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Work in Progress / Mercenaries 2 : Reborn!

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David T
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Posted: 17th Jul 2004 01:55 Edited at: 21st Aug 2004 19:22
Some of you may remember Mercenaries 2. It was an nice little shooter I was coding in DBPro before patch 4 came along and obliterated it.

So I decided to start again, this time using the advanced terrain commands.

I'm gona be mean and show one screen, believe me this is only a small bit of what I've done.

- 10 weapons (PPK, Colt, Shotgun, Sub Machine gun, Minigun (a la timesplitters), double colt, Uzi, renade launcher, rocket launcher, Sniper Rifle (working! shoot them from miles off!
- beautiful terrain
- detailed soldier animations and interaction; walk up behind one without them seeing nad they call out "whos there?" and look around
- FX, dust flies off the ground when it's shot
- Music - remixes of classics from games like donkey kong, MGS 2 and goldeneye

Screen






More info when I come back from holiday, next Friday.

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Richard Davey
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Posted: 17th Jul 2004 02:17
Other than the trees, that looks great. Do you want TreeMagik Pro? You won a forum banner prize so I don't see any reason why you can't have that if you like.

Cheers,

Rich

"I am not young enough to know everything."
- Oscar Wilde
David T
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Posted: 17th Jul 2004 02:23 Edited at: 17th Jul 2004 02:44
Hi,

Yeah the trees are a bit dodgy

Unless Advanced terrain will be more expensive than treemagik which I doubt (Treemagik Pro's $45) then I'd like treemagik please - otherwise Advanced terrain.

Thanks,
David

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David T
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Posted: 17th Jul 2004 03:06
Little bit of an update. Nice gun recoil in. Blood splats (:p) when you aer an enemy gets shot.

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Peter H
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Posted: 17th Jul 2004 03:51
looks nice! just please replace those trees(as already said...)


Formerly known as "DarkWing Duck"
Van B
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Posted: 17th Jul 2004 04:25
Very nice - Helicopter seems a tad big though.

Got any plans for vehicle control?


Van-B


Muhahahahaha.
David T
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Posted: 17th Jul 2004 04:31 Edited at: 17th Jul 2004 04:35
I wanted it to be a big army heli - looking at it the model's only one of those small ones

Vehicle control? Definately. I've got a few nice hovercraft, jeep and tank models waiting in the wings

Plus another thing I want to get done is player-friendly NPCs. What's the point of going into battle alone when you can have your own army doing it for you

Being the kind old so-and-so I am, I've decided to give you two more screens to show what else has been done.

No more .




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ReD_eYe
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Posted: 17th Jul 2004 04:52
sweeeet, but wouldn't the sniper rifle be out of the view when zoomed in?


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David T
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Posted: 17th Jul 2004 04:54
Yeah, spose. Change that now.

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CdPirate
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Posted: 17th Jul 2004 06:09
Looks cool, when will there be any chance of a demo?

Pentium4 3.06Ghz 512MB ddr ram 120 GB hard drive...

And Winblows XP.
David T
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Posted: 17th Jul 2004 06:18
Some time week after next.

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DarkSin
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Posted: 17th Jul 2004 07:15
Lookin really good.


Sir Spaghetti Code
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Posted: 17th Jul 2004 09:54
That looks sweet! Any chance you may release an engine?
Dave J
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Posted: 17th Jul 2004 11:23
Cool, nice work!

To better use the space of the screen when the sniper is zoomed in, maybe you could show some information on the left or right? Perhaps things like the bullets left before having to reload, the amount it's zoomed in, etc. I know a lot of other games do that.

The trees also need to be fixed drastically (as has already been mentioned several times lol) and some really hi-res textures on the guns would make it look perfect!


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aks74u
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Posted: 17th Jul 2004 15:40
wow this looks kickin' dude! cough ak47 cough cough. lol. I can't wait to play it!

Over And Out.
The admiral
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Posted: 17th Jul 2004 16:13
looks awsome mate that advanced terrain stuff is really good as well.

[href]www.vapourhost.com/~flyer[/href]
AlecM
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Posted: 17th Jul 2004 17:45
i posted this on the other forum too, but it looks like you check this one more.

Looks good but 2 of the guns are WW2 guns. The pistol is a walther P.38 and the sub machine gun is a PPSH 41. Are they part of darkmatter?


