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Work in Progress / My Zombie Project

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hookkshot
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Location: Adelaide, Aus
Posted: 27th Dec 2009 17:51 Edited at: 2nd Feb 2010 04:37
Download:
Zombie 0.1.6.2
Requirements
- Microsoft Visual C++ 2008 Redistributable Package (x86)

NOTE:
If Zombie_Launcher doesn't work for you either install the Microsoft Visual Studio C++ 2008 Redistributable Package or you can Run Zombie.exe but the game will run with out effects and on its lowest resolution.


Description:
So the basis of my game is a town full of zombies. I know its been done before. I think the only difference is you will be the zombie running around turning others into zombie and since your the first zombie you haven't lost your MIND! Civilians will run away from you and some may even use weapons like axes and baseball bats to try and beat you down. I guess the only thing you can do when a civilian with an axe is chasing you is to lead him into a group of your zombie brethren.

0.1.4.6

0.1.4.2





Below is a image of the Zombie Launcher program you use to set the game options and to start the game.



So far I have some simple AI, a non detailed map and some place holders for AI, The Player and the Way Points so please give me your c&c.


Updates:

0.1.3.6
- Updated Character Models(They are still bad)
- Hud updated with Zombie Counters and zombie health
- Can now attack zombie by left clicking(There is no animation yet health goes down.
- Updated AI
- Map textures Updated

0.1.4.5
- New Dynamic clouds added
- Updated AI pathfinding
- Map updated
- Decal system added
- AI spwan location removed
- VSync added
- Anti Aliasing added

0.1.6.2
- New Upgrade system. (Go into sewers)
- Map Updates
- Icons Removes from AI


CONTROLS
WASD - Move
T - Add AI
E - Talk to Scientist in sewers
Shift - Run
Left Click - Attack

Help Needed:
If anyone would like to help by making low poly models of the civilians or zombies that would be very helpful, i can animate them just not a good humanoid modeler give me an email at hookkshot@hotmial.com if you are interested.

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Michael P
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Location: London (UK)
Posted: 27th Dec 2009 17:56
So kinda like the opposite of left for dead, I like it

I couldn't run the demo though I get "Runtime error 1507 - Display using 32 bit is not supported by available hardware at line 1" on windows 7.

hookkshot
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Posted: 27th Dec 2009 17:57
ok hmmm im add a line to fix that now actually

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hookkshot
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Posted: 27th Dec 2009 18:05 Edited at: 27th Dec 2009 18:06
OK I have put in a few more lines of code to check if you can run 32bit display or not if not it runs at 16bit.

Also in the original zip file there is a file in images named splash_ please rename to just splash.png

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Hassan
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Posted: 27th Dec 2009 18:15
doesnt work for me, same error as michael P, but 16 bit instead of 32 >_>

hookkshot
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Posted: 27th Dec 2009 18:28
Would you be able to tell me what your resolution is please?

I have windows 7 and it works fine for me.

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hookkshot
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Posted: 27th Dec 2009 18:39
Ok I have uploaded the again to try and fix this resolution problem that some people have had, its default its now 800x600 16bit

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Michael P
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Posted: 27th Dec 2009 18:50
hookkshot
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Posted: 27th Dec 2009 18:52
Thanks for the update Michael just curiosity what resolution you running?

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Hassan
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Posted: 27th Dec 2009 19:03


i think that works on any resolution

Michael P
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Posted: 27th Dec 2009 19:49
1280 by 800, True Color (32 bit), 60 Hertz on GeForce 9500M

hookkshot
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Posted: 27th Dec 2009 20:06
Thanks for that now to try and put as many resolutions in as i can into the engine

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hookkshot
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Posted: 29th Dec 2009 18:04
Here is a concept drawing of what i want the main zombie character to look like. I haven't quite captured whats in my mind but it will get there.



If there is anyone willing to model the humanoid characters that would be really good. (I can texture and animate them.)

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Xenocythe
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Posted: 29th Dec 2009 18:43
Thats a very clean looking zombie...

hookkshot
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Posted: 29th Dec 2009 18:52
Yes it is Xenocythe but when i can find someone talented enough to make me a low poly model i am going to make the UV wrap texture much more gruesome. Lets hope i can find someone.

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Joeeigel
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Posted: 29th Dec 2009 18:58
Will it have the right number of fingers and toes?

Looking good, but as Xeno said, a little clean

hookkshot
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Posted: 29th Dec 2009 19:00
No it will have odd numbers haha. 4 Toes on one foot and 6 on the other. I will have to get some real textures done soon to show off some nice blood splatter.

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hookkshot
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Posted: 30th Dec 2009 05:32
I have just released Zombie version 0.1.3.0

If anyone has the time to give it a test please let me know what you think.

Still looking for someone to do a low poly model.

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hookkshot
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Posted: 1st Jan 2010 19:49
Here is a weapon from one of those crazy civilians.

I wonder if he can hit you with it.



Also working on next release which will include you being able to attack the enemy. (unfortunately with out animation but at least all the code will be there.)

