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Work in Progress / Doubt - Screens & Video

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Math89
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Posted: 23rd Nov 2007 14:44 Edited at: 7th Sep 2008 15:39
Doubt is a futuristic squad based FPS I'm developing with my team mate Plougot. We would like to make it epic, with huge and intense battles (a bit like in call of duty). We'll do our best, let's hope it'll be enough .

This game features an advanced AI (including allies), fully shaded levels (normal maps, parallax, shadows, glowing lights...), Newton physics engine, particles, etc.

Latest videos :
Trailer 1 (November 2007)
Trailer 2 (April 2008)

Screenshots :
Motion blur effect


Multiplayer


The level editor

This is an old screenshot showing the cover system used by the AI

And some really old screenshots
screen1
screen2
screen3

Because of fraps, there is no sounds in the video (only the music), which is rather bad, because we've recorded some nice shouts for our soldiers. Nevertheless, we hope you'll enjoy the video.
Download the video (You'll need mp4 codecs in order to play this video)




Please tell us what you think .

flashing snall
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Posted: 23rd Nov 2007 16:09
looks very nice, wat about some shadowing?


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TEH_CODERER
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Posted: 23rd Nov 2007 18:42
Looks awesome from the screen shots. My net is being slow so I'll report back on the vid...umm...next week maybe...Lol!

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Butter fingers
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Posted: 23rd Nov 2007 23:33
It looks great , although the texturing on the characters is very low res compared to that of the rest of the level. Are you going to add any detail to the blue bits of their armour?

tha_rami
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Posted: 23rd Nov 2007 23:42
This just sparked my interest.


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TEH_CODERER
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Posted: 24th Nov 2007 01:05
The only things that stood out as being not as spectacular as the rest were the lack of shadows and the character animations and more specifically the transitions between animations. Other than that it looks brilliant!

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Zombie 20
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Posted: 24th Nov 2007 10:30
very well done, I would love to play this.


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Math89
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Posted: 24th Nov 2007 12:30
Thank you guys .

Butter Finger : I may add some details to the texture (even if I'm not that good at texturing), but it's more likely I'll make a new soldier model/texture (I start to get bored with this one ).

TEH_CODERER : We've got some serious problems to make good transitions using only the BDPro commands (and we don't really want to buy the animation plug in, even if it looks awesome). Actually, we are using Set Object Interpolation for the majority of the little transitions (e.g walking to running) but we have got some special animations in order to make a transition (e.g leaning on the wall).

For the shadowing, I'm searching an efficient way to have lightmap and the normal mapping on a scene with real time lights. It looks really simple (like adding a shadow map on the scene), but I really want something better. And I don't want to use the DBP shadow shader beacause it's slow and limited.
C0wbox
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Posted: 24th Nov 2007 12:44
This is going to seem like a stupid question, but what do I need to play MP4? I thought WMP (Windows media player) would handle it, but aparently not.

TEH_CODERER
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Posted: 24th Nov 2007 12:47
@C0wbox - You need Quicktime.

@Math89 - Yeah, thats why I made my own animation plugin! Lol! However, I believe Cash Curtis II posted something in code snippets that will help. As for shadows, its no biggy. I know how hard it is to get decent shadows working at a good speed in DBP.

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Raven
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Posted: 24th Nov 2007 19:06
Quote: "For the shadowing, I'm searching an efficient way to have lightmap and the normal mapping on a scene with real time lights. It looks really simple (like adding a shadow map on the scene), but I really want something better. And I don't want to use the DBP shadow shader beacause it's slow and limited. "


Well the DBP is a basic concept for stencil shadows, good on nvidia cards but certain death performance wise on others.

Do have some shaders that could help though, been meaning to make them compatible with DBP to replace my current Ambient Occlusion + SubSurface Scatter + Shadow mapping solution that I use for Resident.

See what I can come up with later tonight.

Math89
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Posted: 26th Nov 2007 20:27
Because some people can't read our video, Plougot uploaded it on youtube.

And 2 new screenshots showing the difference between the lowest and the highest settings for the game.



