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Work in Progress / Operation Desert Fallout (Dissertation project) Image heavy!

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Fallout
22
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 13th Apr 2006 16:03
Hey, my mum says that too. Crazy coincidence.

Well, once again this is all on hold for another month now. Dissertation is due in next friday. Presentation is being done on the following tuesday (1 hour long). Two weeks after that my exams are on and will be finished by the 17th May. Then I sleep for 3 months.

Progress later.

tha_rami
18
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Location: Netherlands
Posted: 13th Apr 2006 20:30
Well, considering the amount of time, sparse time to say the least, and the result, I must say: ...

Yup - that's right, I'm totally speechless. Whatever. It looks good there Fallout, and I wish you good luck with Dissertation, Presentation and exams. Don't sleep for too long - people can't sleep for extended periods of time without food or liquid. I'd recommend something with alcohol to loosen the stress a bit. AFTER YOUR EXAMS, not during.

Progress Later. Great

tha_rami - the best way to predict the future is to invent it
Megaton Cat
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Location: Toronto, Canada
Posted: 14th Apr 2006 00:59
Quote: "Then I sleep for 3 months."


Nice try.

But we have an industry to conquer. Sleep is for later.


It's like a Megaton Cat radar, 24 hours a day.
Fallout
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Location: Basingstoke, England
Posted: 14th Apr 2006 16:05
I hear that! .... Brrrrraaaaains!!!

Milkman
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Location: United States
Posted: 24th Apr 2006 00:44
any news on this? will we be able to play it?


Fallout
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Location: Basingstoke, England
Posted: 24th Apr 2006 01:59
Ok, lemme try and lay down some vague plans for ODF now:

First up, exams are in mid may. No work on games until pretty much the end of may. Secondly, there is another project thats been in development for a year on and off that is likely to become my main project when uni is done.

BUT, I've decided ODF will definitely get finished. However, I'm gonna work on a totally different gameplay style to the combat. Now the uni requirement for this game is complete and my technical investigation is done, I can concentrate on making it a FUN game. Not just that, but innovative. When I know what that means, I'll be getting all the info up!

So basically, no work on this for about a month. Then it will be a second project to another secret project. But you can expect it to be developed to play innovatively. I am the biggest cynic as far as RTSs are concerned, and I really want to do something different. So expect an RTS which will attempt to concentrate HARD on the strategy. And also I've invested too much time in this already to can this project, so expect it to evolve slowly but surely and become a fully fledged RTS.

Lazlazlaz 1
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Location: England
Posted: 27th Apr 2006 00:03
Well firstly, congratulations on showing just what DBpro can do. Secondly, i am working on my own RTS atm (its a Western hollywood style), and I am baffled as how to do a non-tile based pathfinding system. Are there any hints you can drop or even bits of code? I would appreciate it a lot, thanks.

Hmm
Drew the G
User Banned
Posted: 2nd May 2006 21:32
Lol, I've seen this thread for a while and have never posted. However, you make me feel as if my skills in DBP suck, but have inspired me to try my hand a modeling. Thank you for that inspriation.

"Bug? That's a feature."
"Retreat? We're advancing in a different direction."
Fallout
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Location: Basingstoke, England
Posted: 3rd May 2006 20:04
@Lazlazlaz

My system works in a very similar way to A* really (although accidentally). There are a bunch of nodes positioned around the town that are linked to each other and describe a way of negotiating the buildings. In a similar way to A*, when the unit gets to a node, it figures out which linked node is closest to its destination and moves there next. It also uses line of sight ray casting to calculate if the unit can get straight to its destination without using the node network. It systematically checks for potential collisions with ray casting, then uses the node network to navigate its way around until the destination is in the line of sight again.

There are a few other features to it, but that's the basics of it. In reality, I think a tilebased system is probably your best bet, as there are lots of overheads to this method.

@Drew

Sorry man! But learning to model is good, so I reckon I did you a favour!

Lazlazlaz 1
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Posted: 3rd May 2006 21:21
thanks fallout, i am not there yet in my game (and I will wait for the release of DarkAI first) but thanks anyway for the advice.

Hmm
Briere
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Location: Amherst New York, United States
Posted: 10th May 2006 03:09
Curious, how many lines of code are you at?
Fallout
22
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Location: Basingstoke, England
Posted: 10th May 2006 18:44
Around 4500 including a moderate amount of comments.

Drew G
User Banned
Posted: 12th May 2006 17:56
Quote: "Sorry man! But learning to model is good, so I reckon I did you a favour! "

Oh thanks, though, now the problem is finding a good free modelling program, to see if I should then buy the prog. Thanks
Lazlazlaz 1
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Posted: 19th May 2006 19:49
yeah, which program did you model in fallout?

