War Cloud
Posted By: 3run
War Cloud - 06/02/10 19:36
Currently I'm working on the FPS multiplayer shooter called War Cloud. My English is not really good, so it is really hard for me to write any thing about my project.
Some screens:
Here is just a demonstration video of player movement script:
VERY FIRST DEMO VIDEO There are allot of features that you are not able to see or hear in this video, be cause of quality and my notebook. But there will be a better video soon
DEMO DOWNLOAD Files you need to get it work Download d3dx9_42.dll and past it in the game folder.
Waiting for replies
Thanks to Quadraxas for helping with packing my project.
Posted By: Redeemer
Re: War Cloud - 06/04/10 14:06
Movement seems good. It's smooth and looks natural. But so far, that's all I can say.
Agreed: very solid and nice movement. I like how the camera moves.
Posted By: the_clown
Re: War Cloud - 06/04/10 14:50
Seconded. Movement is fluid, looks nice.
Posted By: 3run
Re: War Cloud - 06/04/10 21:18
Thank you guys, I'm up to upload here a first demo with player movement and two basic weapons
nice work man,very nice work,i didn't really think that you can do some think like that.
good luck
Posted By: 3run
Re: War Cloud - 06/04/10 23:10
Sometimes I surprise even myself
Thank you
Posted By: Superku
Re: War Cloud - 06/05/10 15:04
I like the movement, too, very smooth and nice. But what is the purpose of the white spheres?
Posted By: 3run
Re: War Cloud - 06/05/10 15:44
The first sphere has flag POLYGON set on it, second BBOX and the las one is PASSABLE. I used them just for testing collusion
Posted By: Progger
Re: War Cloud - 06/05/10 15:51
Very nice work 3run
WFG Progger
Posted By: 3run
Re: War Cloud - 06/05/10 16:06
Thank you all guys, just one question, what do you think is better:
1 - allow player to run (with stamina of course), do not mind the weapon weigh.
2 - do not allow player to run, make the speed of his movement depends on the weapon weigh (like in Call of Duty 2).
Which one is better guys?
choice #1:
1 - allow player to run (with stamina of course), do not mind the weapon weigh.
i think it's better.
good luck again
Posted By: the_clown
Re: War Cloud - 06/06/10 11:12
I'd use a combination: Allow sprinting with stamina, but make the maximum speed depend on the weapon weight.
that's good too,but i think in ACION games the player should be fast enough,regardless how many weapons he/she had,some people hates "a bit reality mimic" and iam one of them
in games like 'IGI 2' you can't carry more than ONE primary weapon or even secondary!!!
i mean the game should be either "reality simulation" such as 'Operation Flashpoint' game or "fast action game" such as 'quake 4',
we have to mix it up, else the industry gets repetitive
Weapon weight doesnt slow down people running, but it does drain their stamina IMHO, so I vote for "allow players to run, but their stamina drained faster with heavier weapons"
even though true, thats not what players expect, in our minds we THINK we'd move slower, most players expect that
Posted By: 3run
Re: War Cloud - 06/06/10 15:54
So I better make his speed slow depending on the weapons, but in the same time, players is allowed to run
and his stamina must be lower down also depending on the weapon, am I right?
Posted By: 3run
Re: War Cloud - 06/07/10 00:00
So here is the very first beta of my little project War Cloud.
Do not mind weird level and models, I'm not designer or modeler. Models are not made by me, I just use them as a placeholders. There is no AI at all now, I have some done, but they needs to be fixed. Waiting for replies
There are allot of bugs, so if you find some of them just tell me
Posted By: Quad
Re: War Cloud - 06/07/10 00:08
crashes before the game starts.
modelbox gives "DLL CORRUPTED" error, then the startup screen appears, then it crashes.
Posted By: 3run
Re: War Cloud - 06/07/10 00:19
But it works for me
do not know, what is the reason you getting errors... Will wait till other users will try, so if they will have the same problem, then I'll need something else to pack my project. If you can, try to run in on the other PC. Thank you.
Posted By: Quad
Re: War Cloud - 06/07/10 00:33
another pc, same result.
Posted By: 3run
Re: War Cloud - 06/07/10 00:35
Don't know bro
Why it works for me then? Do you know any good data packer program? I just do not want to show my scripts and models.
