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miso
16
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Location: Budapest, Hungary, 127.0.0.1
Posted: 17th Mar 2011 02:08 Edited at: 17th Mar 2011 02:08
Ah, I see, I didn't know. I never played crysis, so i didnt recognize the scene. At least, the player code works well and fast enough, yet I'm experimenting with it.

No place like 127.0.0.1 .
thenerd
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Posted: 17th Mar 2011 02:12
Quote: "Ah, I see, I didn't know. I never played crysis, so i didnt recognize the scene. At least, the player code works well and fast enough, yet I'm experimenting with it."

Well, there are still other places that we need code for animation, for example, the intro that plays when starting up the game.

miso
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Posted: 28th Mar 2011 02:21
Started to organize the network code, using full udp, building custom reliable packet management with acks for certain processes ( like for chat and authentication ). The dedicated master server will hold data of online games, but if master server is down, you still will be able to host or join a game, if you know IP and port.
Now, we work on this with Thenerd, but anyone who wants to help in the design description is welcomed well.

No place like 127.0.0.1 .
thenerd
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Posted: 31st Mar 2011 22:15 Edited at: 5th Apr 2011 03:55
Also, if anyone wants to work more on the design... feel free. Monk made a great outline of the missions around page 15, but we haven't actually mapped out any encounters yet.

miso
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Posted: 2nd Apr 2011 13:51
I'm on mobilnet, so I can only upload occasionally, but I want to keep you up to date. Basic server-client layout is done, reliable UDP packet management done. Network module automatically handles resends, if there weren't any ack in a given time for a certain datagram that needs to be arrived.

Planning:
Multiple master servers will be available, the player will be able to choose between online ones. (master servers will cause minimal traffic, so we can be sure, that there will be at least 1 online)

Currently: working on packet types, headers and game authentication.

No place like 127.0.0.1 .
thenerd
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Posted: 5th Apr 2011 03:54 Edited at: 5th Apr 2011 03:55
I'm really happy with what I have gotten done today. We've had a few different entity systems over the course of this project, but I was just experimenting with an XML system, and I'm really liking it.



All the objects in the above screenshot were inserted entirely through scripting, with code like this:



The system is very flexible, and allows for all sorts of possibilities. And kaedroho wrote a plugin for XML, which helps a lot.

I've attached a demo in case anyone wants to play around with the scripting...

enderleit
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Posted: 8th May 2011 02:41 Edited at: 8th May 2011 02:42
thenerd:
I haven't been able to find anything wrong with the Entity module...

I created this Test project to see if I could find any problems, but it seems to run fine..

I have attached the Project to this message so you can try it out...

(BTW: I couldn't get into the Devstorm forum, which is why I am posting here)

PS: Don't put it in the OpenFPS folder as I have commented out some stuff so I didn't have to include/compile the whole project...

JRH
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Posted: 8th May 2011 20:43
Added Motion Blur...

JRH
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Posted: 9th May 2011 00:16
...A few bug fixes and hours later and...

I have added support for loading a level from a .dat file, which will in turn be used to give the correct file paths to all the other modules such as the entity module. It's completely dynamic, and to test the concept I made it work through the 'Training' function in the menu. At the moment, it halts and returns to the menu as I'm waiting on the entity function being finished.

For incomplete sections of code I added the BLUE to the log writer, so we can see that it does work, however stops as the rest of the module hasn't been written.

If we can get the entity loading implemented I can do a whopper of work and maybe get a tech demo running at some point in the next quarter.

JRH
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Posted: 9th May 2011 00:26
I've just tried out (both) of your entity modules. My personal preference would be the XML, as it takes a lot of mess out of the code, but I'll leave the debate between you two.

Anyway, I just want to make it clear that XML is fine for entities, but the data structures I use for visual settings, and levels need to stay the same; one part being that they may need to be altered by the end user, and the other is that there are many variations, and so different XML would need to be used, instead of the simplistic mapfile=X.

thenerd
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Posted: 9th May 2011 01:06
The entity module is nearly finished, I'm going to write a companion Object module to handle visual objects in the engine. Miso is working on the network module, which will make up the core of the game engine, hosting both network and single player games. So that the code is simpler, a local game will use the same code as a multiplayer game, just communicating with itself over localhost.