Hmm
Chris Franklin
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Location: UK
Posted: 19th May 2006 19:59
I bet it's milkshape

Theme park simulator wip boards
Fallout
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Posted: 19th May 2006 21:48
That'd be the one. But Milkshape aint free! Also Ultimate Unwrap 3D for texturing.

Agent Dink
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Posted: 21st May 2006 04:12
Yeah but Milkshape is dirt cheap and everyone should be able to afford it, haha.


www.silver-dawn.net
ionstream
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Location: Overweb
Posted: 21st May 2006 08:07
Dear lord, Fallout, I really want to play that game! Looks incredible!

Drew the G
User Banned
Posted: 22nd May 2006 21:44
@ Fallout
I remember you had a sound file, the noise was
"Checkmate Foo" something like that... Can you repost it please? Thanks
The Nerd
20
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Location: Denmark
Posted: 23rd May 2006 16:37 Edited at: 23rd May 2006 18:13
I'm very sorry to post a little off topic here... But:

@Megaton Dog:

Omg! You've stolen my dog, how dare you! (Yes it's a picture of my dog in your avatar)

Change it, now! Seriously.

Now, back on topic:

Fallout:

This game looks absolutely amazing! Must be one of the best looking db games I've seen!

-The Nerd

Bahamut
19
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Location: Brighton
Posted: 23rd May 2006 17:34
@ Fallout:

Wow, this looks incredible. I was looking for some costructive crit, but I couldn't find any.

Keep up the awesome work. I don't want to think about how long it must have taken, having to write it up and everything.

@The Nerd:

Megaton Dog is Drew G. I'll be surprised if he listens to you.

Olby
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Posted: 23rd May 2006 19:10
@Megaton Dog:

I you are talking about music then rap group Cypress Hill in their song Checkmate had a voice sample somewhere at the end like... "checkmate foo!"

"Gangsters die, they don't go to heaven where angels fly!"
AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c
Drew G
User Banned
Posted: 24th May 2006 03:57
Do you have that ending?

@ The Nerd
Sure no prob bud
Xander
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Location: In college...yeah!
Posted: 24th May 2006 08:30
The game looks awesome Fallout, it's great to see another person stick to working on an RTS. I'm also glad that ours aren't the same genre, because then I'd have some serious competition, haha. Keep up the good work!

Did you use the "set shadow shading on" for the 3D shadows?

Xander Moser - Bolt Software - Firewall
Fallout
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Location: Basingstoke, England
Posted: 24th May 2006 12:11
Omg. More random babble and props to read!

Thanks for the continued kind words peeps.

@Megaton Dog
I reformatted my comp a few days a go. All little random things like that were in the C:\temp which have now been annihilated. It's hanging around on a forum post somewhere though ....

@Xander
Yes mate, I used the built in shadow shading commands. And I totally agree that any competition we might have had has lucky been averted due to our genre differences - mainly on your part though. You've got the most original game out of the two.

DB newbie
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Location: um..... i dont remember.
Posted: 28th May 2006 17:35
you know what fallout this is amazing and i think it could be the next C&C Generals.

Instead of just learning how to program i am also learning how to model in Wings 3D so if you know of any good tutorials let me know.
bosskeith
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Posted: 29th May 2006 01:51
great work fallout would like to see this complete

Ink all over the screen...and dang it! Signature still does not show.
Diggsey
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Location: On this web page.
Posted: 29th May 2006 11:57
DeleD is a reasonable modelling program that is free. You can easily texture and you can export to .X and it has vertex/line/face/object editing tools. The pro one can export to .dbo

There are three types of people, those that can count and those that can't.
Xenocythe
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Location: You Essay.
Posted: 30th May 2006 02:15
Milkshape is teh bangin. I use it too.
Milkhshape + Lithunwrap + Milkshape's thousands of plugins(including poly reducer) = Godlike, high quality, medium or low poly models.

Can't beleive its not butter.
Phaelax
DBPro Master
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Location: Metropia
Posted: 2nd Jun 2006 20:29
This looks excellant!

"Using Unix is the computing equivalent of listening only to music by David Cassidy" - Rob Pike
HalliKO
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Posted: 5th Jun 2006 14:26
Looks great fallout cant wait to try it out

im a 12 year old website deseigner and a part jerk
NeX the Fairly Fast Ferret
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Location: The Fifth Plane of Oblivion
Posted: 7th Jun 2006 21:35
Can you include capture the flag? That would be a first for a RTS I think.

<OMG></OMG>
NeX, you cant be serious - CattleRustler.
Flindiana Jones
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Posted: 8th Jun 2006 00:34
Can you include some updates? Where has this gone?

