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:schutzkontakt - Open Beta Released! #245827
01/12/09 08:48
01/12/09 08:48
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Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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:schutzkontakt - Open Beta Released!

Current Demo Version (Open Beta V0.95)
http://www.opserver.de/coni_users/web_users/pirvu/au/demo/zips/schutzkontakt.zip

-The game is in german. Sorry, but there won´t be an english version, never ever.
-Never say never...here´s a patch from painkiller: http://www.mediafire.com/?d14l7arr2tsvyl1
-Es gibt keinen Installer. Es wird nie einen geben. Ich hasse die Dinger.
-Also einfach runterladen, entpacken, main.exe starten
-Ihr braucht die aktuellste Version von DirectX 9.0c
-Es gibt noch keine Speicherpunkte
-Dialoge und Cutscenes lassen sich nicht abbrechen
-Shadereffekte bislang: Normalmapping & Spiegelungen
-Unkomprimierte Screenshots im png Format können mit F6 erstellt werden


Deutsch:

Codename :Schutzkontakt

:Schutzkontakt ist ein storygetriebener "30 Minuten Shooter".

Der Spieler schlüpft in die Rolle eines Kanalarbeiters, der in einem alten
Trakt nach dem rechten sehen soll. Nach einem Unfall erwacht er unter
ominösen Umständen in einem düsteren Labor und muss sich den Weg an die Oberfläche bahnen.
Hierbei wird er zum Spielball verschiedener Interessengemeinschaften.

Dem Spieler stehen verschiedene Waffen zur Verfügung,
die er gegen eine wachsende Anzahl von Gegnern einsetzen muss.
Ein weiteres Element ist der Gaswarner, der ihn vor gefährlichen Gasen und
dünner Luft warnt.

Bislang besteht das Projekt aus zwei kleinen Leveln, die in der ersten
Demo enthalten sein werden.

:Schutzkontakt stellt den zweiten Versuch von mir dar, einen kurzen und knackigen Ego Shooter
umzusetzen, allen Hürden und Unkenrufen zum Trotz.

Weiterhin soll mir das Projekt als persönliche Referenz dienen.
Ich werde mit Infos und Ressourcen nicht geizen.

Technisches:

Level 1 (Kanal)
-Bsp basiert
-Portale: 413
-Levelgrösse: 4160 Quants
-Texturen: 21124 Kb
-Lightmap: 576 Kb
-Build Time: 72.0 sec

Level 2 (Labor Ebene 1)
-Bsp basiert
-Portale: 569
-Levelgrösse: 2110 Quants
-Texturen: 15009 Kb
-Lightmap: 384 Kb
-Build Time: 19.0 sec

Frames per Second: 80 bis 200
CPU: AMD Athlon 3500+
Grafik: Geforce 8600 gts
OS: Vista

Shader vorhanden:
-Normalmapping
-Specular Normalmapping
-Wasserspiegelung

Shader geplant:
-Bloom / HDR Fake
-Motion Blur
-Shadowmapping für Punktlichter & Taschenlampe

Alle Texturen kommen von CG-Textures, Openfootage sowie Pixelio und wurden
in mühevoller Kleinarbeit aus vielen Ebenen zusammengestückelt.
Für jede Textur existiert eine Highmap, die wiederum als Vorlage für die Normalmap dient.

Alle Normalmaps wurden mit "TSGames (N)ormal (M)ap (G)enerator" erstellt.
Etwaige Specular Maps werden ebenfalls aus den Highmaps gewonnen.
Die überzogene Darstellung des Normalmappings ist gewollt surreal.

Ich freue mich über Lob, Kritik und ganz besonders über tätige Hilfe in nahezu allen Bereichen.
Mich würde auch interessieren, was Ihr generell von der Idee eines kurzweiligen "30 Minuten Shooters" haltet.



English (or the like):

Codename :Schutzkontakt
Whot the hell is "Schutzkontakt"...?
Take a look here: http://en.wikipedia.org/wiki/Schuko

:Schutzkontakt is a storydriven "thirty minutes shooter".

You are a channel digger and you have to check an old channel sector.
After an accident you wake up in a dark, ominous laboratory.
Your goal is to get out of here.
While you move on, you´ll become a puppet of different organisations.

You´ll get different weapons during your way to wipe out your enemys.
Another gameplay element is the gas alert.

At the moment there are only two levels, the channel and the first floor of the laboratory.

:Schutzkontakt is my second try to realize a small but entertaining Fps, against
all "prophets of doom".

Further on this project should serve as a personal reference.
I won´t be stingy with informations and ressources.

Technology:

Level 1 (Channel)
-Bsp based
-Portals: 413
-Levelsize: 4160 Quants
-Textures: 21124 Kb
-Lightmap: 576 Kb
-Build Time: 72.0 sec

Level 2 (Labor Ebene 1)
-Bsp based
-Portals: 569
-Levelsize: 2110 Quants
-Textures: 15009 Kb
-Lightmap: 384 Kb
-Build Time: 19.0 sec

Frames per Second: 80 bis 200
CPU: AMD Athlon 3500+
GFX: Geforce 8600 gts
OS: Vista

Implemented Shaders:
-Normalmapping
-Specular Normalmapping
-Water mirrors

Planned Shaders:
-Bloom / HDR Fake
-Motion Blur
-Shadowmapping for Pointlights & Flashlight

All textures are based at CG-Textures, Openfootage and Pixelio.
I´ve thrown them together with a lot of hard work to get the right look.
For every texture exists a highmap as base for the normalmap.