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NeX the Fairly Fast Ferret
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Posted: 1st Jan 2010 22:18 Edited at: 1st Jan 2010 22:18


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
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hookkshot
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Posted: 1st Jan 2010 23:14
Try updating your microsfot visual c++ runtime the link is up the top that should fix that

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Joeeigel
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Posted: 2nd Jan 2010 00:24 Edited at: 2nd Jan 2010 00:27
-Edit-

hookkshot
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Posted: 2nd Jan 2010 00:56
Um what are you editing

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hookkshot
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Posted: 2nd Jan 2010 19:18
Beta 0.1.3.6 is now released changes listed in first post.

Thanks for playing

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mike5424
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Posted: 2nd Jan 2010 20:28
awesome! i love it! but how do i use weapons? can i?

---
hookkshot
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Posted: 2nd Jan 2010 21:17
Well your a zombie thew only weapons are you hands and teeth i will be putting in animations soon. Thanks for the feedback though

Next version will include anistropic filtering, Better hud and controllable zombies.

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hookkshot
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Posted: 2nd Jan 2010 23:57
Ive just done a 20 AI stress test the frame rate went down to 6

So if anyone has any ideas to run by me id love to hear them

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NeX the Fairly Fast Ferret
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Posted: 3rd Jan 2010 01:25
Visual C++ update had no effect.

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hookkshot
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Posted: 3rd Jan 2010 02:04 Edited at: 3rd Jan 2010 02:04
Did you get the game working NeX. it should only be the launcher that fails with the plug in.

And can you post your system specs

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mike5424
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Posted: 3rd Jan 2010 09:27
his system specs are in his sig

---
hookkshot
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Posted: 3rd Jan 2010 09:57
Ok NeX just try running zombie.exe it will run in a low resolution with out bloom but if that works at least its a start

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hookkshot
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Posted: 3rd Jan 2010 15:13
I've put up a new screen shot.

Updates for next release:

Anisotropic Filtering has been added.
Launcher has been updated.
AI system can handle more AI and runs a little bit smoother.
Terrain has been removed and replaces with standard bsp floors.

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NeX the Fairly Fast Ferret
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Posted: 3rd Jan 2010 15:37
Quote: "Ok NeX just try running zombie.exe it will run in a low resolution with out bloom but if that works at least its a start"


Tried it, it complained that I hadn't run the launcher first.

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
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hookkshot
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Posted: 3rd Jan 2010 15:59
Thats odd it shouldnt be doing that which version have you downloaded

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hookkshot
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Posted: 3rd Jan 2010 16:01
I just tested 3.6 myself and it shouldnt be asking you to run the launcher

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NeX the Fairly Fast Ferret
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Posted: 3rd Jan 2010 16:21 Edited at: 3rd Jan 2010 16:21
Just went and grabbed the latest version.



On the fourth attempt it launched. Seems to have problems with multi-monitor layouts. The mouse kept escaping to the other screen. On the upside it ran quite smoothly.

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

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hookkshot
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Posted: 3rd Jan 2010 17:03
yeah i have multi monitors ive just added a mouse position command so no more mouse going off the side of the screen. other then that dont know why it took 4 times to launch. Ill have to put some break points in there to find out where its not doing well.

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hookkshot
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Posted: 4th Jan 2010 10:39
A new screen shot has been uploaded showing the use of blood splatter and blood writings on walls.

Hopefully this will add to the mood of the game.

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hookkshot
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Posted: 5th Jan 2010 07:16
2 New screen shots are now up from 0.1.4.2

Will be releasing a video soon

Thank you for everyone who has given some feedback it has helped a lot.

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Joeeigel
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Posted: 5th Jan 2010 07:21
Judging from what I can see in the picture of the wall with a hole in it, shouldnt the pieces be larger, or there be more of them, due to the thickness of the wall?

hookkshot
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Posted: 5th Jan 2010 07:25
Joe you are correct ill add some more in later. Thanks

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Satchmo
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Posted: 6th Jan 2010 04:56
What do you want on the humanoid model, just a base model or clothing too?

hookkshot
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Posted: 6th Jan 2010 05:35
well if you could add clothing that would be great. for this game im going to need a female human and zombie mesh, and male human and zombie mesh so all up thats 4.

The differences between the human and zombie u wont need to ameka whole new mesh though just like remove a hand take off hair ripped clothing
alot of it could be done on the texture.

So now that im thinking of it. Clothing would definately be good.

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hookkshot
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Posted: 7th Jan 2010 03:03
New screen shot up. Showing the clouds and overall detail update.

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hookkshot
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Posted: 9th Jan 2010 10:10
Ok we have been hard at work on this game.

In the next few weeks there will be a few big updates.
So i hope everyone is still interested.

My team and I have come up with a few names for the game.
Please share your thoughts

Deadwalk
Zombie Rush
Zombie Uprising

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hookkshot
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Posted: 15th Jan 2010 05:14
Im having some problems with Dark AI i can only make about 7 entities and then the game fps drops to about 15.

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hookkshot
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Posted: 2nd Feb 2010 04:37
Hey guys I've been hard at work on this so here is the newest release.

The newest version is 0.1.6.2 Please go into the sewers to talk to the Mad Scientist.

Also if people can do a stress test by adding lots of AI then letting me know how it ran that would be good.

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