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Work in Progress / Eternal Destiny Progress

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John H
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Posted: 19th Nov 2005 09:10 Edited at: 19th Nov 2005 09:12
NOTE: This isnt a team request, but if you want some information about the game, go check out The Other Thread I didnt bump the old one because well, this isnt a team request.

So recently I and the rest of the team have been quite busy with things such as school/work/life. Recently however, I have had enough time to get a bit of work done. I was running slowly on the old advanced terrain, so I decided to go the .x path and see how it went, well, Ill let you decide.



Thats an In Game Shot, not a render of any time. In fact, the landscape has yet to be lightmapped! I'll be working on that this weekend, shots to come!

3k Polies - 127k less then the old advanced terrain. Of course, runs a smooth 60 FPS. Next I'll be implementing that into the actual battle engine, and continuing to work on special effects and implementing animations.

Just wanted to let you guys know that stuff is still going on. Hope you like the new landscape If you have any questions, feel free to ask

RPGamer


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General Sephiro
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Posted: 19th Nov 2005 09:48 Edited at: 19th Nov 2005 09:49
looking sweet reminds me of a morrowind level. Was going to ask a couple questions about fps etc... but you've anwsered em already soo inconciderate!

Hmm remember seeing / hearing about your game before, question time -
{you got a rough date for a early test demo that will include these fancy Special Effects / battle engine??}

zzz
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Posted: 19th Nov 2005 10:19
Nice graphics!
How large are the levels?
Megaton Cat
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Posted: 19th Nov 2005 14:35
Looks very good John!

Why so blurry though?


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Peter H
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Posted: 19th Nov 2005 14:35 Edited at: 19th Nov 2005 14:35
did you use a "bloom" shader? or some other such effect that made it blurry?

looks good

"We make the worst games in the universe..."
Hamish McHaggis
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Posted: 19th Nov 2005 16:31
Who stuck vaseline on the lens? Lol, it looks great, but I think toning down the blurriness would be a good idea. Glad to hear that stuff is still going on, maybe we'll get a demo some day!

Hawkeye
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Posted: 19th Nov 2005 16:34
Looks amazingly convincing


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Nack
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Posted: 19th Nov 2005 17:52
ooo, looks nice! cant wait till this is done!


I have NOT abandon these ^......^_^V hehe
John H
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Posted: 19th Nov 2005 20:20 Edited at: 19th Nov 2005 20:21
The Blur is from sizing down to 800*600 Thanks for all the comments guys, heres a new shot with the chars and stuff in it. Yes, I know. The battle menu sucks, Im working on a new one

Sephiro: That whole scene is 3k polies, with characters/monsters included its about 8k

Anyhow, new shot


[EDIT] Wow just realized I really need to move some lights around, this scene is a good deal darker then the other....[/EDIT]

No idea when demo with effects will be out...we are all quite busy

Later
RPGamer


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CPU
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Posted: 19th Nov 2005 20:58
Very nice job on the level, how far is the game engine itself? besides being able to load realy sweet levels and characters

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Heckno
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Posted: 19th Nov 2005 21:18
RP - Looks great, glad to see things are still moving forward...
Megaton Cat
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Posted: 19th Nov 2005 21:59
Looking like a very nice battle scene!

Quote: " The Blur is from sizing down to 800*600"


Use the Bicubic setting when scaling images.


The cat era has begun.
The admiral
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Posted: 20th Nov 2005 00:44
looks great keep up the good work

The admiral
soapyfish
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Posted: 20th Nov 2005 00:54
He he, it's the team that never quits. Great to see you're still working on the game and that's a beautiful screenie. Good luck.


John H
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Posted: 20th Nov 2005 05:07
CPU - Battle engine is done, besides spell/item/skill effects. Its only 3500...unoptimzed...Im hoping to get it far less then that though.

Thanks for the comments everyone.


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jrowe
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Posted: 20th Nov 2005 12:23 Edited at: 20th Nov 2005 12:24
Looking good, a lot of improvement from the advanced terrain ditch you had before! Are you still going to use advanced terrain for general roaming or do you plan to model the world yourself (A heck of a lot of work)?

It's still one of the best looking projects in DBP!

Tinnedhead Productions

For Fathers and Sons who enjoy wholy spirits.
Bush Baby
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Posted: 20th Nov 2005 14:39
Hey I remember this from like 2 - 3 years ago!\
Glad to see it's still going on!
It's looking alot better too!

note: You may remember me as 'The Dark Padawan'; I lost that account's password ages ago. lol...