Buy it
David T
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Posted: 17th Jul 2004 18:19
Quote: "Any chance you may release an engine? "


Eventually I may release it as an FPSC type thing. You don't get the code, but can change all media, levels, vehicles etc.


Quote: "cough ak47 cough cough"


hehe probably, spose it's not that hard to add. Just one more call to a function.

Okay I've added to the list of things I want to do with this: DEATHMATCHING. UT style. In DBPro. Bring it on :p

Bye

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Megaton Cat
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Posted: 17th Jul 2004 23:12
Damn it, that was supposed to be my gig. <_<

Anyway, those enviroments looks smoooooth!

Peter H
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Posted: 17th Jul 2004 23:23
you need to change the "backround" color on the Sniper zoom to black(instead of gray)


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walaber
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Posted: 17th Jul 2004 23:55
those terrains look gorgeous!! I hope you get the trees all fixed up and a demo into our hands soon

Go Go Gadget DBPRO!

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TheAbomb12
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Posted: 18th Jul 2004 00:05
yeah, the new terrain features look like they are going to completly change the look of some Dark Basic Pro games...

nice looking screens.

I think the only other thing that needs attention is the skybox.

Amist the Blue Skies...
David T
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Posted: 24th Jul 2004 07:19
Quote: "you need to change the "backround" color on the Sniper zoom to black(instead of gray)"


Yeah, on my todo list. Don't really want to mess around with teh image colourkey too much though.

Quote: "I think the only other thing that needs attention is the skybox."


I quite like it

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Retro Addict
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Posted: 24th Jul 2004 07:44
Deathmatch UT style? Oh yeah! Looks like the DB community will have a quality shooter on it's hands...keep up the awesome work.

PC Specs: AMD 1800+ 512M DDR, Radeon 128meg DDR - DB v1.13

To DB or not to DB............duh DB!
David T
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Posted: 24th Jul 2004 07:46 Edited at: 24th Jul 2004 07:52
I hope it'll end up as good as UT Probably not multiplayer, alas, but it takes very little AI tweaking to make deathmatch AI.

Here's another screen, showing the latest (and my favourite) adition to your arsenal:



The frame rate's rubbish, but it's something to do with the dodgy trees.

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ReD_eYe
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Posted: 24th Jul 2004 21:03
Smoooth, looks fantabulous!


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Mitchell
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Posted: 24th Jul 2004 21:39
DEMO! DEMO!

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
David T
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Posted: 24th Jul 2004 21:45 Edited at: 24th Jul 2004 21:56
Just want to re-jig the AI a bit, then I might release a demo.

[edit]

Wow, that was quicker than I thought. Now the AI doesn't just shoot at you, it attacks any other entity who isn't on his / her side. Allowing for player-friendly NPCs, as well as (hopefully) some interesting arcade / deathmatch mode.

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Van B
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Posted: 24th Jul 2004 23:53
Sounds cool - if you can get 2 AI sides fighting as well, it'll make for a really interesting shooter. I loved the bits in Halo when the Covenant fight the Flood.


Van-B


Muhahahahaha.
Megaton Cat
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Posted: 25th Jul 2004 00:12
David T: How did you get that scary Anti-aliasing? Great work on the landscape!

David T
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Posted: 25th Jul 2004 00:51
Quote: "Sounds cool - if you can get 2 AI sides fighting as well, it'll make for a really interesting shooter. I loved the bits in Halo when the Covenant fight the Flood."


That happens now. For some reason, one side always wins the fights and there are a few little animationy glitches. But apart from that, it's all done.

Next thing will be to get NPCs that follow you, then probably driveable vehicles.

Quote: "David T: How did you get that scary Anti-aliasing? Great work on the landscape"


Thanks

It's in default fullscreen desktop mode, that's probably why.

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teh game wiz
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Posted: 25th Jul 2004 01:44
looking good, cant wait for a demo to see that AI in action.

http://www.elliot-dickerson.co.uk W0000000000000000000T im a DBP fanboy
David T
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Posted: 25th Jul 2004 01:51 Edited at: 25th Jul 2004 02:36
Thanks

Here's another screen. Yes, I probably did go over the top.



