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.

Author
Message
BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 7th Feb 2010 22:03
If you clicked that link while you were logged on to Google, that is YOUR unique password (so you might want to regen it now ).

I think. I'm still figuring this out as much as you .

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 7th Feb 2010 22:06
Quote: "are we both editing at the same time?"

Yes, but from what I hear that's one of the beauties of SVN. It's smart enough to figure out if we've modified the same files while working simultaneously, and it can merge them automatically. So no problem .

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 7th Feb 2010 22:07
oh, good. so I didn't change everyone's password...
that was odd, I was adding logs to the files I uploaded, and they jsut randomly started changing. are you editing it at the same time?

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 7th Feb 2010 22:08
Ah, yes, it must not be quite as smart about those....

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 7th Feb 2010 23:55
I had to go a bit of homework, now I'm gonna work on the menu before going to bed.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 7th Feb 2010 23:58
That's funny, I was just working on the menu and now I'm writing an essay .

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 8th Feb 2010 00:49 Edited at: 8th Feb 2010 00:49
that's ironic.
i'm working on some functions to render gui elements, so that instead of having fixed size ones in an image you can just call Button(), RenderWindow(), Slider(), all that stuff.

JRH
19
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 8th Feb 2010 08:11 Edited at: 8th Feb 2010 18:55
I could handle the website if you like Actually do something

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 8th Feb 2010 20:35
ok, I'll leave the website to you then.

JRH
19
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 8th Feb 2010 22:12
okay dokay!

[scurries off to webdesign layer]

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 8th Feb 2010 22:45
ok, thanks. also, can you use your google account on tortoiseSVN, it makes it easier to keep track that way because I have to change all the default account log files. if you don't have one, it's really easy to get. that's what I liek about google, everythings free

JRH
19
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 8th Feb 2010 23:32
How can I add my google account to the project?

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 8th Feb 2010 23:39
I'll add it for you, what is it?

also, I modified the file structure a little, I added a "resource" folder so everyone can work on their stuff in their subfolder without anyone else messing with it.

JRH
19
Years of Service
User Offline
Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 9th Feb 2010 08:06
It's: mejonyATgooglemailDOTcom

Thanks

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 9th Feb 2010 22:13 Edited at: 9th Feb 2010 22:19
k, adding you.

[edit] haha, i'm to slow, Bmac did that for me earlier.

you know what's one of the best parts of SVN? having your code magically get finished when you're in school!
thanks bmac.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 10th Feb 2010 00:54
Haha, the wonders of SVN open-source are boundless

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 10th Feb 2010 01:06

I just started programming a viewer for objects shaders and that stuff, I'm trying to get into the mood to actually finish the level editor. I just have to work out how to make terrain editing in blitzterrain, and then entity placement. after that, its really just a few changes, hoping to have it done soon...
also, what do people think about replacing the static menu background with a 3d static view (like in the half life 2 series)?

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 10th Feb 2010 01:10
I'm starting the shooting module and doing the templates for most of the others.

For the menu, sounds good, but it would take a good bit of work for both programmers and artists. I'd say other things are more important currently.

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 10th Feb 2010 01:13 Edited at: 10th Feb 2010 01:14
it was just a thought because I was thinking about what features to include in the editor.
ok, are you planning on using sparky's for the shooting?

[edit]
[editedit] nevermind, I was just thinking about xarshi's physics, but you can add in physics forces to the module later, it shouldn't require any change to the code.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 10th Feb 2010 01:18
Quote: "ok, are you planning on using sparky's for the shooting?

[edit]
[editedit] nevermind, I was just thinking about xarshi's physics, but you can add in physics forces to the module later, it shouldn't require any change to the code.
"

Exactly. Sparky's for raycasting, applying physics forces with XenoPhys based on that.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 10th Feb 2010 03:45
@thenerd

Is all that res editor stuff necessary? I had to download more than 20 additional MB just for that and that's really your thing anyway, no reason to make people download all that if they want to contribute.

Your skybox alone registers as 66 MB on my disk . Even just removing that would help significantly.