Every normalmap is generated through "TSGames (N)ormal (M)ap (G)enerator".
If a specular map is needed, it is also generated out of the highmap.
The overdrawn normalmapping is intended, to get a surreal look and feel.

I´m glad about comments and help in nearly every aspect.
Beyond that I´m interested on what you think about the concept of "thirty minute shooters".

155 Comments
Re: Codename :Schutzkontakt [de/en] [Re: WretchedSid] #349642
12/09/10 20:01
12/09/10 20:01
Joined: Aug 2003
Posts: 7,440
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,440
Red Dwarf
Originally Posted By: JustSid
Warum nicht gleich einmal durch ffmpeg durchjagen?


weil das CPU power verschwendet, statt GPU grin


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Codename :Schutzkontakt [de/en] [Re: Michael_Schwarz] #349645
12/09/10 20:08
12/09/10 20:08
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Aber es wäre stilecht. Ist wie mit natürlichem Aroma (ffmpeg), natur identischem Aroma (ffmpeg pre rendered) und künstlichem Aroma (shader).


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: Codename :Schutzkontakt [de/en] [Re: WretchedSid] #349729
12/10/10 16:46
12/10/10 16:46
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
Aktuell gibt´s auf dem Blog eine Einführung in die sogenannte KI der Gegner.

Im Klartext: Ihr könnt meine tumben Experimente verfolgen.

http://schutzkontakt.blog.de/

Die zwei aktuellsten Einträge sind es.


Edit:
Quote:
Ein Bug:
Wenn man im zweiten Level ist, ins Hauptmenü wechselt und wieder neu startet, sieht man den Ladebildschirm fürs zweite Level!
Eine Verbesserung:
Irgendwie fand ich den Kanal und das Wasser echt gut, bis mir aufgefallen ist, das die Objekte, die im Wasser sind, komplett starr sind.
Es sähe besser aus, wenn sie ein wenig auf und ab wippen und vllt. auch durch das Waser treiben.
Aber sonst:
Mir gefällts immer besser!



Vielen Dank, sehr gute Idee!



Re: Codename :Schutzkontakt [de/en] [Re: fogman] #349847
12/11/10 16:15
12/11/10 16:15
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
english patch not downloading ?

Re: Codename :Schutzkontakt [de/en] [Re: darkinferno] #349851
12/11/10 16:45
12/11/10 16:45
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
the link works for me


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
16GB RAM
Gigabyte GeForce GTX 960 4GB
Re: Codename :Schutzkontakt [de/en] [Re: fogman] #349869
12/11/10 20:35
12/11/10 20:35
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
I tried it on my EepC (that have Ion nvidia Chip), my main PC is out for now !
And it runs really smooth, on such little PC.
It would be cool to make english dialogs also.
And the possibilitie to speed up or pass dialogs , caus it's very borring to wait minutes for the dialog to stop when we want action laugh

The graphics is somewhat good, it's orver bummp map look, and the noise detail on textures makes that the level captivates our attention.

The concep seems to be really good also.
Can we lower boxes or any objects using physsics ?
A cool indie game, reminds me the other commercial indie game "Penumbra" laugh

Keep it up the work !

Re: Codename :Schutzkontakt [de/en] [Re: ratchet] #349940
12/12/10 15:47
12/12/10 15:47
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
Thank´s for your reply, I´m really happy about it.

I don´t know Penumbra, I know only screenshots, but Slin has compared them as well.
I suspect this is a good thing. cool

The good performance comes mainly through the BSP-Tree.
But it surprises me, that it runs that fast on an EEPC.

You can download english dialogs as patch, but only the
texts, not the audio.

I would need english speaking voice artists from germany,
to get the STALKER phenomenon.
Englisch dialogs with german accents would be wonderful, but the chance is not so big.
I´ll concentrate on the german version at first.

It´s only in the Demo that you can´t pass Dialogs, in
the finished game you´ll be able to cancel them.
They will be written into some sort of "diary".
So you can check them afterwards.

Quote:
orver bummp map look / noise


Yes, that´s the holy term!!
It looks surreal, abstracted and cold.
I love it. grin


Physics are not planned, just because. wink
No Multiplayer, no PhysX, only 30 minutes.

That´s enough, I´m a lonely wolf and I´ve needed two years for this Demo.

I´ll focus on the KI, this is the only field were I have to experiment and it´s quite complex.
I don´t want a typical template AI.


no science involved
Re: Codename :Schutzkontakt [de/en] [Re: ratchet] #350434
12/16/10 00:52
12/16/10 00:52
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
well i dnt knw where to go in the second level, stuck at some door, cant read german ^^

Re: Codename :Schutzkontakt [de/en] [Re: darkinferno] #350481
12/16/10 14:07
12/16/10 14:07
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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3run  Offline
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Posts: 5,377
Caucasus
That happed to me too lol grin


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Codename :Schutzkontakt [de/en] [Re: 3run] #350490
12/16/10 14:38
12/16/10 14:38
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
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Joined: Apr 2005
Posts: 4,506
Germany
This was the second level!
First level = sewer system
Second level = concrete bunker

At the door the mib says "...certainly it (the door opening) will take until the next demo..."

You´ve finished the demo as well as the other people. laugh

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