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DarkBASIC Discussion / how do you do cool HalfLife like stuff?

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DeHonCha
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Posted: 15th Feb 2005 06:28 Edited at: 15th Feb 2005 06:31
specifically i mean the movements the nice jumping and straffing and collision and tilting and stuff - and of course - the nice - damn i forget! oh yea - the bending when you fall from high up and the hurt fog and the quick shooting and stuff (like just when you shoot, the enemy gets hit - that kinda thingy)

For when they said I couldn't, I did...
BearCDPOLD
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Posted: 15th Feb 2005 09:04
Quote: "specifically i mean the movements the nice jumping and straffing and collision and tilting and stuff"

For this you'll need a physics system. I recommend either reading tutorials (and applying what you learn in science class), or using an external package like Nuclear Glory or Newton.


Quote: "oh yea - the bending when you fall from high up"

Have a routine that rotates the camera down and back up over a small period of time, probably using a sine curve.

Quote: "and the hurt fog"


Don't quite know what you mean by this.

Quote: "and the quick shooting and stuff (like just when you shoot, the enemy gets hit - that kinda thingy)"

Typically for regular weapons like pistols and machine guns you use raycasting which shoots out an invisible line in the direction the camera is facing and if the line hits anything it reports back to you what it hit and then you can decide what to do about it.

For rockets you'll want to create an actual rocket object and move that forward until either gravity brings it down to the ground or you time it out. Then you'll need to calculate both collision and radius damage.



All of this will take time to learn. Try tackling one bit at a time. Like start with a camera moving around a level, maybe jumping too, and then slowly add on to it until you have a game. It's not a perfect production cycle but it's a fantastic learning experience.

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Nic
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Posted: 15th Feb 2005 17:32
can someone send a direct link to a download page of newton
Lukas W
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Posted: 15th Feb 2005 19:41 Edited at: 15th Feb 2005 19:41
DeHonCha
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Posted: 16th Feb 2005 05:53
hurt fog is that blood like fog thingy and those bits and pieces that fly out with you hit a organic thingy or get hit yourself - how do you do that?

and how to you shoot out a path to detect collision - using an object?

For when they said I couldn't, I did...
Major Payn
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Posted: 16th Feb 2005 06:05
Walabers newton add-on won't help much in this situation, that is DBP only I believe.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
Nic
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Posted: 16th Feb 2005 13:19
is there anything like this for DBC then(sorry to change the subject)?
steve c
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Posted: 18th Feb 2005 21:42
there is hurt fog in the iced demo that comes with dbc its in my projects i think open it and lookhow he does it

current projects
codename : tasgarad
DeHonCha
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Posted: 18th Feb 2005 22:19
prob with iced's hurt fog is - when used in my levels - it looks bad!

also - how do you do guard detection and Ai and stuff - line of sight?? real puzzler!

For when they said I couldn't, I did...
DeHonCha
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Posted: 20th Feb 2005 04:07
anybody ?

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DeHonCha
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Posted: 20th Feb 2005 21:32
and how do you do nice sliding collision with a complex level not just cuboids i mean?

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mathkid
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Posted: 20th Feb 2005 21:35
I'm pretty sure I saw an thread for that on the code snippets board.
blanky
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Posted: 21st Feb 2005 00:55
Me thinks you expect too much..

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DeHonCha
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Posted: 21st Feb 2005 05:54
@ mathkid: can you tell me where exactly please?


@ blanky: how do you mean i'm expecting too much blanky?

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mathkid
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Posted: 22nd Feb 2005 06:39
Here's the thread with the sliding collision code:

http://forum.thegamecreators.com/?m=forum_view&t=45212&b=6
hyrichter
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Posted: 22nd Feb 2005 10:13
For collision, use Nuclear Glory. As for AI, it's a lot of think work and logic and maths. I've got some decent AI code in a demo I created where the bad guys have a line of sight and field of view.

Also the screen flashes red when you get hit. If you want, I'll upload the demo for you to take a look at. I'm not going to be handing out code, but I'll try to help you understand some of what's going on.

DeHonCha
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Posted: 23rd Feb 2005 01:08
thanks for ur help guys!

unfortunately, i went through the sliding collision code and it's for dbp right? i only have dbc

also, i only have dbc 113 not enhanced version (i'm a newb without much money to use )

finally - thanks hyrichter - i'd really appreciate any help you can give me with the hurt fog and nice movements - as for AI though i want to tackle that myself - any hints are very much appreciated

For when they said I couldn't, I did...
Monty87
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Posted: 23rd Feb 2005 02:19
You are expecting to much because hl2 (i presume? hl1 doesnt have physics worth stepping over) was made by a team of game crazed americans who spent more than 5 years making the engine and because you are using db, not c++, and because all the rest of us are too.

that said, most of that is do-able. it would just take a long time. the ai will be a bugger of universal proportions in a complex environment like that.

still, no worries hey?

