rayp's old school fast zombie FPS project

Posted By: rayp

rayp's old school fast zombie FPS project - 05/23/16 12:50

Update 2021 finally with a great working source. Also i was able to add my mocaps. This way i could make new scripts with all those nice zombie anims.
Most progress you can see in the "What are you working on" thread.
[Linked Image]
[Linked Image]
[Linked Image]
[Linked Image]
WIP of players safehouse

Early trailerpark wip screenshot:
[Linked Image]


(OLD < 2021):
wip shot update
[Linked Image]
edit end

Hi all!

After beeing offline for a while caused of some private problems ( and the build of a protopack ^^ ) i invested some weeks into a new project.

Cause iam no 3d artist / designer i went back to Basic ( and i was sick of shader/lightning - sh* ). Back to non - shader, bloody and fast FPS in Quake1 style. Low poly Zombie models too.


Like ( nearly ) all my projects its Zombie based.
For now i can show the early WIP of the weapon system. For today i planned some Explosion, gore and fire effects grin

Every comment is welcome ( but please keep in mind its heavy WIP )
Special thanks goes out to 3run and SuperKu of course!

weaponsystem:
[video:youtube]https://www.youtube.com/watch?v=MdIdRr8ve2Q[/video]

2nd Beretta firemode:
[video:youtube]https://youtu.be/KxoPBe6Cldo[/video]

Visualisation of Player falling to ground and stand up again:
https://youtu.be/r3l4T8ASQOg
This camera Animation is played 4ex near explosions or heavy hits.


So the goal this time is a fast (+45fps) aracde shooter. Maybe with some nice stuff in Dn3d style. ^^


edit:
Iam sad. The bug with ent_decal and ent_animatefrom with different meshes still exist! frown
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=459482#Post459482

edit2:
For those interested, this modelpack is used ( great arcade and low poly Zombies...a bit expensive for my taste but cool, a faithfully pack! )
http://3drt.com/store/characters/real-zombies-pack.html

Greets
Posted By: HenWoll

Re: rayp's old school fast non-shader FPS project - 05/23/16 22:25

looks great grin i can feel this little thing from the good old acknex times, 2016 looks great for many new projekts, great stuff laugh
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 05/23/16 23:11

I recognize almost everything in this project grin (fog, rain, weapons, falling and standing up animations). Keep it up man.

Greets!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/24/16 14:51

@BlackJack
Thank you grin

@3run
Fog and rain is the only thing taken from our old project yes. grin
And gravity for the player ( mixed with SuperKus tip of the week ). The rest is completly new written. Guess i wrote a 1000 weapon systems now grin

edit: hold on...w_bob - function is taken from our old project too grin ...and i will grab the spark and smoke hit effect too grin


Yesterday i started adding the shotgun ( pumpaction...and no 3run, its not the shotgun script from us grin ). You can reload single bullets of course. Today ill add the shotgun - trace - function.
Video ( sounds etc WIP of course ):
https://youtu.be/w9ob7H_SVqE



Greets
And thank you for your Feedbacks.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/24/16 15:10

Invested some hours into this explo fire and smoke effect. The spawn flamer function is really cool
Code:
_spawn_flame (vector, flame_amount, burntime, Sound);

Pretty handy function grin
PEB - tool used for the low level particle scripts. Also u see the first attempt of a Zombie coming out of the floor ( grave, canal whatever ):
https://youtu.be/fiJEz2Llh_A


edit: For those intrested in simple explosions...theres a nice contribution around here somewhere ( if i remember right i took some parts from it grin ).

Greets
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 05/24/16 15:15

Even if it would be 100% our old project man, I would still be happy to see you making this nice progress! Keep it up man, this looks pretty awesome! laugh

My best regards!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/24/16 15:21

Thanks alot for your nice words.
And again, thank you that you took me into your progress those days. I learned a lot(!) from you and from Wjbender ( he was it right? ).

Greets

edit: BTW: Videos are jerking somehow. Ingame ( until now ) i have more than 50fps.

edit2 back to project-thread:
Project plan4 now:
Combine flying bullets with the c_trace-shoot/paint decals - void ^^
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 05/24/16 15:29

Originally Posted By: rayp
from you and from Wjbender ( he was it right? ).
Nope, it was Walori, I learned from him a lot too laugh
Looking for some more progress laugh Best regards.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/24/16 17:05

Oh yes, Walori.

Added flying bullet entitys. Bullet is spawned at muzzle pos and flys. If it hits something it performs a c_trace to place decals etc and plays a ric sound. So bullets are visible. arcade! ^^
https://youtu.be/8en-55kz5RI
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 05/24/16 17:08

Why don't you use particle to visualize the bullets? It will be faster, no 'c_move' and additional traces, just a trace and stretched BEAM particle (or STREAK I don't really remember).

Greets!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/24/16 17:10

Good idea. But iam no friend of particles. For now they're fast enough. But thanks for the tip anyway.
And i use the entity of the bullet for a lot of things, like playing ric sounds at hit pos, applying damage etc.
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 05/24/16 17:19

Originally Posted By: rayp
Good idea. But iam no friend of particles. For now they're fast enough. But thanks for the tip anyway.
And i use the entity of the bullet for a lot of things, like playing ric sounds at hit pos, applying damage etc.
I use 'c_trace' with stretched particle, at the hit position I create NULL entity to play ricochet sound with 'ent_playsound'.