Posted By: 3run
Re: War Cloud - 06/07/10 03:55
Tried both links, they work! I didn't get any errors. Works just great. Waiting for your replies
Posted By: Muhsin
Re: War Cloud - 06/07/10 06:38
I get the same error as quadraxas
Posted By: BastovBros
Re: War Cloud - 06/07/10 07:58
Ah..cmon...who cares about your script. No one will steal your code, especially if it was partly written by superku and jd frost. What's the big deal..it's just a demo, it's not the full game. Choose your priorities if you want people to test it.
Posted By: Redeemer
Re: War Cloud - 06/07/10 13:47
Steps for publishing your project:
1. Open WED
2. Load any of your levels that uses your main script
3. Click on the FILE menu
4. Click on PUBLISH
5. Click OK on the new window that pops.
6. A progress window will open. When the publishing process is finished, close it.
7. In your project directory, there will be a new folder: <mainscript>.cd
8. This folder contains all your project data files as well as an executable for running the game. Make sure the game runs before uploading.
9. Zip up this folder and upload it to a file share.
10. Give us a link so we can test it.
DON'T try to manually pack your project yourself. It won't work.
Posted By: Quad
Re: War Cloud - 06/07/10 13:56
or ask a user to compile your scripts to exe for you.
Posted By: 3run
Re: War Cloud - 06/07/10 16:32
Hey, stop treating me as a completely NOOB! Redeemer I know how to publish projects! I packed already published .EXE! BastovBros, if you are not interested, do not push yourself to try it! And script wasn't partly written by Superku and jd_frost! I've done it myself! So if you do not know anything, just shut up. I'll ask my friend to compile to .EXE with resources, he owns PRO version. Sorry guys for this circus.
hey man,take it easy..
I'll ask my friend to compile to .EXE with resources, he owns PRO version.
iam not sure if that LEGAL!!!
Posted By: 3run
Re: War Cloud - 06/07/10 16:50
-----------------------------------------------------------------
Posted By: BastovBros
Re: War Cloud - 06/07/10 16:54
I didn't say that I am not interested...maybe I sounded a bit too aggressive, but I didn't mean it...all I wanted to say is that you waste your time and effort trying to hide your code from others, even though noone might ever use it, instead of just simply uploading a working demo (working for everyone)...I didn't mean to offend you in any way.
And I don't dispute your authorship of the code, maybe I should rephrase: script written not partly by, but partly with the help of other users.
Good luck
Posted By: 3run
Re: War Cloud - 06/07/10 16:59
You know dude, at the beginning, most of the user make they projects with the help of the other users(not hole game of course), thats the way to learn! And man, do not try to say that my project wasn't written by me (if there are just some misunderstanding between as, and you didn't really ever mean that, sorry, by bad). You didn't offend me, don't worry. Good luck too. Guys one more question, is it legal to ask some other user with higher version of GS (not Extra as mine) to compile my project to hide resources?
Posted By: Quad
Re: War Cloud - 06/07/10 17:40
Well, 3run, that is the point, using warez is ILLEGAL in ANY way. If you want to hide your script, and can't find any other way than using warez software, buy a legal version i.e Extra, that can compile your scripts to .exe
Actually, that's the whole point of the paid EXTRA version, ability yo compile to exe.
Sorry, but i am not downloading that.
Posted By: 3run
Re: War Cloud - 06/07/10 17:45
EXTRA is free now, what are you talking about? And I'm using it now for my project. I can compile with it to the .EXE but all my script and models too will be unhidden. As I already asked, is it legal to ask some one who owns higher version of GS to compile my script for me?
Posted By: MasterQ32
Re: War Cloud - 06/07/10 17:49
if you want to hide your code, theres a very simple way to make it unreadable:
define your functions and panels and so randomly in code, delete all whitespaces (if possible) and new lines
so no one can read your code, because its to heavy to recreate it.
i will do this with my project, and if you know other languages, you can create a tool for that.
its simple and very safe, becaus no program can recreate such a code readable
look at this:
///////////////////////////////////////////////////////////////
// earthball.c - physics example for lite-C pure mode
///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////////////////////////////////////
// some global definitions
PANEL* pSplash = { bmap = "logo_800.jpg"; }
TEXT* tHelp = {
pos_x = 10; pos_y = 10;
font = "Arial#24bi";
flags = SHADOW;
string("Press [Space] to kick the ball!");
}
ENTITY* eBall;
SOUND* sPong = "tap.wav";
VECTOR vSpeed, vAngularSpeed, vForce, vMove;
///////////////////////////////////////////////////////////////
// This is our event function for the ball impact.
