Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Open Source Community FPS Project

Author
Message
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 21st Oct 2004 04:14 Edited at: 22nd Mar 2006 21:51


Visit the Wiki and Website

Click Here For Latest Version Release

Jobs For Demo (Coming Soon!)
If you can help with these jobs, then please post, we can use all the help we can get.

Specific Tools:
Animations/Rigging - Blender

Main Code - Hamish
Menu Code - CPU (Haven't heard from him for a while)

Level - The casbah level, and maybe the storage level, need to be filled with various objects and sound.

Sound Effects - Olby (he emailed me and seems to know what he's doing, so I'll wait for a sample from him)
Models Mesh - DONE
Models Rigging - Glog
Models UV Map - Prof, Xenocythe
Models Texture - Skalex, Glog, Xenocythe
Models Animation - Glog, Hamish (Possibly)

Specific Jobs
- Following weapon models need to be completed
* Hands - Unwrap, Texture, Rig (animations are individual for weapons)
* Glock17 - Rig, Animation
* m9 - Rig, Animation
* p90 - Edit (remove old hands), Rig, Animation
* Sniper Rifle - Rig, Animation
* Springfield Sniper - Rig, Animation
- Weapon Animations all include Firing, Reloading, Drawing, Replacing.
- We can just do one pistol for now, and one sniper if need be.

- Sounds needed for demo are:
* Footstep on concrete/stone
* Bullet hitting concrete/stone
* Bullet hitting metal
* Bullet hitting wood
* Bullet hitting player/flesh
* Player/object hitting water
* Glock17 pistol firing sound
* M9 pistol firing sound
* Silenced p90 machinegun firing sound (already got, possibly needs replacing)
* Large sniper rifle firing sound
* Springfield sniper rifle firing sound
- Reloading sounds will be needed for all the weapons, although they are not essential.

- LOOPS MUST BE SEAMLESS AND NOT TOO REPETITIVE
- Underwater atmospheric loop
- Wind atmospheric loop

Just to summarise, my main coding jobs will be:

- Tweek network code, it seems to have broken in some places for some reason.
- Add pickups code, weapon, ammo and health pickups.
- Add menu, once CPU has gotten back to be about that.
- Improve character-bullet collision code.
- Create restrictions system to prevent clients from using certain console commands (no cheating!)
- Various other things.

!!URGENTLY NEEDED!!
Artist to UV map and/or Texture following models. If you can just UV map then please do! It would be of great help.

Download HK UMP by Alpha Zero Productions


Download M4 by Professor (Already UV-Mapped, needs texture. Resize textures to appropriate size as there are quite a few of them. Alternatively UV map it again into one map)


Email me, or post and I will send you these models by Professor.


Open Coding Progress Logs

Welcome to the front page of the BlackOut project thread. BlackOut is a First Person Shooter game designed and developed by the DBPro community. Being a community game, ANYONE can contribute, whether it be one un-textured model, a few sounds, some modules of code, a texture, or a whole pack of textured, lightmapped, bump mapped models and levels .

BlackOut is being developed mainly for multiplayer use, but AI should come at a later stage.

Website
http://www.blackoutgame.co.uk

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
MAIN JOBS AVAILABLE
- Rigger for FPS Hand (Needs two copies of hand in same model). Email me to get hand model
- Animator for weapons (should be of quality to match that of the guns)
- UNWRAPPERS AND/OR TEXTURERS (Look below for models that need texturing, and at quality of already textured models ). Email me to get models
- Sounds effect artists, general FPS sounds (gun sounds (see below for list of guns), footsteps, ambient sounds, )
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Other Positions
- 3D Modellers
- 2D Artists (Menu Graphics, HUD Graphics)
- Coders (Any self contained modules of code preferably, make suggestion by posting in thread)
- Concept artists (see un-made weapons below, etc)
- Level designers (either modelling or drawings/blueprints)
- Musicians

Demos
ONLINE DEMO

Link: http://www.changi.f9.co.uk/BlackoutOnline.rar

This is just a tech demo again, no gameplay I'm afraid . Read the readme for more information. Here is how to use the online part .