Greets.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/24/16 17:22

Ah sure. Nice feature man! grin Good idea that NULL entity thing! grin

edit: But applying damage via c_trace i would not do in this case. First i had but now this is done via bullet entity ( mainly for the shotgun part this is important ). My idea behind would make more sense with slow bullets. In topdown games like "Raptor" u get what i mean. In a FPS you may be right here ^^
edit2: And if the bullet performs the c_trace every bullet can place decals btw ( like the shotgun )
edit3: I reversed the bullet logic. Bullet flys, hits something, performs c_trace. This modification was caused by the shotgun ^^ . again, your Version is much faster for sure!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/25/16 19:17

Made a short Video showing all together WIP
Music is placeholder / not mine. A friend will make some songs these days.
The explo-gore-effect is to much WIP for now to show today.

https://youtu.be/4MWpSExyZio

edit: Theres one wrong frame in the "put bullet in" animation of the pumpaction i just have seen. Next time ill take the video in fullscreen mode.

edit2:
Added camera shaking for explosions and weapon firing.
Added weapon preloading to avoid short loading-freezes

Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/25/16 23:50

Mighty foot back again grin


() Added simple menu

edit:
() Added SuperKus old pathfinding this morning, works like a charm
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 05/26/16 10:03

Originally Posted By: rayp
Mighty foot back again grin
, nice. Are going the add the second too? grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/26/16 10:57

Hehe ... no cause then i must add a jetpack grin ( i know duke can kick with both even without a jetpack equiped...guess he learned from Chuck Norris grin )

edit:
() Added physicX destroyable objects like wood-boxes etc.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/26/16 19:37

Crosshair added that features enemy detection ( simply becomes red on enemy / hit object ). And included destroyable objects with PhysicX:
( camera is shaking because a heli is crashing in the Background grin )
https://youtu.be/qtrt4o5eWhU


Pathfinding:
https://youtu.be/MiIqHaoSY14

Gun interaction shot ( added wall and screen blood splats btw ):



First "gameplay"/"killthrough" video ( running around killing some Zombies )
https://youtu.be/U4xX_Te7BIY

Greets
Posted By: FBL

Re: rayp's old school fast non-shader FPS project - 05/27/16 07:51

If you want to go old school, remove weapon reload shit grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/27/16 13:11

Great feedback! ^^ ...yes sure grin
old school...not Corridor5-school

edit: But your right. Quake/Unreal for example is functional without reloading. Kingpin not grin ...depends of which game style you aim i guess. In a oskool mp game maybe. But for my taste reloading is one of the main mechanics ( besides firing of course grin )
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/27/16 15:18

Working on a simple Player introduction like in SEGA's Zombie Revenge.
The player grin ...dope!


First WIP of "intro - cam - movement" crashing helis and Zombie killing
https://youtu.be/aB8f1W_el6U

edit: At the moment camera starts too far behind the player model, will be fixed soon.
edit2: Fixed! grin

Greets
Posted By: FBL

Re: rayp's old school fast non-shader FPS project - 05/27/16 15:32

Quake, Unreal, blah... there's nothing like DOOM! grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/27/16 15:34

AND WOLFENSTEIN of course!

edit:
I put model preloading in the moment where the screen fades out to black. This avoids sudden "freezers" when switching weapons for example ( like in some of the first videos ). Guess ill put it into level-loading stuff later ( be4 the loading screen fades out ).

() Doors WIP
() Added loading - bar while level is loading
() Added one of those hectic reload warnings like in House of the Dead


Greets
Posted By: Kartoffel

Re: rayp's old school fast non-shader FPS project - 05/27/16 19:38

that afro is just too badass
love it grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/27/16 20:12

Thanks grin

Here are the chars from Zombie Revenge. Check out the right one, even more badass grin

Looks some Kind of Beach-Bruce-Lee grin

edit: The 70s Cop is from Dexsoft ( if i remember right ).
edit2:
() Added camera/weapon recoil
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/27/16 21:17

Recoil N Reload-Panel/Voice WIP video:
https://youtu.be/IiBDL9vsLtU

edit:
() Added random walking animations and walk speed for each Zombie ai
() Added more gore
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/28/16 19:11

A new shotgun like weapon but much more mighty. Called it "Destroya". Model comes from the FPScreator integrated modelpack.


edit: bullets explode when hit something

edit2: changed position a bit


In the next video ill show the gun in Action
Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/28/16 21:02

The video of the destroya WIP

https://youtu.be/WsGq9veLHwo

One shader is running now. Motionblur PP.

edit: Sounds of Destroya will be changed of course. For now it uses the shotgun sounds.

+ Different bullet holes
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/29/16 18:06

Working on some indoor parts of the map now. Not much far, cause of the lightning-weapon-thing. Added flies over corpses. Some glows. Zombies now have two different modes of attacking walking / running. Weapons use different bullet hole decals, and some other small stuff.
Indoor floor WIP:



Update:


Update2 new wall texture ( old was damaged somehow ):


Script update:
+ Zombies near fire start to burn
+ Player - camera animation idle and walk
+ Breakable walls

Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/03/16 14:07

Had a hard time with game_load and save, neve seen that much random Errors. Never use them again, thats for sure. Now every single while is controlled from a Kind of master Level-switcher / reloader. Worked days on working level switch and restart function.
And besides some missing files THE PUBLISH BUTTON WORKS ( for now it seams ).