Xenocythe
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Posted: 27th Nov 2007 02:33
Looks beautfiul

I'm glad to see an actual game thats coming along well. It would make me happy to see it do great on sale.


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kaedroho
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Posted: 4th Dec 2007 20:41
Awesome! Are you going to release it?

Natflash Games
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Posted: 18th Feb 2008 19:09
Seriously great work with this, one of the best I've seen in DBpro graphically. The AI looks nice too.


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Sven B
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Posted: 18th Feb 2008 21:27
The video was 1000x better than the screenshots show...

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Have a problem, solve the problem, and have a new problem to solve.
Cliff Mellangard 3DEGS
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Posted: 18th Feb 2008 23:12
lovely reminds me of timesplitters somehow
James H
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Posted: 18th Feb 2008 23:50
Looking good - what are machine specs for the user and what are your machine specs?
Plougot
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Posted: 19th Feb 2008 01:05
I have got a pentium 4 3.00 Ghz, 2Go Ram, with an ATI Radeon X850... I don't know Math89's machine specs, but I think it's roughly the same... Maybe less Ram and a better graphic card i don't remember. Most of the screens have been taken on his computer. For now, we both run the game with full effects, but it may not last, we don't know... depends on what we will try to add.
Math89
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Posted: 19th Feb 2008 11:44
Thanks for the comments, guys .


To play with the lowest settings, you need a 1.8GHz processor, 512MB of RAM and a GeForce 5700 (or an equivalent). If you want to play with higher settings, you need a better graphic card (I have a GeForce 7600), but the RAM isn't a real concern.

We are currently working on some big optimizations (IA, level of details...) to make the game faster.
Gil Galvanti
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Posted: 19th Feb 2008 23:08
Looks good so far . What is the actual objective/story of the game?


Plougot
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Posted: 20th Feb 2008 20:30
The story is really complex, so i'll just quickly describe the world, and the begining of the game:
you live on planet-ship, with a dictatorial government, which is searching for new habitable planets. For unknow reasons, you are attacked by aliens while the planet ship is revolving around a new planet.
At the begining, it is very manichean, you're a simple soldier doing his job, but progressively, your character loses his trust in what he is doing...
that's why it is called "Doubt"
5867Dude
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Posted: 20th Feb 2008 22:15
This looks awesome


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Math89
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Posted: 22nd Feb 2008 16:31
I finally managed to get some real time shadows, it's an huge improvement.
This will allow us to add a really good atmosphere on our levels.

Youtube video
The battle is a mess because the bots were just supposed to fight without thinking of their certain death . Plougot configured them that way for debugging purpose.
Opposing force
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Posted: 22nd Feb 2008 20:15
Oh my goodness! The graphics look brilliant! Great work! Commercial quality.

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Zachaboo
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Posted: 22nd Feb 2008 23:16
I wonder when are you going to creat a gun model for your charcter?

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cyril
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Posted: 23rd Feb 2008 13:48
The most stunning and exhilarating game made in darkbasic pro

I only have two question:
1) How did you get real time shadows working without a huge frame
rate drop?
2) what specs do you need to run the game with shadows on?
I have a intel pentium 4 clocked at 2.93ghz,
radeon x300 series with 128mb video memory,
512mb ram
keep up the good work

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Math89
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Posted: 23rd Feb 2008 14:46
cyril :
Actually, there is a fps drop, even if it is playable (40-50 fps), but this is not in a complete level.
Your benchmark results are almost the same than mines, so your computer may handle soft shadows properly (by the way, I don't think this test is reliable for shaders).
I'm currently trying to make some optimizations, but don't expect a huge gain.


