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Work in Progress / -- Land of Gastonia -- ORPG -- Screenshots

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The crazy
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Joined: 20th Jan 2005
Location: Behind you
Posted: 6th Aug 2005 07:44
I made a monster for you. IDK if you want it though... I just want to help Check your e-mail.



The jpeg makes it look like crud though lol
SGT KOOLAID
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Posted: 6th Aug 2005 20:07 Edited at: 6th Aug 2005 20:08
feel free to comment on the models in the 2 new links above people. thats what we are presenting them for to have your critque hehehe. i trust all your comments and views. this allows us to find out if we are going in the right direction or if we need to tweak a bit more. thank you.

oh yeah ringmaster, does these renders constitute as better "modelling" lol
Mikey P
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Location: Manchester, UK
Posted: 7th Aug 2005 00:37
Have to say, looking awesome. The buildings are looking great too SGT KOOLAID, but the textures look abit 'clean'... I know it has moss and shadow, but it just seems to be missing a tiny thing.. a cracked brick, or a sign of aging maybe?

Eitherway, still, like I said, Awesome .

Sergey K
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Posted: 7th Aug 2005 00:58
nice houses..
how much time does your game is loadings?

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Baggers
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Location: Yonder over dem dere hills
Posted: 7th Aug 2005 01:23
Bloody Lamb...always causing trouble.

Building looks great ! keep up the good work

SGT KOOLAID
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Posted: 7th Aug 2005 02:24
well thats not shadowing thats dirt build up. but i can work on that a bit more make it a bit mroe gritty lookiung as i made it a diferent layer in Photoshop. thanx for the comments keep them coming. ill have some new models very soon.
Oneka
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Location: Hampton,VA
Posted: 7th Aug 2005 02:47
wooo my game takes like 10secs to load on the same Morning took 25-30secs...I wonder how long Gastonia would take :?

Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Frozen Flame
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Posted: 7th Aug 2005 02:50
ive only tried offline but it takes like 3 seconds. im sure it will go up a little when there is online but i dont think by much.

i have only tried offline because the server isnt set up yet.


School is supposed to be teaching our kids how to read and write. Not about dangerous drugs like PHP.
izaboo
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Posted: 7th Aug 2005 04:32
yeah but after all the buildings, terrains, items get placed it will start to get slower but not by much

I hope he has good luck with the server thing lol
SGT KOOLAID
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Posted: 7th Aug 2005 04:46
well once tharkis get some "organization to how the world looks i think that will be the determining factor on how fast the game loads, how fast the FPS are and other related aspects.so far im getting 75 fps. with the house added and some other obects it only went down ~1 fps. One thing I have learned in 3d modeling and the same especially applies to game design and the "performance" is the not the amount of polys but rather the texture work that is done. I think alot of people dont realize that off the bat. Its a trial and error process. practice makes perfect.I am quite aware of the limitations aas well as the performance that darkbasic has, and hopefully with this game as well as another I am working on this will prove that DBP is a viable platform to work on. gotta have a good team of people.
Oneka
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Posted: 7th Aug 2005 04:50
well on my old comp it would probably take awhile on a crappy Intel Extreme graphics card..

Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Frozen Flame
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Posted: 7th Aug 2005 05:30
Quote: "after all the buildings, terrains, items get placed it will start to get slower but not by much"


The game is at an angle above the player.. so the performance is relativly good. only the visible items on the screen load, making it much faster.

kinda pointless to load a building 2 miles away isnt it?


School is supposed to be teaching our kids how to read and write. Not about dangerous drugs like PHP.
izaboo
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Posted: 7th Aug 2005 05:49
well that was what i was shotting at. If you are looking above at the player on the ground and if you enter like a town or something and there is like four fairly large buildings all around it will slow it down a bit but not very much
SGT KOOLAID
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Posted: 7th Aug 2005 07:36
the angle is very good. but should be high enoough so that way the buildings can be seen clearly. something im sure can be worked on as the demo progresses.
SGT KOOLAID
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Posted: 7th Aug 2005 07:43
intel extreme? wow yeah u right lol. thats a Motherboard based gpu using system memory for texture memory?? i had a friend who had an intel extreme graphics card tried to play doom 3 on it lol. i was laughing at him when he tried.
izaboo
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Posted: 7th Aug 2005 07:47
if i had some good textures i would donate my buildings to get the process going faster. but my buildings dont look good with my lame textures
Tharkis
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Posted: 7th Aug 2005 08:22
Thanks for the input everyone. Since a couple people have mentioned it to me already, I am going to add a zoom in/out feature to the game, probably controled by the mouse wheel.

izaboo
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Posted: 7th Aug 2005 09:06
well good luck with that

cant wait for the demo
Tharkis
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Posted: 7th Aug 2005 10:29 Edited at: 7th Aug 2005 10:34
Completely reworked the entire collision system and smoothed out some of the sliding collisions. The new system has virtualy no hit on performance as I still get a consistent 74-75 FPS even with a large scene of high poly objects on screen, and doing polygon collision for all of them. Also added an effect to slow the player's speed when walking through water, the speed drop depending on how deep they are.

SGT KOOLAID
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Posted: 7th Aug 2005 17:29 Edited at: 7th Aug 2005 17:30
if u want i could get ya some textures if u want. i have roughly 1500-2000 textures. bout 1-1.5 gb of textures id say not really sure.

let me know what u need. ill swing some your way if u need help.
Sergey K
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Posted: 7th Aug 2005 17:40
SGT KOOLAID: i know a site where u can find over 1000 textures..
and ill give him in MSN if he will ask

SGT KOOLAID
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Posted: 7th Aug 2005 21:08
aight cool. i paid for mine thru marlinstudios.com expensive for some people. but i think its a wise investment to make. i know one too animax.it i believe. but u gotta be careful not to exceed the bandwidth or youll get ya ip banned. like i did lol
Sergey K
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Posted: 7th Aug 2005 22:55
http://www.mayang.com/textures/ i think this one is better

there is a textures from over 1000x1000 resolution..