Added headshots ( besides explo-hits (massy) and firedeads (crispy) )


some videos will follow
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 06/03/16 14:47

Quote:
Working on a simple Player introduction like in SEGA's Zombie Revenge.
The player grin ...dope!
, ah I see someone else bought that pack with the cop model too grin . It suits well.

Quote:
Had a hard time with game_load and save, neve seen that much random Errors. Never use them again, thats for sure. Now every single while is controlled from a Kind of master Level-switcher / reloader. Worked days on working level switch and restart function.
, gameload and gamesave are only good for saving vars, gameoptions, strings etc. I think. Saving a whole level is just to annoying with all the bugs that can sneak past your strained eyes. grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/03/16 18:57

Dont use game_save/load at all...really.

Added female Zombie support
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/03/16 21:35

Early headshot video. They fall at the end of running animation not direct ( as they first did ). Later a male voice will say "headshot!" when the red label becomes visible.

https://youtu.be/NTX3_IA_Vqw
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 06/03/16 22:52

Headshots are nice. Would be cool to sometimes let the neck/head part spray lots of blood on a headshot. laugh
What did you use to check if it is a headshot?

Quote:
Dont use game_save/load at all...really.
, its faster than making a whole function to save your gameoptions.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/03/16 23:33

Quote:
Would be cool to sometimes let the neck/head part spray lots of blood on a headshot
Already done? grin When head is gone it sprays.
Something fleshy is still missing

hitvertex with hit.z check. Then ent_morph (no v_mask or somethng). BTW, iam using cloned animations (some blood decals wont fit 100% cause of a bug but i dont care right now, else Nexus grows too much)

game_save/load:
It maybe faster, but it just isnt working correct.

edit:
Some small update, more gore (still WIP)




Like said, when head explodes they perform the running animation while blood spreads, then they fall down.
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 06/04/16 09:09

Moar gore, always nice grin

Quote:
hitvertex with hit.z check. Then ent_morph (no v_mask or somethng). BTW, iam using cloned animations (some blood decals wont fit 100% cause of a bug but i dont care right now, else Nexus grows too much)
, nice
Posted By: Realspawn

Re: rayp's old school fast non-shader FPS project - 06/04/16 16:16

Loving it grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/07/16 14:18

Thank you guys.

Zombies now randomly stop at dead Bodys to eat a bit grin ...if they find a deadbody the go on their knees and start eating.

The shot does not show it very well, will upload some vids soon. And the corpse i used to test is invisible atm:


Later playe can drop flesh to force Zombies walking there.

Greets
Posted By: exile

Re: rayp's old school fast non-shader FPS project - 06/07/16 16:02

I think it would be a good idea to establish the rules of the zombies. What can they do? What can't they do? What advantages does the player have? What are the player's disadvantages? If you are planning on making a relatively open world game then it would make sense to have the zombie's behavior tree include stopping to eat something. But IMHO I think it would be better suited to make it a slaughter fest where the player has many options but can become overrun very quickly if they aren't quick on their feet. You could even have a mechanic where the player comes up to a singular zombie and they have a choice, do I silently kill the zombie or do I shoot them? If the player decides to shoot then it will attract more zombies to their location. On the other hand you could make close combat relatively risky for the player. Just some thoughts, keep up the amazing work brother!!!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/07/16 16:20

Thanks for your ideas and the feedback.

The concept is get from a to b, kill as much as u can (and want) making score. So its a massacre that never ends with some small quests between. For now. Some points ill overtake from your points.
I would say its a bit like Hollywood Holocaust ^^ Focus on moving and killing. grin
Quote:
many options but can become overrun very quickly
So its feels right now when playing grin
edit: And those more advanced mechanics like noices that attract Zombies etc ive done in the frozen ShadeC evo Project (first page the shot) but this Project is just fun-arcade based, simple.
One thing i want to mention already about using world2 kill Zombies. Try to wait behind fires, then they start2 burn and die quicker (or through the fire). ^^


Update:
Added gas / smoke areas where u need to put on a gasmask ( for example near heavy fires )



Wanted to Show a Video i just made. Its WIP from the ShadeC EVO Project. U can see how Sound is a part of gameplay there. Like you mentioned above. If alert is on Player must hack a electro device.
Flashlight-draw/light-tex, Level and things are not in this Video. Path is not good, spawned Zombie stucks on door etc...WIP. If someone interested in i could make more vids without those optic "Errors".

