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Work in Progress / Dark Trek

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Wiggett
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Posted: 2nd Aug 2003 08:17
Ok just thought i'd put up a thread about this, anyone who's read erme's dark trek post in general forums will get it. Anyway it would be a fun game to make, and it will involve the db community as a whole, im sure that if everyone chips in we can make a pretty decent game. So everyone that wants to lend a hand in making it please post here with what you can do and we will see if we can get this going.

i can edit model textures to add in our faces. (and probably help in other areas).
http://www.angelfire.com/wizard2/unpotkf/sig3.jpg[/img]
http://www.angelfire.com/wizard2/unpotkf
Van B
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Posted: 2nd Aug 2003 13:39
I could knock up a limb animated model, I have a marvin the martian, if I take away the skirt it'd make a pretty cool little Trekkie body, then just make a simple plain mapped head.

I'll get back to you - the original marvin model was from polycount, but it came with a Le-Forge skin too, so we already have a great suit texture that would be easy to edit.

If you like, I could make some code for character handling, like make a few quake style animated characters, I assume a FPS style game is in mind?. I'd make it so you can have a few characters and control them through arrays - it has to be multiplayer .


Van-B

My cats breath smells of cat food.
striker25
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Posted: 2nd Aug 2003 14:15 Edited at: 2nd Aug 2003 14:16
[href]www.realgametools.net/forums/index.php?board=6;action=display;threadid=10531

We started a game as a community thing, but it quickly became a team effort.

I wish you well, cause its hard keeping people motivated!

regards
striker25

Wiggett
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Posted: 2nd Aug 2003 15:46
vool van b, don't send me anything cause im no good on workin on code unless im jsut thre to fiddle round with it, but if you do make some models and can make a simple fps proggy to show them in send it round the team so we can all check it, and i can work on putting our faces on models too.

Preston C
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Posted: 2nd Aug 2003 16:52
Hey, do you need a better picture of me? I could always get a better one . Yeah, Dark Trek would be a great idea. FPS, good genre for this type of game too. Lets all organize a team in the team request forum! We could get the entire community to help!

[url="http://www.neowolfgames.tk"][/url]
Wiggett
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Posted: 2nd Aug 2003 17:37 Edited at: 2nd Aug 2003 17:45
ok well we nee dphotos of peoples faces straight on, so start cueing them up so when we get the models i can edit the textures.and i may sell a few to various porn sites to make some money to spend on teh game nah just mine, i be gettin all the ladies or maybe shirtless ermes
oh and omega you're right this post was actually meant for team forums, i musta clicked wrong button ohwell my bad, it doesnt really matter anyway her eis as goo da place as any

Van B
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Posted: 2nd Aug 2003 18:02
How are you at drawing hair Rob?

The best bet is to cylinder map the heads, then on the UV map you put the face in the middle, and the hair has to sorta wrap around at each side - I'll put in my own face so you can see what I mean. It should'nt be too tough, if all else fails you could let people supply their own face image already setup.

I'll start the ball rolling with the code and model, I don't suppose anyone has a handy .X format level that I could use as a test level?.


Van-B

My cats breath smells of cat food.
Cash Curtis III
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Posted: 2nd Aug 2003 18:18
woohoo
i can help with levels!
Wiggett
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Posted: 3rd Aug 2003 07:39 Edited at: 3rd Aug 2003 10:09
ok van send us over a demo of the model when u get it going

oh and i was fiddlin round in milkshape and made myself a 300 poly space ship that looks a bit liek an xwing

and a nifty little laser pistol

also i managed to rip the m4a1 from half life too. im pretty cool
and if anyone readin thsi is experienced with milkshape please tell em why i cant seem to select vertices after i have just made them and thus cant make faces, i just edit prefab objects i have 1.6.5

Ermes
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Posted: 3rd Aug 2003 19:11
mad one, are you really starting to make dark trek?????

