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FPSC Classic Work In Progress / [x9] Beneath the Regolith

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Ched80
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Posted: 28th Apr 2012 14:51 Edited at: 4th Jun 2012 13:36


Screenies:



Setting: Part man, part machine, Unit-147 is the last chance for the Memnanium miners of Gorince. Brought on-line as part of the extra-ordinary emergency routines following a lightning storm that has twisted the circuits of the operational andoirds, Unit-147 must battle their way through rouge androids and rescue trapped miners before reaching the escape shuttles.

Description: First person shooter, hacking enemies and rescuing hostages.

Latest WIP Video:


GOLD Release
Download: here

Movement: WASD
Shoot: Right-Mouse Button
Hack: Left-Mouse Button
Reload: R-Key
Mend: M-Key

Hacking and Repairing reduces your fuel cell capacity. To recharge your fuel cell head into the recharge station in the room where you spawn.


Developed by: Ched80, contact via profile
Version of FPSC: v119 Official Release

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Corno_1
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Posted: 28th Apr 2012 18:30
sounds interesting!

story: a little bit more background please!

screenshot: why there are some white spot?

Yes, i´m a noob, but i like it
Ched80
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Posted: 28th Apr 2012 20:53
Cheers, I'll expand the story as the game develops.

Here's a short video of the current level.



This is the third, and hopefully final version of the level. It is very much WIP, but it give you an idea.

The main purpose for posting it is to high-light 3 very odd bugs with FPSC.

Bug_1: The character shoots themselves whenever the gun is fired - @0,34

Bug_2: The debug game data, disappears @0,49

Bug_3: The camera position in the Y-axis (not the offset at the offset is maintained) does not match the character's position in the y-axis [@0,51] despite the following code :always:setvar=$CPY $EPY being in the character's script.

Bug_4: The character gets stuck walking through open doors @1,00

Bug_5: The auto-open doors do not respond to the character @1,10

Bug_6: The character moves despite the script not moving the character (the camera is permanently links to the character and the camera does not move) and the character walks through the scenery @2.53

rolfy
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Posted: 29th Apr 2012 03:15 Edited at: 29th Apr 2012 04:03
Interesting, 3rd person is still unusable as far as I can see with all the usual problems arising. I strongly feel that all 3rd person or even player body highlighted so far haven't been completely truthful with the bugs they encounter, however you at least are revealing these.
Quote: "
Bug_1: The character shoots themselves whenever the gun is fired - @0,34"

This may be down to the player weapon position
(not the 3rd person model), is it possible to adjust distance from camera (player) where raycast is obviously coming from?

Quote: "Bug_2: The debug game data, disappears @0,49"

No idea.

Quote: "
Bug_3: The camera position in the Y-axis (not the offset at the offset is maintained) does not match the character's position in the y-axis [@0,51] despite the following code :always:setvar=$CPY $EPY being in the character's script"

This is one of those things where your going to get clipping through walls etc. One of the main problems I have seen with 3rd person is the camera getting in front of the character (rendering it completely useless when you cant see where your character is, but you seem to have that solved with locking the camera however this means the camera will clip, it requires camera force up or down if collides with objects or walls.

Quote: "
Bug_4: The character gets stuck walking through open doors @1,00"

You may be getting collision with both character and player position, I am guessing that there is still player collision regardless of where camera is..


Quote: "Bug_5: The auto-open doors do not respond to the character @1,10"

I dont know if your using entity or player distance to open these but may be best to use player distance and increase it to whatever works.

Quote: "Bug_6: The character moves despite the script not moving the character (the camera is permanently links to the character and the camera does not move) and the character walks through the scenery @2.53"

It looks like the camera (player) gets hung up on some object (those mounds) and the script just bugs out from there.

I dont know if this gives you any thoughts or not but I hope you get it all ironed out, it looks really good so far. All these problems appear to be caused by both player and entity (3rd person character model) conflicting. Trying to force a first person engine to work as 3rd person through scripting and camera commands I dont think is a good mix.
I would love to see this working properly but dont think we ever will with FPSC.
It all might work better if player and character entity share same pivot point,though the fact you can shoot the character model suggests the player position is further behind. I would look closer at this if it showed more sign of being feasible and working better, what you have shown so far is getting closer.....whats really needed is to prevent camera clipping.

Awesome! Its one of those threads.
Ched80
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Posted: 2nd May 2012 00:19 Edited at: 2nd May 2012 00:19
Cheers for you advice Rolfy, somethings have helped and you've given me some ideas about how to solve some of the problems.