function Plop()
{
// Play a ball impact sound.
ent_playsound(eBall,sPong,100);
}
// Function for kicking the ball in camera direction.
function Kick()
{
// Create a local speed vector
VECTOR vKick;
// Use a horizontal and vertical speed to give the ball an upwards kick.
vKick.x = 150; vKick.y = 0; vKick.z = 75;
// Rotate it in camera direction.
vec_rotate(vKick,camera.pan);
// Now apply the speed to the ball, and play a hit sound.
phent_addvelcentral(eBall,vKick);
Plop();
}
///////////////////////////////////////////////////////////////
// If a function is named "main", it's automatically started
function main()
{
// Activate 800x600 screen resolution and stencil shadows,
// and set the sound at full volume.
// Video_mode is a 'redefine' variable that has to be set
// before initializig the video device during the first wait().
video_mode = 7;
shadow_stencil = 3;
d3d_antialias = 4;
sound_vol = 100;
// Make the splash screen visible.
set(pSplash,SHOW);
// After a panel is set to VISIBLE, we have to wait 3 frames
// until we can really see it on the screen.
// The first frame paints it into the background buffer,
// two more frames are needed until the background buffer
// is flipped to the front in a triple buffer system.
wait(3);
// Before we can create level entities, a level must be loaded.
// We'll use the small terrain from the techdemo for a level.
level_load("small.hmp");
// create a sky cube on layer 0
ENTITY* sky = ent_createlayer("skycube+6.dds", SKY | CUBE | SHOW, 0);
// lift the sky and the camera to get a better overview
sky.z = 30;
camera.z = 30;
// Let's now create a ball at position (0,0,100).
// The vector function converts 3 floats to a temporary var vector
// for passing positions to engine functions.
eBall = ent_create("earth.mdl",vector(0,0,100),NULL);
// Set an entity flag to cast a dynamic shadow
set(eBall,SHADOW);
// Use one of the default materials for giving it a shiny look
eBall.material = mat_metal;
// Now let's set the ball's physical properties.
phent_settype(eBall,PH_RIGID,PH_SPHERE);
phent_setmass(eBall,1,PH_SPHERE);
phent_setfriction(eBall,90);
phent_setelasticity(eBall,75,100);
phent_setdamping(eBall,30,5);
// We add a small speed to give it a little sidewards kick.
phent_addvelcentral(eBall,vector(10,10,0));
// A ball game would be no fun without gravity.
ph_setgravity(vector(0,0,-500));
// Another event: if the ball hits something, a sound shall be played.
// We set the event function and the enable_friction mask for triggering
// the event at physics collisions. Note that the minimum speed -
// the third parameter of phent_setelasticity - determines the
// sensitivity of this event.
eBall.event = Plop;
eBall.emask |= ENABLE_FRICTION;
// Remove the splash screen and display the text.
pan_remove(pSplash);
set(tHelp,SHOW);
// We want to kick the ball by hitting the [Space] key.
// Assign the 'Kick' function to the on_space event.
on_space = Kick;
// play the sound as if someone had kicked the ball into play
Plop();
// During the main loop we're just moving the camera
while (1)
{
// For the camera movement we use the
// vec_accelerate() function. It accelerates a speed and
// is not dependent on the frame rate - so we don't need to
// limit the fps in this example. This code is equivalent
// to the built-in camera movement, but uses different keys.
vForce.x = -5*(key_force.x + mouse_force.x); // pan angle
vForce.y = 5*(key_force.y + mouse_force.y); // tilt angle
vForce.z = 0; // roll angle
vec_accelerate(vMove,vAngularSpeed,vForce,0.8);
vec_add(camera.pan,vMove);
vForce.x = 6 * (key_w - key_s); // forward
vForce.y = 6 * (key_a - key_d); // sideward
vForce.z = 6 * (key_home - key_end); // upward
vec_accelerate(vMove,vSpeed,vForce,0.5);
vec_rotate(vMove,camera.pan);
vec_add(camera.x,vMove);
wait(1);
}
// We don't need to free our created entities, bitmaps and sounds.
// The engine does this automatically when closing.