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 10th Feb 2010 14:43
oh wow, whoops. I didn't notice it was that big...
sorry, i'll remove it when I get home from school.

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 10th Feb 2010 16:31 Edited at: 10th Feb 2010 16:38
Hi i'm new to the OpenFPS Project, and ready to get started!
Has anyone got any code done yet?
I don't know about the team, but i'm ready to start seeing some results.
I mean you got a pretty big team, and there is no reason why we can't get this done.
Which module are you going to place me in?



darkvee
thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 10th Feb 2010 17:28
we've got plenty of things for you to do, i'll talk to you on msn.

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 10th Feb 2010 18:04
unfortunately the servers are ready-only the rest of today, so I can't fix a file structure problem that I thought I fixed earlier...

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 10th Feb 2010 19:19 Edited at: 10th Feb 2010 19:21
Hi guys i'm starting on the ai.
I asked for a design document, and its not really done yet.
I got a problem though how many npc's we going to have for each level?
I would like to know how the npc's behavior should be like.
For example does the npc dodge bullets? Does the npc run for cover? Is this just your basic npc?

darkvee
Daniel wright 2311
User Banned
Posted: 10th Feb 2010 21:19
Hey, if you are willing to add 3rd person support to the editor i'll join in and help.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 11th Feb 2010 00:58 Edited at: 11th Feb 2010 01:00
Hey darkvee! We do have a large team on paper, but up until now it's just been me and thenerd working on the coding part (with a large contribution from monk), so we're glad to have your help!

Look here if you haven't already to learn how to get the source and work on it (Daniel, too!). Just remember that the server is doing maintenence today, so you won't be able to commit any changes until tomorrow.


As for the AI, yes, the design doc doesn't have a lot of the technical stuff about that.

What we're looking for is basically decision-making and pathfinding for all NPCs in the game. There will probably need to be 3 types:
- Friendly NPCs that follow the players. These should preferably be able to find cover when shooting starts, and shoot back at enemies.
- Neutral NPCs. Basically just mill around, but run and hide if shooting starts.
- Enemy NPCs. Mill around, guard, or patrol until they see the players: then take cover and start shooting.

If this is over your head, well, you can work on just about any part of the code you feel you can help with .

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 11th Feb 2010 01:44
Quote: "Hey, if you are willing to add 3rd person support to the editor i'll join in and help."


what do you mean by "third-person"?

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 11th Feb 2010 16:34 Edited at: 11th Feb 2010 16:37
Hi BMacZero!
Thanks for telling me what I need.
Quote: "Friendly NPCs"

Is this like rainbow six were the team mates help you out?
Quote: "Neutral NPCs."

I assume you mean this is the civilians.

The only problem i'm going to have is ai path finding.
I can do the rest though.
If you know how to do ai pathing BMacZero maybe you could help me out some.

I will make sure I pull my weight you don't have to worry about that.
here is my game that proves I will pull my weight, and shows I can do some ai.
http://forum.thegamecreators.com/?m=forum_view&t=164617&b=5

Alright i'm getting started on it now!

darkvee
BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 12th Feb 2010 00:56
Quote: "Is this like rainbow six were the team mates help you out?"

Yes. Though this is, for the most part, an online-co-op game, we want the player to be able to fill in his team with NPCs if he can't find people to play with.

Quote: "I assume you mean this is the civilians."

Spot on.

Quote: "If you know how to do ai pathing BMacZero maybe you could help me out some."

I have done a good bit of pathfinding work, I'd be glad to jump in on that .

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 12th Feb 2010 01:14
also, speaking of online/offline, do you think we should develop multiplayer first or the single-player campaign?

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 12th Feb 2010 01:19
@darkvee
By the way, nice game .

@thenerd
I think we can wait a bit before making that decision - movement, shooting, and AI can and should be done first. I think that the campaign should be a lot like Left4Dead - you can always play with the rest of your team being CPUs, but it's usually preferable to have friends join in. Same mission either way.

thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 12th Feb 2010 02:07
k. also I want your opinion: how much of levels do you think will be indoor, because if they are all outside I can make the editor a first-person top view (good for terrain editing), but if it has to be able to edit geometry besides terrain then I might have to add in side/front/top split 2d views.

