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Work in Progress / Rhopalocera [Fps Game - DBPro]

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Lukas W
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Posted: 7th Jun 2006 22:29 Edited at: 7th Jun 2006 22:31


Hello,
This is my first FPS Game in DBPro

Rhopalocera is a First Person Shooter Multiplayer Action game. (Multiplayer as in Bots, and not online)

just so it is said: Rhopalocera is a Butterfly spieces(sp?). this was the first thing that came to mind. i will probably change the name soon.

This is my entry for the "Dark AI Mini Competition" that can be found in "DBPro Chat".

I am using newton physics, DarkAI (obviously), some stuff from Z-Engine that i wrote in DBC, and Shaders.
at the moment it is required that you have SM2.0 to run the game, but i will have it optional so you can run with or without shaders by the time of release. (currently there is no demo)

I am using models from FPSC, also some sounds (will eventually replace all sounds with FPSC sounds, or make my own).
I currently haven't recieved a serial key from The Game Creators that lets me activate 3DWS, so i can't do any level design yet. i just hope it will be fixed before the deadline.

i will post some screenshots when i have some, for now though i have two videos:

01: Physics and Weapons
02: Explosions (rocketlauncher)

the game is still in it's early stages, i have been working for around a week on this.

so, from what you've seen, what do you think of it?

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Lukas W
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Posted: 7th Jun 2006 22:35 Edited at: 7th Jun 2006 22:35
here is a screenshot from the game.

this "is" a flamethrower. i still need to improve it alot :/

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Uncle Sam
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Posted: 7th Jun 2006 22:39 Edited at: 7th Jun 2006 22:42
Nice stuff...trying the video now.

Excellent! Are those shadows using the DBPro shadow shader, 'cause it runs really smooth in the video.

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Bahamut
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Posted: 7th Jun 2006 22:43
Looks very nice.

Now for the crit. I know it's early, so you're probably aware of thisn stuff, but I'll say it anyway.

Video 1:

The guns float in mid air.

There's no way that a pistol shot could move a metal crate.

Are the water effects permanant? They didn't really go with the rest of the game, but I have to admit that I did like them.

Video 2:

The rocket launcher kind of half-disappears some times.

On the last shot, the area of effect was too large.


If this system is developed into a fullgame, it will be amazing. Considering FPS's are not my kind of thing, that's a massive compliment.

Chris Franklin
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Posted: 7th Jun 2006 23:14
Lukas W
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Posted: 7th Jun 2006 23:35
cool, replies.

Quote: "Are those shadows using the DBPro shadow shader"

yes, they are dbpro shadows.

Quote: "The guns float in mid air."

yes, as i am using FPSC models, i can't edit them to add a hand model or anything similar, so they need to. however i will try to put them in a more appropriate position.

Quote: "There's no way that a pistol shot could move a metal crate."

true

Quote: "Are the water effects permanant?"

i really suck at 2d/3d as i've probably said before,
but i guess a little ghost and some animated scaling would do.


Quote: "The rocket launcher kind of half-disappears some times."

yes, it might be positioned too close from the camera

Quote: "On the last shot, the area of effect was too large."

yea, i have just now got the explosion to work it was really hard but i'm sure i can optimise it/fix the area of effect.

Quote: "If this system is developed into a fullgame, it will be amazing. Considering FPS's are not my kind of thing, that's a massive compliment."

THANX.

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Mr Kohlenstoff
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Posted: 8th Jun 2006 00:33
Yeah... the game looks great in the actual stadium. The graphic is awesome Also the physics is good, but in the video still not perfect... the AoE-Size was already mentioned
All in all very good work, i hope you finish this project.
DB newbie
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Posted: 8th Jun 2006 04:55
nice to see you gto a new project im looking forward to this.

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Cash Curtis II
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Posted: 8th Jun 2006 05:29
Your use of the physics is impressive. Your particles need work.

You'd do yourself a big favor by purchasing Simon's animated sprite pack. It has all kinds of things you could use - splashes, fire, lighting effects, blah blah blah. You can animate them on a 3D plain with barely any hit on the CPU.

If you don't want to go that route, then just make sure your images are PNGs with a transparent channel. Then, set 'set object transparency obj, 1' with the latest version of DBP and they will render correctly. Ghosting a transparent PNG will not produce a good effect for an alpha blended PNG. BTW, this is what you'd do with the animated sprite pack to make it render correctly as well.

Good luck with it. I love how the crates break.


Come see the WIP!
The admiral
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Posted: 8th Jun 2006 08:42
Looks good mate

The admiral
ALPHA ZERO PRODUCTIONS
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Posted: 8th Jun 2006 08:49
nice.....kinda like a better looking of my fps game....lol wanna team up ?

optical r
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Posted: 8th Jun 2006 12:13
Awesome work Lukas! lol loved the rocketlauncher - very impressive result with the crate. Keep it up!

