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Xarshi
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Posted: 6th Dec 2009 03:51 Edited at: 6th Dec 2009 04:32
Yes, they are exciting. You can set the amount of wheels as well as the radius and width of the wheels. It really allows for anything. Wheels in this, however, are not rigid bodies. They offer their explanation in this excerpt:


Edit
I've finished the vehicle creation commands within my class (not the actual commands that are usable in dbp, that comes in about ten minutes). There are a total of 62 commands. That means there are 143 commands in total once I finish typing these out.

XenoPhysics - A Havok Wrapper for DarkBasic Pro. In progress.
thenerd
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Posted: 6th Dec 2009 13:04
I'm really wanting to see this in action. from what you've said so far, it is really good.


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Xarshi
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Posted: 6th Dec 2009 20:12
Um, vehicles kind of work? I'm not sure what is going on with my test vehicle though.. I can move it around and what not, but then it decides to, if you walk up and hit it, to fly away. It's really quite an odd phenomenon. I'm going to have to look into why this is happening and fix it.

XenoPhysics - A Havok Wrapper for DarkBasic Pro. In progress.
Xarshi
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Posted: 6th Dec 2009 20:58
Vehicles are working really well now. They hand brakes work, the reversing works, actually accelerating works as well. I love the way they react to everything, they are so realistic. I'll possibly put up a demo soon to show an fps in action (with maybe a single gun that can shoot, ladders, moving platforms, and stuff like that)

I guess technically your character can ride on top of the vehicle since friction keeps the character on top of the vehicle when it moves? lol.

XenoPhysics - A Havok Wrapper for DarkBasic Pro. In progress.
Xarshi
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Posted: 6th Dec 2009 23:38 Edited at: 6th Dec 2009 23:48
Alright, got a small demo here.

It's not flashy, I didn't care to make it look fancy. Two green boxes, a blue car, and a character controller with mouselook.

Controls while in vehicle:
w - accelerate
s - reverse
a - turn left
d - turn right
space - brake
left mouse button + right mouse button - get out of vehicle

Controls while on foot:
w - move forward
s - move backward
a - move left
d - move right
space - jump
control - crouch
left mouse button only - get in vehicle

You can push anything you want when on foot and when in the vehicle. The characters strength is only 150 or so, so if you try to push all three objects at once you won't get very far. Pushing one or two for a short amount of time will generally work I think, hah. Pushing only one will let you push it pretty much as far as you want. I think that's all.

Also, if it asks for you to allow for the program to have internet access, it is only for the visual debugger. That isn't entirely integrated. I didn't remove that from the code yet. Sorry.

Btw, if you want to see the code to this demo:


Next I'm going to implement more presets and change this preset to an actual preset instead of the only vehicle...

XenoPhysics - A Havok Wrapper for DarkBasic Pro. In progress.
BMacZero
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Posted: 7th Dec 2009 04:36
Works pretty good I did need to install DX August 2009 (thanks thenerd).

Xarshi
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Posted: 7th Dec 2009 05:30
Quote: "Works pretty good I did need to install DX August 2009 (thanks thenerd)."

It's even better when the vehicles have realistic mass. I'll try to maybe post an updated demo tomorrow with the vehicle having 750kg. You can actually power slide. And it doesn't stop moving right away if you let go, it actually rolls.

XenoPhysics - A Havok Wrapper for DarkBasic Pro. In progress.
B++
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Posted: 7th Dec 2009 09:47
Hello openFPS,
I am new to DARKbasic forum and found that it is very friendly and helpfull. So, with such a thinking, I come to you to give some helpful hand if you think my skill is mature enough to contribute for openFPS.
I am a 3D modeler and was in Irrlicht forum. I tryed to help some of the indie programmers and made as well as making models for them to use in their game. I also made some aeroplane models for an indie group called Kino Game Developement(but seems that he is not working on it anymore).
Here is the url to photobucket where you will see some screenshots of my models that I made during my practice with some other game engines. But I am not using them in my own game. They are just for practice. My game models are different and under optimization process, so I didn't upload them there. This models are very high poly between 4000-5000 accept truck and commando, they are between 500-800 polys. Aerplanes are under 2000 polys as it was Kino's poly limitation(I had to work under that). Due to his no-reply I stop modeling some of the models which I was texturing.

