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wickedly kick it
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Posted: 29th Jul 2009 07:12
Another screenshot

Monk
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Posted: 29th Jul 2009 09:45 Edited at: 29th Jul 2009 14:55
Looks quite good.

If we have 4 different movement modules, someones gonna have to pick one so not everyone is working on it...

Monk


I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 29th Jul 2009 15:19 Edited at: 29th Jul 2009 15:22
Quote: "Noted . So how do you want to do the weapons, anyhow? I suggest FPSC-style (hands, animated with fire, reload, scope, etc animations), but I thought I'd throw it out there.

I also have a movement engine sitting around that works with BlitzTerrain and includes running, crouching, falling damage, and jumping, which might be a good supplement to Monk's shooting and collision code."
It will probably be done FPSC style, that makes it easy to use other free media from the forumd.

wickedly kick it, I think we will use your weapons system, it is looking good. are the bulletholes all seperate objects or just layered textures?

kuljot - that's great! even though we haven't really started programmning, we need as many pre-made sounds as possible to save time.


zaxor thawl -
Quote: "well, for gameplay, i was really hoping to have some sort of alternative events. I mean, you start out as a bad guy or good guy, and can run a completely different path of levels. anyway, thats just a thought. i've never really written stories. i hope i can keep up with things on this project..."
you could start from opposite ends of the level,
or even better, have a different path that they come through.

kaedroho
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Posted: 29th Jul 2009 17:34 Edited at: 29th Jul 2009 17:35
Quote: "Noted . So how do you want to do the weapons, anyhow? I suggest FPSC-style (hands, animated with fire, reload, scope, etc animations), but I thought I'd throw it out there."


No, not FPSC Style. I prefer something like this:

http://www.youtube.com/watch?v=HHo8qCq3X70

That loads models in the exact same format as FPSC loads them, no changes made.

I have the source code to that, ill upload it as soon as i get a little time.

But I think we should write every single line of this, it keeps the code neat and optimised.

BMacZero
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Posted: 29th Jul 2009 17:39
Quote: "No, not FPSC Style. I prefer something like this:"


Quote: "That loads models in the exact same format as FPSC loads them, no changes made."


Wait, what?



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
thenerd
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Posted: 29th Jul 2009 17:42
Quote: "No, not FPSC Style. I prefer something like this:

http://www.youtube.com/watch?v=HHo8qCq3X70

That loads models in the exact same format as FPSC loads them, no changes made."
do you mean same model format, but different code?

kaedroho
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Posted: 29th Jul 2009 18:08
Yep, same format, different code. It did require me to add some more parameters and change the format of the script. But other than that, its the exact same.

kuljot
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Posted: 29th Jul 2009 18:26
OK so when we know who are charactrs are going to be we need to record voices right. Like everything that the character is goign to speak. So pretty much US sound recorders should get assigned a character. An example would be lets say i was Captain price from cod 4.Then i would record everythin HE says. But we need the scripts written out to what the characters are goign to say like a play.

Gateway GT5628 Quad Core Desktop Intel Core 2 Q6600 2.4GHz Quad Core 3072MB RAM / 500GB 7200 SATA II Hard drive DVD RW 18X multi dual NVIDIA GeForce 8500GT ....
Monk
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Posted: 29th Jul 2009 18:37
Quote: "But we need the scripts written out to what the characters are goign to say like a play."

I dont think that the storyline is in quite that much detail yet. Theres nothing to stop you making a rough draft script of stuff that could be said, that fits around the storyline, and see what we think of it.

Monk


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thenerd
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Posted: 29th Jul 2009 19:12 Edited at: 29th Jul 2009 19:12
kuljot, can you record a sample voice recording, I want to get an idea of everyone who does this' accent and style.

kaedroho,
Quote: "
Yep, same format, different code. It did require me to add some more parameters and change the format of the script. But other than that, its the exact same."
cool!

wickedly kick it
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Posted: 29th Jul 2009 19:31
Quote: "are the bulletholes all seperate objects or just layered textures?"


They are plains, im using the OLD sparky's and just realized it, i'll update it and post my weapon code. Ill try to Only post my weapon code.

thenerd
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Posted: 29th Jul 2009 20:28
can you also post a demo of the engine?

wickedly kick it
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Posted: 29th Jul 2009 20:30
Me? i'm not sure, the new sparky's is messing up my shooting so far, but ill see

Dared1111
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Posted: 29th Jul 2009 20:32
kujilot: I don't think it's necessary to exclude say British or Australian voice actors.

BMacZero
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Posted: 29th Jul 2009 20:33
Quote: "kujilot: I don't think it's necessary to exclude say British or Australian voice actors."

That's probably better, considering that this is an international force .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
thenerd
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Posted: 29th Jul 2009 20:37
there was never anything in the design about where the characters came from, so the accents do not matter, just your skill.