This is too cool to die!

Fallout
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Location: Basingstoke, England
Posted: 8th Jun 2006 00:45
I refer you to a post I made on the last page ...

Quote: "
BUT, I've decided ODF will definitely get finished. However, I'm gonna work on a totally different gameplay style to the combat. Now the uni requirement for this game is complete and my technical investigation is done, I can concentrate on making it a FUN game. Not just that, but innovative. When I know what that means, I'll be getting all the info up!

So basically, no work on this for about a month. Then it will be a second project to another secret project. But you can expect it to be developed to play innovatively. I am the biggest cynic as far as RTSs are concerned, and I really want to do something different. So expect an RTS which will attempt to concentrate HARD on the strategy. And also I've invested too much time in this already to can this project, so expect it to evolve slowly but surely and become a fully fledged RTS.
"


The other project is taking all my time at the moment, but both will be finished.

Flindiana Jones
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Posted: 8th Jun 2006 01:37
Whew. I had managed to miss that post I think...can't wait to see the "secret project."

Agent Dink
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Posted: 8th Jun 2006 18:02
There was CTF in C&C Red Alert, and maybe even in C&C when you play online.


[url=http://www.silver-dawn.net]www.Silver-dawn.net[url]
Briere
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Location: Amherst New York, United States
Posted: 17th Jun 2006 23:41
I have a question...
How many polys are the models you have?

Current Project: Galaxy Conquest
Working Lines Of Code: 1133
Last Updated: 6/17/06 at 11:55 AM EST
The admiral
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Posted: 18th Jun 2006 04:48
It looks awesome I dunno if you said that there would be multiplayer of any form is there??

The admiral
Fallout
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Location: Basingstoke, England
Posted: 19th Jun 2006 13:43
@Briere

The vehicles are too high poly. I think they're around 300-400 which is way too much for the view distance. They had to be that high for my scientific investigation though. Most will be redesigned later on. The troops were 100 poly, and will stay the same. I'm happy with those chaps.

@Admiral

There is no mention of multiplayer yet, but I would definitely consider implementing it, even if it's only 1v1. Multiplayer is pretty key to games these days, so if I can get it working well enough, there will be multiplayer.

The admiral
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Posted: 20th Jun 2006 09:52
Ok I would suggest you use multi sync or tempest their great dlls and easy to use.

The admiral
Keemo1000
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Posted: 20th Jun 2006 10:16
Where did you get such good texture maps? The program?



The New Generation Of Game Development. Coming Soon!
Flindiana Jones
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Posted: 22nd Jun 2006 06:11
You have GOT to put this unit in your game, Fallout...

The most roxor thing ever

Hawkeye
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Location: SC, USA
Posted: 22nd Jun 2006 15:52
Ontos - Greek for "the thing..." schweet!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Fallout
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Location: Basingstoke, England
Posted: 22nd Jun 2006 16:11
Did you read up on it? Good weapon but only one shot per barrel and then the crew have to get out of the thing to reload it. Could definitely make the game interesting from the angle I was planning to take it later. Would be cool to have a weapon like that mash up a tank, then as the troops climb out to reload it, the other player picks a few of them off with sniper fire.

Could be interesting. Oh, the possibilities.

jasonhtml
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Location: OC, California, USA
Posted: 22nd Jun 2006 17:20
but, what time is your game generally set in? cause the Ontos was used in the 1950s and removed from service in 1969

Deathquest (MMORPG)
Deathquest Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
King Of All 1
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Posted: 22nd Jun 2006 21:03
Thats it. I am going to give up coding, modeling, and texturing and go and live in a cave.

Or, in other words.

Thats *****y unbaliveable!!!!
Flindiana Jones
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Location: Bosnian Power
Posted: 22nd Jun 2006 21:04
Well, first off maybe the six barrels could be belt fed...


and being used by out of date terrorists?

And yeah, I did read up on it...

TDP Enterprises
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Posted: 23rd Jun 2006 01:09
nothing says he has to use that exact model, just something based off of it.

Snow Wars is making its return, check out the Game Design Theory board for more info...
jasonhtml
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Posted: 23rd Jun 2006 03:36
true well, i was just making sure...

Deathquest (MMORPG)
Deathquest Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
Fallout
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Location: Basingstoke, England
Posted: 23rd Jun 2006 10:32
I haven't really decided on a time/location for this game yet. The most likely setting will be near future post-appocolyptic. That sort of setting allows me to have any sort of vehicle I want, but nothing too OTT (as it's near future). No lasers, no plasma etc. I'll probably base all my weapons on real weapons, but modify them. Post-appocolyptic also gives the greatest flexibility for setting and story.

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