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Lukas W
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Posted: 9th Jun 2006 00:05
thanks. i've been toying around with the rocketlauncer, trying to get a grenade come out of the gun but to no use :/

the "rocket" doesn't show, and there's no explosion or anything indicating that it actually moves "out of the gun".

ah well. i think i'll get it fixed tomorrow.

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Gil Galvanti
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Posted: 9th Jun 2006 06:27
Wow! I didn't know you had this project going, nice job Lukas . You continue to amaze me . I can't get the video to work cause the servers busy or something though . I'll try later . Great job! BTW, sorry for inactivity with PoPR, but the last two days I started working on stuff again . I got tired of the object browser though, and moved on to other random stuff (look on PoPR forums ). K, done hijacking your thread .

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Flindiana Jones
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Posted: 9th Jun 2006 17:03
Yeah, I'd have to say my main suggestion would be to change the name to one everyone can pronounce.

Lukas W
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Posted: 9th Jun 2006 20:32 Edited at: 9th Jun 2006 21:40
definetly. ideas anyone?

edit,
i finally got the "rocket" to move out of the rocket launcer.
the next step is to find a way to check for collision without using a raycast, because that will not be accurate enough when checking where the rocket hits, as it will move up, down, left and right.

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Cash Curtis II
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Posted: 10th Jun 2006 03:55
Raycast progressively, as the rocket moves from it's last point to the current point. It will take a raycast per loop, but it should be fast.


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Chris Franklin
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Posted: 10th Jun 2006 20:07
intersect object is awesome that's what i use

Lukas W
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Posted: 10th Jun 2006 21:04
i suppose intersect and raycast is the same thing?

anyway, i almost got it working but i will leave it for later.
the rocketlauncher will be a last priority. i won't try to make a good rocketlauncher when the competition is about AI

QuothTheRaven
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Posted: 12th Jun 2006 05:47
Great looking videos. I too am developing a Newton FPS. Maybe we can share ideas sometime when I get a demo out. Out of curiosity, are your boxes 6 Newton boxes held together by joints you break when it gets hit, or do you just create six sides on the fly?

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Posted: 12th Jun 2006 06:31
cool.....i'm also making a newton fps ....maybe we could share ideas

Gil Galvanti
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Posted: 12th Jun 2006 07:32
The videos were up this time, very cool, I love the physics and the barrels exploding . Good job .

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Lukas W
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Posted: 12th Jun 2006 09:44
Thanks

The wooden boxes are one cube, when its "life" reach 0 or below zero, it will create six boxes at the position, angle and size of the destroyed box. I found this is not the best way to do it, because the 6 boxes loose velocity if the cube is breaking. so if it's falling, the 6 boxes freeze in the air, then drop slowly to the ground.
But it's faster to load rather than loading 6 boxes for each cube. And it's a lower polygon count.

Baggers
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Posted: 12th Jun 2006 16:18
And it wouldnt be too hard to set the starting velocities of the new boxes to the last velocity of the box either.
Looks like great work, keep it up.

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Lukas W
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Posted: 12th Jun 2006 16:29
good idea! i didn't think of that yet.

i'm tempted to try and make a hl2 clone. in the way that the game will be about the first chapter of the game. (arriving at trainstation, leaving barney and head for the big building where you must pick up a can).

but if i even do start with that, it will have to be after the competition is over.

how much longer do i have to wait for the 3DWS serial to work?
i can't make any levels yet, and without levels, i can't start programming the AI. if it takes too long, it looks like i have to bail out of the competition, or try to make one "zombie hunter" style :/

Gil Galvanti
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Posted: 12th Jun 2006 19:08
Quote: "how much longer do i have to wait for the 3DWS serial to work?"

is it one where they just email it to you, and you can activate the demo to the full thing, thats what they did with CS4. Have you got the email yet? If not, check your spam folder, if you have one, cause thats where mine was and it took me a few days to realize .

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Lukas W
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Posted: 13th Jun 2006 09:03
i have the serial, two of them actually but either works.
i've contacted support many times and they told me to keep in touch so when tgc (or leadwerks) figure out what's wrong, they'll let me know.
they also said that a few other people have got the same problem as i.

anyway i had band practise yesterday so i couldn't do anything on this project or Popr.

Gil Galvanti
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Posted: 13th Jun 2006 18:40
Quote: "i have the serial, two of them actually but either works.
i've contacted support many times and they told me to keep in touch so when tgc (or leadwerks) figure out what's wrong, they'll let me know.
they also said that a few other people have got the same problem as i."

strange . Hopefully you'll get it worked out soon .

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Seppuku Arts
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Posted: 14th Jun 2006 10:49
That looks pretty awesome Lukas, love the physics and everything

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Lukas W
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Posted: 14th Jun 2006 16:18
thanks!

i may try to create some explosive barrels and some flame effects when i get home today.

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