Zachaboo :
I don't know, I'm a rather lazy guy and I don't have too much time for modelling .
cyril
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Posted: 23rd Feb 2008 15:43
http://groundzerodevelopment.co.uk/Module2.html

If you good at coding shader you can modfied the shadow depth mapping. maybe modfied the shadow texture res to increase the speed of the game with shadows. Hope this helps.

ps: this is my first time I try the "link" button, so if the link
don't work tell me.
Math89
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Posted: 23rd Feb 2008 15:55
Actually, this is the one I use (with some improvements, of course ).
Math89
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Posted: 7th Apr 2008 21:56
After a long time, here are some news !
The AI has been recoded, it now allows completely different enemies having different strategies.
The rendering has been improved, with better shadows, impressive particles and a dynamic colour range for the scene (desaturation, hue, contrast...)


http://fr.youtube.com/watch?v=zc5Mx6FDRkc
Monty87
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Posted: 7th Apr 2008 23:55
Very impressive. Reminds me of Doom3 graphically, which is a remarkable achievement. Any release date?

Monty
Plougot
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Posted: 8th Apr 2008 00:15
Thank you, Monty87 ^^
Well, because of a particularly annoying bug ( http://forum.thegamecreators.com/?m=forum_view&t=127381&b=15 ) We don't know when we'll be able to release something.
Since last time it took a year to upgrade from 6.6 to 6.7, we don't know when it will be fixed.
Anyway, if really nothing moves, we'll disable some stuffs to make it compatible with dbpro 6.7, and at least we will release a little graphical demo.

The admiral
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Posted: 8th Apr 2008 01:54
Awesome congrats this looks really impressive

The admiral
Inspire
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Posted: 8th Apr 2008 01:56
Wow, that looks amazing. I can not wait to play this.

Gil Galvanti
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Posted: 8th Apr 2008 02:54
Looking good . What do you use for real time lighting?


Math89
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Posted: 8th Apr 2008 11:33
Thanks .
We use the Evolved's normal map shader that can be found in the Ultimate Shader Pack. I've changed it and we can now have specularmap, lightmap, occlusion, parallax and shadows (not everything in the same time of course ).

Hivernaal
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Posted: 10th Apr 2008 10:41
Really awesome, really nice work mister masterchief

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cyril
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Posted: 11th Apr 2008 14:21
Nice,the new video looks good.
Well done
Math89
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Posted: 11th Apr 2008 15:07 Edited at: 12th Apr 2008 15:00
We now have some nice motion blur added to our effects list . Plougot is remaking the animations of the characters, it starts to look great.

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AaronG
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Posted: 11th Apr 2008 16:18
Wow this is amazing looking.

Yeah I've noticed that your animations are a little choppy in the 1st video.

Some amazing lighting you also have there.


Twu Kai
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Posted: 12th Apr 2008 20:28
This looks great. I'm going to watch this with interest!
thebulk71
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Posted: 14th Apr 2008 05:40
say... this is quite impressive. I am very fond of the level editor, especially because it has multiple texture levels. It reminds me alot of Unreal 2004.

(Petit mot discret... je crois avoir lu que vous utilisez les deferred shading cree par Evolved... yaurai pas moyen de le partager parceque son site est mort. Jm'excuse d'avance si jai pu vous offencer en "hijackent" votre WIP. )
Satchmo
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Posted: 14th Apr 2008 06:05
Alot of evolved shaders are in the shader pack, use them.


Math89
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Posted: 14th Apr 2008 20:27
We don't use deferred shading, only the standard 6-lights normal mapping (with some improvements).
Nevertheless, I've attached the deferred shader.

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Zeus
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Posted: 15th Apr 2008 00:13
Motion blur is AWESOME!

thebulk71
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Posted: 17th Apr 2008 00:22
wow... so you are achieving this without deferred shading!... I'm impressed. The lighting is looking particularly neat
SunnyKatt
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Posted: 17th Apr 2008 01:30
lookin cool. (how did I miss this thread?)

Cliff Mellangard 3DEGS
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Posted: 18th Jun 2008 01:10
how is it going guys any more recent news or vids
Math89
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Posted: 19th Jun 2008 21:49 Edited at: 19th Jun 2008 22:51
Well, we have got some new little graphical effects, and the AI is getting better and better. Since exams are almost finished, we will go back to work very soon .
I have a lots of things to do and it will take a lot of time : I must completely remake the level editor, I have to finish the script system and then, starting the real gameplay .

edit:
Attached a screenshot of the editor, showing the dynamic shadows.



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