Sound / world interaction
https://youtu.be/l5q957sO1WM

And you can see "interaction with Zombies" is much more intense grin They grab you and you must shake the mouse.
Ive to say, i really love this script grin

https://youtu.be/a6QxJaqmCsM

Well this was some totally different style of game like the "Simply Dead" Project grin


edit: Just adding some hud models / view entitys for the weapons ( they turn on pan ). Maybe ill add a Player head looking around like in wolfenstein 3d grin
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/07/16 19:24

Update
In smoky Areas fat smoke blocks Players view ( smooth faded in and out near big fires )
Video will follow with all above stuff shown


edit: First WIP fire and smoke indoor Video. You can see how a indoor floor fills with smoke.
https://youtu.be/lT4MJd_el-I
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 06/08/16 09:27

Quote:
And you can see "interaction with Zombies" is much more intense grin They grab you and you must shake the mouse.
Ive to say, i really love this script grin
https://youtu.be/a6QxJaqmCsM

Well this was some totally different style of game like the "Simply Dead" Project grin
, cool setting but I think I like the gameplay of your current project more wink

Also good idea about the fire/smoke.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/08/16 10:18

Quote:
cool setting but I think I like the gameplay of your current project more wink
The big problem was the Content/gameplay creation. I buyed a Unitymap and startet converting...did u ever convert a whole town...that sucks, well but i have enough enviroment models to use now, thats for sure ^^
And the "realistic scary atmosphere" needs tons of storylines told etc. I feel iam not the man for telling deep storys, thats not my world grin

About smoke. Its really a nice feature i noticed while playing. It reminds me to those annoying SNES fire Levels ( like in Batman Returns or Aladin ) grin

Really guess this Project could become a playable demo in near future...finally one after all those frozen trys.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/08/16 14:44

Small funny things - render video to texture...Turtles running on TV grin

https://youtu.be/LYoVfygHaJU
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 06/08/16 15:49

Quote:
The big problem was the Content/gameplay creation. I buyed a Unitymap and startet converting...did u ever convert a whole town...that sucks, well but i have enough enviroment models to use now, thats for sure ^
, hear hear, converting models is a pain in the ass.

Quote:
Small funny things - render video to texture...Turtles running on TV grin
, cool detail, you might also want to let the tv's run some zombie movie clips, that would be really fitting.
Posted By: Dooley

Re: rayp's old school fast non-shader FPS project - 06/11/16 19:49

Looking great! Any word of a demo? It looks fun.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/14/16 15:57

Thanks for your Feedback and interest!

Demo:
I try to make one in near future ( i hope )


The DDS tool i used saved in some strange Format, so i had to open all textures again, saving them by Hand a 2nd time.
But now, it starts looking like something. Early WIP of Level build (a bit dark right now, some more [better ones] will follow i guess)

Update:
Really pain in the ass that Level creation...


Greets
Posted By: HenWoll

Re: rayp's old school fast non-shader FPS project - 06/14/16 16:42

I fit it from the darkness, however, I would add a few light sources For a good contrast, I like this, a little has the impression of stalker shadow of chernobyl. laugh
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/14/16 16:43



Pure models, not one block at all for now

About light sources. Just playing around with lightning grin


edit: Player is to big in the shots, ignore that now ^^

edit: Sombody knows how to have std.fog without a hollowed cube around Level ?
edit: disabled sky, then fog is back
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/14/16 17:49

Update. Played around with settings a while, always one eye on the framerate.

Guess this will be the look grin





Iam pretty happy with the Level look so far ^^

Small update




Greets
Posted By: Anonymous

Re: rayp's old school fast non-shader FPS project - 06/15/16 01:05

Looking quite awesome! Great work so far! Can't wait to see more! Can't wait to play!!!
Posted By: Dico

Re: rayp's old school fast non-shader FPS project - 06/15/16 01:44

Wow , very very Good game , i like it laugh
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 06/15/16 21:17

Again thank you guys!
Gave me a "workboost" such nice feedbacks.
Worked on ladders (jumping) and falling-damage ( a hell it was ^^ ). I can advice 3runs website here, if your looking for a working fallingdamage.


https://youtu.be/_6r1RKHMBdU

edit: Climbing down also works, reduced amount of weapon movement, smoothed movement at end of ladder.

Next: Making ground - impact caused by long falls more intense.


edit 16.06.2016:
Converted a lot of new urban models.


Problem: Missing models now for further enemys frown

Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/12/18 20:15

Rewriting all from scratch, like always.
Only making game mechanics like movement, guns ragdoll and stuff.
I stoped on this project cause of some framerate drops...now some month later i think i can script some things a lot faster. Still this is gonna be a Quake2 with Zombies. Freaky and funny style.


WIP but almost done: Ragdoll, gun / impacts, Player, pathfinding ( based on SuperKus V2 ), blood etc...

I invested 5 days now into the physic-force part. Iam really happy about the results. Here u can see some seconds of in game Action:
https://youtu.be/YhwE9k2RAl8
( 60fps in game not like in the video ive taken )

The nice Explosion optic was made by 3run.
Ragdoll rewritten, based on Hellghasts/3runs script (but new not public Version). It has no more whiles and supports floor Impacts and gun/explo Forces now. With one line iam able to let them fly like hell in any wished directions now. It was a tricky fight for me to go through all this vector stuff and so on.


Now iam working on a machine that fires Zombies in the air. Player must shoot them while flying. Started yesterday night...first time i was bug free.
WIP beta:

https://youtu.be/RrH3Vbgzzhs


Now i will do some fun part...another gun or something...cause that vector physic shit f* my head all nights of this week, then working all day...now it must be some leight funny scripting for the friday grin


Project running with limited 60fps and around 0.4-5 ms/s ( with much ragdolls and stuff ).

