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darkvee
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Posted: 16th Feb 2010 18:51 Edited at: 16th Feb 2010 19:04
Hi thenerd that's bad news. At least you did try to work on the design document, and level editor.

I noticed my good npc team points at all the bad guys if 1 bad npc is in range. I'm going change this, so if one bad npc is in range there only going to fire at him . So it's more like a real team would do. Then if more comes they shoot the bad npcs, but the team worries about which bad npc is closer first.

darkvee
thenerd
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Posted: 16th Feb 2010 19:11 Edited at: 16th Feb 2010 19:12
ok, i'm going to download the project onto my default hard drive, just to see your demo, it sounds cool.

[edit]ARG!!!!!!!!!
I installed TortoiseSVN on my external too, so that's gone as well.

BMacZero
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Posted: 17th Feb 2010 00:59
We actually do have a preliminary design doc:
http://devstorm.co.uk/viewtopic.php?f=33&t=82

Quote: "[edit]ARG!!!!!!!!!
I installed TortoiseSVN on my external too, so that's gone as well."

What happened?

darkvee
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Posted: 17th Feb 2010 01:16 Edited at: 17th Feb 2010 01:17
Wow! that's great news!
How come the design document isn't loaded on server?
The design document on the serv says 1.5 kb.

It doesn't have nowhere near the information you linked me to BMacZero!

Sorry I said you need design document badly. lol

darkvee
BMacZero
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Posted: 17th Feb 2010 01:18
Quote: "How come the design document isn't loaded on server?
The design document on the serv says 1.5 kb."

Fixed .

BMacZero
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Posted: 17th Feb 2010 01:35
New AI looks very nice - just one serious problem I noticed. When you move away from your allies, they will completely ignore any enemies and follow you blindly through the middle of them. I like that they will leave enemies to follow you (it's annoying in games when your allies won't leave enemies until they're dead). However, they shouldn't ignore them completely while they're travelling.

My thought: if your allies have a direct path and direct line of sight on an enemy, they'll take it out regardless. Otherwise they leave to follow you.

Of course, that gets into pathfinding and stuff we don't have yet, so for now I think we just add it into the project and put that on the To-Do list.

thenerd
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Posted: 17th Feb 2010 18:16
the design document on the server was for the website, I think.

Quote: "What happened?"

my whole hard drive got corrupted by checkdisk, the files are all still there but it'll cost a lot of money to fix it.

DyVo
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Posted: 19th Feb 2010 14:44
ah man, that's too bad, just to say I'll not be here for a week, just so you know
Oh and good luck with recovering the files...
Cheers,
DyVo

I know that you believe what you think I said,
but I'm not sure that what you heard is not what I meant.
darkvee
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Posted: 21st Feb 2010 10:31 Edited at: 21st Feb 2010 11:42
Hi BMacZero thanks man glad you like it.

Hi guys how has everyone been working?
I should have tommorrow each goodNpc pointing at the nearest badNpc, so each goodNpc works in a team when fighting the enemy.
Also everyone is going to see my new feature too. For example if an object is near by the goodNpc use that obstacle for cover while shooting.

darkvee
BMacZero
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Posted: 22nd Feb 2010 17:20
Sounds good! After your next update, want me to start implementing your code into the game?

thenerd
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Posted: 22nd Feb 2010 20:37
ok everyone, I was talking with darkvee on msn and he agreed that we needed the design document to specify more (the level outline, model designs, and ai, to name a few things). I'm going to set a goal to get the entire document completed and uploaded in the next 2 weeks so we have that done and there is no more confusion.

kaedroho
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Posted: 22nd Feb 2010 20:49
Design document is only meant to let everyone know what they're developing. The details should get made up on the go as then we will be able to see what best fits. You cant just design every detail of a game and expect it to have good gameplay/AI. That all comes in experimenting to see which is best while the game is in development.

thenerd
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Posted: 22nd Feb 2010 21:20
well yeah, but the things that we already decided should be in a design document so new members of the team can just look at it and see how everything works. for example, we decided to have the entire game be multiplayer, and the story just be a multiplayer game with the empty slots filled up by bots.

darkvee
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Posted: 23rd Feb 2010 00:05 Edited at: 23rd Feb 2010 00:40
Hi guys
I was going to show you the cover system today, however me, Darkcoder, and Eoin got into a argument about it last night.