We will take over the world!
Let our reign begin, CHARGE BUSH BABIES!
Sergey K
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Posted: 20th Nov 2005 15:44
@Bush Baby: humm.. now when u reminds me it.. yeah i think i remember that 2..


BlueLightOnline Coming Soon. (95%)
John H
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Posted: 20th Nov 2005 16:41
jrowe: Yeah, I thought about that. It all depends on if advanced terrain gets to actually be....advanced If I can make a better landscape though modelling and save hundreds of thousands of polies, thats worth it to me. Just a uh...little bit of extra work If, when it comes time to do the first gameplay demo, advanced terrain still hasnt been updated, then yes, we will use multiple models for the landscapes, which in turn will make lod/fov very easy to do. Models allow me to keep the polycount down, and also a very easy to work environment for placing objects and stuff, which saves me the time of making a world editor

I'll keep everyone posted. Im still -really- busy, but with Thanks Giving break coming up this wednesday, I should be able to get a lot of work done!

Thanks all
RPGamer


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John H
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Posted: 21st Nov 2005 02:57
New GUI Shot 1:


New GUI Shot 2:


Hope you like


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BearCDPOLD
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Posted: 21st Nov 2005 03:20
Much much much better GUI. The other one reminded of the FF10 color scheme, which was just weird. This one has personality.


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Benjamin
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Posted: 21st Nov 2005 03:28
Wow, amazing.

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Xenocythe
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Posted: 21st Nov 2005 03:28
P.h.a.t.!

Potentionally Hot and tsuper

MikeS
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Posted: 21st Nov 2005 03:35
Very nice. Fits in well with our the tone of the game. Nice job John.



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(Formerly Yellow)
John H
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Posted: 21st Nov 2005 03:56
Spanks everyone. Im kinda proud of it cause well....I suck at 2D The kinda blank area between the menu and the character info may be filled with something someday....who knows...probably character status effects. The upper right or left will feature monster information (basically a pic + their type, that way you can know what their weaknesses are )

Special effects soon


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JoelJ
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Posted: 21st Nov 2005 05:27
holy.... cow, that's nice

[center][center]
John H
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Posted: 21st Nov 2005 13:17
Just as a little side note, right now the engine runs at a very smooth 60 FPS Effects and stuff will be this weekend, along with a little bit more GUI tweaking


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Chenak
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Posted: 21st Nov 2005 15:10
very nice
Oddmind
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Posted: 21st Nov 2005 18:23
wow....When i looked at those screenys i heard angels singing. Then i realised that it was my iTunes playing some FFXI music i ripped. But none the less, this game is coming along so great! Ill have the model im working on to you shortly.

formerly KrazyJimmy

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David R
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Posted: 21st Nov 2005 19:53
Now I know exactly what I'm up against with my game Instinct Seriously though, looks great

CPU
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Posted: 21st Nov 2005 21:11
3500? lines? If thats all then you've got one chunck of majorly efficient code!

The new interface looks awsome by the way, and I don't think I'll be able to wait for the special effects to be finished!

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
John H
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Posted: 21st Nov 2005 21:24
CPU - Yeah, and the scary part is I havent optimized it yet ^_^

Just starting effects now

Later
RPGamer


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JoelJ
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Posted: 22nd Nov 2005 06:38
Quote: "the engine runs at a very smooth 60 FPS"

is it capped at 60? if so, uncap it and tell me what it maxes at with your system specs

[center][center]
John H
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Posted: 22nd Nov 2005 13:17
Runs at around 75 FPS on my system

2.08GHz
AMD 2600+
512MB RAM
nVidia Geforce 4 MX

Upgrading PC soon o_o


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Peter H
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Posted: 22nd Nov 2005 15:16 Edited at: 22nd Nov 2005 15:17
haha RPGamer you are stuck with the same graphics card as me


same system to, except i have a pentium 1.5GHz

hopefully i'll get a new comp during day after thanksgiving sales

"We make the worst games in the universe..."
CPU
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Posted: 22nd Nov 2005 17:46
@RPGamer - wow... I find it rather hard to believe that your code is that short... I suppose your using some sort of DLL's or something to run the engine? Or is it pure 100% DBPro code? Man... my trench runner game is about 4200 lines, and that was written in only two weeks!

Great Job!

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Seppuku Arts
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Posted: 22nd Nov 2005 18:14 Edited at: 22nd Nov 2005 18:15
@Peter & RPGamer count yourself lucky, I'm stuck with a GeForce 2 on a 4x motherboard

This is looking real sweet dude, can't wait for it to be finished


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John H
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Posted: 22nd Nov 2005 21:27
CPU: Nope...no DLLS, no nothing, just efficiency ^_^ The linecount will be jumping quite a bit when I finish adding particles of course, and moving characters to and from different places in the battle (right now they are always in one spot...moving is so boring )

Got a bit of time to work right now, before I head off to my paying job


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Deadwords
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Posted: 23rd Nov 2005 00:14
Wow, this new GUI is awsome. One thing i hated about the Second Picture was the GUI ^_^ Now i love it. Keep up the great job. I can't wait for a demo or something.