We are probably going to modify the current entity module to support readable files instead of plain raw data. The XML system is a lot more complicated...

Quote: "Added Motion Blur..."

Do you have a demo of it in action? I really want to see it!

Quote: "If we can get the entity loading implemented I can do a whopper of work and maybe get a tech demo running at some point in the next quarter."

I like that idea, talking with miso, we were thinking of hopefully getting an early tech demo released by the end of June. with these two modules done, progress on the game engine will be made a lot faster. The collection of media is big enough for at least a Training map and tech demo.

How's the audio module going?

JRH
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Posted: 9th May 2011 19:09
I have attached the motion blur. I've put the audio module on hold until the networking works, as it will have to cooperate heavily with it.

thenerd
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Posted: 9th May 2011 21:32 Edited at: 9th May 2011 21:42
Ok. That looks really nice!

For the audio module, I would say that you don't need to wait until the network module is finished. Most of the music/audio will be client side only. Servers will be able to send messages to clients telling to play certain sounds, but the majority of the audio will be controlled by the client based on in-game events.
I'd focus on the simplest parts of the module first:
-Loading audio
-Playing/looping audio
-Set audio volume
-Fade out audio
How fading should work is, have a function, for example, called SND_FadeOut(id,time).
The function has two parameters, the id of the sound, and also the time taken to fade out. That function should only need to be called once, and the module automatically keeps track of fading sounds.
Same with fading in.

Also. For the level and entity modules, I'm going to combine your system and enderleit's module to load the files.

JRH
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Posted: 11th May 2011 23:27 Edited at: 11th May 2011 23:33
Okay, now that the sound module works I shall describe its functions and actions. It automatically retrieves a resource value for the sound. I have tested it with the menu audio and it works fine, so long as you use WAV files. I will be expanding this to OGG and MP3 soon.

Anyway, here is a list of commands:
SND_Init() - Initializes the sound module.
SND_Update() - Performs any updates. If this is not called, sounds will not start, or end.
SND_Terminate() - Pretty obvious, I think.

Result = SND_LoadSound(SoundFile$) - Load a sound file into the module. It will retrieve all the other data it needs. The result is the resource value which it obtains automatically.
SND_DeleteSound(SoundNumber) - Unload a sound. The SoundNumber is the resource number or Result value from SND_LoadSound().

Result = PlaySound(SoundNumber) - Plays the sound using your sound number. If the sound is already playing, it will reload the sound temporarily to play it. The result will be the resource value of the newly loaded sound, so you can stop it early if required. Note: the newly loaded sound will be automatically deleted when it finishes playing.
Result = LoopSound(SoundNumber) - The same as PlaySound(), but for looping sounds.
StopSound(SoundNumber) - Also quite obvious.
MuteSound() - Absolutely no sound output from audio controlled in module. Affects ALL sounds.
UnMuteSound() - Remove the mute.
SetSoundVolume(SoundNumber, Volume) - Set the current volume of a sound.
SetSoundVolumeTarget(SoundNumber, VolumeTarget) - Define a volume which the volume will fade to.
SetSoundSpeed(SoundNumber, Speed) - Set the speed at which the sound will be played.
SetSoundSpeedTarget(SoundNumber, SpeedTarget) - Allows for pitch slides.

JRH
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Posted: 11th May 2011 23:37 Edited at: 11th May 2011 23:37
So an example may be...



I now want to fade the sound out, so...



And now I want to stop it playing, and delete it. Simply calling the delete function would do both, however for this demonstration I will use the stop sound function aswell.



thenerd
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Posted: 13th May 2011 21:45 Edited at: 13th May 2011 21:47
Great!

I've been doing some various work on the editor, and I think I have finally gotten a style I like:



Not much to look at, but I'm satisfied with the toolbar.

kamac
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Location: Poland
Posted: 13th May 2011 22:15
Quote: "but I'm satisfied with the toolbar."


Ooooh, yes yes! It looks pro !

AutoBot
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Posted: 16th May 2011 22:39
Haven't really seen this project until now, but it looks great so far! The UI system is awesome, and the editor looks promising as well.