Free Download for a Free World
Shadow Robert
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Posted: 3rd Aug 2003 20:05
click vertex ... place 3 vertex ... click face ... click on each of the vertex in an anti-clockwise order.
one frontface, click clockwise and you get a backface.

if you can't select vertex make sure that you have ignore backfaces turned off... and NEVER use the auto-tool, as its about as useful as a chocolate teapot.

Van B
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Posted: 4th Aug 2003 12:53
I've finished the player model, still to UV map and animate it, but it looks pretty cool. I've made 3 different heads too that people will be able to select, or make their own for their own face.


Van-B

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Wiggett
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Posted: 4th Aug 2003 15:26
cool van b, and thanks raven thats what i did while fiddling around and got it to work, it was the backface selecting thing, and thanks for the tip with clock wise and anti clockwise caus ei was continually making back faces . I've made a few world objects too, like a pedastal control panel and a large building, both textured and low poly, no pics to upload but, an dvan b get us a screen whenever you can i'd like to see the models. And yes ermes look sliek we really are making dark trek all credit goes to you for the idea

Van B
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Posted: 4th Aug 2003 16:00
I'll see what I can do tonight, I'll be making the animations in CharacterFX, and I'm not very familiar with that, so wish me luck.

BTW, the players are only 600 polys .


Van-B

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Wiggett
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Posted: 6th Aug 2003 15:27
MORE MODELS! ok i worked on some neat low poly object models, lik ea holomap generator, an engine system, and a shuttle and a few other tings i think. anyway its coming along nicely, now al we need is an engine

Van B
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Posted: 6th Aug 2003 15:41 Edited at: 6th Aug 2003 15:49
I'm just getting the hang of CFX, so I should have the character model finished by tommorow night. I did make a limb animated version in 3DSMax - but DBPro has major issues with it so I'll make a mesh animated version instead, it'll look better anyway.

I reckon .X levels would be a good idea, so they could be made in anything, then use Sonics collision DLL to handle the collisions, and Kevils lightmap generator if necessary. I'll stick the characters in a test level so you can see how it'll look in-game.

In the meantime though, folks could make their own heads - they'll be seperate meshes so there's no problem adding your own. The only thing I'd suggest is keep the poly counts below 150 and center the head a little below the top of the neck (not that you should model the neck! - the head will get stuck onto an existing neck on the body mesh).


Van-B

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Wiggett
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Posted: 6th Aug 2003 16:52
fair call. i'll get to work on a head right away, prolly gonan lok dodge cause texturing faces in milkshape sucks when i try and add a face

Van B
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Posted: 6th Aug 2003 17:09
Actually Robx, don't get offended! - but you could probably use one of the heads I've done - in particular the one that matches my charicature, big smile and a sorta tall head with a tapered chin. You'd have to stretch your face out, but it would look cool . I've textured them in a weird way, sorta like an overlapping cylinder - so the face is in the middle, and the hair extends out, the back of the head is at each side - so you'd draw half your head and mirror it in the middle.


Van-B

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Wiggett
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Posted: 6th Aug 2003 17:35
ok send me teh file right away, oh, wait i use milkshape, um what can i use to texture it, caus ei tried making a face using two halves of a sphere and my god it looks shabby, i swear it might aswell be a ps2 game :/. But if you could send me the head model i could slap on a front on texture right away and send it back. email me at robtronx@hotmail.com

Van B
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Posted: 6th Aug 2003 17:47
Ah cannae dae it man!

Sorry, at work just now so won't be able to send it for another 3 hours or so. All you would need though is an art package, it's already UV mapped.

Remember it's low poly, so the head is only 100 poly's so probably won't look as good as you'd like, but it's better to make do with low polycounts and have more players possible.


Van-B

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Wiggett
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Posted: 7th Aug 2003 16:47
ok so i can use photoshop then, cool cant wait.

Damokles
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Posted: 7th Aug 2003 20:47
Erm ... And where shall we send our photos ?