Regards

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thenerd
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Posted: 7th Dec 2009 20:23
whatever you have to contribute, whether it's vehicle models or characters or props, you're welcome to join.

we need some characters and vehicles the most, but if you would rather do something else that's fine...


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Dared1111
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Posted: 7th Dec 2009 20:50
New design document. I thought it was about time. Now that's school has settled down (with me sacrificing Maths), and that I am content to actually happily revise my other 3 subjects, I thought it was time to make a new version.

As promised, it says what happens when the player grapples to a point.

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B++
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Posted: 7th Dec 2009 21:01
Thanks, Now just a little question.
1. The polycount limit for ur game.
2. It is WWII style or Modern Style or Sci-fi Style?
Can u show me any link or screenshots of openFPS, so that I could have some idea. just don't show me link to "YouTube".

You said you need cars. I will than model a hammer like u see in Halo(I don't remember in what level it was).

Regards

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thenerd
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Posted: 7th Dec 2009 22:23
@dared1111: downloading it...

@B++:
the game will be modern, with a few sci-fi elements.
there are no real screenshots yet (we haven't gotten that far), but I can make a zip full of reference images if you want.
I wouldn't recommend modelling a vehicle from another game...
Maybe a jetski or jeep though.


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B++
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Posted: 7th Dec 2009 22:43
Quote: "I wouldn't recommend modelling a vehicle from another game..."

um... I am not going to model the same vehicle from Halo(it was just an idea, so that u could know what I want to do) and actually I don't remember the exact model of Halo Hammmer. I want to model a hummer without hood, something like Macho jeep with a Hummer looks, thats it.
Quote: "there are no real screenshots yet (we haven't gotten that far), but I can make a zip full of reference images if you want."

certainly, it will help a lot

Regards

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BMacZero
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Posted: 12th Dec 2009 16:08
Let's get some programming started!

This is how I envision this system working: each module will have a "lead programmer" assigned to it. Anyone may make changes to the module, but they must be sent to the lead programmer for official integration. The lead programmer will maintain a thread on DevStorm for his or her module and update it when the code is changed significantly.

Periodically, I'll collect the latest versions of all the modules from the lead programmers and compile them into the official source, so they can make sure all their modules play nice together.

CLICK HERE! Start picking modules, start working on them (be sure to read the Programming Standards Thread first) and if you think we need one that I haven't listed (I'm sure there will be a few), suggest it and I'll put it up.

General Jackson
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Posted: 12th Dec 2009 16:36
Can I submit code?

BMacZero
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Posted: 12th Dec 2009 16:56
Absolutely! What we really need right now is for everyone to check out the thread I linked to above and pick a module that they want to work on. Once you've signed up as a lead programmer for one of the modules, you're free to start working on it; or you can find a module that already has a lead programmer and help out with that one.

B++
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Posted: 13th Dec 2009 17:45
@BMacZero:
Can you make a list of the models which will be used in the game? So that we could design the models with a single idea. Or if possible, devide the models into parts like you devided the programming.
@thenerd:
Srry, I can't model the jeep yet since I am not on my computer. It will take me 5-6 more days to reach my computer. As soon as I will sit before my system I will start modelling.

Regards

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thenerd
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Posted: 13th Dec 2009 17:50 Edited at: 13th Dec 2009 17:51
@BMac + B++,

I am going to take responsiblility for models and compile a list of needed media along with some reference images for everyone to use.

@Bmac, what's your msn address?


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BMacZero
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Posted: 13th Dec 2009 17:50
Good idea, B++ - I'l get something started on the Media board on DevStorm.

thenerd
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Posted: 13th Dec 2009 17:52
Im making a document right now, and ill post it in that thread when ima done.


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B++
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Posted: 13th Dec 2009 18:06
BMacZero:
Ok, that will be really nice and help us model as well.

thenerd:
waiting

Regards

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thenerd
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Posted: 13th Dec 2009 18:32
ok, i started a list, but i am having computer problems so im just going to upload it now instead of later. it is a start, not even close to finished, though.