[edit]

Wow, this deathmatch mode is crazy. I need to tone down the rate of fire for NPCs. After 30 seconds the score is commonly 146-82 to the green team

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MikeS
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Posted: 25th Jul 2004 03:29
Wow David, this is looking great! I think "great" describes this project very well.



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David T
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Posted: 25th Jul 2004 03:39 Edited at: 25th Jul 2004 03:44
Thanks very nuce

Shifted my attention entirely to the deathmatch bit. It's all the same engine anyway

- Very nice glowy FX when you spawn / die.
- Very nice AI at work, they fight each other while you stand back!
- Hopefully some nice UT style commentary ("First blood to ...!, ... ate ..'s metal" etc.)

Screen soon.

[edit]

Okay, sooner soon rather than later soon. Only posted it because i got killed during a nice thrasing of the Reds.



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David T
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Posted: 25th Jul 2004 05:29 Edited at: 25th Jul 2004 05:55
Here's another screen, showing yet again the deathmatch mode and the wealth of bodies you can play with.




I'm getting a bit worried by the frame rate - 15 characters, a few plains and a terrain and a very low fps.

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Dgamer
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Posted: 25th Jul 2004 07:46
Hey i remember beta testing the old merc2 on rgt about 1 year ago. This looks a hell of a lot better though

This sig has been dullified!
MikeS
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Posted: 25th Jul 2004 08:01
Quote: "I'm getting a bit worried by the frame rate - 15 characters, a few plains and a terrain and a very low fps."


I bet if you half the texture sizes on each of those characters you frame rate will jump to 50 or maybe even 60.



This keeps looking better and better.

A book? I hate book. Book is stupid.
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Dave J
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Posted: 25th Jul 2004 09:32
Quote: "I bet if you half the texture sizes on each of those characters you frame rate will jump to 50 or maybe even 60."


Giving him room to increase the texture size on the gun he's holding.


"Computers are useless they can only give you answers."
HZence
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Posted: 25th Jul 2004 12:53
Yeah, that gun really should have more detail.


Team EOD :: Programmer/Storyboard Assistant
David T
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Posted: 25th Jul 2004 17:27
They're all DM2 models, I have no control over texture, and can't texture or model

If anybody's volunteering...

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Van B
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Posted: 25th Jul 2004 21:19
Luckily it is quite easy to experiment with the new terrain plugin, and the heightmap is 256x256 - so it's certainly feasible to ruduce that to 128 (could even make it a user option) and boost the frame rate.


Van-B


Muhahahahaha.
David T
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Posted: 25th Jul 2004 21:31 Edited at: 25th Jul 2004 21:32
Hi all,

Okay, I've manually reduced all character textures from 256x256 to 64x64. I now get 27-30fps instead of 17-20. Yay.

Gradully I'll be scaling down more textures.

Now I've mastered creating hieghtmaps and get a nifty texgen program going, here's a screen from a fiery deathmatch arena. (ignore the heli)



I've also got a desert arena going nicely. Plus 105 commentary phrases for when people die.

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Megaton Cat
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Posted: 26th Jul 2004 01:02
Will you be recording them all yourself? Or do they just say it on screen?

David T
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Posted: 26th Jul 2004 01:30
It just says it on screen.

Update: I've now added a grand canyon style map, plus an Uzi

And the gun textures are marginally better. More soon...

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David T
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Posted: 26th Jul 2004 21:35
Monday's update

Scoring done
AI's better now (read: invincible)
Ranking is done too
League tables

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David T
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Posted: 27th Jul 2004 04:51
Screenies of new levels

FIRE MOUNTAIN



QUARRY



GRAND CANYON, ARIZONA (actual meterological data used)



DEATH VALLEY, CALIFORNIA (actual meterological data used)



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MikeS
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Posted: 27th Jul 2004 05:05
Haha, Van-B forgot to change direction! (see above screenie)

Looking nice DavidT



A book? I hate book. Book is stupid.
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David T
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Posted: 27th Jul 2004 05:26
Lol, yeah I was running oiut of names to I chose them from people who've replied here

I'll probably add a "forums" team

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teh game wiz
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Posted: 27th Jul 2004 05:35 Edited at: 27th Jul 2004 05:37
heyy, looking even better. better start making my game better

what the percentages in the corner for?
and how about adding more than landscapes(like buildings)?
and finaly is the blue ment to be water at the bottom of death valley?

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