}
==>
#include <acknex.h>
#include <default.c>
PANEL* pSplash={bmap="logo_800.jpg";}TEXT* tHelp={pos_x=10;pos_y=10;font="Arial#24bi";flags=SHADOW;string("Press [Space] to kick the ball!");}ENTITY* eBall;SOUND* sPong = "tap.wav";VECTOR vSpeed,vAngularSpeed,vForce,vMove;function Plop(){ent_playsound(eBall,sPong,100);}function Kick(){VECTOR vKick;vKick.x=150;vKick.y=0;vKick.z=75;vec_rotate(vKick,camera.pan);phent_addvelcentral(eBall,vKick);Plop();}function main(){video_mode=7;shadow_stencil=3;d3d_antialias=4;sound_vol=100;set(pSplash,SHOW);wait(3);level_load("small.hmp");ENTITY* sky=ent_createlayer("skycube+6.dds",SKY|CUBE|SHOW,0);sky.z = 30;camera.z=30;eBall=ent_create("earth.mdl",vector(0,0,100),NULL);set(eBall,SHADOW);eBall.material = mat_metal;phent_settype(eBall,PH_RIGID,PH_SPHERE);phent_setmass(eBall,1,PH_SPHERE);phent_setfriction(eBall,90);phent_setelasticity(eBall,75,100);phent_setdamping(eBall,30,5);phent_addvelcentral(eBall,vector(10,10,0));ph_setgravity(vector(0,0,-500));eBall.event = Plop;eBall.emask|=ENABLE_FRICTION;pan_remove(pSplash);set(tHelp,SHOW);on_space = Kick;Plop();while (1){vForce.x=-5*(key_force.x+mouse_force.x);vForce.y=5*(key_force.y+mouse_force.y);vForce.z=0;vec_accelerate(vMove,vAngularSpeed,vForce,0.8);vec_add(camera.pan,vMove);vForce.x=6*(key_w-key_s);vForce.y = 6*(key_a-key_d);vForce.z=6*(key_home- key_end);vec_accelerate(vMove,vSpeed,vForce,0.5);vec_rotate(vMove,camera.pan);vec_add(camera.x,vMove);wait(1);}}
this code works well, but can you read it?
Posted By: 3run
Re: War Cloud - 06/07/10 17:55
Thank you bro, even I hide my script, what about models, sounds and bmaps? How can I hide them? I'm up to buy the commercial version, but only when A8 will be realized.
using a warez version is illegal in any way, you cant use just a feature from it because thats the whole point of versions having different features, if thats the case, everyone would use free versions and use warez to compil, now am not attacking you tho but i thought extra versiom COMPILES the code to exe and removes the script files? unless they changed something, then again am not sure, u'll just have to find another way to compile and no, asking another member with higher version to compile for you isnt a problem
Posted By: MasterQ32
Re: War Cloud - 06/07/10 18:01
thats simple:
if you "crypt" your script like that you can copy all your model files or so to any temporary folder and delete the first byte of each file. This value of byte is defined in your script. so you can hide all files, because no one can restore the files. you don't have to use exactly on byte, you can also you 40 bytes or so with a randomly generated start and a mathematic context of the following bytes.
its very simple, but it works nearly save
Posted By: 3run
Re: War Cloud - 06/07/10 18:03
Look what I've done to your script, it took me about 2 min to do, it is well readable now. That's not the best way to hide script believe me.
#include <acknex.h>
#include <default.c>
PANEL* pSplash=
{
bmap="logo_800.jpg";
}
TEXT* tHelp=
{
pos_x=10;
pos_y=10;
font="Arial#24bi";
flags=SHADOW;
string("Press [Space] to kick the ball!");
}
ENTITY* eBall;
SOUND* sPong = "tap.wav";
VECTOR vSpeed,vAngularSpeed,vForce,vMove;
function Plop()
{
ent_playsound(eBall,sPong,100);
}
function Kick()
{
VECTOR vKick;
vKick.x=150;
vKick.y=0;
vKick.z=75;
vec_rotate(vKick,camera.pan);
phent_addvelcentral(eBall,vKick);
Plop();
}
function main()
{
video_mode=7;
shadow_stencil=3;
d3d_antialias=4;
sound_vol=100;
set(pSplash,SHOW);
wait(3);
level_load("small.hmp");
ENTITY* sky=ent_createlayer("skycube+6.dds",SKY|CUBE|SHOW,0);
sky.z = 30;
camera.z=30;
eBall=ent_create("earth.mdl",vector(0,0,100),NULL);
set(eBall,SHADOW);
eBall.material = mat_metal;
phent_settype(eBall,PH_RIGID,PH_SPHERE);
phent_setmass(eBall,1,PH_SPHERE);
phent_setfriction(eBall,90);
phent_setelasticity(eBall,75,100);
phent_setdamping(eBall,30,5);
phent_addvelcentral(eBall,vector(10,10,0));
ph_setgravity(vector(0,0,-500));
eBall.event = Plop;
eBall.emask|=ENABLE_FRICTION;
pan_remove(pSplash);
set(tHelp,SHOW);
on_space = Kick;Plop();
while (1)
{
vForce.x=-5*(key_force.x+mouse_force.x);
vForce.y=5*(key_force.y+mouse_force.y);
vForce.z=0;vec_accelerate(vMove,vAngularSpeed,vForce,0.8);
vec_add(camera.pan,vMove);
vForce.x=6*(key_w-key_s);
vForce.y = 6*(key_a-key_d);
vForce.z=6*(key_home- key_end);
vec_accelerate(vMove,vSpeed,vForce,0.5);
vec_rotate(vMove,camera.pan);
vec_add(camera.x,vMove);wait(1);
}
}
Posted By: Quad
Re: War Cloud - 06/07/10 18:04
@darkinferno, in free version it's not compiled, it's just the acknex exe that copiles the script when it's started.