I'm learning Win32 coding, so I do have some experiance there. Perhaps I could help out once I know how to program DBPro DLLs, lol. I don't know much DirectX, but there might be other areas I could help out with either way. Good work so far!


Click for the voting thread!
enderleit
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Location: Denmark
Posted: 21st May 2011 21:45 Edited at: 21st May 2011 22:01
I had the idea of making a Gource video of the project, so here it is!

Notice how Chris "thenerd" Dalke is zipping back and forth all over the place...

Watch in HD!


thenerd
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Posted: 21st May 2011 21:54 Edited at: 21st May 2011 21:57
That's pure amazing. I love being able to see how the project evolves and gets bigger. And yeah, I am zipping all over the place there.

Mind if I embed that in the OP?

enderleit
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Posted: 21st May 2011 22:02
I'm not sure what OP means, but sure... go ahead!

miso
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Location: Budapest, Hungary, 127.0.0.1
Posted: 21st May 2011 22:14
Amazing, I have no words

No place like 127.0.0.1 .
enderleit
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Posted: 22nd May 2011 17:31
miso: You're doing alot of zipping yourself.

JRH
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Posted: 22nd May 2011 19:09
That is brilliant. I can see myself at the start, then I get bumped off the screen. Then I come back and so on...

AutoBot
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Posted: 28th May 2011 23:34 Edited at: 28th May 2011 23:36
Not that it hasn't been said before, but, thats AWESOME! Interesting seeing a project in a visual form like that.

enderleit
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Posted: 30th May 2011 17:21
I'm actually kinda surprised that nobody in here has seen a gource render before.
Might explain why no one is interested in my GourceGUI project.

thenerd
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Posted: 30th May 2011 19:13
By the way, I haven't been coding much lately, due to the absolutely amazing weather outside. I'll get some progress in if it starts raining.

enderleit
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Posted: 30th May 2011 20:38
Yeah, I noticed you haven't been on MSN much lately...

JRH
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Posted: 18th Jun 2011 11:19
Hold you breaths for this one... I have had an idea.

Often, I find it hard to visualise how a game map might look, and messing around in 3d mappers just doesn't work for me.

So... I have had an idea. Why don't we do it in minecraft? And then recreate the map for Biostorm? This way we'd know exactly what we were making and I can see it XD

Let me know what you think.

thenerd
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Posted: 18th Jun 2011 16:45
Heh... that is an interesting idea. I don't know if Minecraft would be the best way to do it, but if it works for you feel free. Also, Google Sketchup is a really easy and quick way to prototype levels.

Also, I'm really sorry I haven't been working on anything. It's the summer, and I honestly do not want to stay inside all day coding when the weather is amazing outside.

Shadowdeath
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Posted: 18th Jun 2011 22:01
Really awesome.
Might even best FPSC...?


[href]tophatforums.info[/href] - For all your project and gaming needs
thenerd
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Posted: 19th Jun 2011 00:49
Thanks. We've worked a lot, encouragement like that makes me want to keep coding.

Quote: "Might even best FPSC...?"


Well, I don't think we are anywhere close, but maybe eventually.

Design Runner
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Posted: 20th Jun 2011 22:39
actually, instead of minecraft I have found Roblox to be a nifty program to use for "blocking out maps". Don't play any of the games, they are all made by seven year olds but the editor itself is quite nice.

farmkid4
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Location: on my pc :)
Posted: 21st Jun 2011 22:06 Edited at: 21st Jun 2011 22:08
Quote: "actually, instead of minecraft I have found Roblox to be a nifty program to use for "blocking out maps". Don't play any of the games, they are all made by seven year olds but the editor itself is quite nice."
how long have been a member on roblox? reason i ask is the quality of games has changed as people tired of the engine and its limits. i remember when i 1st joined there was a game that was amazing(albeit simple) that is no longer in its origanal form and im quite sure it was NOT made by a 7 yr old

great work on the editor guys been a while since ive check this forum. keep up the great work.