"Begin at the beginning, and go on till you come to the end: then stop." - Lewis Carroll
M00NSHiNE
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Posted: 7th Aug 2003 21:19
Im probably not popular enough to be part of this one, but find FaceFactory and you can turn any 2 photos(front and side profile) into a 3d head model. This is then textured, and due to it being for putting yourself into the Sims, the models are exported as .skn files (i think). They can then be converted from .skn to .3ds or .x or whichever models dbp supports using milkshape.

"It's amazin' what you can do with a computer and access to t'internet"
Wiggett
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Posted: 8th Aug 2003 10:13
cool, but yeah everyone is invited to help moon, and as for sending the photos i havent decided i think we can just post the images on teh forums for now and who ever works on texturign the heads can get them and work on it, but of course if you dont wanna portray yourself ont eh forum then whats the point of putting your head in the game that will be played by all the forumers
arr

Wiggett
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Posted: 8th Aug 2003 10:26
oh i just had an idea for story line, cause it will HAVE to be multiplayer,once we get that up and running we can make it the uss dark basic, its a shipwhose crew is made up solely of the db forumers (so to make it big we want everyone to be a part, don't need to help code just give us your faces ). And we are lost kinda like voyager, and what im thinkin si we have one server hosted by say dark basic co. and all of us as a client, that way the server is 24/7 so you can log in anytime and as a side game you can use it to chat real time. But the main game will be about us travellign through space and meeting new races etc, having laser wars with them etc, but whilst travelling through space there are several decks available to muck around in, like a holo deck which lets you have deathmatch games, and also room decks where a couple of people will be able to personalize a room to use.(though that may not be added right away). Also you have the control deck and a few others. But we can make a few quests that require the community as a whole to play (so not just like a UO quest).But i think first we should just get an engine going with some test models, then try the step to server > client mode, then after that its just a matter of adding quests to the server.
arr sounds like fun

M00NSHiNE
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Posted: 8th Aug 2003 12:23
I think thats great - but the ship needs a bar. Where do we all meet up to chat? In the bar!!And we can all play some kind of futuristic pool game. As they say in the north west, mintoz.

"It's amazin' what you can do with a computer and access to t'internet"
Wiggett
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Posted: 8th Aug 2003 12:44
we can play virtual pool!
"Hey watch it i'm trying to play virtual pool here!"
"Yeah well you watch it, i'm tryin to play virtual darts!"
"Hey no virtual fighting in the bar!" bzzzzzzzzzzzzzzz
hehe simpsons.

and yeah moonshine the different levels will have different palces to go to, so the social deck will have a bar and lounge etc. i think i will start making objects to act as teh hallway walls and floor. i think if i make them into blocks it will allow for eay editing, (by blocks i mean like a corner piece, a t section etc so its sorta like pipe dream games. or like the editor in time splitters 2). will post pics as soon as i get one done.

M00NSHiNE
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Posted: 8th Aug 2003 13:06
Great - so whats the perspective gonna be? First person?

Im picturing a 3d first person futuristic ultima online.

"It's amazin' what you can do with a computer and access to t'internet"
M00NSHiNE
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Posted: 8th Aug 2003 13:08
Oh and by the way, there are gonna be women in this game arent there? I dont really know them, but I know OF Randi, Rose and Bunni.

Are they putting any input in?

"It's amazin' what you can do with a computer and access to t'internet"
Wiggett
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Posted: 8th Aug 2003 13:53 Edited at: 8th Aug 2003 16:14
well if they are they havent spoken up about it, but everyone is welcome to put in and we'd love to have a few women aboard. and it will be a first person adventure, but im thinking cause we are walking round as ourselves people want to see what they look like, so unless we add mirrors we might tack on a 3rd person perspective. or just have a view avatar screen where u can scroll round a model of yourself.
oh and i might jsut add cause im not the only one making this game some of the stuff i say might not make the cut with other people but for now it can be a base plan for the game, but please if you have any ideas chuck them in, this is a community project. I for one want my own xwing to fly round in so maybe i'll make it a holodeck simulation considering its a completely different sci fi show