Greets


edit:
For Performance iam using different models now. Collision uses a box model. Then i applyed a visual model. The coll ent holds the ragdoll and visual model in a struct. This way my c_traces are working via c_ignore while still having registered physics with for example passable ents for ragdoll (ent_decal and stuff also working).
This all together combined with not a single while Loop makes the ai/physic stuff pretty fast. On the other Hand its really a brainf* to communicate between the models. Its pretty logic but deep in the night its sometimes hard. Cause what u see is not what you trace for example.
After ragdoll was activated the collision model becomes the ragdoll model. This way theres only two ents always (coll+visual). Stuff like ent_decal traces visualmodel while physics only care about coll model.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/14/18 20:38

This weekend i was able to implement shadeC evo.
And finally, after years, its running stable with (limited) 60fps in Action and the nice ShadeC look. This is the first time i reached this point in a fps Project in acknex.

All animations/ragdoll and stuff is done on GPU side now.

Finally i can go on with working on the Project, building a Level and stuff.


edit: Shotgun in wrong pos...WIP

edit2:

Map will be Christmas / winter setting.

Greets
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 10/15/18 09:01

Awesome screens and progress mate! Keep it up! Looking forward for playable demo!
Posted By: Superku

Re: rayp's old school fast non-shader FPS project - 10/16/18 07:18

Love the ragdolls and how they react to explosions and gunshots, especially this part: https://youtu.be/YhwE9k2RAl8?t=15

Some more blood on bullet hits would be nice. wink Maybe even blood dripping out of wounds for a few seconds (even if it doesn't make sense) while the zombies fly through the air.

Next step would (and IMO should) be dismemberment, 2 steps per arm and leg and 1 or 2 steps head removal (shoot off everything above the eye level).
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/16/18 13:14

Thank you guys.

The bodyparts are already working via v_mask...fast like hell.
Problem is i have wonderfull mocap anims and zombies. But i cant retarget the anims. And i cant find somebody doing it.

I have perfect anims and meshes with limbs but cant combine. So i looked for other models but those have no limbs of course.

Its hard having perfect meshes und anims not beeing able to use


Edit
Yeah that part of vid really rocks. Poor zombie laugh
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/16/18 20:11

Worked whole day on new Zombies and world scalement.
As long as i cant find anyone retargeting my mocaps, iam using Mixamo.com animations. Sucks hard if u have really cool mocaps and cant retarget the bones frown

Next step is the most fun part...bodyparts, like SuperKu mentioned above.
Here u can see one of the new enemys ( head, arms, forearms, upper and lower legs maybe Hands will be detachable ). Done with V_MASK ( say goodby to ent_decal ).

First WIP of new Zombie ingame:



Compared to first pages, i like the look of the Project. Sure its no call of duty look, but it isnt ugly too for my taste ( please ignore the scalement of the floor texture wink ).


Sad Thing...shadeC GPU animations dont Support animated dynamic shadows frown

edit: HUIIIIIIIIII laugh


edit2:
Of course ragdoll will take care of removed bodyparts.


Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/17/18 19:10

Started with the head of the dismemberment system. Again it was tricky to tell vmask what to do ( cause of ragdoll / collision / visual - model stuff ).
But now its working very nice.




Blood sprays out of neck pos in this case.

Now i add a head model that will fly away from neck...so Player can Play some Soccer with it wink


edit:
As u can see here the removed head has no ragdoll collision models / physic calculations


edit:
Shotgun / muzzle etc in action



Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/19/18 20:29

Finally after a lot of stress i can try (cause some things need a work around in shadec of course) to build a map. Want to make some floors with rooms, elevator and rooftop.

It took a while to figure out a good lightning...added flickering lights for Horror feeling...etc.
Started some hours ago, and iam very happy with the visual results in acknex.


edit:
better scalement:
-pic removed-

In the pics it looks like the whole lamp is glowing...but its only the bulp. Some turned off lights still have the glow material.

SSAO is on medium, DoF is now also activated.


edit2:
Next Thing besides map will be red glowing eyes for Zombies. A must have. Will be around 5 different Zombies for. Maybe more, lets see

edit3:
Update on the wooden parts, Alpha now working on Skins
-pics removed-


Greets
Posted By: HellThunder

Re: rayp's old school fast non-shader FPS project - 10/20/18 00:59

Love it to see your ongoing development process. The environment of the atmosphere seems to be the right one for creating a real horror game! Quality is much better than most of the games I've seen on steam. Would be great to see a story driven horror FPS as result!

For the floor: I think there are too much lights. A bit darkness would improve the flair!

P.S Are the lights flickering? Instable power would be great! (=
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/20/18 01:33

Thanks for your interest man and also for the nice feedback.

You are right with the light. But the lightning is a bit limited from shadec. If you set to low values it Clips lights off for some reason i did not understand yet. But iam on a workaround already. ShadeC brings a lot of Problems. Bulletholes on walls also gone away. And it was a hard fight to have blood splats. Really a must. I managed to have it. But it is far from perfect, at least looking ok.

