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Work in Progress / WWII Game (<-Needs Title)

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Airslide
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Posted: 16th Apr 2006 23:54 Edited at: 18th Apr 2006 06:35
DEMO RELEASE! Scroll down!
Okay, I've decided to take a break from FPSC and managed to come up with this.

At first it was to be a Wolfenstein 3d remake, but I scrapped that idea and when for big landscapes. So far this is what's done:

Weapons: 90% (Just need Pickups and such)
Ammo System: 0%
Bullet Collision with Enemies & Static Stuff: 100%
Camera Movement: 100%
Levels: 0% (Currently Random)
Enemy AI: 30%
Particles: 80%
Foilage: 33% (About 10/30 trees)

Most of those are more or less a random guess I'm using mostly DarkMatter models (with some treemagic stuff) but I'm also trying to make the option to choose 'high quality' and it uses the FPSC german soldier. I made a lower poly version of it (the default had way too many) but I've had texturing problems. I'll get it working eventually.

Demos:
Demo(4-17-06) *Not yet uploaded to my site. Scroll down for download.

Videos(*Note: Fraps lowers FPS rate, it is better in game):
Basic Combat Video (9.40 MB - High Quality)
Basic Combat Video (4.83 MB - Low Quality)

Screenshots:




Comments and ideas for a plot are welcome

EDIT: Not sure if it matters, but the bullets are not actuall objects, instead it is far more accurate with a sort of 'raycasting' (intersect object)

HOSTILE ENVIRONMENT
http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!
DB newbie
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Posted: 17th Apr 2006 00:03
looks interesting when can we expect a demo.

visit my site (unfinished)
www.freewebs.com/dbnewbie
Airslide
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Posted: 17th Apr 2006 00:07 Edited at: 17th Apr 2006 00:08
*Hopefully* Later today or tommorrow. I'm still cleaning out some of the old stuff in the directory and getting some bugs out. I'm also putting together a small launcher for the beta for testing purposes that will be included.

Edit: Quick note I've got 10 out of the 30 planned trees done. It's really something I could finish right now with the ease of treemagic.

HOSTILE ENVIRONMENT
http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!
DB newbie
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Posted: 17th Apr 2006 01:50
cool cant wait.

visit my site (unfinished)
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Uncle Sam
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Posted: 17th Apr 2006 02:07
I'm sick of people saying "cool can't wait", and "any chance of a demo".

Uncle Sam
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Drew the G
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Posted: 17th Apr 2006 02:17
Right on Sam. Wait, you are making an OFPS?

"Bug? That's a feature."
"Retreat? We're advancing in a different direction."
DB newbie
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Posted: 17th Apr 2006 03:48
well i cant wait becuase it could be cool and i want to try the game to see if it is cool.

visit my site (unfinished)
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MikeS
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Posted: 17th Apr 2006 04:42
Looks good. Too add to the realism though, I strongly suggust you modify the grass texture. If you have Paint Shop Pro, or Gimp, the darken and Burn brushes would do wonders. The graphics just don't go together(a night sky and bright green grass )

Also, I recommend a muzzle flash for your and the enemies gun(and possibly a cross fire). Add those things and you'll have yourself a pretty nice game going.

Keep up the good work, just trying to give you some C&C on a promising project.



A book? I hate book. Book is stupid.
(Formerly Yellow)
Uncle Sam
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Posted: 17th Apr 2006 09:42
Quote: "Right on Sam. Wait, you are making an OFPS?"


Yes sireee, I'm trying.

Quote: "well i cant wait becuase it could be cool and i want to try the game to see if it is cool."


And there's nothing wrong with that. I'm just tired of people using the same words in every post. A little variety please people!

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
DB newbie
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Posted: 17th Apr 2006 17:53
how about... wow this is interesting could be a good gam ekeep me posted.