[edit] ok just finished a basic corridor, took me about an hour fiddling with it and making textures for it in photoshop, they look a bit cartoony though, i tried finding the graphics from elite forces on the net but to no avail, which is a bummer but i like the looks of this one,it should tesselate to others fine aswell to make a map. 240 polys, or 204 i forget which, is that ok or too much?


further update, i've made anotehr corridor tha tis teh same as this but with a door way on teh side and alos i have made a door to go with that door way, but with the way i think collision works the door wil have to be a seperate .x file to the corridor, so i've made it seperate. and darn it van b hurry up with those models i wanna see

M00NSHiNE
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Posted: 8th Aug 2003 15:48
Thats great! It looks very trekky indeed!

I hope we can have some female company aboard the good (star)ship DarkBasic, just to prove to everybody that this isnt strictly a male pursuit. We need more girl programmers!

Ive never played an online game, are people going to need broadband or have to pay for playing this game?

I really think this game is gonna rock!!!

"It's amazin' what you can do with a computer and access to t'internet"
Cash Curtis III
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Posted: 8th Aug 2003 17:11
is it being made in dmp or classic? oh and if we need out door levels i can make em!
Wiggett
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Posted: 8th Aug 2003 17:13 Edited at: 8th Aug 2003 17:19
lol wel i hope it is certainly free, and depending on how we go witht eh coding it should run decent on a modem, but with that im guessing it'll be up to the host of the server to decide wether they want us to pay, (this is if we make it mmog, otherwise it'll just be small multiplayer like 4 players.) If we get DB to host the server then i hope they don't charge us to play it we made it
oh and her eis a shot of the little beta i put together with the level desing test.

and if you want a go of the beta then see if this works
http://www.angelfire.com/wizard2/unpotkf/prebeta.zip
ALL MADE IN DBC!
[edit] yay i tested the zip link and it works, now i can host files . ps the guns arent mine i jsut got them free of turbo squid and stuffed with them. watch for the new beta release with a groovy soundtrack from acdc (check source code for controls)

Wiggett
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Posted: 8th Aug 2003 17:21
oops i forgot to add in a fps checker. ohwell it runs smooth as on my machine, p4 1600. also there is no clipping, and ther eis a room behind those doors so explore.

Preston C
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Posted: 8th Aug 2003 19:35
I got about 20 FPS on my 1.3 Ghrz Celeron 512 MB Ram 4MB Video Card

[url="http://www.neowolfgames.tk"][/url]
Eddie Gordo
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Posted: 8th Aug 2003 19:55
I wanna be the bad guy...me or Raven...maybe i can be a boss and Raven can be the final boss...it looks sortof cartoon shaded...sortof...and hey i will host it for you...if DBC has FTP access that is...thats how i run my DNS type of thing...no wait the bad guys should be the Blitzon or Blitzulans or Blitrengi...and our Alien species should be determined by the country we originate from...

Visual Programming Studio ORANGE
Replacement IDE for Dark Basic Professional...
(Will Be Availeable When This is Removed)
Wiggett
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Posted: 9th Aug 2003 16:51 Edited at: 9th Aug 2003 17:11
it only looks like that cause i made some dodgey textures. but hopefully we can get a texturer to work on them and make them look spruced up. And good idea with the bad guys, hehe but raven will be part of the crew, so we will keep the baddies to npcs. And Good idea with the determined by country thing, but i think a few people wil wanna play as humans and we cant just say that humans are from america cause im human and im from australia, so i think we will leave it to a selecter. Oh and as for female users im sure my girlfriend will play if i help make the game so i guess she is our first female player, but she doesnt now anythin about db. arr

M00NSHiNE
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Posted: 9th Aug 2003 17:13
Just the man i wanted to see, a few things. BTW, it looks very good.

1)I thought this was DBPro? Is it going to be coded in Pro soon?