@3run,you can still buy the extra version that can compile your scripts(there fore they are hidden).
also you can use lite-c to hide your models, with free version.
Posted By: MasterQ32
Re: War Cloud - 06/07/10 18:06
you can also rename your variables to something like that:
at top:
#define shshfdsfdh var
in code:
shshfdsfdh gsadjgaj;
Posted By: 3run
Re: War Cloud - 06/07/10 18:06
@darkinferno, thank you bro, I'll upload now version compiled with commercial version of my friend.
@Quadraxas, so what is the free version on the downloads page? If it's not EXTRA, what is it?!
Posted By: Quad
Re: War Cloud - 06/07/10 18:14
it's well, FREE version
http://www.3dgamestudio.com/order7.php -> diffrence of free extra version and PAID extra
PAID version has plugin support(though some plugins support free version), wdl support and compile-to-exe
Posted By: 3run
Re: War Cloud - 06/07/10 18:18
That is not free EXTRA that's an old free LITE-C version man
Extra is free now dude. And it compiles to .EXE too
Posted By: Quad
Re: War Cloud - 06/07/10 18:19
no that is the current valid list, try it for yourself free version do not support plugins.
Posted By: 3run
Re: War Cloud - 06/07/10 18:27
Newton is a plugin isn't?
It works well, as the same shadows plugin made by Chris3D
Posted By: Quad
Re: War Cloud - 06/07/10 18:38
Newton is not a plugin, as i said you can write a plugin to work with free version, but normal plugins wont work.
Newton is not a plugin it's not compiled with the plugin SDK, it's just a C DLL.
You can use C DLLs directly from lite-c, you just need the header.
Posted By: 3run
Re: War Cloud - 06/07/10 18:39
Ohh, I see it now
Thank you
Posted By: 3run
Re: War Cloud - 06/07/10 18:50
Here is link:
download link Files you need to get it work Download d3dx9_42.dll and past it in the game folder.
Waiting for replies
Thanks to Quadraxas for helping with packing my project.
Posted By: alibaba
Re: War Cloud - 06/07/10 20:30
Could it be that the models are from CSS (Counter Strike Source) ?
Anyway you script looks really solid
The camera movement is really good and smooth.
Just 2 things what iīve seen:
1.) If i pick up the Ak47 then the game lags for a moment, but then it fluently.
2.) The reload anomation from the Ak47 is a bit too fast and because of that the sound is a bit displaced.
But all in all really great and solid work
Hey 3run, I like your signatur. It's so true.
Posted By: 3run
Re: War Cloud - 06/07/10 22:14
Thank you guys, alibaba that's all be cause of the model, it has big size, so when engine opens it first time, you lose some FPS, but I'll make some function, witch will load all models to the PC's memory, that way it will be much faster. And about the ak47 reloading, that's all be cause of my notebook
It's too old to deal with models from CS.S
So when I was setting sounds on the reloading, on my notebook everything worked just great, but that just be cause of the low FPS i get
I hope thats the only bags that my project has.
@Sylar yep, thats true
What about my project, did you like it?
Posted By: alibaba
Re: War Cloud - 06/08/10 06:20
Ah i see. I also had this problems before with my old laptop. But now i have a better one.