Megaton Cat
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Posted: 7th Aug 2005 23:01
Do they tile?


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Sergey K
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Posted: 7th Aug 2005 23:04 Edited at: 7th Aug 2005 23:05
nope, but u can mess with pain a little...

Megaton Cat
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Posted: 7th Aug 2005 23:21
Whats the point of taking a 2560 x 1920 picture of a brick wall without making it tile?

I can do that right now with my bloody camera.


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Sergey K
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Posted: 7th Aug 2005 23:27
whats the problem making tile texture?
using photoshop u can make it super easy..

Seppuku Arts
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Posted: 7th Aug 2005 23:30
really? I have trouble making em tileable in photoshop and making em look professional, so flipping, copy pasting is not what I would want

Sergey K
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Posted: 7th Aug 2005 23:35
ok i gave just a site, comments not for me, i dont realy care about your comments about the site.. but mabye some smart guy will appreciate the site..

Dom
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Posted: 8th Aug 2005 00:19
Ive used that site before, pretty useful it was too

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Tharkis
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Posted: 8th Aug 2005 03:42
Finished up the world editor today and added in zoom in/out with the mouse wheel.

izaboo
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Posted: 8th Aug 2005 04:04
well i have alot of mmorpg based buildings that i was makeing for a diffrent project that bombed but the textures on them are lame. So they dont look good
Sergey K
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Posted: 8th Aug 2005 11:15
Quote: "Finished up the world editor today and added in zoom in/out with the mouse wheel.
"


that was fast

jrowe
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Posted: 8th Aug 2005 15:11 Edited at: 8th Aug 2005 15:17
I personally like Las6's http://www.limefly.net for textures. Loads of free tileable textures for use in commercial or non commercial software.

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SGT KOOLAID
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Posted: 8th Aug 2005 19:52 Edited at: 8th Aug 2005 19:56
well there are techniques to make a texture tileable. takes a bit of work but not much. but it allows u to take a unique texture and use it for yourself. there is also a good book u can use to learn a bit about texturing and proper texturemapping and uvmapping. its called "The dark side of game texturing" by david franson and another book that is good "Creating the art of the game" Matthew Omernick

both good books i used to refine my techniques i didnt know before hand. the house i did was made with only 260 polys and useing a texturemap by detaching each side of a primitive then turning it to 1 side orienting them then uvmapping squaring it then applying a UV UNwrap modifier, then exporting and saving as either a jpg or a bmp via texporter. this practically takes out the need to use "tileable textures" and instead making actual unique texturemaps that are unique and dont trickery with tiled textures. I personally dont like tileable textures unless it is a simple primitive or mesh, i use a texture map whenever possible e.g. that bloody lamb sign is only 6 sides but its a texturemap using no tileable textures butinsterad i made unique textures to apply to it.anyways if u guys want i can make a nice tutorial/s so u guys can make your own texture maps. let me know ill make one.
izaboo
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Posted: 10th Aug 2005 11:07 Edited at: 10th Aug 2005 11:08
hey sgt i would be interested in looking at a tutorial on textureing.

but anyways Thariks nice work cant wait for more screens.
SGT KOOLAID
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Posted: 11th Aug 2005 11:22
aight cool no problem. ill have one done up soon. just FYI this tutorial will apply to "proper texturemapping" this way anyone who is interested in applying their own unique textures wont have to rely on repeating seamless textures. texturemapping allows you to make unique models which look more realistic as well as make your game run much faster. be back soon with tutorial
SGT KOOLAID
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Posted: 11th Aug 2005 12:42 Edited at: 12th Aug 2005 02:07
O(
Megaton Cat
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Posted: 11th Aug 2005 17:19
That's great and all, but this isn' the thread for it.


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izaboo
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Posted: 13th Aug 2005 09:40
any more screens Tharkis?
Freddy 007
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Posted: 13th Aug 2005 12:19
Damn this game looks awesome!
I like the inventory and HUD. Looks professional

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Sven B
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Posted: 13th Aug 2005 15:32
This could be a Mmmorpg with a big M of Mega and Massive...

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Slayer93
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Posted: 13th Aug 2005 21:26
that would be a lot of servers

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Tharkis
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Posted: 14th Aug 2005 05:24 Edited at: 14th Aug 2005 08:58
Latest progress... Worked on the movement system to smooth out player movements and now players always move the same speed regardless of the speed of their PC.

Also, added in a /gamma command so you can increase or descrease the brightness of the screen (some people had problems with the game being displayed very dark)

Movements of both mobs and PCs now works together, and also tweaked out the client/server communications to reduce the amount of data needed to be sent back and forth.

Started working on the lighting system and added in a day/night effect to the game. Here's a quick shot of it:

http://gastonia.galekus.com/screenshots/ss11.jpg

The Ringmaster
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Posted: 14th Aug 2005 09:57
As usual Tharkis, always showing off your f*cking awesome looking games while I sit here with my n00by graphics.

Seriously though, this is looking great! Also, this may have been asked before, but is it going to be Freeware, Shareware? Ive-run-out-of-ware-names-ware?

Tharkis
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Posted: 14th Aug 2005 09:59
izaboo
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Posted: 14th Aug 2005 11:08
Ok great work tharkis
The Ringmaster
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Posted: 14th Aug 2005 11:15
Awesome, good ol' freeware!

Tharkis
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Posted: 14th Aug 2005 12:06 Edited at: 14th Aug 2005 21:31
izaboo
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Posted: 14th Aug 2005 12:34
wow great work. hope to see more

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