Set the settings:
- Open the config.txt file in the data directory
- Change the "defaultip" to your local IP address. Remember to use port forwarding and your router's ip address if you have a router
- Change the "defaulthostip" to whoevers ip address that you want to connect to (this is local for lan, or global for the internet)
- Change the "defaultname" to your name/nick
- Change the "defaultmaxplayers" to the maximum players you want to allow to connect, if hosting your own server

Host a server:
- Open the console with the "`" key (the one next to "1" on the left)
- Type "hostserver" or "hostserver name$" or "hostserver localIP$,maxPlayers,name$" depending on whether you have set the ips in the config file, or if you want to use the name in the config file.

Join a server:
- Open the console with the "`" key (the one next to "1" on the left)
- Type "joinserver" or "joinserver name$" or "joinserver localIP$,hostIP$,name$" depending on whether you have set the ips in the config file, or if you want to use the name in the config file.

Other
Type "joingame" and "spectate" to switch between game mode and spectator mode.

Note: I think there is a bug which causes the program to crash when a player leaves the game. I can upload a fixed version when I know why. Bear with it for now .

My IP is 80.229.23.131. Given that I am hosting a game .

Videos
Download the DivX Codec

Breakable Joints and Bouyancy (Within Level Editor) - 685KB
Cool video with bouncy barrels, explosions and stuff (987KB)
1v1 Shootout online, Hamish versus mm0zct (.7z archive)/WMV File

InGame Screens
Casbah 1
Casbah 2
Casbah 3
Megaton 1
Megaton 2
Megaton Zoom
Megaton Debris

Project Features
Here is a short summary of what the project in it's current state contains...

- Basic FPS functionality (weapons, levels, player control)
- Physics using Newton (rigid bodies, interaction with weapons and players, joints, bouyancy (water))
- Particle effects (bullet collisions, fire effects, etc)
- Basic multiplayer functionality (in development)

WIP Features
Here is a list of planned or in development features...

- Complete physics engine support (breakable objects, ragdolls, vehicles?)
- Comprehensive particle use
- Full multiplayer gaming
- Many other FPS features

Level Editor
The project has a level editor which is being developed in parallel with the game. The editor uses many of the same modules as the game engine, and so as a feature is added to one, it will be added to the other. The level editor can be used to place objects, joints, particles, and basically anything else that you would want in a game level.

Contributions
Anyone can contribute, if you have anything that you would like to give to the project, then please post a link to them in this thread, or email me and also post in this thread. Here are the required file formats for the media...

Preferable
3D Models - .dbo (with textures as below)
Textures - .dds
Music - .mp3
Sounds - .wav

Acceptable
3D Models - .x, .3ds
Textures - .jpg, .png, .tga (, .bmp if really nessecary)

List of Objects Needed/Modelled

Weapons - Note all weapons should be built ready to be rigged for appropriate reloading/firing animation (ie. cartridges, bolts and other moving parts separate from main body). If you do not build the model appropriately, it can't be animated in a realistic and cool looking way, simple as that. Please do not animate models on their own, as the fps hands should be included in animation.

- FPS Hands !!NEEDS RIGGING!!
- Knife
- Pistol
- Submachine Gun
- Assault Rifle
- Sniper Rifle (WIP)
- Grenade
- Grenade Launcher
- Rocket Launcher
- Missile Launcher
- Metal Disk Launcher
- Flamethrower
- Freeze Gun
- HelGun

Misc Items - Misc items can be re-done in a different style of course. Variety is the spice of life and scenery objects are relatively simple to add into the game. If the objects have moving parts (eg. hinges, slide joints, ball joints) then save the different parts as separate models so they can be realistically simulated by the physics engine. If you have any other suggestions for items, then please go ahead and tell us/make them. This is not a complete list of what the game may need.