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Airslide
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Posted: 17th Apr 2006 22:10 Edited at: 17th Apr 2006 22:10
Quote: "Looks good. Too add to the realism though, I strongly suggust you modify the grass texture. If you have Paint Shop Pro, or Gimp, the darken and Burn brushes would do wonders. The graphics just don't go together(a night sky and bright green grass )

Also, I recommend a muzzle flash for your and the enemies gun(and possibly a cross fire). Add those things and you'll have yourself a pretty nice game going.

Keep up the good work, just trying to give you some C&C on a promising project."


Good idea. The sky is supposed to be bright though - I think the light is effecting it. I'll have it set so it is uneffected by it (I do that for muzzle flashes)

I'll have a muzzle flash soon, and the crosshair is something I can never forget - my brother keeps nagging about it!

The only thing I'm not sure about is the muzzle flash on the enemies. I guess I could add a new limb - we'll see

Edit: Got 6 more trees done.

HOSTILE ENVIRONMENT
http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!
Freddy 007
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Posted: 17th Apr 2006 22:25
This looks great!

Quote: "The only thing I'm not sure about is the muzzle flash on the enemies. I guess I could add a new limb - we'll see "


Or maybe you could somehow use the OBJECT SCREEN X/Y command, to paste a sprite? I dunno, it might work!

Keep it up!

Uncle Sam
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Posted: 17th Apr 2006 23:53
Quote: "how about... wow this is interesting could be a good gam ekeep me posted."


That's better.

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
Airslide
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Posted: 18th Apr 2006 06:33
DEMO RELEASE
File: Demo(4-17-06)
Date: April 17, 2006
Size: 7.82

Luckily it is a small download for now so I can post it here.

HOSTILE ENVIRONMENT
http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!

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tiffer
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Posted: 18th Apr 2006 13:39
how about, extravagant inginuity. good show dear sir, and let the realisation of your visions come alive in a beta demo release soon.

Cwatson
Airslide
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Posted: 18th Apr 2006 16:41
Now that's just scary.

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http://www.irwinsoftware.com/ww3
Screenshots on Site! Demo Coming Soon!
DB newbie
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Posted: 19th Apr 2006 05:20
i like the demo but some of the trees have blue around them and you should add some crosshairs.

visit my site (unfinished)
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Airslide
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Posted: 23rd Apr 2006 03:50
I'm going to put in the crosshair and probally leave it at random levels and finish it there. Not sure what I'll do with the horrible ai though.

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The end is near
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Posted: 23rd Apr 2006 06:07
dude, it takes like 5 hits to kill an enemy!!!
gun+fire=
headcrab 53
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Posted: 23rd Apr 2006 22:17
It won't work for me. After I put in a number for the number of enemies and trees, the game closed and a file appeared with this in it:

[COMMON]
PathToEXE=D:\Demo (4-17-06)\WWII Game\CrashOn_04_23_06.txt
[CEXE]
m_dwRuntimeErrorDWORD=Internal Code:12002
m_dwRuntimeErrorLineDWORD=113

"Not again!" - A Grunt
Airslide
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Posted: 23rd Apr 2006 23:50
Hmm...must be DBP. Anyone else have this problem?

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DB newbie
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Posted: 24th Apr 2006 01:27
nope i dont have the problem i just put in the numbers then BAM like 10 second slater it played.

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Airslide
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Posted: 24th Apr 2006 01:53
Hm...that's weird. Maybe it's his computer.

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headcrab 53
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Posted: 24th Apr 2006 22:07
Quote: "nope i dont have the problem i just put in the numbers then BAM like 10 second slater it played."


What numbers did you put in?

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NeX the Fairly Fast Ferret
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Posted: 25th Apr 2006 00:47
I love being picky, so...
WWII Game (<-Needs Lighting)


At least farting ferrets are better than stinky stoats.
DB newbie
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Posted: 25th Apr 2006 03:00
i pu tin like 50 guys and 10 trees. i put in 500 guys once it was asome slow mo

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headcrab 53
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Posted: 25th Apr 2006 23:51
Still not working. If you email me your source code, I'll see if I can find the problem.