2)My 3d card (ATI Radeon RV100) wont pass 60fps, i really need a new one) so just to check I quickly added an fps counter. It ran at a constant 60fps, but as soon as one of those 'deck 01' doors comes into view then BANG! Drops straight down to 30fps.

3)Could we have a player creation program where we can manipulate stats, models and textures so that we can store ourselves in the game folder on our harddrives and can log in as ourselves. That way we could all be the correct height, build etc. Just a suggestion.

4)If done in DBPro could we use BSP levels so that the designers could use Hammer or the Quake3/Wolfenstein editor to make detailed yet quick loading locations?

5)Can we, when designing our character, set stats such as 'ship position' so that I could be in charge of leading combat? Can we raid alien outposts? Can I have a fully automatic weapon?

6)Finally, we must form a db community democracy and elect the next Kirk, Picard, Sisko or Janeway......Duh, duh duh duh, duh duh DUHHHH.....

"It's amazin' what you can do with a computer and access to t'internet"
Damokles
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Posted: 9th Aug 2003 17:44 Edited at: 9th Aug 2003 17:44
May I suggest these few features ?

I think it would be nice, if we could select what kind of officer we are .

For the Starfleet :
- Command officers (red), so they could have acces to so command codes for the CPU
- Security officers (yellow), would have access to more weapons.
- Engineers (yellow), they could repair things and access with codes to some machine-commands (like deflectors)
- Doctors (blue) (shall I really explain what they can do ?)
- Scientists (blue), I don't know yet, what they could do special
(All of them shall be able to use the simplest phaser)

Civilian shall be an option too, there would be some special skills (even some of those above), but having a weapons or codes, wouldn't be officially permitted.

"Begin at the beginning, and go on till you come to the end: then stop." - Lewis Carroll
Wiggett
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Posted: 9th Aug 2003 17:50 Edited at: 9th Aug 2003 17:54
in answer to your questions

1) well seeing as i only have dbc i'd like to keep it compatible with it, but im sure for coding the multiplayer parts will have to be done in dbpro, so everyone in teh community can work on atleast one part of it.When released wont matter which you have.

2)That test i gave above wasn't the actual engine, it was just testing out my corridor models in dbc, i jsut wanted others to be able to check it out cause this is an open source project.

3)Yes, my vision is that we each get a player to ourselves with our faces, and depending on coding there should be an ability to scale the player model to suit your actual self or persona. (much like phantasy star online). But im no good at that kind of coding so it's up to whoever works on it.

4)Thats a good suggestion, im sure teh engine will be compatible with dbpro's bsp useage, and if it runs well (i don't know cause i dont haev pro) then that will be what we use to design levels, i just wanted to do something to fill in time so i designed a corridor model in milkshape, but if we go the bsp way that might end up better.

5&6) Yes we will have to solve this via the community, im thinking either the major contributors to the game or the forum mods get to be the high ranking officers. and the rest will be set out via a testing method, so its up to you to compete against teh other crew in a trainign facility to see where your career will be and how high rank you will get. for example, if oyu want to be a medical officer, you will take the medical test which consists of some basic field training and how to heal people, and depending on how well you do that test you will gain a better rank, so you will end up a doctor or cheif medical advisor etc. If this isnt decided with game code it wil be decided by a panel of judges who will look at your score and then adjust your rank to suit. Here is a basic list of fields you can partake in.



well hope that helps. oh and eddie would you be able to host a 24/7 server that allows multiple clients to coenct without chewin through your bandwitdh? cause i think it'll be different than hosting your ftp site.

M00NSHiNE
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Posted: 9th Aug 2003 19:40
I have to honestly say this thing is going to be mint. I want to play it!!!

Now heres a quickie coz between now and around the 21st/22nd of August I'll have nothing to do as that is when im planning to get Pro.(I dont see the point in starting any DB project now I know what the Pro engine is capable of).