- Table
- Chair
- Plant
- Pot
- Plant in Pot
- Shelf
- Crate
- Barrel
- Fire Extinguisher
- Brick/Stone
- Rock
- Torch/Flashlight
- Wall mounted torch
- Ammo Box
- Paraffin Lamp
- Binoculars
- Desktop Computer
- Laptop Computer
- TV
- Plasma TV
- Fan
- Bookcase
- Lamp (Hanging, Table and Floor)
- Security Camera
- Bin
- Vase
- Cardboard Box
- Drawers
- Book
- Sofa
- Filing Cabinet
- Traffic Cone
- Rubbish
- Lamp Post
- Pool/Snooker Table, Cue, Balls
- Vending/Soda Machine
- Carpet (Merely a texture)
- Stool
- Fridge
- Ball
- Statue
- Lift (Elevator)

Levels

Megaton's Room which I forget the name of - Screens soon!

Casbah - Arabian town complete with flood canal, houses and tower.


Sounds Needed
All sound should have minimum background noise, and be as clean as possible. If you have a sound that would be good when cleaned up, upload it so someone else can clean it up.

Bold sounds are more urgent

- ALL FOOTSTEP SOUNDS SHOULD BE A SINGLE FOOTSTEP, NOT MULTIPLE
- Footstep on concrete/stone
- Footstep on gravel
- Footstep on metal
- Footstep on wood

- Bullet hitting concrete/stone
- Bullet hitting metal
- Bullet hitting wood
- Bullet hitting glass
- Bullet hitting water (splash)
- Bullet hitting player/flesh
- Bullet ricochet sound

- Player jumping
- Player getting hurt
- Player/object hitting water

- Glock17 pistol firing sound
- M9 pistol firing sound
- Silenced p90 machinegun firing sound
- Uzi Sub-machinegun firing sound
- hkump Sub-machinegun firing sound
- Shotgun firing sound
- Large sniper rifle firing sound
- Springfield sniper rifle firing sound
- Grenade launcher firing sound
- Rocket launcher firing sound
- Knife slashing sound

- LOOPS MUST BE SEAMLESS AND NOT TOO REPETITIVE
- Underwater atmospheric loop
- Wind atmospheric loop
- Indoor, fans/light hum generic noise

List O' Teh Musak
- "Bloodred" by Hawkeye
- "Distant Thoughts" by Hawkeye
- "Gorehammer" by Hawkeye
- "Metal Falling" by Hawkeye
- "Midnight Sea" by Hawkeye
- "Noskerda" by Hawkeye
- "Phantom" by Hawkeye
- "Slow Drain" by Hawkeye
- "Smokey Ruins" by Hawkeye
- "Menu Music" by Optical r (Email or post if you want to tell me it's real name )

Other Stuff
- HUD by Megaton
- HUD by DJ Blackdragon

Attachments

Login to view attachments
Peter H
20
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 21st Oct 2004 05:05 Edited at: 21st Oct 2004 05:07
do you have either of those "concept" guns(Helgun and Electricity gun) modeled yet?? because i would enjoy modeling one or two of them from the concept art there and UV Mapping...but probably not texturing

also what poly limit should we "shoot" for on guns?? ("shoot" for...get it??? )

nice website i especially like the screenshot section..."Welcome to the screen shot section"

"We make the worst games in the universe."

Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 21st Oct 2004 05:07 Edited at: 21st Oct 2004 05:09
Quote: "Zoom for the weapons will be controlled with the scroll button on the mouse, or by using a and z on the keyboard. Weapons will be changed using the x and c keys on the keyboard. Jump will be spacebar and duck will be alt."


What if I don't like it that way ? A simple configuration screen would be that hard

Quote: "C:\Documents and Settings\Kara\Bureaublad\FPSDemo.rar: CRC failed in fpsalpha.exe. The file is corrupt
C:\Documents and Settings\Kara\Bureaublad\FPSDemo.rar: Unexpected end of archive"


?

I'd like to freelance from time to time for this project

btw, on your website in the menu bar it says 'sceens' instead of 'screens'



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Turoid
20
Years of Service
User Offline
Joined: 1st Nov 2003
Location: The Netherlands
Posted: 21st Oct 2004 05:11
hi hamish,

I've tryed to download the first alpha but the file was corrupted when i finished downloading.
Anyway sounds cool and the game looks nice already . I'd like to help you where i can.