Anyway i havenīt found any other bug. Great job
Posted By: DJBMASTER
Re: War Cloud - 06/08/10 07:42
@3run > try and play with 'preload_mode' to remove the jerk when first displaying models.
Posted By: 3run
Re: War Cloud - 06/08/10 13:18
You mean when weapons get rendered firs time? Or there are some jerks while reloading? I'm going to re-write the weapon system at all.
Posted By: sebbi91
Re: War Cloud - 06/08/10 16:09
I played your testlevel und must say WOW!
Very nice!
The Aimingmode is perfect!!!
Keep it up!!!!
regards Basti
Posted By: DJBMASTER
Re: War Cloud - 06/08/10 16:20
You mean when weapons get rendered firs time? Or there are some jerks while reloading? I'm going to re-write the weapon system at all.
I'm talking about when alibaba was talking about the lag when first picking up the ak47. Like you said, this is because the engine has to load the model on the fly. Using 'preload_mode' you could load it into memory when the engine starts, hence removing the lag.
Posted By: 3run
Re: War Cloud - 06/08/10 16:31
OK thank you bro
I'll use it in next demo. I'm thinking about starting making multiplaying part of the project. But don't know where to start. Do not know how to make it, with GSnet or with Anet. I'm thinking about it, any advices will make me happy. Also I'm thinking about making gameplay part exactly same with first Call of Duty, so if I'll make it that way, player will not be able to toggle run and walk mode, hi will only run, but he will be able to prone. Need some advices guys. Thank you for your friendly replies
Posted By: Rondidon
Re: War Cloud - 06/08/10 17:03
just a simple question: From where did you get these awesome weapon models?
Posted By: 3run
Re: War Cloud - 06/08/10 17:06
You can't use them in any commercial use man
But just search Internet for Counter Strike Source weapon models, you'll find allot of models, if you are interested and you want to know more, just PM me
and what about the game, do you like it?
Posted By: Liamissimo
Re: War Cloud - 06/08/10 17:29
OMG i thought you have made them yourself....
my world is destroyed.....
Btw nice game, the moevement is REALLY great, i want to make some movement like this too.. But at least, you didnt made those models yourself. So i wont kill me^^
Posted By: 3run
Re: War Cloud - 06/08/10 17:36
Thank you dude, I hope some day I'll be able to make such models with MED myself
Posted By: Cowabanga
Re: War Cloud - 06/08/10 17:56
Exactly. MED ain't powerful and you won't be able to do these models. Never in million years!
Posted By: Kartoffel
Re: War Cloud - 06/08/10 18:03
Very nice movement script!
and very nice models/textures.
Im working on a multiplayer fps, too (co-op zombie survival)
but my playermovement is so much worse than yours
Keep the nice work up!
Kartoffel
Posted By: 3run
Re: War Cloud - 06/08/10 18:09
I hope they will improve MED soon
Kartoffel thank you man
If you need help with anything, and if I can help (I hope I do) just PM me.
Posted By: aztec
Re: War Cloud - 06/08/10 18:17
Well I use Wings3d and people told me blender is even better and they are free. And if you are in need of some Models (maybe not weapons or characters nut environmetal ones) just send a pm and I think I could do some
regards
Aztec
Posted By: alibaba
Re: War Cloud - 06/08/10 18:23
Hey 3run i found a Bug!
I just types "fps_max=30" for testing purposes and if i jump, then the player stucks in the ground.
Posted By: 3run
Re: War Cloud - 06/08/10 18:26
That's not really a bug, there is a fps_lock = 1 in main script, so if you make max fps to 30, player is not able to jump
I'll need to unable console
But thank you any way bro
Posted By: Kartoffel
Re: War Cloud - 06/08/10 18:31
I hope they will improve MED soon
Kartoffel thank you man
If you need help with anything, and if I can help (I hope I do) just PM me.
thank you vm, that you would help me with my project, but i think i will learn much more, if i'll do it on my own.
but you could help me by giving me some tips for a player-movement-script (only if you want to)
btw.: In my opinion MED isn't that bad. I already made some nice models, but the skinning is hard!
Posted By: 3run
Re: War Cloud - 06/08/10 18:38
I'll be happy to help you even with simple advise bro, PM about things you need
about the MED, did you finish the Quadraxas tutorial? After that skinning is really easy
I've done two models in half of hour yesterday, you can download them at my site.