Monty
Monty87
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Posted: 23rd Feb 2005 02:27
i find that with 3d ai its best to draw an editable 2d map and plot their movements on that then get the computer to position them on the 3d map acordingly, taking the baddie down till it touches a surface.

this way you can get squad movement and getting cover by spheres of influence. the closer a mate is to it, the more likely it is to move with it/towards it. and by raycasting on the 3d you can make it deside (based on ammo and health) whether to stay in field of view and shoot, or whether to move back again.

not very technical but as you can probably tell from previous reply, i get scared when too many technicalities gets invited round for tea.

Monty
DeHonCha
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Posted: 24th Feb 2005 22:47
thanks a lot for the insightful replies


when i said hl - i meant hl1 - i know - it's quite simple. ai isn't a prob for me - it's the physics that is and the quick shooting - a good example is doom 6666 for the tgc compo 2004

For when they said I couldn't, I did...
Monty87
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Posted: 25th Feb 2005 00:45
whats the plot and scenery for this game? are we talking cheesy sci-fi? no? oh well.

Monty
DeHonCha
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Posted: 25th Feb 2005 20:40
actually.... [NOTE TO ALL READERS - PLEASE READ THE FOLLOWING AS IF YOU WERE DAFFY DUCK]
the setting is a dark and dusky night - the clock chimes at midnight as you slowly step onto the wooden plank board ready to pounce on the monster - and you do - - - - only to be stab by his thorns - you die - end of story! well something like that anyway....

For when they said I couldn't, I did...
Los
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Posted: 1st Mar 2005 17:12
cool you get soe grusome death scene to watch and it all over. Just have the horned bull to come right for you and chuck you in the air.

" Ahh to finish something! My boy, have you ever accomplished anything? "
hyrichter
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Posted: 1st Mar 2005 21:18
Sorry for not replying sooner. Here's what I used to make the screen turn red whenever you were hit. You would probably need to adjust the values a little to work properly with your game. This comes from an FPS that I wrote all the code for the first level (before getting sick of the project and wishing I was using DBP.) It was my first real project with DB, and I'm considering making the source available as it shows how to do a lot of different things (AI, Nuclear Glory collision, HUD, menu, etc.) The graphics are just really crappy.



Anyway, hope that helps you out a little.

Monty87
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Posted: 5th Mar 2005 06:06
that plot is beautiful, you can just smell the cheese dripping of it.

did you know that cheese on toast is the welsh national dish?

i will now press the red button

Monty
UnderLord
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Posted: 6th Mar 2005 16:30
Man i have fun learning new stuff in DBP all the time i search for tutorials like they are gold...and i forget everything i learn within a month and when new-er-er people ask me questiongs i look at the help files =P....

Some how i feel liek a receptionest wow...is that word right?....man its 2:30AM heh

The search continues.

Current project - A space game
DeHonCha
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Posted: 7th Mar 2005 04:58
alas my soul be cursethed - for my computer was put to sleep (all bow their heads).

but now the curse is lifted and all is well in dehonaland!!! :-P

i.e. sorry for being late - my comp was real f***ed up (forgive me profanity)

anyway - halflife - yes - my life's been half as good so far.... wonder who stole the other half - hmm....

anyway - any ideas on good shooting - just like half life maybe?

For when they said I couldn't, I did...
DeHonCha
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Posted: 14th Mar 2005 01:50
no peeps from anybody huh?

anyway - can anyone be so kind as to help me with good guard ai?

For when they said I couldn't, I did...
Monty87
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Posted: 14th Mar 2005 01:54
make then scream and cry like babies when shot in the scrotum, everything else will follow on from that.

Monty
Baggers
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Posted: 14th Mar 2005 07:01
@Monty87: HAHAHAHAHA...ok im done now !
DeHonCha
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Posted: 29th Mar 2005 08:33
why dont we change the subject huh?

how about - any ideas from anybody about fear factor and how to create it - anybody? anybody?

For when they said I couldn't, I did...
DeHonCha
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Posted: 30th Mar 2005 01:01
oh yeah - anyone know how to make nice flashlight and lighting effects in dbc?

For when they said I couldn't, I did...

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