Joep

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 21st Oct 2004 05:19
Quote: "do you have either of those "concept" guns(Helgun and Electricity gun) modeled yet?? because i would enjoy modeling one or two of them from the concept art there and UV Mapping...but probably not texturing "


That'd be excellent . We'll also need someone to do the animations. What do you think would be good for the animations, as you'll have to make moving parts separate.

Poly limit is probably around 1000 polies (triangulated). Think that is reasonable? And lol, yeah the website is a work in progress .

Quote: "What if I don't like it that way ? A simple configuration screen would be that hard "


Yeah, configuration of controls would be a good idea, those were just my ideas. Please post more suggestions for default control ideas.

Uploading rar file again, indeed it is corrupt. And sceens isn't too good I know . Broken said he was going to get it fixed.

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 21st Oct 2004 05:35 Edited at: 21st Oct 2004 06:09
forgot to post what I could help with.

3D modeling (could make my own concepts, but rather not ^^)
2D art (like the menus and stuff, some textures)
Simple animations (like gun recoil)
Rigging (not an expert on this but I can do some)
Programming (almost anything you want )

keep in mind that I don't have much time though

EDIT

played the demo, looks pritty nice , but there are some things I dislike.
IMO the crosshair shouldn't be moving over the screen, but just stay in the center of the screen.
The player moves to fast.

And how are you exaclty getting only getting 11fps ? I get around 200



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Jimmy
20
Years of Service
User Offline
Joined: 20th Aug 2003
Location: Back in the USA
Posted: 21st Oct 2004 05:40
I could do some muzak.

That's about all I can do anymore.. would you like some jimmy muzak?


Remember, Jimmy still loves you.
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 21st Oct 2004 06:20 Edited at: 21st Oct 2004 06:21
OK Mussi. Well obviously guns and items need to be modelled. Also scenery needs to be modelled, if someone would come up with concepts for stuff like that then it'd be good. Some nice hud graphics would be nice, if you can come up with the concept for the HUD that'd be nice. With programming I'll try and think of a load of things that need doing, particle system and stuff being one of them. We really need to finalize the entities before we can add anything useful to the game. So far I think the following entities would be needed (entities being lists of stuff that need to be displayed in the world)...

- Static objects
- Particles
- Pickups
- Interactive objects (e.g. turrets, doors)
- Markers (e.g. re-spawn markers, pickup-re-appear markers)

Some Jimmeh Muzak would be rather funkey .

Isn't it? Wasn't it? Marvellous!
Ian T
21
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Around
Posted: 21st Oct 2004 06:43
Just adding in my two cents on default control. A can not control zoom because it has to be there for WSAD controls. And the default movement just has to be WSAD because there are problems with arrow key + other key input on most keyboards. Never mind the fact that it's the FPS standard and works better with more keys around .

Now some ideas--

Crouch C
Jump E/Space
Zoom: Scroll with mouse wheel, toggle none/2x/4x/6x with Z key (ala Halo, Tribes)
Weapon changing - and =, but most people will use the weapon's number key on the keyboard to jump right too it

Just some ideas.


Preparing for a month of insanity, inspiration and insight... again!
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 21st Oct 2004 06:59
Sounds good mouse. Will add to the website.

I just thought of one thing someone could code. Multiplayer module. You don't need to really access any of the other things in the game, you just need to have a set of functions to connect two or more computers, and to exchange information. I'm not sure exactly how it works, but I'm open to suggestions from people who do have experience in these matters. At the moment if there was a separate module to connect players and send information, like position, then the data could be used with the engine to make simple multiplayer in a few lines (unlimited characters are already supported).

Isn't it? Wasn't it? Marvellous!
Peter H
20
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 21st Oct 2004 07:08
Quote: "Poly limit is probably around 1000 polies "

for guns!!!........

...

...

...

THANK YOU! THANK YOU! THANK YOU!

"We make the worst games in the universe."

Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 21st Oct 2004 07:15
Uh, ok :S. When I say 1000, I mean the max, don't go right up to 1000 for the sake of having 1000 polies . I think we also need a lower poly version for other characters to hold, just 1000 poly version for the first person view. If you want to make a super high poly version (I dunno, 50000 polys?) as well to be used to create a normal map, then that'd be great! Normal mapping really would look sweet .

Isn't it? Wasn't it? Marvellous!
Peter H
20
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 21st Oct 2004 07:18
lol don't worry i wouldn't purposefully waste precious polys

"We make the worst games in the universe."

Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 21st Oct 2004 08:13
You want the multiplayer stuff using DB's multiplayer commands? If so I already have something like a server browser for jah



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Cellbloc Studios
20
Years of Service
User Offline
Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 21st Oct 2004 08:16
I'll throw my 1/2 cent in too.

-This...is my boomstick!
Peter H
20
Years of Service
User Offline
Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 21st Oct 2004 09:24
arg..my milkshape trial just expired

hopefully i'll buy it soon..but don't expect any models for awhile...

(i had started to make the helgun...then tried to save my work and...yeah )

"We make the worst games in the universe."

Wiggett
20
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 21st Oct 2004 12:07
when i get photshop i might be able to draw up some hud stuff for a communications thingy, like we discussed in teh other thread about using avatars for the chat system kinda like how it's done in ut 2004 with the head poping up next to the text. till i do get it though i'll try and think of somethign i can add.

Game Freak10K
19
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 21st Oct 2004 17:33
Sites lookin' good HM! Im downloading the Demo right now...

Comics and Games-Bread and Butter.
dj chainz
19
Years of Service
User Offline
Joined: 25th Sep 2004
Location: England
Posted: 21st Oct 2004 18:14
I'll do a bit of 2D art for ya - e.g. HUD or menus, maybe some textures.

Will the engine come with a level editor? And what file format does it use?

visit http://dbgame.blogspot.com on how to make a commercial-level game engine
Game Freak10K
19
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 21st Oct 2004 23:22
Lovin' the demo right now, cant wait to see it in near complete stage! It runs at 17 FPS on my pc, its pretty smooth, Good work. The music real nice also but...running around dodging bullets and plasma playing Rambo in the shadows ...I thought the game was gonna go all dark and strobe lights were gonna start flashing all over. Have any of the levels been designed yet? I know, your using an in house editor, so I cant model the levels myself but I got some pretty sweet ideas. Ill put some up later--dude's Ive been up aaaaaaall fraggin night cause of insomnia, youd think I woulda had my own game finished with all the time I got on my hands huh?
Talk later---

Comics and Games-Bread and Butter.
Wiggett
20
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 21st Oct 2004 23:38
nice, problem with jumping though, it warped me to parts of the map, then i fell through the bottom and looked up as it speedily disappeared beyond the draw distance. music was techno'ie. not a huge fan of that but the guns fired ok, got a decent frame rate with only few low drops. all in all good now to make the speech huds.

Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 03:23 Edited at: 22nd Oct 2004 03:25
Quote: "You want the multiplayer stuff using DB's multiplayer commands? If so I already have something like a server browser for jah"


Sounds cool, kind of elaborate on how it works, cos I don't have much of a clue about anything to do with network stuff. Would you simply be able to connect two computers if you entered the right data? All we really need right now is the capability to do that, and a more user friendly interface can be added later.

Quote: "I'll throw my 1/2 cent in too"


Ok....

Quote: "arg..my milkshape trial just expired

hopefully i'll buy it soon..but don't expect any models for awhile...

(i had started to make the helgun...then tried to save my work and...yeah )"


D'oh! Not really a problem, but get it ordered!

Quote: "when i get photshop i might be able to draw up some hud stuff for a communications thingy, like we discussed in teh other thread about using avatars for the chat system kinda like how it's done in ut 2004 with the head poping up next to the text. till i do get it though i'll try and think of somethign i can add. "


Sounds pretty good. Got any concepts of how it would look?

