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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#479780
04/26/20 00:14
04/26/20 00:14
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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OP
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Joined: Jul 2008
Posts: 2,107
Germany
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As u can see it happend a lot since the last shots After a few month of doing nothing i had the feeling to work again on my (life) project. DeadTaste now takes place in a creepy spaceship. A biological warefare lab in space where things gone wrong. Working on first level for days now. Had a hard time but until yet it runs (almost) all the time with around 60fps in fullscreen. Now iam trying to get the story / game started somehow. Like players arrives. For now i planned not much to be honest. First map...the sleep places, bath rooms and the ship-docking-corridor where Player starts. The different light modes than can be tweaked via var during runtime. Like a alert mode. also flashlight is still useable. Atm iam working on the feel/atmo. Trying to get a creepy atmo. Not much experience with this but aiming the Doom3 feel somehow. Weapons are new. But chainsaw still exists. All map stuff, like always, wip of course. Most time speed seams ok so far (at least in old map)...
Last edited by rayp; 04/27/20 12:40.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#479938
05/06/20 03:54
05/06/20 03:54
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Posts: 2,107
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Worked hard again. Solved a old secret why almost all my levels had no good framerates. I dont know how many times i stoped working cause everything wasnt smooth. Now i found out that "single mesh" Option in WED doesnt seam to work 3run gave me the advice to look into TUST. Which i did. Thanks to MasterQ32 i wrote my own function which merges Level parts to single meshes at runtime. I was able to optimize my Level so it runs almost everytime with 60fps in fullscreen. This is really awesome i have to say. Also this made me invest more work into this two year hobby FPS now. While the visuals are a bit better now, i went back to the oldschool killing feeling ( at least i tryed ). I have to say i had fun killing waves of Zombies, taking Bodys into parts. For me, sometimes it feels like Quake2, which i very like. New more sci fi based weapons are made. For now a pistol (P990) and a machinegun (M200 Raptor). Weapons can get bloody and overheat (not new). Overheated weapons have lower fire rates. Chainsaw, C4 and double shotgun still exists. Theres a new type of enemy. A fat guy with a parasite that shoots glowing green stuff. When low energy this massive enemy shoots a laser-beam ( like the Proton cannon ). I really like this npc. I worked on blood effects visuals. They look much better now with ShadeCevo. Also i worked on pathfinding / Walking of Zombies too. They manage map pretty good now, i have to say. New feature: when Player is in stress / firing a lot, guitar riffs start to play. I hope i can enter Showcase soon with a playable demo of this Hobby fps. Till then ill keep the intrested People (hope there are some) informed here. Of course i will rework the HUD soon.For now i would descripe the Project as "fast Zombie Space shooter" Greets
Last edited by rayp; 05/06/20 04:06.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#481487
09/20/20 17:29
09/20/20 17:29
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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OP
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Joined: Jul 2008
Posts: 2,107
Germany
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After a while i went back to earth design and crossed the script with my 3rd person script i was working on for a while (inventory etc). So back to scary melee horror again. The content building takes a lot of time, but iam happy how good old acknex looks and things going. Performance is very good for now thanks to instancing of models. I wanted realtime shadows from players flashlight. In order to do this i had to deactivate GPU bones anm in shadeCevo. So enemy amount is very limited now, which fits the scary horror style, no big problem. After running out of gas and a blackout, players wakes up in a medical chair and cant move. Even if i worked weeks on space maps...i wouldnt call it waste of time. Learning by doing All ai's are 100% new from the 3rd person work. Like one enemy that jumps to/walks on ceiling. greets
Last edited by rayp; 09/20/20 21:56.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's old school fast non-shader FPS project
[Re: rayp]
#485457
03/12/22 20:06
03/12/22 20:06
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
OP
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OP
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Joined: Jul 2008
Posts: 2,107
Germany
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Yes the one and only. edit: Rewrote player controller and weapon script from scratch. Now player moves perfect. No more stucking. Player is not rotated anymore, global vectors in c_move used instead. Stuff like smooth cam-to-crawl-anim etc. New scripts are worlds smoother and better, like it is most time when redoing things.
Last edited by rayp; 04/02/22 17:46.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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