Daniel wright 2311
User Banned
Posted: 12th Feb 2010 03:13 Edited at: 12th Feb 2010 03:16
Quote: "what do you mean by "third-person"?"


hello, well what i mean is just that my friend, there are plenty of fp shooter out there, i thought it would be nice to have an option to let people have this option. so they can make a third person shooter.

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 12th Feb 2010 04:45 Edited at: 12th Feb 2010 04:49
Hi I was just going to tell you I uploaded the OpenFPS AI.
Just look under resources to find it.
I added some temporary player controls, so the demo shows how it works.

I got your team mates following you, and if there close to you they move around randomly. I also made a stay inbounds function that makes them not get to far away when they move randomly.

I commented it alot, because if this is going to be open source we got to telling them in detail. If you want me not to comment so much just tell me. This is my first time with a big team.

I didn't add collision, because were going to be using xeno or sparky's, so there is no point in me adding temporary collision.
Also thanks for checking out my game BMacZero
I'm glad you liked it.

darkvee
BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 12th Feb 2010 04:48
Quote: "hello, well what i mean is just that my friend, there are plenty of fp shooter out there, i thought it would be nice to have an option to let people have this option. so they can make a third person shooter."

I disagree. I think 3rd-person games in most cases are designed completely differently than 1st-person games of the same type. In games that allow toggling, such as PlanetSide, the sub-dominant views tends to be ignored by players.

Plus, 3rd-person would create a lot more working in trying to make the animations look realistic.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 12th Feb 2010 04:52
Quote: "I got your team mates following you, and if there close to you they move around randomly. I also made a stay inbounds function that makes them not get to far away when they move randomly.

I commented it alot, because if this is going to be open source we got to telling them in detail. If you want me not to comment so much just tell me. This is my first time with a big team.

I didn't add collision, because were going to be using xeno or sparky's, so there is no point in me adding temporary collision.
Also thanks for checking out my game BMacZero "

Wow, you work fast . That's very well-done. If I had to make a recommendation, I'd say make them wander a little less. As it, they'll stand in the same place for at least a few seconds (scanning the area) before moving again. Just think of how a squad of soldiers would act.

And, yes, I played the game, died within 15 seconds but I'll keep trying .

@All
Unfortunately, I'll be gone this whole weekend. As soon as I can I'm going to get the shooting module up and running, and once BlitzTerrain is up this should start looking like something .

Daniel wright 2311
User Banned
Posted: 12th Feb 2010 05:25
Quote: " disagree. I think 3rd-person games in most cases are designed completely differently than 1st-person games of the same type. In games that allow toggling, such as PlanetSide, the sub-dominant views tends to be ignored by players.

Plus, 3rd-person would create a lot more working in trying to make the animations look realistic."


Im sorry i disigree with you to,lol, we bolth agree to disagree,lol. any way I would be one of the ones to help with this and anyhow I already have alot of my own code to impliment with in the settings for it. but if its not wanted then nevermind.

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 12th Feb 2010 06:21 Edited at: 12th Feb 2010 06:56
That's good to hear BMacZero.
Yes! I do work pretty fast sometimes. lol
I just ate something, and fixed the code real quick.
I uploaded the code again. The team mates follow the player then they look around when there close to the player, and sometimes move around.

Quote: "And, yes, I played the game, died within 15 seconds but I'll keep trying ."

lmao

I'm thinking of adding some other basic npc's then adding in shooting so I can start working out how the npc team mates work as a team keeping the player alive.

darkvee
kaedroho
18
Years of Service
User Offline
Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 12th Feb 2010 12:18 Edited at: 12th Feb 2010 12:20
I made a patch for your resource.dba last night . Just like to let you know that its only temporary. You would have to put the numbers back the way they were but make them share a counter so the free command works.