Posted By: BastovBros
Re: War Cloud - 06/08/10 19:00
Still, I would recommend you to learn some more complex modeling program, like Blender3D (if want something for free) or for example 3ds max if can afford it. I've never used MED for modeling, but I can imagine how hard it is to create complicated models and animations, e.g. the main character model or high quality weaponry. You made the barrel and the axe in 30 minutes. In 3ds max you are able to accomplish the same task in less than 5 minutes and then up to 10 minutes for texturing.
Just my opinion.....:)
Posted By: 3run
Re: War Cloud - 06/08/10 19:10
Thank you
I'm learning 3Ds MAX now, will start learning BLENDER too. What program you'll recommend me to make skins and textures guys, free and not free programs.
using free GS but the expensive 3Ds MAX ??
Posted By: BastovBros
Re: War Cloud - 06/08/10 19:21
why not? 3ds max can be used for ages. I myself use an older version which is cheaper. 3dgs...sorry, but it's true... is not fully professional, it is capable of creating high quality games, but not AAA quality, whereas 3ds max is the most professional program in the world. This is off-topic though.....so I quietly shut up
Posted By: 3run
Re: War Cloud - 06/08/10 19:22
My cosine is designer
So I learn with his 3Ds MAX, he teaches me sometimes, but very seldom
Posted By: EvilSOB
Re: War Cloud - 06/08/10 19:36
Its looking good so far, being early-phase development so far.
But I notice something 'odd' with the bullet "puffs".
Stand close to one of the three circular 'targets' at the edge of the level and shoot the one nearest you.
Some of the "puff" particles get stuck in a line near the top of the target. Odd...
Posted By: 3run
Re: War Cloud - 06/08/10 20:25
I know EvilSOB I'm not good at particles at all, I need to learn more
Posted By: EvilSOB
Re: War Cloud - 06/08/10 20:50
Join the club dude
Its the only thing I could actually find wrong, so be happy!
Posted By: 3run
Re: War Cloud - 06/08/10 21:06
What club do you mean
sorry for misunderstanding dude
My English is really not good enough
Posted By: JibbSmart
Re: War Cloud - 06/08/10 21:17
The movement is silky-smooth. I like how the camera moves with all the player's actions, and it's never sudden (for example, when the player gets onto a ladder).
I wonder of the code could be more efficient, though. I was getting some serious frame-rate hits sometimes, with no obvious reason.
One thing you need to look out for: I jumped on the BBOX sphere and got completely stuck. Most of the time I slid off, but I got totally stuck once, and the player couldn't move anywhere.
You've done a great job demonstrating the motion system, but for my personal tastes I'd have the player move a bit slower when not sprinting.
It'd be interesting to see how well it works on a terrain with slopes and stuff.
Keep it up!
Jibb
Posted By: Rackscha
Re: War Cloud - 06/08/10 21:30
Awesome movement.
Maybe you cold do a Tutorial on how to create smooth movement for the player and camera?
Would be nice
Greets
Rackscha
Posted By: 3run
Re: War Cloud - 06/08/10 21:48
That's all be cause of the gravity script I made, c_trace ignores models, so players gravity works only when there is a level block under players feet, so when you stacked on the BBOX models, thats be cause c_trace do not detect that sphere model, and gravity was pulling player down, but there was a collusion, so player got stacked
I do not know how to figer out with gravity (any advices will be very nice, please if some one has any idea PM me). As I sad few posts before, I'm thinking about making my game exactly same with Call of Duty 1. So player will not be able to sprint, he will be always running, but speed will depends on the weapon, and I'm thinking about starting with multiplayer part of the project, but I don't really know, to start making it by learning with GSnet or Anet, I need your advices guys.
Ohh, and about tutorials, I think I'll made some but not now, I'm really busy now, with all this multiplayer and model makings and so on
Sorry for that.
Posted By: Superku
Re: War Cloud - 06/08/10 22:00
Better stop or don't start with multiplayer yet, you will need much more experience, esp. a playable multiplayer shooter is very hard to make.
Posted By: EvilSOB
Re: War Cloud - 06/08/10 22:10
By 'join the club" i meant,
"join the large group of people who arent very good with particles yet"
Posted By: 3run
Re: War Cloud - 06/08/10 23:47
Ohhh
I'll my friend
I'm in
Superku, I'm not going to stop! Yes I need some more experience, but how do I suppose to get any experience if I'm going to stop?!
