I tried compiling it, and it wouldn't let me for this reason:

max is a function in Matrix1Utility, which means it can't be used as a variable(and your code uses it as a variable). I can't remove this plugin from the plugins-user folder because you call this plugin's functions. Perhaps it's only the latest patch that allows variables with the same name as the functions? I am still on 5.8 I think, so that could be the problem there.

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Hamish McHaggis
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Posted: 19th Feb 2006 21:22
Quote: "max is a function in Matrix1Utility, which means it can't be used as a variable(and your code uses it as a variable). I can't remove this plugin from the plugins-user folder because you call this plugin's functions. Perhaps it's only the latest patch that allows variables with the same name as the functions? I am still on 5.8 I think, so that could be the problem there."


I have changed max to maximum, but the project doesn't use Matrix1Utility at the moment, just Matrix1Extend, so that'd probably why it hasn't crashed for me. If you change the variable to maximum it will fix that problem anyway. As for the loading stage, if it actually got to the first one, it would say on the screen. If it doesn't say anything (even for a moment) then I'm not sure what is causing it. All it's doing in the initial bit is flushing video memory, disabling escapekey, changing the directory, and loading two fonts. Make sure you have extracted everything in the correct place.

Benjamin
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Posted: 19th Feb 2006 21:56
Quote: " but the project doesn't use Matrix1Utility at the moment, just Matrix1Extend"

Ah my mistake. Still, even with the right plugins, it's giving an error saying command does not exist on line 112 of sounds.dba, which is "local y as integer". It doesn't matter too much I guess, I just thought that perhaps I could have outputted data to a file at specific points so I could pinpoint the place of the crash.

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