I have also finnished the terrain module. I posted it on devstorm if you want to have a look. I will release a beta of BlitzTerrain 2.00 tomorrow so you can try it out.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 12th Feb 2010 15:24 Edited at: 12th Feb 2010 15:27
Quote: "I made a patch for your resource.dba last night . Just like to let you know that its only temporary. You would have to put the numbers back the way they were but make them share a counter so the free command works."

I noticed . EDIT: Actually, isn't it fine the way it is? If the DBP vectors and matrices share ID numbers, this should work fine as far as I can see. I guess I could combine all the VectorX ones into one entry, that would simplify things.

@darkvee - By the way, try to put log messages in whenever you make a change, so we know exactly what you did in each update .

Quote: "I have also finnished the terrain module. I posted it on devstorm if you want to have a look. I will release a beta of BlitzTerrain 2.00 tomorrow so you can try it out."

Woot!

But wait, I'll be gone until Sunday.... Rats!

kaedroho
18
Years of Service
User Offline
Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 12th Feb 2010 21:20
Quote: "EDIT: Actually, isn't it fine the way it is? If the DBP vectors and matrices share ID numbers, this should work fine as far as I can see. I guess I could combine all the VectorX ones into one entry, that would simplify things."


Nope.

If you create a vector with an index of 1. Then create a matrix with an index of 1. The matrix will not be created. But it wont give an error either. To overcome this you must make only 1 counter for all maths commands to stop creating vectors and matrices with the same index.

kaedroho
18
Years of Service
User Offline
Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 15th Feb 2010 01:25
Devstorm is currently down due to DNS updating. It should be back on-line in the next 72 hours.

BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 15th Feb 2010 01:56
Quote: "Nope.

If you create a vector with an index of 1. Then create a matrix with an index of 1. The matrix will not be created. But it wont give an error either. To overcome this you must make only 1 counter for all maths commands to stop creating vectors and matrices with the same index."

Ah, yes, brain fart right there

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 15th Feb 2010 23:16 Edited at: 16th Feb 2010 03:43
Hi guys everyone have a great weekend!
Hi BMacZero I sure will do that.

Here is what I got so far.
I got the ai working like I wanted, however it was going to be hard to intergrate it when we add stuff to it.
It's very flexible now!

Here's how easy it is to add a new ai states.
For example here is some persuadeo code.


The good npcs have 3 ai modes.
1. No Threat Mode:
2. Scout Mode:
3. Attack Mode:

I got the good npc's following the player, and scouting the area for any bad npcs.

If they spot any bad npcs they will point at the bad npcs, and starting firing there bullets until the bad npcs are dead.

Then it randomizes each bad npc position if there dead, and gives them life again.

I will upload it as soon I think I have enough comments in the code for a newbie to understand, because this is going to be open source we must tell them in very good detail.

darkvee
BMacZero
20
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 16th Feb 2010 02:27
Look forward to seeing it .

darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 16th Feb 2010 05:51 Edited at: 16th Feb 2010 05:58
Hi just letting you know I finally uploaded it to the resources.
Sorry it took so long. I hate to eat, and do some stuff.
Hopefully the wait was worth it .

Use the mouse to move the camera around, and use the mouse buttons to zoom in, and out.
To control the player use W,A,S,D to move the player around.

darkvee
darkvee
20
Years of Service
User Offline
Joined: 18th Nov 2005
Location:
Posted: 16th Feb 2010 07:08 Edited at: 16th Feb 2010 07:17
I would like to state one thing that we really need badly done. We need the design document!
Most teams never start without a design document. Your very lucky anyone started yet!

Only reason I started was I saw this as a good opportunity.
It's, because alot of people already here, however everyone needs to get involved.

A team can't stand if a team is divided.

darkvee
thenerd
17
Years of Service
User Offline
Joined: 9th Mar 2009
Location: Boston, USA
Posted: 16th Feb 2010 12:58
yeah, sorry about that, I just had a fatal hard drive crash and lost all my files, including the progress I made on the design doc and level editor.
I'll try and contact dared, hopefully we can get it finished this week.

Login to post a reply

Server time is: 2026-06-29 16:45:23
Your offset time is: 2026-06-29 16:45:23