Posted By: Superku
Re: War Cloud - 06/08/10 23:51
Yes I need some more experience, but how do I suppose to get any experience if I'm going to stop?!
That is of course correct, but focus on the singleplayer first, then you can try to make a multiplayer mode, otherwise you will probably get disappointed.
Posted By: 3run
Re: War Cloud - 06/08/10 23:54
I just thought about that, be cause of the differences between singleplayer and multiplayer movement script, and not only that part of project, but the hole script (more than 50%) needs to be made an other way then simple singleplayer.
Posted By: Rackscha
Re: War Cloud - 06/09/10 16:07
If you want to use GStnet(freeware), i could help you a bit to get started.
you can get it on gstools.de
In the downloaded zip there is the dll and the header. But the DLL is 32bit only, thats why you should replace it with this DLL(he fixed it for 64bit systems but didn update the zip on the mainpage)
fixed dll for 32/64bitGreets
Rackscha
Posted By: 3run
Re: War Cloud - 06/09/10 16:45
Thank you bro, no I can try out all GSnet demos
I couldn't get them to work before
Posted By: 3run
Re: War Cloud - 06/13/10 03:40
I'm thinking about making my shooter, about war in Iraq. What do you think about that guys?
Some more info:
1 - Player will be able to run, will have stamina but his speed and stamina reducing wouldn't change according weapons.
2 - Player will be able to prone.
3 - Player will be able to chose two different classes:
* Marines
* Rebels
4 - Each of class will have own weapon and weapon classes like assault, sniper etc.
5 - Player will be able to have only 2 primary (has only one at the start, second can be picked up) and one secondary weapons at the same time, plus 2 type of grenades (depends on the players class).
6 - There will be no player HUD and no crosshair.
7 - Main aim is realism.
Please tell me if you have some ideas and if you don't like some ideas from above.
I like The Idea
6 - There will be no player HUD and no crosshair.
7 - Main aim is realism.
I am not sure though ...
Posted By: the_clown
Re: War Cloud - 06/13/10 12:15
Hm, the idea is interesting, though u'll have to compete with CoD, Medal of Honour and the like;
Aim on realism, in my opinion, very cool, I like the non-crosshair approach. HUD is overrated anyways.
Posted By: Puppeteer
Re: War Cloud - 06/13/10 13:09
6 - There will be no player HUD and no crosshair.
Very good. I personally like games which have no hud i think it is a deeper game experience.
Posted By: Redeemer
Re: War Cloud - 06/13/10 16:04
Just allow us to use the iron sights...
Posted By: 3run
Re: War Cloud - 06/13/10 16:07
I'll ^^ believe me, I'll...
Posted By: Blink
Re: War Cloud - 06/18/10 13:47
i was hoping what your level design will look like. i hope you are working on it.
Posted By: Rackscha
Re: War Cloud - 06/18/10 14:18
He shouldnt focus on Leveldesign atm.
He should do a clean programmcode and THEN well looking graphics.
Block testmaps are suitable to test programmcode and do not eat to much time to get to a playable version.
Posted By: 3run
Re: War Cloud - 06/19/10 05:07
I do not care about leveldesign guys, I need to improve my programming skills, but not all guys understand that, I'm learning from snippets and scripts made by other programmers, and after learning them, I'm trying to make something on my own, I think thats the good way to start... I was wondering about making my project about WWII, I want to see what you think about that guys? What better, to make game about WWII or about war in Iraq? Please reply, I need your advices.
Posted By: alibaba
Re: War Cloud - 06/19/10 07:31
I think it would be better, if you make a mordern war game.
Posted By: EvilSOB
Re: War Cloud - 06/19/10 11:39
My opinion is a modern war game. But avoid Iraq, or any other "real" war.
You are potentially upsetting potential buyers if it is a contravertial issue.
WWII games are getting a bit old-school. But the advantage here is not so
many games in the market to compete wirh...
Posted By: the_clown
Re: War Cloud - 06/19/10 12:38
Definitly modern war.
But I agree with EvilSOB, avoid real wars; You can aim on realism, but create a fictional conflict.
Posted By: 3run
Re: War Cloud - 06/19/10 15:05
OK, I'll try to make it modern war, I just have some ideas that will make WWII war multiplayer game much better, than other WWII multiplayer games now. I haven't seen that ideas in any game. So that what I was thinking about making that ideas in my project, but OK I'll now do that
I'll make modern game, not exactly in Iraq, but some were in Asia.
Thank you guys.