BMacZero
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Posted: 29th Jul 2009 20:47
I actually suggest that we change that - assuming there is going to be a single player mode, or at least AIs in the team, character development and characters with personalities would be a great asset to the story.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
thenerd
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Posted: 29th Jul 2009 20:57 Edited at: 29th Jul 2009 20:57
I think we should change it too, but what I meant was the accents do not really matter and would probably enhance the game.

BMacZero
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Posted: 29th Jul 2009 21:02
That's what I meant, too



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
thenerd
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Posted: 29th Jul 2009 21:27
BMacZero, did you say you wanted to make models?

kaedroho
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Posted: 29th Jul 2009 21:37 Edited at: 29th Jul 2009 22:29
So what does everyone think about the suggestions I posted on Page 3? (near the end)

Also, can I write the terrain module? I'm quite good with BlitzTerrain.

BMacZero
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Posted: 29th Jul 2009 22:35
@thenerd - I said I'd pitch in on some models, yes. Programming is my main thing, but I don't want to take too much time away from Fields. In fact, I've already started one (see 3d Chat).

@kaedroho - I have 100 posts per page, so I'm not sure which suggestions you're talking about?



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
kaedroho
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Posted: 29th Jul 2009 22:37
Ill post again.

Heres a little suggestion for standards.

NOTE TO PROGRAMMERS: THESE ARE NOT OFFICIAL STANDARDS JUST A SUGGESTION


layout:

layout should be as follows:


UDTS

CONSTANTS

GENERAL FUNCTIONS

ADDITIONAL FUNCTIONS

INTERNAL FUNCTIONS


Prefixing:

this is very important, you should use the following prefixes:

UDTs: ModuleName_UDTName
Constants: C_MODULENAME_CONSTANTNAME
Functions (general and additional): ModuleName_Functionname
Functions (internal): ModuleName_Intern_Functionname


Function types:

So I dont confuse anyone, these are the 3 function types:

General functions:

Most Modules should use these functions, They are as follows:

ModuleName_Start() - Allocates arrays and initialises module
ModuleName_Update() - Updates the module
ModuleName_End() - Deallocates arrays and zeros variables
ModuleName_Dump() (optional) - Incase of crash, make the module write everything to a dump file to help debugging
ModuleName_GetFunctions() (optional) - Adds all the function names, parameter info and pointers to an array for a scripting engine.


Additional functions: these are just ordinary functions that do stuff which can be called by other modules.

Internal functions: these are functions that will only be executed by the module. Only required if you have a future C++ port planned.


Indenting and Commenting:

I think the best way to code is in blocks. Like this:

Basics:


loops:


repeating the same action multiple times:



Sorry its a bit rushed, but from experience i think thats the best way to make modules. if you have any questions then please ask. If you want an example, then please ask.

thenerd
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Posted: 29th Jul 2009 23:00
they are good standards, and I think anyone who programs should use them. I will, although I will have to force myself away from my usual "quick-and-dirty" method.

Quote: "Also, can I write the terrain module? I'm quite good with BlitzTerrain."
Of course!
on feature I would like:
-detail maps that change based on which part of the terrain you are on is that possible? EG on sand a smooth detail map, on rock a rough one.

Quote: "@thenerd - I said I'd pitch in on some models, yes. Programming is my main thing, but I don't want to take too much time away from Fields. In fact, I've already started one (see 3d Chat)."
the cornershot is awesome!

BMacZero
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Posted: 29th Jul 2009 23:08
I second the coding structure proposal made by kaedroho .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
thenerd
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Posted: 29th Jul 2009 23:12
i third it...oh wait already did

kaedroho
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Posted: 29th Jul 2009 23:18
Thanks Everyone


Quote: "
on feature I would like:
-detail maps that change based on which part of the terrain you are on is that possible? EG on sand a smooth detail map, on rock a rough one. "


Yes it is. You would need a shader for it though. VanB used a blend shader in his editor Terrsculpt.

Dared1111
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Posted: 29th Jul 2009 23:23
I have no idea what nationalities the characters should be. I think we should have a welsh one though, as I am welsh, so yay for wales.

Monk
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Posted: 29th Jul 2009 23:43
Considering that the design doc says UN, should the nationalities not be european?

Kaedroho, those standards seem cool. Im happy to adhere to those, and then put the title in as thenerd suggested.

Quote: "Also, can I write the terrain module? I'm quite good with BlitzTerrain."


That does make a certain amount of sense
If were asking for modules, can I take AI? unless its taken =(


I like work. It fascinates me. I sit and look at it for hours.
BMacZero
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Posted: 29th Jul 2009 23:50 Edited at: 29th Jul 2009 23:51
@Monk - You're mixing up the UN and the EU.

I had expressed interest in AI, but I'm mostly focusing on pathfinding, so that should be fine.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Monk
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Posted: 29th Jul 2009 23:59 Edited at: 30th Jul 2009 00:02
I have a proposition for teamwork? Im more interested in the reactions and behaviours than pathfinding. I could make some try to find cover, and you take them there?