Are we going to be using laser style weapons or bullet style weapons? I can begin design and modelling of the weapons in these two weeks to keep me busy. I start college on the 4th or 5th of Sept and hopefully due to my choices of subjects Ill have about 2-3 days per mon-fri week available, that is if i dont get a job but i dont think i can.

I also started to design some crew uniforms last night - we dont really want this game to be identical to Star Trek in every regard, so im gonna make em different.

I need a website to display my ideas and projects - anyone know where i can put it where theres no popups, lots of bandwidth and webspace/ room for reasonable sized file?

"It's amazin' what you can do with a computer and access to t'internet"
Wiggett
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Posted: 10th Aug 2003 05:10
sorry damokles i didnt see your post when i posted mine, certainly sounds like a nice idea, but everyone will have access to a phaser, infact every on ewill be allowed to use everything, but people who are trained in use of an item will use it better. eg engineers will use tri corders better than a civillian. and moonshine laser weapons and maybe a few bullet ones, van b has already made some people models but i'd love to see what ones you have to offer aswell, make sure they are low poly though as there may be a lot on screen at one time.

Wiggett
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Posted: 10th Aug 2003 11:47
also just wondering if anyone has tried using db for voice chat, could db record voice as a sound file then transfer that sound file? or would you need broadband for it to work well. just wondering if that might fit in the game.

Preston C
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Posted: 10th Aug 2003 14:30 Edited at: 10th Aug 2003 14:31
Yeah, it wouldnt do too good with Dark Basic. Find out how Yahoo Instant Messenger does it. Thats pretty quick, like talking on the telephone while on the internet, and no lag.

[url="http://www.neowolfgames.tk"][/url]
Wiggett
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Posted: 10th Aug 2003 14:51
yeah, it may have to be added with vb or c++ if we add it in at all, but im thinkin maybe not. anyway anyobne who wants to chip in with somethin post away, and for those of you confused this isnt my project im not running it, its community based so dont think you gotta just check with me.

M00NSHiNE
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Posted: 10th Aug 2003 14:53
Ill see what i can do, but i need a website first. And a company name, preferably [something]soft. I dont know.

Im getting those uniform designs finished now, they are trek style, basically a tunic(top), ulitliy belt, black pants and black boots.

Each players top is a different colour depending on position (like damokles said) and theres also a badge (which is the logo DB uses, the sort of curved B on its side, if you know what i mean. The blue one thats on the pyramid.

Now we need someone to check up on that Yahoo messenger, after all we need to chat. SOCOM uses a 10 second maximum message to keep things smooth on PS2 i think.

"It's amazin' what you can do with a computer and access to t'internet"
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 10th Aug 2003 16:09
yeah dont worry too much about the voice caht yet, lets get an engine that runs with text first. and as for the badge brilliant idea, having the db pyramid logo as the communicator. im thinking for each time you send a chat message we play an animation where you tap it, so it looks star trek like

M00NSHiNE
20
Years of Service
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Joined: 4th Aug 2003
Location: England, UK
Posted: 10th Aug 2003 18:56
yeh these thing are great, but weve gotta make sure we dont go overboard with effects that slow it down - its dbc then the more we put in the slower it gets.

PS, i tried changing all the scenery pieces(walls, doors )in the beta to static objects. It went really slow!!! I hope that once collision is in the game doesnt lag.

Just while im on, if anybody looking at this who has DBPRO, is it stable at the 4.1 patch or are there bugs in it? Whats the bsp like?

"It's amazin' what you can do with a computer and access to t'internet"
Van B
Moderator
21
Years of Service
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th Aug 2003 00:29
Ohh, your using DBC!

That means I can send you the animations I have for the limbed model . Should have them to you soon, just gonna stick some guys in your test engine.


Van-B

My cats breath smells of cat food.
Van B
Moderator
21
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th Aug 2003 01:48
Hehe - just emailing you some new code and a very handsome character.


Van-B

My cats breath smells of cat food.

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