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B++
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Posted: 13th Dec 2009 19:05
OK, downloaded,

Regards

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BMacZero
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Posted: 6th Jan 2010 16:35 Edited at: 6th Jan 2010 16:35
Once again, if you are a programmer working on this project, please go here to sign up as lead programmer for some part of the code. If you are working on a project for NaGaCreMo, please do this anyway (you can wait until you are done with your NaGaCreMo project to actually start coding, but we need to see who is participating here).

Mobiius
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Posted: 6th Jan 2010 16:44 Edited at: 6th Jan 2010 16:45
I just had a read of the Media Design Document, I can model a few of those for you if you'd like. (If they've not already been done.)

I can do the trees, bushes, rocks, and dead leaf clumps (As I have tree magic and plant life) and I could also do the following:
road block;
Cinder block;
wooden crates;
cargo containers;
wood sheets/planks;
straight logs;
watch tower;
sand bags;
wire fencing.

How do you want the textures? (I.E. What resolutions?)
How many variations of each do you want?
Do you want any logos or such on any of the scenery?
What kind of watch towers you after? (See below)
[img]null[/img]

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thenerd
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Posted: 6th Jan 2010 20:46 Edited at: 6th Jan 2010 20:50
B++ and Mobiius and all other modellers,
sorry, i've been sick and didn't have time to finish the media design document with other specs such as poly count and texture resolution, so after I finish my homework today i'm gonna finish and upload it.
also, we need to keep a list of what people are currently modelling because it will get hard to keep track of everything. we don't want to get in a situation where all of us are working on the same thing...
B++ has made a crate, but I'm pretty sure you can make anything else.

oh, and I'm doing the level editor for NaGaCreMo, so by the end of january hopefully that'll be done as well as xarshi's physics system.

Lan
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Posted: 6th Jan 2010 20:47 Edited at: 6th Jan 2010 20:56
This is interesting. I'm pretty much average at everything, but I would like to contribute in any way that I can! And if this is too advanced for my level, I could always be a tester!

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http://www.LanKingProductions.com/
thenerd
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Posted: 6th Jan 2010 21:20 Edited at: 6th Jan 2010 21:21
ok, you can do whatever you want, I'll add you to the team list after my homework is done.
you can do anything you want, are you good at modelling?

Lan
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Posted: 6th Jan 2010 21:26 Edited at: 6th Jan 2010 21:36
not in particular. I've done a few, but they're not very good.

EDIT: I also have yet to figure out how to apply textures, as I have not attempted that

EDIT: I have made a (poor) robot, that I scrapped because it looked stupid, a red ball, and a character that is unfinished, but looks much better than the robot.

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thenerd
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Posted: 6th Jan 2010 22:16
ok then, you could help with programming, or even better, level design...

Mobiius
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Posted: 6th Jan 2010 22:18
I'll model everything I said earlier, and give a few variations of each. Should only take me a few hours.

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thenerd
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Posted: 6th Jan 2010 23:00
k, here's the doc. also, no need to do a crate because B++ made one.

also, I have a storyline addition, maybe the country was fighting in a civil war, but the corrupted government found a powerful neorotoxin while researching the tropical plants that can cause bizarre mutations and even death when inhaled. The government won the war using it and as punishment experimented with the poison, nicknamed the “biostorm”, on the civilians. That could also be an objective in the game, free the people as you go, and you have to fight the mutations that you dont save. that way, you have a choice, the more you save, the less enemies to fight, and the easier the game is... so you can have different stratagies.

Lan
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Posted: 7th Jan 2010 00:22
@thenerd I do hope to go into level design. Just tell me what the level you are wanting should look like and I'll make some blueprints and notes

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Lan
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Posted: 7th Jan 2010 00:56
I tried running the source code for the main menu and I got the error:
Could not understand command at line 99.
line 99 is:
freeResource(menu_mainsprite ,res_Sprite)
What should I do?

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BMacZero
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Posted: 7th Jan 2010 02:08 Edited at: 7th Jan 2010 02:10
You can get the current version of the project here:

http://devstorm.co.uk/viewtopic.php?f=34&t=84

The project is basically a bunch seperate code "modules", but these modules do depend on certain other low-level parts such as the Resource Management module (where that function is from). So you need all of the modules (from the link about) to run it.