For example my idea was to to use a cover system that you don't have to prgoram in for the ai, and it's very flexible & dynamic. The cover system would get the whole world of vertexes, and if the vertex is a certain height then the ai. The ai would use this as cover.

So for example here is some persuadeo code


Now to me this sounded good, because you could throw in smoke bombs, walls,,hallways, a cave, grass etc, and the ai would automatically use any object you throw in the level without having to write code for it.

Anyways Darkcoder said
Quote: "Darkcoder checking the Y height only is amazingly retarded, what if you have a pole across the room?"

Too me all you got to do is make the ai shoot under the pipe if the bad guys are there.

Now Eoin said
Quote: "Eoin it would be doing 500 distance checks for each ai bot."

If we do have a massive world with lots of details I could see this being a problem, however I can fix this though, so there is less checking going on.

So for example here is some persuadeo code


Now useing that code it should only do maybe 20 distance checks for each ai bot if the 3d model is really detailed.
Anyways that's what i'm working right now on to fix the 500 distance checks problem.

Now you maybe wondering what about terrain blending with building?
All I do is get the terrain vertexes at the start, and use this.

Anyways I see no problems myself with this idea.

I also think this is still a real good idea to by the way.
What does everyone else think?

Hi BMacZero
Yes! After this is done you can start implementing in the game.

darkvee
thenerd
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Posted: 23rd Feb 2010 00:45
I still have the same opinion, I think its really cool to have no setup. If it really is too many polys (terrain), I could set up my level editor to export a seperate low-poly collision model for the ai.

darkvee
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Posted: 24th Feb 2010 02:26 Edited at: 24th Feb 2010 02:39
Hi guys
Sorry it's taking me so long to post anything.

I right now I got the code working, however i'm adding it were it works with the other ai goodNpcStates correctly. Now I dunno how long this will take for everything to work right, but I will hurry as fast as I can.

So this might take some days to figure this out.
Anyways I hope to have something to show soon.

I finally know what Darkcoder was talking about. I thought he meant a pipe in the middle of the room waist height you could see under it, and over it. What he meant was if there is a thin pipe in a level it's going to be stupid trying to use that pipe for cover.

I fixed this issue though, so the system can rule out if objects are to thin or not. For example I got a coverID we use when we load a object in the world. If coverID = 0 then the ai will ignore the objects, and vertexes. Now using coverID = 1 this means the ai can use that object as cover.

Well if it wasn't for a object being thin like a pipe I wouldn't of had to do this.

It's still a great system though! I can't wait until ya'll see it.

How is the design document comming along?

darkvee
BMacZero
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Posted: 24th Feb 2010 02:37
I think you're working faster than the rest of us currently, so no sweat .

darkvee
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Posted: 24th Feb 2010 02:48 Edited at: 24th Feb 2010 02:49
Hi BMacZero Thanks man!
I'm hoping by me working fast, and getting stuff done i'm hoping to motivate the team to start working on it more.
I mean this is a really good team we have, and we should be able to throw this together pretty fast.

darkvee
thenerd
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Posted: 25th Feb 2010 00:33
good news, I got my new hard drive in the mail so hopefully I can get all my files back tommorow, and get back to work!

darkvee
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Posted: 28th Feb 2010 15:41 Edited at: 28th Feb 2010 15:55
Hi guys
Sorry guys it's took me so long.
I just uploaded it to the resources folder.

I finally got something to show!
This is just a demo of the cover system, and doesn't have the vertex cover thing in it or bullets shooting.

The reason it doesn't is, because of ai path finding, and stuff. We need to get all that stuff in the system before I add in vertex covering system that works with this cover system.

