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Work in Progress / Project ELEX - FPS (56k Warning)

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lil marioman
16
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Joined: 21st Apr 2008
Location: Canada
Posted: 12th Oct 2009 17:12 Edited at: 19th Nov 2009 03:37
Download link at the bottom of this post.

Yes, another First Person Shooter.
I've been working on this for 3 months and a day, and I felt it was finally worthy of a WiP post.

I've been focusing on core functions instead of storyline so I don't really have much to tell.

So far I have:

Interchangeable weapons
Basic AI
Multiple Enemies
3d Sound
Bullet/Player Collision
Health
Menu
Bugs.

KNOWN BUGS:
-AI goes through cylindrical objects (pipes, barrels)


Since I fail oh so much at making media, I decided to use a lot of
FPSC Model pack and GCS media. So you may say it looks like an
FPSC game. Pretty much the only thing I actually designed was the
menu and the HUDs. But the main reason I made this project was to
expand on my creativity - and I will model new media soon!

Here are a few mandatory screen shots ( the number on the left of
the image is the FPS... don't mind it. It's a 15000 Poly level
(and that's without guns and 3 enemies) running on an integrated 4
year old Chipset alongside a Celeron D. Yeah.) :

The Menu:


Loading Screen:


Spawn Point/HUD Showcase


Reloading (the gun looks so much better in screen shots)


Reloading Again...


Dead:


Owned?


Download:

Information (applies only for builds 1-3):


There are 2 types of downloads - full versions and updates. Full
versions are the ones you only need to download once. After that,
just download the updated versions and replace some files.

Likewise, if you already have the full version and a new version is
released, download the 'Update' package instead of the Full
Version. This will save time, since all the core components are
compatible with each other, and one updated file isn't going to affect the main exe.

CAUTION: The blood HUD flashes pretty intensely if you get hit a
lot. If you experience seizures I advise against downloading.


Main Download Page
Build 5 - Full Version



CSGames94
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Posted: 13th Oct 2009 03:57
Another good looking game project!
Dreamsenshi
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Location: USA
Posted: 13th Oct 2009 20:20
Like the menu; simple and has a nice flow with the colors and gives a good sense of the mood of the game. Feel like if the font was different, more stylized, the flow could be even better?

Nice screen shots! Looks good to me, so far. Again, the only thing I can think of is I think it might look better with a different font in the game-play, too. Maybe something more serious-looking. I don't know why that stands out to me. :} It's pretty minor, in the scheme of things; everything else looks great!



Your error is my treasure. =^--^=
lil marioman
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Location: Canada
Posted: 14th Oct 2009 00:47 Edited at: 14th Oct 2009 00:55
Thanks guys.
I think I'll release a demo eventually, but I wanna try to get muzzleflashs on enemies working first. If anyone has any tips for it, let me know.

For now, I don't think anything is final. Obviously the menu isn't, the guns can receive a major overhaul sometime soon, and AI is still kinda buggy. Heck, I even thought about re-hauling and possibly changing the whole physics system.

EDIT: There. A screenshot of the poorly made smoke.
Notice how I never include blood any of the screenshots. Mostly because the blood looks like red falling gumballs.





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Butter fingers
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Location: Mecca
Posted: 14th Oct 2009 16:23
Muzzleflash on enemies.

There are a bunch of ways to do this, and it really depends on whether your enemies guns are part of their mesh, or if they're a separate mesh that you're glueing to their hand limb?

If it's a separate mesh, then just add limbs to the gun, with a limb at the shell casing eject, and one directly in front at the barrel. then in game you just position a muzzleflash at the barrel and set it to the angle between the casing limb and the barrel limb (this will make it always point the same way as the barrel of the gun)

Doing it any other way, it's going to be pretty much impossible to get the flash to
a) appear at the barrel of the gun
b) point the same way the gun is pointing.

Oh and as a point, the characters you're using are from the FPSC model pack? They have almost 2000 frames of animation, yet most of them are things your not using (all the various walk and move cycles for shoulder weapons, and miniguns). you'd proabably be able to get a performance boost out of hacking out about 1600 frames of animation from the characters and just leaving the ones you need.