Skalex Production |Website Coming Soon| ChaosZone
jrowe
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Posted: 23rd Nov 2005 00:38 Edited at: 23rd Nov 2005 00:46
Quote: "If, when it comes time to do the first gameplay demo, advanced terrain still hasnt been updated, then yes, we will use multiple models for the landscapes, which in turn will make lod/fov very easy to do."


I don't think it's going to happen, I'm sure someone who went to the convention (Possibly Scraggle?) said that Mike hadn't continued working on AT as he didn't think there was a demand for it .

Off topic: Did you ever finish that big tutorial you were working on about RPGs? I'm working on one myself and was wondering how other programmers handle their data.

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Red Ocktober
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Posted: 23rd Nov 2005 00:54
the shots from your scene looks very polished... nice work...

--Mike
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Posted: 23rd Nov 2005 02:04
Looks pretty sweet man! If I was an RPGer i would probably be eating my socks off in anticipation...errr..thats just the phrase that leaped to mind :/

Im sick of Master Chief soo...ooga booga!!
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Prime_8
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Posted: 23rd Nov 2005 04:10
very cool .

2 + 2 = 5 (for extreamly large values of 2)
Lukas W
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Posted: 23rd Nov 2005 09:50
i really think that its 3 year old drawing.

only not. this is one of the best visually designed landscapes in a game in dpbro good job. if i liked the "time based rpg's" then i would be awaiting this with open arms. but im more of a "free real time rpg" dude. but i do have to try this out! ;D awesome!

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John H
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Posted: 25th Nov 2005 04:56 Edited at: 25th Nov 2005 05:12


Ahem....

@jrowe: Nope - I got sick of people being ungrateful and rude about it - so I just stopped working on it

I lightmapped the scene today, along with worked on some particle effects and some functions that will be used in moving characters around. A few conclusions I made today...

I love EZ Rotate
Particles Pack needs a command to clear particles from an emitter
Turkey makes you VERY tired and you should not code afterwards
Lightmapping makes everything look better!

Heres a shot of the new target (rather then that old cone)


I was playing around with lights in that shot. Particles change based on what your doing. Healing actions are green, fire spells are red, ice are blueish, earth damage is leaves, they all spiral around the object like seen above.

In this shot, I'm playing around with lightmapping in Gile[s] which is why the foilage is all transparent and stuff.



Happy Thanksgiving Everyone
RPGamer


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Megaton Cat
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Posted: 25th Nov 2005 20:52
I can try helping out with Gile[s]...what kinda problem are you having?


The cat era has begun.
Bush Baby
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Posted: 25th Nov 2005 22:11
From his shot, it looks like he's having problems with his foilage.

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Seppuku Arts
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Posted: 26th Nov 2005 00:27 Edited at: 26th Nov 2005 00:29
My school friend uses giles, he's a weirdo, about giles, I'll ask him, I think he's on msn actually, I'll ask him [edit] Bugger, he's not replying, I'll have to ask him Monday at school

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John H
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Posted: 26th Nov 2005 06:46
No foilage isnt the problem...thats just how Gile[s] displays textures with transparencys.

Megaton: Problem is this. For landscapes, I use two objects. One is the landscape (in this case, 2 walls and ground) and then I load the foilage model, which is pre-positioned in the model editor (just model the whole thing then only export the landscape, then teh foilage) Now I need to be able to export in Gile[s] the same way, two different files - Landscape and Foilage, both with individual lightmaps (heck, the foilage lightmap probably isnt even worth the time...) So I need to be able to export two -separate- obejct files and cant seem to figure out how to do this, export selected isnt doing the trick Also, any .x object I export, DBP doesnt like

I'll catch you on MSN sometime, hopefully.

RPGamer


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Megaton Cat
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Posted: 26th Nov 2005 21:54 Edited at: 26th Nov 2005 21:55
Ah I had the exact same problem when working on a project, but I got around it. Don't bother with Export Selected either.

Also, I personally don't like using .x in DBP from Gile[s]. G

ile[s] .dbo exporter works extremly well, and that's what I been using with sucess for all my projects. (Simply plain better FPS and much better shadow quality)

Catch me on MSN and I'll help you out.

-Megaton


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