Quote: "nice, problem with jumping though, it warped me to parts of the map, then i fell through the bottom and looked up as it speedily disappeared beyond the draw distance. music was techno'ie. not a huge fan of that but the guns fired ok, got a decent frame rate with only few low drops. all in all good now to make the speech huds. "


Jumping... hmmm. I thought I'd fixed that problem with a raycast from old position to new position. I'll check it, what frame rate did you get? Guns are a big thing that need working on, mainly the way they work and are loaded. Those guns are just placeholders for now.

Quote: "I'll do a bit of 2D art for ya - e.g. HUD or menus, maybe some textures.

Will the engine come with a level editor? And what file format does it use?"


Well, menu art obviously needs doing. Also needs some concepts (stuff generally turns out better if it has concepts). HUD art needs doing too, although RobX appears to be doing some of that, so gotta keep inline with his stuff. I'm not the boss of what goes in the final thing btw, I'm just the person who puts it all together . I'm trying to work on a tile based (but flexable) level editor, although if someone else wants to take over/start a fresh then feel free, it'll leave me to concentrate on the game more, although it will need some planning and conference for it to be compatable with the game.

Quote: "Lovin' the demo right now, cant wait to see it in near complete stage! It runs at 17 FPS on my pc, its pretty smooth, Good work. The music real nice also but...running around dodging bullets and plasma playing Rambo in the shadows ...I thought the game was gonna go all dark and strobe lights were gonna start flashing all over. Have any of the levels been designed yet? I know, your using an in house editor, so I cant model the levels myself but I got some pretty sweet ideas. Ill put some up later--dude's Ive been up aaaaaaall fraggin night cause of insomnia, youd think I woulda had my own game finished with all the time I got on my hands huh?
Talk later---"


Cheers, 17fps is quite low, although it does need to be optimized a lot (all objects are showing and have collision testing all the time). Yeah, this is just an EARLY version, so not much atmosphere atm. NONE of the levels have been designed yet, we need some designs I guess, not sure how you'll want to do it, but it'd be cool to see some ideas . Lol, more time you got the better .

On another note, collision isn't too good (you may have noticed). It works by doing 5 raycasts (forward, right, backward, left, down) atm, and just pushing the player in the direction of the intersected polygon. Not ideal, and NGC (free version) doesn't work with animated objects (apparently). Could wait till the new collision system comes along, but it could be a while, so if anyone has any ideas we'll be listening .

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 22nd Oct 2004 03:34
These are old screenies I dug up, might want to redo it using a windows look.







Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Turoid
20
Years of Service
User Offline
Joined: 1st Nov 2003
Location: The Netherlands
Posted: 22nd Oct 2004 03:36 Edited at: 22nd Oct 2004 03:38
wow mussie! thats amazing if you still have the source from it, could you sent it to me ?!?!



btw hamish.. i had 150 fps

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 22nd Oct 2004 03:47
yeah I still have the source, but it's kinda messy, I'll tweak it and clear it out a bit first. I could also make it use Robberts BGUI plugin for a more windows look.



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 03:48 Edited at: 22nd Oct 2004 03:49
Ooooh. That looks fantastic. So how does it actually work ? You just enter the IP of the computer you want to connect to, then it searches for existing games? Put some flashy graphics (not windows ) over the top and it looks like a finished module. If you wanted to actually make it a module, then it'd be good to convert it into the format that the code is following. We really need a set of functions like "connectToServer" and "displayGameList" and the like, for the sake of everyone's sanity it's not good to have a chunk of solid code.

Post the source up if you want.

EDIT

Blue GUI is a no, cos it's open source, ie. everyone can compile it without spending money (appart from on DBPro of course, but no expansion packs).

Jopie - 150 sounds good, I get about that as an average.

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 22nd Oct 2004 04:05
I made this browser for my 'ratoon'(stupid name I know ) game, after it find some sessions, it displays them in a list, when the user clicks the join button it writes some data like server IP, player name, and stuff to a config file and executes ratoon with a mpjoin, the ratoon.exe detects the command line and reads the data from the file. very automated so you don't have to worry about that.

there are some things I need to change though, an option screen to add games and browse for those, and a system that comtacts a ftp adress and gets al server adresses from there so you don't have to worry about IP adresses and stuff.