2Beastmode4u
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Posted: 10th Jul 2011 08:58
Wait so the source is out? I really don't want to look through 35 pages of thread to fin it so... just from comments it sounds like something was released.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
miso
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Posted: 10th Jul 2011 19:38 Edited at: 10th Jul 2011 19:39
Well, the source was always out, but is it finished? Not yet.
You can get the current version from here: http://code.google.com/p/openfps/

No place like 127.0.0.1 .
2Beastmode4u
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Posted: 12th Jul 2011 20:01
I've never been good with Google code so If I wanted to download the source... Where do I go? Is it all in one thing or separate? Thanks.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
miso
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Posted: 13th Jul 2011 19:52
Well, if you dont need the media, just the source to see, you can browse it at google code webpage with a browser. (Main page --> Source --> Browse)

If you would like to download it (or maybe join the community and upload some changes), then you must have some kind of SVN repository handler software. I use Tortoise SVN, its free, and does all the trick I need.

No place like 127.0.0.1 .
thenerd
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Posted: 14th Jul 2011 16:13 Edited at: 15th Jul 2011 19:10
I can upload an archive for you that has the entire SVN directory. The only problem is that it is 1.2 gb... I'm going to leave it to upload now.
Hopefully Google Code will eventually release a function on their website which allows you to instantly download the contents of the SVN without using an SVN client. Apparently they're working on that, but for now this'll have to do.

[EDIT] I've uploaded the source code into the Downloads section on Google Code. It won't compile because it is missing the media, but that is the best I can do for now. At least you can see the code. If you really want to see it compiled, I'd recommend you install SVN. It's not that hard to use, in my opinion.

[EDIT #2]
Also. I've uploaded a video to the OpenFPS Channel with a short demo on the progress of the core game engine, which miso and I are working on at the moment. The video shows motion blur, camera movement with Sparky's, and refraction.



Indicium
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Posted: 16th Jul 2011 18:14
Wow, that's very good visually. I think it could look better if you added bobbing when the player walks.

thenerd
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Posted: 16th Jul 2011 18:36
Thanks.... We're planning on adding camera shake and the other effects once we get the core movement done. Hopefully soon.

Indicium
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Posted: 16th Jul 2011 19:16
That'll be brilliant. When are you going to post a video of some shooting?

thenerd
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Posted: 16th Jul 2011 19:22
Soon, actually. I got distracted and started coding movement for tanks.

Indicium
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Posted: 16th Jul 2011 19:37
ooooh, tanks :3 You have my attention now.

2Beastmode4u
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Posted: 16th Jul 2011 20:50
Ok, so I used SVN to get it on my Desktop. So now I can just edit the source? Do I need things other than DBPro?


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
thenerd
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Posted: 16th Jul 2011 20:57
Quote: "Ok, so I used SVN to get it on my Desktop. So now I can just edit the source? Do I need things other than DBPro?


Cheers."


You can edit the source, yup.
Before uploading anything, however, I'd recommend you look through all the source code and get an understanding of how the code works. Then, you should probably choose a module to work on.

I would show some screenshots of the tank in action, but I don't have any good terrain to demonstrate it on. Does anyone know of a good method for editing terrain and getting it into dbpro as a model?

2Beastmode4u
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Posted: 16th Jul 2011 21:15
Rofly's terrain stuff is amazing! Try that.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
thenerd
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Posted: 16th Jul 2011 21:31 Edited at: 18th Jul 2011 23:56
I will look it up.

Also, if anyone wants to contribute models, that's just as useful as coding knowledge. We really need to fill our model database! I'll make another thread eventually for contributions, once the core engine and a demo is done.

[EDIT]
Here's a screenshot of the weapon and movement handling, along with the terrain and skybox. Doesn't show much, I know.



Design Runner
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Posted: 20th Jul 2011 04:36
I would really take a look at fps-files.com Since I am an admin on it, I can guarantee there are plenty of great models there, already in .x Just ignore the other files (besides the textures of course).

kaedroho
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Posted: 27th Jul 2011 23:38 Edited at: 27th Jul 2011 23:39
I would like to donate the source code of one of my old game engines to this project.

Heres more information about the engine, including videos:
http://forum.thegamecreators.com/?m=forum_view&t=140126&b=8

Please feel free to use any of it you like.

This file includes the LOD Terrain Engine, UberTerrain.

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