What's so cool about this cover system is each npc picks the nearest cover object next to him.
Now using this kind of cover system we can have some very interesting battles with better variation.

The reason it took me so long was trying to get theory on how I would program a cover system that would not only work for a fast fps, but will also work with a fps stealth game.
I also add a collision system in there to see how the ai behave for the demo.

That's good to hear thenerd.

darkvee
BMacZero
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Posted: 28th Feb 2010 17:48
Awesome . I see we have a terrain module now, too. I'll start putting all of those into the main project.

kaedroho
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Posted: 28th Feb 2010 17:55
Johnathan forgot to add darkvee to the credits. Shall I do that now?

BMacZero
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Posted: 28th Feb 2010 17:57
Sure.

BMacZero
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Posted: 28th Feb 2010 18:01
By the way, it would be helpful if you could set up the collision to just use Sparky's for now. That may change when we get XenoPhysics, but for now that's what it's doing.

kaedroho
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Posted: 28th Feb 2010 18:02
Also, if you want to sync at 60. Use the Vsync parameter inside the set display mode function. This sets directx to sync with the GPU and times each frame to syncronise perfectly with the GPU. DBPros sync rate function doesnt sync the scene with the GPU leaving an annoying tear accross the screen.

kaedroho
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Posted: 28th Feb 2010 18:12
Just compiled the demo. Well done for getting the terrain module working so quickly!

To get textures to apply to the terrain. They must be loaded and applied to the terrain separately. After the load command you should call. BT SetTerrainTexture and BT SetTerrainDetail to apply the texture and detailmap.

I think you already know how to do collision, but so everyone else knows. Collision is done by making DBPro objects using the BT MakeSectorObject command for all sectors of the terrain. You must exclude these objects and apply collision to them. This wont be needed if your using Fulcrum Physics or Xenophysics.

BMacZero
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Posted: 28th Feb 2010 18:20
Well, it was mostly just copy-paste . I'll get the texture on there. I'm putting the AI in right now.

Quote: "I think you already know how to do collision, but so everyone else knows. Collision is done by making DBPro objects using the BT MakeSectorObject command for all sectors of the terrain. You must exclude these objects and apply collision to them. This wont be needed if your using Fulcrum Physics or Xenophysics."

Why not? Doesn't XenoPhysics need a DBP object to do collision and stuff with?

kaedroho
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Posted: 28th Feb 2010 18:26 Edited at: 28th Feb 2010 18:27
Quote: "Why not? Doesn't XenoPhysics need a DBP object to do collision and stuff with?"


Nope. Xenophysics (and soon Fulcrum Physics) can get the BlitzTerrain mesh data straight out of BlitzTerrain using a little system I made. It will also support realtime updating of collision when terrains are edited with the RTTMS commands.

BMacZero
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Posted: 28th Feb 2010 18:35
Awesome .

BMacZero
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Posted: 28th Feb 2010 19:17
AI code incorporated. This is starting to look like something now .

thenerd
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Posted: 28th Feb 2010 20:28
yeah, it looks really good, the only recommendation I have for the AI is that I think they hide too much, and they are always moving. you should make them stay still a little more.
I haven't recovered my old files, but I got a new hard drive so I can finish coding the menu now.

BMacZero
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Posted: 28th Feb 2010 21:33
Yeah, there's definitely a little polishing as far as that goes. I'm sure it will improve when I put in the cover system as well.

kaedroho
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thenerd
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Posted: 28th Feb 2010 21:44
ok, I voted.

kaedroho, would you know anything about why all the blitzterrain stuff crashes for me?

kaedroho
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Posted: 28th Feb 2010 21:52
Nope. What does the error message say exactly??

Did you put it in plugins-user? Also make sure that it isnt put in any of the other folders aswell.