Looks cool though. Its always going to be a challenge to code an FPS title when FPSC is sitting jsut around the corner. You have a lot to beat!Looks cool though, looking forward to demo

I want robotic legs.
lil marioman
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Posted: 15th Oct 2009 00:30
Thanks Butter fingers. I'll be sure to keep this in mind.

Anyways, I decided to release a demo this weekend, whether I'm done AI muzzleflashes or not. They're pretty stubborn.

Right now, I somehow managed to deter off track for a minute to try and get FPSC Level Compatibility (not the .fpm levels obviously, but the universe.dbo files). This would prove useful in the future, since FPSC is a pretty easy map making tool.

I'll keep this thread updated!



lil marioman
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Posted: 17th Oct 2009 18:36
UPDATE: Updated the first post with a demo! Post feedback and your average FPS + Specs. Also, try to report any bugs that aren't on the known bugs list. Thanks!



djmaster
User Banned
Posted: 18th Oct 2009 19:02
I tried it,got from 56-120 fps.It was pretty nice.When I was crouching beneath the trailers,if I stood up I went through the trailer.

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"Im British you muppet!"-Psycho
lil marioman
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Posted: 18th Oct 2009 19:55 Edited at: 18th Oct 2009 19:57
Thanks. I'll put that on the list of known bugs.
Anyone else tried it?



prasoc
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Posted: 18th Oct 2009 20:03
for me, the view sensitivity was wayyyy over the top. I moved like 1 pixel and it rotated 90 degrees.It ran at 150fps (is that the problem?). Also, sometimes the bots would go backwards and do strange things lol


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lil marioman
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Posted: 18th Oct 2009 20:36 Edited at: 22nd Oct 2009 00:21
Yeah I really should cap the FPS
Cuz my computer only went at around 15 FPS...
I need a new computer.
I'm working on the bots. Thanks for your input!

EDIT: There. Fixed. Download and replace the Misc.elex from this post (or the original post) to cap the frame rate at 60 and to fix djmaster's glitch. Killin 2 birds with one stone.



NeX the Fairly Fast Ferret
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Location: The Fifth Plane of Oblivion
Posted: 19th Oct 2009 18:17 Edited at: 19th Oct 2009 18:17
I hate living in this cesspit.



The internet speed is a joke.

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lil marioman
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Posted: 19th Oct 2009 23:33 Edited at: 19th Oct 2009 23:40

...
You should have a word with whoever your service provider is.

Anyways, on topic, I'm trying to get basic multiplayer working. But if I get it finished, don't expect a demo with it very soon. There are a lot of things in the source code that are not being used as of now.

Kinda like the FPSC level functionality and the water effects, dynamic lighting... etc.



Butter fingers
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Posted: 20th Oct 2009 16:30
Have you worked out why cylindrical objects are messing up yet? If you're using DarkAI then I have the solution for you.

it's because the plain that determines the collision boxes for the objects is colliding with a thin part of the cylinder and not with the centre.

I want robotic legs.
lil marioman
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Posted: 20th Oct 2009 22:46
Yeah, I'm using DarkAI. After I showed the object bounds, I noticed that too. I never could see how to fix it though.



lil marioman
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Posted: 22nd Oct 2009 01:18
UPDATE: Build 2 in the first post. If you already downloaded build 1, download the update version. If not, download the Full Version.

Changelog:




NeX the Fairly Fast Ferret
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Posted: 22nd Oct 2009 01:33
So... wait, what's in a .elex file? Is it just some kind of archive?