Some parts a complete dark. Player must use a flashlight then.

Some lights are flickering yes, this works already. All dynamic lights are controlled via Level_power - var. This way i can Switch off the light in the whole Level, to simulate power lost.

-pics lost-


edit:
Working on the right leg. For now right leg and head can be dismembered ( in mesh and ragdoll ).

Rest will follow. Also i have to write the part that creates the dismembered body parts and let them fly away. But this is done quick i guess.

edit2:
Head and leg working for seoond Zombie too ( share same rig[structure and bonenames, not riging] ).
In this pic the ragdoll collision models are visible (the small black boxes around Zombies Body) to show the seperated parts.
-pics lost-

Explosion wip with dismemberment



Greets
Posted By: HellThunder

Re: rayp's old school fast non-shader FPS project - 10/20/18 02:39

Ok light seems pretty good within the last shoots. I already read that shadec isn't the perfect solution /=

The zombie bashing is just amazing. What about integrating a simple film grain shader and some standard very small particles as dust - like in my desert town here:
https://www.youtube.com/watch?v=4LT5122KZjc

I think that would totally fit!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/20/18 19:45

This dust think is really cool !

I will take a closer look into next time.


Playing around with some Christmas models and visual stuff. Goal is the Christmas theme.
-pics lost-
Of course the tree wont be placed in the floors later, just for testing on this place.

edit:
Working on apartments of the building. Only inner walls are visible etc.



edit2:
Bulletholes are back and better bloodsplats. Transparent things with shadec are not easy to do at all. I used a old workaround for ent_decal.

Soon its time for some new gore / gameplay Video ! The small Video cant show how sick Zombie killing is wink
Heres a small Video of dismemberment of head and leg and new blood. But bodyparts not flying yet. Framerate of video isnt good.

https://youtu.be/xd5x8TtJOJg


Good Night.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/21/18 22:55

Finished the dismemberment System in mesh and ragdoll. I can tell...hard Scripting it was grin
Player can dismember: head, forearms, upperarms, legs. It was not easy to seperate ragdoll struct depending on mesh deformations. For example if Player shoots upperarm forearm and Hand must be removed too.

Now working on details. Like flying bodyparts on limb pos etc.

Explosions and floor Impacts can randomly dismember bodyparts too now.
-pics lost-


When bodypart is lost, blood sprays out of the limb Position, like already seen in the Video from the post above.

Intresting thing i want to mention: the possibility of taking apart bodyparts also increases Performance cause ragdoll will need less time for calculations grin
In every state parts can shot away. Means while Zombie is moving, in ragdoll mode or even with removed ragdoll in "remove-mode" (normaly when player is far away or ragdoll lifetime expired).

Still project runs smooth with +60fps most the time.

Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/23/18 22:15

Hi.

Invested into new gun meshes even if i liked the ingram and shotgun i used before.
But i wanted to have some special with good normalmaps (taken from highpoly model) etc.
Besides the db-shotgun there will be stuff like chainsaws, rocketlaunchers and some other nice stuff. I planed that Player can mod/upgrade some of the weapons.

First new is the double shotgun in doom2 style. Like the old shotgun it can be loaded after each shot to reload more fast in Zombie battle. Still playing around with light settings for new guns. Position seams ok so far.



Ragdoll is done for now.


Now working on behaviour of Zombies like Standing around, attacking etc. Worked on some Details of the pathfinding. Zombies can walk and run now. This way a lot more action came into gameplay.

Next ill make some more Zombies. The workflow allows me adding of Animations, even to the existing models which is very usefull if you dont know what animations to add from Startup.


A lot to do...


edit:
Worked on the texture. Now the shotgun has a rusty look. And made the texture a bit brighter. The golden parts more dark. Pos on screen modified a bit.

edit:
Shotgun scripting done. Player can fire two times or two bullets at once. In the early dev Videos you can see that the bullets / impacts spread. One shot are 5 bullets/Impacts. Both bullets fired are 10. To make it feel even more mighty a hit (no matter where) can also take of random limbs (plus normal dismemberment function) like explosions or floor impacts.
Found some whiles with wait(1)'s in my old source i used from start of project (helpers like bullet, muzzle, blood, scrblood). Rewrote those parts on the fly. Complete script runs with 2 while loops now ( Player and gun ). I only used while Loops there cause with Event_frame it seamed impossible to have gun/muzzle at correct Player pos (if he moved fast)...like u can see in Doom VFR on PS4VR played with AIM controller...a visual Horror the gun movement/pos.
Maybe it was caused by some other problem back then, but for me the two "small" whiles are ok so far.


Seams that shadeC renders particles through other models, like ZNEAR set. This is sad and i dont know a workaround for it.
For now i can only hide it as good as possible, but i cant prevent it yet. frown
edit2: Just found the reason for this. It was cause the gun had ZNEAR set, i used it before i included shadec.
If ZNEAR is used particles and stuff are rendered like ZNEAR.
One prob gone, another comes, now trying to prevent gun from
clipping through Close walls...but i have an idea for that already.
edit3: And done. Nice. Made the weapon very small (via script) and corrected pos vectors. Now gun looks like before but wont go through close walls. Particles working, no ZNEAR used at all.
edit4: Now i have to correct the on screen weapon movement script. Player moving a bit over-motivated now (cause of the smaller gun) grin ...what a chainreaction here grin

edit:
Working on another weapon...chainsaw!
-pics lost (see new in Posts above)-

Its already Smoking wink
edit: 90% done...its very funny to use the chainsaw on Zombies i have to say grin

edit:
First new HUD Version made. Still WIP of course.
Please note that it looks a bit bright / colorfull. In the screenshot the alpha-value was on 100 for testing. With less alpha it looks a lot darker.