What version of windows are you using?

thenerd
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Posted: 28th Feb 2010 23:25
The error is just the standard "Temp.exe has stopped responding and had to close, with modname (dll) "unknown"...
the dll is in plugins-user.
I use windows xp service pack 2, with a geforce 6200.

darkvee
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Posted: 1st Mar 2010 02:58 Edited at: 1st Mar 2010 03:22
Hi guys thanks glad you like it
The ai will stay, and point right once I intergrate this with the OpenFPS AI system.
It was just to show the basic covering system off.

The reason I havn't put sparkys in is, because of the a* path finding system.
I never put a a* path finding system together before, so i'm holding off until I know for sure I can get it working with BMacZero code.

Quote: "
AI code incorporated. This is starting to look like something now ."

That's awsome! Now were getting somewhere!

Hi BMacZero is my code easy to read, so you can add the ai in the system?

That's very good to hear thenerd.
Now we can get a design document finished, and get a level editor done.

I'm still not in the credits.

darkvee
BMacZero
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Posted: 1st Mar 2010 04:58 Edited at: 1st Mar 2010 04:59
Your first source file is already in . The comments definitely helped, copious amounts of comments .

I'm going to work on the shooting system right now, I'll put your name in the credits file while I'm at it. If you want your actual name in there, you can tell me or just add it later.

BMacZero
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Posted: 1st Mar 2010 05:21
I've just noticed that the game has a slight graphical "twitch" when run. Though this is always present, it seems to be highly aggravated by turning on VSync (line 29 unremmed). Can anyone else confirm?

thenerd
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Posted: 1st Mar 2010 21:02 Edited at: 1st Mar 2010 21:04
Grr! I really want to see this in action, but I can't because it crashes!

I attached the exe file without any media, could someone run it so I could see if it's a compiler issue or my computer?

[edit] whoops, that exe was compiled without the terrain. could someone please upload an exe for me?

kaedroho
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Posted: 1st Mar 2010 21:23
thenerd
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Posted: 1st Mar 2010 21:48
thanks, that worked so apparently it is a compiler issue...

The Wilderbeast
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Posted: 1st Mar 2010 23:12
Please can anyone who hasn't already done so read the thread here.

Thank you.

BMacZero
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Posted: 2nd Mar 2010 00:51
@thenerd:

Do you have Cloggy's D3D plugin? The shooting module requires it. I forgot to add that to the dependencies list.

thenerd
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Posted: 2nd Mar 2010 01:29
I don't know, I think I do but anyway, if that was why it wouldnt be able to compile at all. It compiles fine, just won't run.

darkvee
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Posted: 2nd Mar 2010 02:31 Edited at: 2nd Mar 2010 02:47
Hi BMacZero

Very nice job BMacZero intergrating it.
I like that grabResource(res_Object) it helps use keep track of the object number instead of the way I was doing it. lol

Hi The Wilderbeast
I would have donated, however it's been 2 years i'm still not on the about page.
Quote: "http://www.blitzwerks.co.uk/?page_id=11"


I asked Karl so many times, and he kept telling me he would. I seen no action, or effort into making it happen.

darkvee
BMacZero
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Posted: 2nd Mar 2010 02:39
Indeed, the grabResource system is pretty much a necessity when you're combining this many different parts into one program. There would certainly be number overlap otherwise.

darkvee
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Posted: 2nd Mar 2010 02:47
I have a question BMacZero.

How come your not on msn messager like evryone else? Your a very important key member in this team. It would be nice if you could start being on there, because we can discuess, and plan out how the design & logic will work with all the elements of the game.

darkvee
BMacZero
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Posted: 2nd Mar 2010 03:07
I try not to sign up for stuff like that. I feel like the forums are fine for stuff like that.

However, it seems to already have me registered. Microsoft is really starting to make me suspicious...I just go to their website, and there it is, "Welcome, Brian" with my avatar next to it! WTH?

So how do I work this MSN thing?

thenerd
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Posted: 2nd Mar 2010 20:27
I don't remember how, it came with my computer...
If you prefer using a forum, that's perfectly fine, I use tgc and devstorm a lot more then msn too. I did notice that, though, the fact that you are already in the openfps group...

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