As you say there were always going to be problems with trying to get an FPS engine to work as an 3PS, but I like the challenge.

Anyway, another day, another new map. I'm up to four now.



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Ched80
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Posted: 2nd May 2012 00:20 Edited at: 2nd May 2012 00:21
Here's a screenie of the player's starting room:



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maho76
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Posted: 2nd May 2012 12:23 Edited at: 2nd May 2012 12:24
so this is for the 119-compo? very nice work so far, especially using the cyborg instead of the 08/15-mp53-soldiers

bug5: i think you have to rewrite the door-scripts, using a ducking of the camera to nearby overshoulder while moving through doors. would be a nice effect too so you dont go through wall-polys. question: changing cam-position is an auto-movement or direct jump to the new position? i didnt test this feature yet.

good luck with this.


maik


p.s.: may i use this to remind you on the scripts for me?

defiler
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Posted: 6th May 2012 07:52
Looking good so far, keep it up!

Current Project: The Underground: Awakening
Ched80
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Posted: 6th May 2012 19:57
Thanks,

Posting a new WIP video of the level - still buggy, but showing the night-vision and force bubble effects.



Ched80
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Posted: 11th May 2012 19:42
Video to show battery charge and ammo collect areas.



The player carries a battery that can be used to repair damage, hack enemy cyborgs or produce a force bubble that can knock over objects.

The Zombie Killer
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Posted: 12th May 2012 07:02
@Ched80
I absolutely love what you have so far Ched!
But a request, maybe you should move the character to the left a little, like the view in Postal 3, because it kinda obstructs the player's view a little bit in the middle.
Can't wait to try this out!

-TZK

Ched80
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Posted: 12th May 2012 11:55
Cheers TZK - good point about the left-right offset, I'll add this.

Ched80
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Posted: 22nd May 2012 22:31
New game-play vid to show; Fuel-Cell Resource mechanics included within Beneath the Regolith:


The more observant will spot that this is no longer a third-person shooter, but now a true FPS. The plauer's body exists in the game, although this vid doesn't show that very well.

I had to move away from the 3rd person perspective due to the overwhelming performance degradation, i believe caused by the constant player collision triggering. Anyway, this is still some way off being playable.

Here's a story/game-play update.

The Cyborg you control contains a Waughiri Inc. Tri-Helium Fuel Cell.

The energy in the Fuel Cell supports the Cyborg's life support systems, but also feeds:
a Gillarri Cyborg Hacking Antenna to Hack and take control of Enemy AI (not shown in the vid),
a swarm of Scinaapion damage repair nano machines,
a Dowtech Force Pulse Capacitor 200 (not shown in the vid)
The fuel cells charge depletes slowly over time so much be recharged at the recharging station.

starmind 001
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Posted: 23rd May 2012 06:48
This looks great! Since you always help me out I sent you a present to maybe add to your energy refill. Enjoy!

The Zombie Killer
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Posted: 23rd May 2012 12:35
I like the work you're doing Ched, but I miss the 3rd person perspective of the game, it doesn't feel as unique as it was before now. Oh well, you're the developer and I trust that you'll come out with something amazing.
Keep up the good work.


-TZK

Ched80
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Posted: 23rd May 2012 19:22
Thanks for the vote of confidence TZK, trust me, had the 3PS version not completely crippled the game play I would have stuck with it. I'm just hoping the features I'm developing are enough to make it a unique experience.
The AI hacking is probably the best feature in the game now. If you're losing a fire fight you have the option to Hack into your enemy and take control of them, leaving tour previous character dead on the ground.
So technically you can jump from enemy to enemy without firing your weapon.
I need to dress up the presentation before I post a vid, but I am chuffed with that one.

unfamillia
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Posted: 23rd May 2012 19:31
Ched

All of what i just read made me smile! that is an amazing feature to have in a game! I wish i could script like you!

so, when you jump across to the posses the new body, do you keep whatever weapons that player had before you take over?

Unfamillia

[url=www.touchoffear.webs.com][/url]
Ched80
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Posted: 23rd May 2012 20:01
Cheers unfamiliar!
At the moment; no, but it's definitely something I want to happen. You currently onlyobtain the 'health' of your new body, but I want you to get their fuel cell charge and any armour they are carrying too.

Ched80
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Posted: 27th May 2012 13:44
Small update to show how the hostage escort and rescue AI works.



I've been focusing on getting this right so the HUDs haven't been updated yet.