Chainsaw
When selected a panel animation is shown. Player must press right mouse button to "pull on" the saw engine. After refilling (reloading) the same of course. If chainsaw runs empty, engine stops.


Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/27/18 01:19

New short video ( framerate of video not so good...but ok ) of the progress from the last days (or better said nights). Guns, limbs and gore. First version of new hud with correct alpha value. Sometimes bodyparts flying away now. i used a random for the limbs.

Idle animation of shotgun not activated in video.
Chainsaw needs "ammo" in idle too if engine is started.

https://youtu.be/yo97IO-0eVE

Hope u like it so far. All wip.
-pics lost-

Saw not moving yet.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/28/18 03:57

Eyes now glowing red. When zombies die eyes stop glowing ( of course this makes sense... wink ).


Started Detail work on textures (Color, texture, contrast) and level (adding Details, building the "Level") / light adjustment (warmer)

-pics lost-
New wallpaper, lights and eating Zombies. Also improved the flickering lights visuals a lot.
-pics lost-

Worked on some spawners and npc movement (new stuff like eating). Some doors fill a room with WED predefined Zombies. When player opens door it looks like Zombies were already there. This way some areas are full of Zombies on demand.
Posted By: 3run

Re: rayp's old school fast non-shader FPS project - 10/28/18 07:31

awesome progress man! keep it up! as an idea - it would be great to have blood on weapons too laugh
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 10/28/18 12:05

Awesome work. I can relate to all the weird shade-c obstacles you have to face. grin
Hope you will succeed, I like oldschool horror fps games so I will certainly try this one out when it is released.
Posted By: txesmi

Re: rayp's old school fast non-shader FPS project - 10/28/18 14:46

good looking!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 10/28/18 15:06

Thank you all for your time and interest here i really appreciate. And nice to hear you like it.

Had an funny idea for Player...when using chainsaw a lot he could make that scream/cry noise like Leatherface does laugh

Nothing new to Show till yet...i had to sleep...at least once. wink

edit:
Quote:
I like oldschool horror fps games so I will certainly try this one out when it is released.
This is pure motivation man, thank you.

About style: still its planed as some dn3d/quake2 with Zombies. Splatter, Action and black Humor...thats the plan. It should not take it self that serious, like Resident Evil for example. More the Evil Dead way.

Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 11/02/18 19:40

Hi.

Took my time for some visual stuff.
For example the Problem of npcs on path. They didnt spread enough on path walking.
SuperKu gave me some lines to modify the pathfinding with.
A great difference in npc moving now.
I also added blending between some animations like idle to walk.
Dismemberment also further improved.
Npcs using now some simple obstacle avoidance besides the pathfinding.

Working on new weapons and npcs now. Again, did not much on Level, maybe this Weekend. Everytime i start building the Level i end up Scripting something grin

First new weapon is the double pistol. Pressing fire once fires first gun, press again fire to shoot second gun. Feels like Cowboy wild west Action when holding fire. grin
Yes, specular channel is a bit high right now

Maybe next is some remote bombs, like in Duke Nukem 3D. Cause i wanna have explosions in game, not only via debug-button wink


Two new Zombie npcs ( both have two Skins, but for now every Zombie has only one Skin set ):
Of course all different Zombies share the same controller - functions.
- Pictures deleted from hoster frown -

Made a workaround for some animations like eating to have better collision.
Mop eating:


Some dev Infos:
Ragdoll / mesh collision info


Pathfinding and oa main stuff




Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 11/02/18 22:27

Update: Remote bombs.
For now only one bomb can be placed at once.
The arms are a litte bit high in Z pos for now.

Bomb will be placed by Players arm Animation. After placed on wall, left Hand is empty.





edit: Now player can place multiple bombs and blow up all at once. Left and right arm are seperate models controlled by one gun script. Pretty much the same like in dn3d. You can Switch to other weapons, come back Blowup bombs / place new bombs. And player can take them again if wrong placed for example.

edit:
fixed pos:



Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 11/09/18 11:14

Good progress, also like the smoke/blast effect of the bomb. Also that zombie chick looks a like it has stitched limbs, maybe add some visible stitches. laugh
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 11/14/18 17:10

Thanks man. wink

Rewrote a lot of the Zombie animations to keep performance when much Zombies are spawned.
Zombies using a single mesh now before player attacks them first time. Animations using "Containers" via ent_animatefrom.
This way i saved a lot of rendering power for the limb-groups ( thanks SuperKu for the advice wink ).
And zombies looking better now cause the "limbs-borders" of the mesh-groups are not visible before dismembering parts from a zombie.
Now iam scripting to get dismemberment work on first hit (before morphing to limb mesh). done


Have to say creating maps is really not a fun part for me. Worked hard to have at least some floors / house ready to enter, still not done.
Building in WED ( grin ) exporting to med. Only visible Polygons etc.