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 04:12
Ok, so we need teh servers or waht?

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 22nd Oct 2004 04:15
Quote: "Ok, so we need teh servers or waht?"


what do exactly mean?



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 04:16
Lol, sorry. I'm not clear on how this all works. Do players connect to a central server, or can they connect directly to each other?

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 22nd Oct 2004 04:21 Edited at: 22nd Oct 2004 04:22
The server browser connects(not yet but it will) to a central server, how the connect to each other in game is up to how you want the multiplayer code to be.



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 04:30
Yeah, ok I was just wondering . So can any computer can be a server so long as you just give the IP address? Cos we'll obviously need a server to test.

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 22nd Oct 2004 04:34
Any computer can become the server, after some modifications all the clients need to do is press the 'search' button and the server will pop up automatically



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 04:37
Nice. Get that code up !

Isn't it? Wasn't it? Marvellous!
JeBuS
19
Years of Service
User Offline
Joined: 20th Jul 2004
Location: Undisclosed Location, Dominion of JeBuS
Posted: 22nd Oct 2004 08:37
Heh, slight problem. I pressed the spacebar and fell out of the level.


High quality models and graphics, low prices. Graphics for the rest of us.
Dot Merix
20
Years of Service
User Offline
Joined: 15th Oct 2003
Location: Canada
Posted: 22nd Oct 2004 08:56 Edited at: 22nd Oct 2004 08:59
It's looking very good. The only problem i really found with it is the textures arent wrapped properly, i've included a screenshot to show what i mean. It's found everywhere across the level.

Another thing i'd like to comment on, that pulse gun is awesome, i love how it bounces

Good job guys. Get that texture wrapping done correctly and it'll look much better!

[edit] Oh, before i forget i'd like to mention another problem. If you hold the R button, and fire, it reload-fires.. You should reload and then fire.. As it is, it'll constantly say 10/90 for me, and go down to 10/89 if i hold it.



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.1Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.

Attachments

Login to view attachments
Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 16:43
Lol, that's what RobX meant by jumping. Spacebar was for bugfinding, and I haven't taken it out . It's most certainly not meant to make the player jump (in fact it's meant to make the player warp across the level, and the result is indeed that the player falls out of the level). Just don't press spacebar .

Yeah Merix, that problem is with the normals, not the texture. I can't fix it, and DarkCoder who made the tileset I think has pretty much finished with the tileset, so I don't know how to fix it, unless anyone wants to take it into them to fix up the tileset to have proper normals.

Lol, thanks on the pulse gun. That is hardcoded in at the moment, I need to make it loaded in.

Good point, I'll try and fix reloading and firing generally.

Isn't it? Wasn't it? Marvellous!
Game Freak10K
19
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 22nd Oct 2004 17:44 Edited at: 22nd Oct 2004 17:47
Well as youve probably figured out Hamish, ive got a habit of drawing, and I guess thats how ill put the ideas up. Unless youd rather me make a small test level in Deled, export it into DB and compile it into exe....I dont mind at all. "Its your call Sarge!" I can put all of the necessary controls, but might not have any collision.
EDIT- Maybe you can put them up for download at your site under the conepts or media area.

Comics and Games-Bread and Butter.
Turoid
20
Years of Service
User Offline
Joined: 1st Nov 2003
Location: The Netherlands
Posted: 22nd Oct 2004 18:35
.. that server system is looking good. I've used mpjoin too.. This is going to work

mussi: doesn't matter how messy it is. could you please post it .. ?

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
Wiggett
20
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 22nd Oct 2004 21:15


there is a basic basic concept. i will get a screen from ut2004 with a better one. but it all depends on how you run your chatbox.


http://utrulez.headoff.com/UT2003BG/ut2003bg_4.jpg
ok it's in russian or something and it looks a lil different to how i remember it, btu its 2k3 that has it, see the face picture on the side, thats alligned with the chat popup down the bottom.

Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 22nd Oct 2004 22:51
Game Freak - I don't care which way you use, either would be good. With the DeleD level, obviously the actual tiles and objects will have to be made as well, so if you think that is a waste of time then just do drawings, but if you think you can get ideas across better using actual models then do it that way.

RobX - Concept looks good . Infact, why not just use those images . If you get the art done, then a message list system could be knocked up pretty easily, then it would just need to be integrated with the network module (Mussi, post the code as it is now, even if you are neatening it up, just post that version laterz).

Isn't it? Wasn't it? Marvellous!
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 23rd Oct 2004 00:06
I'm remaking the GUI system couse I couldn't use BGUI, I'm changing a lot of things now and to avoid confusing I'll post the code when it's done, pritty soon that is. here's a screen of how the new GUI looks:



hope I can get everything done today.



Specs: AMD Athlon 1800+, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce4 Ti4400 128mb
Wiggett
20
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 23rd Oct 2004 01:09
I thought the original idea was to have the custom avatars put together so each player can select who they are on the forums, if anyone is interested in donating i could patch em up into some nice looking fuzzy screen avatars to add into teh game, as for the chat field best off waiting till i get photoshop before i try and do that, cause you'd want it half faded (not the text but the box) so you dont clutter up the screen. But if anyone with photoshop or other utility wants to try it go ahead. anyway yeah donate the avatars and I'll work on em, any preference for picture size with avatars hamish?

Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 23rd Oct 2004 03:10 Edited at: 23rd Oct 2004 03:11
That looks very sweet Mussi . Can't wait till it's done.

Well, wouldn't it be sensible to have the avatars the same size as on the forum (50x50 pixels)? Be easy if you could just add your own avatar to a folder, and then when the session starts, if anyone is using an avatar that someone else doesn't have on their computer, the avatar will be sent to their "avatar" folder. For that reason, the avatars should probably have a low file size (could install a limit on the size the avatars can be) .

Isn't it? Wasn't it? Marvellous!
Turoid
20
Years of Service
User Offline
Joined: 1st Nov 2003
Location: The Netherlands
Posted: 23rd Oct 2004 03:27
very cool mussie

Do you need a complete FPS,3rdPS engine ?? Or a collision command libary?? well here it is:
http://forum.thegamecreators.com/?m=forum_view&t=38869&b=6&p=0
Neil19533
20
Years of Service
User Offline
Joined: 30th Aug 2003
Location: England
Posted: 23rd Oct 2004 07:24
i think it is good that someone is doing a open source project. and hope people will add there part to it

Any spelling mistakes are totally In tensional.
Wiggett
20
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 23rd Oct 2004 11:30
yeah you'd have to upload the avatar to the server, but that could be done upon connection to the server, ie the game will say connecting, then uploading, then loading. but 50*50 sounds ok, also good for not taking up too much space for the people with low res's.

Game Freak10K
19
Years of Service
User Offline
Joined: 29th Apr 2004
Location:
Posted: 23rd Oct 2004 21:01 Edited at: 9th Dec 2004 11:00
This is a small level I built in Deled in 2HRS.
Took me while to remember im working in a multiplayer scenario, so I had to change it around to make the level "loop". Sorry the pics r so damn huge though...

EDIT:My nets been down for a month-sorry bout the dead links...DEAL WITH IT!

Comics and Games-Bread and Butter.
Wiggett
20
Years of Service
User Offline
Joined: 31st May 2003
Location: Australia
Posted: 23rd Oct 2004 21:27
could do with some more detail on the walls, looks a lil bland like this but for a test level i spose shouldnt really complain.

Hamish McHaggis
21
Years of Service
User Offline
Joined: 13th Dec 2002
Location: Modgnik Detinu
Posted: 23rd Oct 2004 22:34
Looks like a good concept I guess, could do with being expanded a lot . I think that making bits of tiles all separate is the way forward (a la FPSC). I wanted to do that method before but everyone seems to think making whole corridors is a lot easier.

Isn't it? Wasn't it? Marvellous!

Login to post a reply

Server time is: 2024-04-20 13:06:38
Your offset time is: 2024-04-20 13:06:38