Quote: "You're mixing up the UN and the EU."

How far does the UN extend?


Monk


I like work. It fascinates me. I sit and look at it for hours.
Tom J
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Posted: 30th Jul 2009 00:00 Edited at: 30th Jul 2009 00:02
edit: You beat me to posting Monk :/

Quote: "Considering that the design doc says UN, should the nationalities not be european? "


Lol, what BMacZero said Since the UN represents most nations, you would have a whole mix of nationalities from every continent, theoretically.
Monk
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Posted: 30th Jul 2009 00:02
I thought the UN was a more local thing... Its based in Europe right....?


I like work. It fascinates me. I sit and look at it for hours.
Tom J
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Posted: 30th Jul 2009 00:04
There is a big HQ in New York, on the contrary the UN is a very global thing.
Monk
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Posted: 30th Jul 2009 00:05
Is there not one in Germany or France?

Seems like Im a little bit out of modern politics

monk


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Tom J
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Posted: 30th Jul 2009 00:16
There is one in Geneva (2nd in command I think), although I'm not a big UN expert either. To be fair there are probably a lot of UN offices all over the place
kaedroho
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Posted: 30th Jul 2009 00:28 Edited at: 30th Jul 2009 00:29
I think theres UN offices in every country that are in it.

Why are we talking about UN anyway? have something like NATO. UN are pretty boring when it comes to war. (ever seen hotel Rwanda?)


Quote: "I thought the UN was a more local thing... Its based in Europe right....?"


That was the League of Nations. Started in 1918 then scrapped in 1945. Only european countries joined when it was meant to be a global thing. (even was started by the US but they didnt join). It was a complete disaster. PS: LoN was based in geneva.

Tom J
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Posted: 30th Jul 2009 00:49
Yeah, we have sidetracked a bit It all relates to the story in some way though.

So has anybody got further changes (or indeed total changes) to the plot to suggest? Story development has taken a backseat atm.
Monk
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Posted: 30th Jul 2009 00:54
Ill sleep on it =)

If i have any thoughts tomorrow, ill let you know.

Monk


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thenerd
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Posted: 30th Jul 2009 01:05 Edited at: 30th Jul 2009 01:05
I'll leave a few days to finish up the story, and the we can start the programming.

wickedly kick it
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Posted: 30th Jul 2009 08:46
I think we need to make it all LUA coded, so we write the engine, write some code, load up some code to make it easier to experiment with.

Monk
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Posted: 30th Jul 2009 09:49
I think with the storyline, we just need to go into more detail.

Weve mentioned the rogue island nation, but not where it is and what its like. Weve mentioned the elite squad but not who they are.
Just a little bit of history is needed.

Also, we have 3 player types, are the player and the AI all going to be from the same 3, or are there different classes for each side?

Monk


I like work. It fascinates me. I sit and look at it for hours.
Dared1111
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Posted: 30th Jul 2009 11:33
Hmmm... Now I know what things to fix. On it now.

Monk
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Posted: 30th Jul 2009 12:06
Quote: "I'll leave a few days to finish up the story, and the we can start the programming."


People could get started with universal functions such as shooting and moving and physics.


Quote: "Hmmm... Now I know what things to fix. On it now."


Cool glad I could help.

Monk


I like work. It fascinates me. I sit and look at it for hours.
Dared1111
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Posted: 30th Jul 2009 13:11 Edited at: 30th Jul 2009 13:15
Here we go:

New slight change to the spring-boarding mechanic, and slight edits to the Selection section.

thenerd
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Posted: 30th Jul 2009 14:03
Quote: "I think we need to make it all LUA coded, so we write the engine, write some code, load up some code to make it easier to experiment with."
Not all of use have Lua, and we want anyone to be able to work on it.

Dared1111
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Posted: 30th Jul 2009 14:42 Edited at: 30th Jul 2009 14:56
@thenerd There's a free LUA plug-in in the WIP or Program Announcement section.

Monk
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Posted: 30th Jul 2009 14:56
Quote: "The Vanishing Act
then adopts the forward momentum of the Anarchist + (moving as binary*20). This
means that the Vanishing Act can have a maximum of 140 units/second and minimum of
zero for straight up springboarding.
"


A) what does moving as binary mean? Another way of meaning boolean?

B) if the max they can both move normally is 120 U/S, why does it suddenly go to 140?

C) whats lua?

D) I like the design doc. =)

Monk


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Dared1111
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Posted: 30th Jul 2009 14:59
I mean, if the Anarchist is moving, there is an extra 20 units/second forward momentum from the leg push off.

thenerd
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Posted: 30th Jul 2009 15:14
Quote: "@thenerd There's a free LUA plug-in in the WIP or Program Announcement section."
I thought he meant Unity Now that I know it's not, I think we should do that!

Monk- Lua is a programming language, but it is also a scripting language for DBPro.

Dared1111 - great document!

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