Bombs can be placed on moving npcs too now


New weapon SMG3. And weapons feature a simple blood effect now:


Also rewrote the whole muzzle-script. Muzzle now only uses ent_Create / remove one time on weapon creation and is 100% at right position on fast player movement.

Still having a lot of issues and work todo...hard to keep working on have to say.


Short moments of Zombie killing WIP:


VIDEO
https://youtu.be/eg1KiICHh-g


edit: Flashlight. Player can attack with flashlight too.


Please ignore the neck-skin part. Have to smooth it.
Greets
Posted By: HellThunder

Re: rayp's old school fast non-shader FPS project - 11/15/18 22:46

What a nice and atmospheric gameplay video - specially the light in combination with these zombie eyes. Just awesome! Gameplay looks flawlessly and funny.

Just one little thing: The musik sounds good - but it sounds like a cartoon theme tongue
Posted By: Reconnoiter

Re: rayp's old school fast non-shader FPS project - 11/16/18 16:28

Nice video, those ragdolls are mighty fine too. Minor thing: I think I would (just) slightly increase duration of the pistol's fire animation.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 11/23/18 00:15

Thanks guys. Glad u still watching my small fps here.

About Music, my intent was to have a curious "funny" atmo, ragdolls. But i dont know if it will work, maybe i switch to something darker yes u are right.

Made the doublepistol anm slower.


Again worked a lot on moving of npcs ( so not much new to Show after days of work frown ) with some kind of "flocking" thanks to SuperKu who helped me a lot.


Made the chainsaw - blade - move. But for now not via shader (cause of shadec Problems). SC-Forward-Rendering works ok...only if saw is infront of transparent material-entity it has a very small White border here and there.
Saw becomes bloody in action like the weapons too.
Now, to have something more funny again, i just started to work on a rocketlauncher.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 04/26/20 00:14

As u can see it happend a lot since the last shots laugh

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.
[Linked Image]
[Linked Image]
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)...
[Linked Image]
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/06/20 03:54

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 frown

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. laugh 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 grin ). 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.
[Linked Image]
[Linked Image]

Of course i will rework the HUD soon.

For now i would descripe the Project as "fast Zombie Space shooter" grin

Greets
Posted By: alibaba

Re: rayp's old school fast non-shader FPS project - 05/06/20 09:50

Verrrryy nicee!! Still excited about this project :))
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 05/07/20 00:39

Thanks for your interest and feedback alibaba!

edit:
On heavy hits like when to close to explosions player can fall to ground, blackout, and standup again.
Reworked my old script of that. Its done via animation bones and cam.
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 09/20/20 17:29

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.
[Linked Image]
[Linked Image]
[Linked Image]
Even if i worked weeks on space maps...i wouldnt call it waste of time. Learning by doing wink

All ai's are 100% new from the 3rd person work. Like one enemy that jumps to/walks on ceiling.

greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 02/10/22 22:41

https://youtu.be/tik9sNdjUQY


https://youtu.be/xylbA8-3WpY
[Linked Image]
[Linked Image]
[Linked Image]
[Linked Image]
[Linked Image]
[Linked Image]

FINALLY COMING IN A FEW DAYS ! laugh
https://1homealonegames.itch.io/deadtaste

Greets

Known issues atm:
Fixed mesh array size used in struct

Mouse speed adjustment missing (i forgot to implement)

Winmill climbing works good BUT when you reach the top, it will be very tricky to get on. Only with "jump-grab's". This windmill problem is more a design then a
script problem.

Green direction arrow out of screen size for some reason

Hills with holes. This is simply caused by a design-mistake in the alpha chan of the skin.

Headshots sometimes in some angles not working.

A empty house i forgot about smirk

NEVER SEEN IN PUBLISHED VERSION BUT:
Pathfinding related script crashes will always full crash the
engine. It will be hard to reach taskmanager from fullscreen
then. Such errors might appear if player leaves the level area
somehow. As soon as any NPC cant calculate a path to player's
position, pathfinding will(!) crash.

If you enter Jamal's house in mission1 too fast it might
mess up his animation states. This problem is deep in this
NPC's ai. I know how to optimize the code, but not done yet, sry.

In very rare situations it is possible that loading a game/switching map can
full crash engine, returning to desktop without error message.
In this case restart the game.
Your saved data should be fine,
and loading after a restart should also work (game saves before loading).
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 03/01/22 17:42

Safe the last dance...Deadly Dancing! WIP
[Linked Image]
[Linked Image]
[Linked Image]
[Linked Image]
First today(and yesterdays) results. Still working on some tex and lights (ceiling). Nice assets i have to say.

Greets
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 03/12/22 02:43

The Arcade area of the club laugh
Hail to the king!
[Linked Image]
[Linked Image]
Posted By: Emre

Re: rayp's old school fast non-shader FPS project - 03/12/22 19:16

Wait... is it Duke? Cool!
Posted By: rayp

Re: rayp's old school fast non-shader FPS project - 03/12/22 20:06

Yes the one and only. wink

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.
© 2024 lite-C Forums