"Not again!" - A Grunt
Airslide
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Posted: 29th Apr 2006 04:27
Sorry, I'm not quite ready to give up the source, and it appears that the problem is DBP, not my program, as diffrent errors would occur if there was a bug in the game. (ex: A message would pop up that isn't the error log).

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Green Gandalf
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Posted: 30th Apr 2006 01:06
@Conner94

Works fine for me - so unlikely to be a problem with your code. Keep up the good work.
Airslide
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Posted: 30th Apr 2006 03:08
Covenant - check to make sure your computer matches to DBP's min requirements, that should point out something.

ALMOST ready to release the final version, I'm not going as far as I wanted to with this, but oh well...I've got to work on HE.

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headcrab 53
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Posted: 30th Apr 2006 16:53 Edited at: 30th Apr 2006 16:58
I got your game to work! I had to set it to use Windows 98 / ME compatibility mode. It seems that it doesn't like Windows XP.

Looks good so far. To fix the blue around the trees, use set object transparency tree,4

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DB newbie
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Posted: 30th Apr 2006 18:05
i have xp and it works great.

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headcrab 53
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Posted: 30th Apr 2006 20:18
@DB newbie
Strange.

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Green Gandalf
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Posted: 1st May 2006 13:17
Quote: "i have xp and it works great."


Me too - and I'm using upgrade U6RC10.
headcrab 53
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Posted: 2nd May 2006 22:28
Yah, it's weird. DarkBASIC Pro and any program written in it work great on my PC, except for this one. Oh, well, maybe I'll never know why.

I have a few questions.
1) Have you considered using timer based movements?
2) Do you have any more weapons planned, or are you sticking to the four that you have now?
3) Will you be adding anything like jumping or crouching?

"Not again!" - A Grunt
Airslide
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Posted: 3rd May 2006 05:55
Well, considering I don't plan on doing much more with it, there probally won't be jumping, crouching, or more weapons. What do you mean by time based movements?

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headcrab 53
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Posted: 3rd May 2006 15:02
Right now, everything moves a certain amount each frame. If the framerate drops, the gameplay slows down. With timer based movements, everything moves a certain amount for a certain amount of time (maybe 1 second). This way, the gameplay is the same speed nomatter how fast the computer can run it.

"Not again!" - A Grunt
Airslide
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Posted: 3rd May 2006 16:52
I tried that once, never got it working, I think I'll look on the fourm snippents for it.

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headcrab 53
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Posted: 5th May 2006 01:48 Edited at: 5th May 2006 01:50
Here's a way. Put:

sincelastframe = timer()-oldtimer
if sincelastframe=0 then sincelastframe=1
fps# = 1000 / sincelastframe
adj# = 60 / fps#
oldtimer=timer()

at the beginning of the main loop. Then, add this to the end of every movement:

*adj#

Then, things will always move at the same rate. Example:

do
sincelastframe = timer()-oldtimer
if sincelastframe=0 then sincelastframe=1
fps# = 1000 / sincelastframe
adj# = 60 / fps#
oldtimer=timer()

move object 1,5*adj#
yrotate object 2,wrapvalue(object angle y(2)+(2*adj#))
position object 3,x#,y#+(1*adj#),z#

If the game seems to fast or too slow, change the 60 to another number.

"Not again!" - A Grunt
Pricey
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Posted: 6th May 2006 14:53 Edited at: 6th May 2006 14:54
delete this

it was incorrectly posted here in reference to another game

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Airslide
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Posted: 8th May 2006 06:46 Edited at: 8th May 2006 16:47
Thanks covenant, I tried another timing thing but had trouble with it, hopefully this will help.

Edit: Okay, it works. I also purchased the new sprite pack and will be using some things from that. I guess I'll make a final version after all!

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