With around a week to go, I'm bricking it as this game is far from what I want it to be!

007
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Posted: 27th May 2012 19:12
Congratulations Ched80,

This seems to be really an inovative game. I love this idea of hacking the enemies, it sounds really cool!

But sincerely i have missed the 3rd person thing. However, as you are the developer, you know what is the best.

I know 3rd person is very limited in FPSC, so because this, on my 007 fan game i plan to have missions both on 3rd person and 1st person. I will use 3rd person just for vehicles driving, a kind of chasing / escaping mission.

My game will be in essence a First Person Shooter, however, some missions will be in 3rd person.

And maybe a simple "close combat" on 3rd person, just like the old 007 Tomorrow Never Dies for PSX (playstation one), where the game mixed missions in 1st Person and others in 3rd Person.

Anyway, good luck on this project.

007.

Goldenye 007 N64
Ched80
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Posted: 2nd Jun 2012 00:39 Edited at: 2nd Jun 2012 01:09
Possibly the last video before this game is finished.



All the mechanics are working, although with the v119 spawning bug, the enemy and hostage AI is a bit screwed up.

The video also coincides with the beta release which is available via the OP.

Oh and i've got some new screen shots too:



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starmind 001
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Posted: 2nd Jun 2012 03:37 Edited at: 2nd Jun 2012 03:39
Great work! I see your problem with your spawns. The rig has the root bone in the wrong place causing the to sink to the pelvis area. This is a quick fix sometimes just by adding this
into the fpe model orientation and that fix that. If it does not then import that model into fragmotion and move the root to 0,0,0 and export.

Little pic to show what I am talking about. I hope this helps.


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Ched80
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Posted: 2nd Jun 2012 10:05
Cheers starmind, the raisefactor command didn't work so it looks like the manual fix will be needed

Ched80
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Posted: 4th Jun 2012 13:55
Sometimes FPSC really REALLY REALLY annoys me.

I've spent the last few days trying to solve the spawning problem with the characters now to find the game will 'work' in test mode albeit with only at 4fps, and the built version of the same level won't even load, it just continuously crashes at about 95% loaded.

It has driven me mad.

maho76
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Posted: 5th Jun 2012 10:59
> >

no panic.

Quote: "it just continuously crashes at about 95% loaded"


sounds like you go over 1760mb in build-process, right? stay below 1700 to get rid off the loading prob.

Quote: "'work' in test mode albeit with only at 4fps"

had the same problem this week caused by an (unspawned) custom character, the custom appearscript caused the trouble without running it (strange thing, i know, especially the script wasnt "wrong"). maybe you should go through and sort it out. also many heightlevels from basement to roof can cause this permanently (therefor i did the visoverlay-thing).

gz

Ched80
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Posted: 5th Jun 2012 11:50
Cheers, Maik,
Now that the competition is over I'm going to move this to v120 and see if that helps.

The Zombie Killer
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Posted: 5th Jun 2012 11:54 Edited at: 5th Jun 2012 11:56
@Ched80
Wait what? The competition is over?

EDIT: Yeah, it is haha, I just read the last few posts of the competition thread. I forgot the date that it was supposed to end lol.

-TZK

Leongamerz
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Posted: 5th Jun 2012 14:10 Edited at: 5th Jun 2012 14:15
Thanks for visiting our thread Ched80,really appreciate it.

Wow this game is awesome especially the script and gameplay.I wish you all the best in V1.19 Competition.I am gonna download and play this game now.

Irradic,Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

Ched80
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Posted: 7th Jun 2012 08:43
Cheers Leongamerz,
I installed v120 and the game now builds correctly, although the characters STILL spawn at the waist, maybe the next beta or two will fix this?

Scene Commander
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Posted: 7th Jun 2012 14:01
Quote: "although the characters STILL spawn at the waist"


Hi Ched, this is more often than not a problem with the model and the placement of bone 0 than a problem with FPSC. I imagine that the problem won't exist with other models.

SC
The Zombie Killer
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Posted: 8th Jun 2012 08:34
@Ched80
I'll be willing to attempt to fix any of those models for you if you want. By the way, the waist-spawn bug can be a script problem, I generally get it when turning off collision.

-TZK

Meows
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Posted: 13th Jun 2012 07:32
Oh my goodness. Totaly awesome. I got through the level and the poor captured folks will have to wait for another more experenced explorer as I did not even know I was supposed to look for them, I did run into 2 bad guys and they are now deceased. Great layout, Great level. Great sound. You are a KING Ched80!

Life is a short trip to another world

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