Athlon64 2.7gHz->OC 3.9gHz, 31C, MSi 9500GT->OC 1gHz core/2gHz memory, 48C, 4Gb DDR2 667, 500Gb Seagate + 80Gb Maxtor + 40Gb Maxtor = 620Gb, XP Home
Air cooled, total cost £160
lil marioman
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Posted: 22nd Oct 2009 03:03 Edited at: 22nd Oct 2009 03:13
Yep. It was made so that I could update individual files without having the user redownload the whole thing. It was made with Enhancement pack commands. If you wanted to, you could actually open it with WinRAR, and see what's inside of it. Of course, it's password protected, so you can't edit them, but you can view the content - more password-protected ELEX files.



prasoc
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Posted: 24th Oct 2009 15:56 Edited at: 24th Oct 2009 18:03
Lil marioman: think of switching to MoleBox: ********

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lil marioman
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Posted: 24th Oct 2009 17:25
I will. Thanks.
I wasn't sure anyone anyone could get it though. Do you mind e-mailing me how?



prasoc
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Posted: 24th Oct 2009 17:36 Edited at: 24th Oct 2009 17:42
I will. It is quite long winded though lol

Edit: sent the email of the short way I did it.


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lil marioman
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Posted: 24th Oct 2009 18:03
Replied.
Adding encryption and all that ASAP.



lil marioman
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Posted: 30th Oct 2009 03:46
Update: Build 3 uploaded. Heck of a lot further behind than I ever thought to be. I actually expected to be working on the 5th level by now... I haven't even started the first

Changelog:




prasoc
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Posted: 30th Oct 2009 16:10 Edited at: 30th Oct 2009 16:10
Glad to see extra protection is added but you expected to be on the 5th level?! Goals have a nasty habit of taking longer than expected I never thought that 1 years ago (when I started my game) I will still be working on it today lol


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lil marioman
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Posted: 31st Oct 2009 00:01
The protection is in no means near uncrackable. In fact, a little bit of guess-n-check would probably be sufficient, providing you have basic knowledge of hacking.

I tried to pack it with the MoleBox demo to see if it would work before buying it, but it always gives the Generic Error : "-Program Name- has stopped working."

Has anyone else tried molebox with DBPro and got it to work?



prasoc
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Posted: 31st Oct 2009 01:56
It should work, but I've tried it with DGDK only. Hmm I dunno, ask on the MB forums or contact them


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lil marioman
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Posted: 3rd Nov 2009 22:18 Edited at: 19th Nov 2009 03:37
Tiny update. This project is going to be on hiatus for about a week,
due to reality problems. Then, I'm going to do a massive rehaul on
the source, which could take a few weeks. And finally, I'm
redesigning the whole visual interface.

In short, this project isn't dead, just regrouping itself. After all
this maintenance is done, it should run faster, and there will be
more eyecandy to look at!


Expect an update before the end of November!



lil marioman
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Posted: 10th Nov 2009 00:59
Update time!

Build 4 is up!

Changelog:


Also, updated the screenshots in the original post to show the new menu and HUD.



lil marioman
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Posted: 19th Nov 2009 03:36 Edited at: 19th Nov 2009 03:36
More Updates

Yes, I realize it's a lost cause updating this thread now, but I figured, why the heck not.

Build 5 Changelog:


I didn't use Evolved's water because:
a) it would lag me too much, hampering my development time
b) there were quite a few glitches in the water

I removed AI from this version as I needed to tweak some things.
Also, this version also introduced some sort of "-1.QNAN#" glitch,
where the game freezes up, the screen turns black (except for the
gun and HUD), and the object positions return "-1.QNAN#". Can't
figure it out for the life of me though.

I finally got a storyline planned out, which I will be working on
for the next few builds. I'm quite ambitious even if I do say so
myself. And if you saw my plans, you would agree. Unfortunately,
since I don't want you all to think I'm crazy, I won't post them.

I should stop typing now.

(Aaand if you hold space in this version you can jump really high and hit an invisible collision box. Heh.)



pictionaryjr
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Posted: 18th Dec 2009 07:29
hey one thing i just noticed about your screenshots. not sure if this is ingame. havent tried it yet although it looks interesting. when you change weapons u go from wearing a glove to not wearing one. not sure if this is ingame but it is in the screenshots.
lil marioman
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Posted: 18th Dec 2009 22:57 Edited at: 18th Dec 2009 22:57
Massive bump.
But yeah, that was just experimental testing. Now, both guns have no gloves.

Also, to make this most not pointless, I'm working on Newton Physics implementation. Working quite nicely, I must say.

"I'll work on my maps for my game... later." Procrastination - It's friggin' awesome.

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