Note that it is only movement and a menu at this point, so don't get too excited. We need many more programmers working to get this going.

farmkid4
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Posted: 7th Jan 2010 03:21 Edited at: 7th Jan 2010 03:25
i will help with anything i can. I can model somewhat(might need someone do do the textures(if you want nice ones)) and a little coding so put me to work.

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BMacZero
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Posted: 7th Jan 2010 03:29 Edited at: 7th Jan 2010 03:30
Important! How you can help! Now up!
http://devstorm.co.uk/viewtopic.php?f=33&t=116

@thenerd - Could you post above link on the original post of this thread? This is where we want all contributors to start.

Mobiius
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Posted: 7th Jan 2010 19:51 Edited at: 7th Jan 2010 19:53
Clicky Clicky
Ok, I had a chance to do some objects from that list. The cargo container, two fences, and some logs.

The object archive, and screenshot is attached.


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thenerd
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Posted: 7th Jan 2010 20:45
@Lan: the menu's not fully functional anyway, I'm still working on it.
@Bmac: doing it now.
@Mobiius: wow, those rule!
one recommendation, maybe making the cargo container have multiple color variations...

I'm making a post on devstorm with the link to the media design doc.
and also, what does everyone think about shaders such as bump-mapping? they could add realism and make it much easier when we model, because we can get away with lower poly counts. the only trade-off would be it might take a little more effort to create the effect maps, and the game could run a little slower on some computers.

Mobiius
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Posted: 7th Jan 2010 20:53
The texture is plain white so it can easily be changed to any livery you want!

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thenerd
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Posted: 7th Jan 2010 21:42
yeah...
what do you thing about bump maps?

Mobiius
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Posted: 7th Jan 2010 22:08
I'm not a texture artist so I don't really use them. I prefer the look of normal maps anyway.

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thenerd
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Posted: 8th Jan 2010 01:13
well, by that I really meant any shaders on objects.

Mobiius
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Posted: 8th Jan 2010 08:16
I like shaded objects, but since I'm not an artist I prefer to let other, more skilled people implement them.

I love 'borrowing' evolved's shaders and textures.

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Mobiius
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Posted: 8th Jan 2010 09:40
I've now done some road blocks.

Available for download now.

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farmkid4
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Posted: 8th Jan 2010 14:51
WOW nice.

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B++
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Posted: 8th Jan 2010 15:16 Edited at: 8th Jan 2010 15:51
@thenerd:
I hv already posted on devstorm. Again, I will work on characters. I will also model the vehicles. Select someone as level designer and let him sketch the level and show us. So, that we can design the buildings as well. If someone else is interested in designing charcters or vehicles kindly let me know.
I won't upload anymodel here or there, I will email them to you directly, when I will finish some more models.
@BMacZero:
Provide some description about the characters. Like its dress, armor, weapon etc etc.
Edit: On devstorm, I was talking about this. It is 980 poly. Thats why I stoped working on this. If I will optimize it, it will lost all its detail.
[img][/img]

Regards


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thenerd
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Posted: 8th Jan 2010 20:56 Edited at: 8th Jan 2010 20:56
this is getting a little confusing, with the posts both here and on devstorm, I think we should restrict all within-team posts (model progress, discussion, all that) to devstorm, and leave this one open for new members to join and just general comments.

b++ and mobiius, nice work.

Mike Schlueter
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Posted: 8th Jan 2010 21:34
Hi there, I decided I'd check this thread out and read that you might need someone to sketch out levels. If you still need someone to sketch level concepts and ideas I'll be happy to help.

[img]http://www.facebook.com/michael.t.schlueter?ref=name#/photo.php?pid=2215576&id=746559391[/img]

As for modelling and coding, don't think I'll be good in either one: Never modelled before and not experienced enough in coding to be of much help. But here is an example of my latest programing skills:

http://forum.thegamecreators.com/?m=forum_view&t=163923&b=1

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Mike Schlueter
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Posted: 8th Jan 2010 21:38
AH! My pic didn't show. Well you can download it on this post. Its an older bunch of sketchs for the major game I was eventually going to program.

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