ThirtyMinutes
Posted By: MB
ThirtyMinutes - 07/06/04 22:52
So here's a demo level of a, let's say, psychological game The story: the player, a psychoanalytic, is persecuted by somebody who seems to be one of his patients. The pervert thing about it is the fact that this BIG BAD UNWNOWN is detemined to kill you in thirty minutes, as if life was a game.)
I don't know if this demo is super-impressive, just, that the basic thing is hidden and not visible. Behind the scene there is a very complex AI engine working which emerged from SmartTalking nodes. So we cared about the visual, but in this stage this was not the core thing.
In spite of an extensive jpg and ogg compression, the demo is quite huge (38 MB), so be aware of that.
http://www.superfluxus.de/ThirtyMinutes.zipOne of the reasons to publish in such a premature state was that I am loking for some really gifted modellers and animation specialists.
I have dealt with biovison and have seen that this would be absolutely great in conjunction with the node architecture of the SmartTalkingNodes engine. If you feel capable of doing some really stunning thing, don't be shy to contact me.
Posted By: xck3001
Re: ThirtyMinutes - 07/07/04 00:11
Hmm well I think the demo doesn't work as it should on my pc. The structure of the ZIP is very confusing, maybe you've packed something you didn't want? If I remember correctly, you own the pro version so I shouldn't have access to all of the files, should I?
When I start the .exe, I get an error that the _setup.dll is not a correct windows file or something similar to that. And ingame, I can walk arround but nothing happens except some bubbles moving upwards.
Could be my PC, because I have a Radeon 7000 atm...
Posted By: blaaaaa
Re: ThirtyMinutes - 07/07/04 00:15
same for me. but it should run on my hardware, ive got an ati radeon mobility 9600 (pro?) so i guess that cant be the problem.
Posted By: MB
Re: ThirtyMinutes - 07/07/04 00:23
strange, maybe you missed the setup file, it does everything automatically.
You don't habve to worry about anything, setting up files or directories.
1) Unzip the file,
2) run Setup.exe
that's it.
I have to admit, zhe sheer number of files (520 or so) is abhorring - one reason to buy the pro.
Posted By: MB
Re: ThirtyMinutes - 07/07/04 01:09
Somewhat too fast I had the idea that I could have placed a wrong zip version on the server, but it was fine and working as described above. Nervtheless I have deleted this file (just in vain - but it's gone), and it will take an hour or so to transmit it anew.
Posted By: qwerty823
Re: ThirtyMinutes - 07/07/04 01:32
Does this work for anyone else? I'm not sure what your supposed to do. I clicked on the "screen" at the end of the first level, and was taken to some room with a couch and a window, and it locks up. Can't move the cursor or nothing. Task Manager shows that the memory for it keep creeping up, like its allocating something over and over again in a loop.
Posted By: xck3001
Re: ThirtyMinutes - 07/07/04 01:50
I have the exact same problem.
Posted By: MB
Re: ThirtyMinutes - 07/07/04 01:56
yes, you did what you were supposed to to. But the room should open, instead of blocking you.
it's an extremely huge level, so it may take a minute or so to load all the extures. t's tested on GForce 4, ATI Radeon. The graphic card should have 128 MB. GeFoce 2 would load the level - and when everything is read in, it would even run. But it's no fun with a frame rate of 5 fps.
A GeForce 4 and a RAM of 512 is fine, it should run without any problems.
On thing to mention is: I have added the ogg DirectShow Graph of Tobias Waldvogel (having used intensively ogg files to diminuish space), so you should run this first. - But t shoudl even run when the DirectShow graph is not isntalled (in a mute state).
Posted By: MB
Re: ThirtyMinutes - 07/07/04 02:55
ok, it's back on the server again (and I hope I will get some positiv installation feedback). The first two posts seem to have overlooked that there is a setup file, so that's a minor problem, I think. And the last two ones? Frankly: I don't know. Maybe yozu can give me some feeback. - I won't have too much time to follow this topic since I am leaving for a trip tomorrow, so tonight's the night...
Posted By: xck3001
Re: ThirtyMinutes - 07/07/04 06:53
Well if the level is really that huge memory consuming, I'm not surprised that I cannot move and the engine freezes because, remember, I have a Radeon 7000 installed currently

Executing the setup file was in fact my missing point with the first problem, after the installation the game started normal.
Sorry that I cannot help you any further, but I guess my hardware is too limited for this task.
Posted By: simus35
Re: ThirtyMinutes - 07/07/04 06:53
for me is working. but i don't understand the game
Posted By: MB
Re: ThirtyMinutes - 07/07/04 07:39
nice to hear that it's working.
Just a few explaining words what's it all about (and this is my last post before I leave).
What you see is the starting point of a bigger project. You're in the situation of a psychiatist/psychoanalytic, beging haunted by a former patient. Or maybe it's paranoia, maybe it's youe imagination that is hauntig you and things run wild. You can never be sure. But imagined or not - strange thing are going on, with the effect that you won't survive 30 minutes.
30 minutes - that means 30 ways to die. It's like a phrase of the old Paul Simon song: Fifty ways to leave your lover.
In the current state all this is just a conceptional nucleus. So this demo is much more a look and feel thing, more a promise than a finished thing.
What I was looking for is a maximum of interactivy. - As I said, the basic thing is behind the scene, a very flexible AI structure, which allows to define an ever changing environment. In a way it is a desideratum, that you don't know what's is all about - you have to find out, bringing all the pieces and details together. This is the reason why nearly everthing in the room is interactive, that you can read books, files etc.
THINK, that's the motto (and this might be really depressing for all the shooter fans).
I guess that the users of our softare tools (Tiny Tings, Mobile Rooms, SmartTalkingNodes) will have a notion, what I am talking about and how an intense atmosphere could be created by this.
So this is the project which brings all these software preliminaries together.
It will emerge rapidly, since it's getting concrete now - but that enough promising now. Time for rest and vacation.
Posted By: Nems
Re: ThirtyMinutes - 07/07/04 08:00
No probs here, even with GForce2MX and what an intriging litle game.
Good graphics and all BUT, why did you not use WASD as well? or did I miss something.
Anyway, back to this intellectual stuff(hurrrmmmphhhh...)
Oh my god! I got stuck in this dark part of the level and kept running and running and screaming and screaming!....
Posted By: Orange Brat
Re: ThirtyMinutes - 07/07/04 11:10
I like the music...it reminds me of Silent Hill a bit. Sounds right at home there. I'm still trying to figure this darn thing out.
I know if you press crtl brings up a panel for what time you have left and your intelligence.
Posted By: ROMAC
Re: ThirtyMinutes - 07/07/04 12:29
This game has so many files and I could only load the first level which you can't seem to do anything at except for click the clock and have it tell you what the game is about.
I just stood there and waited for my physical damage to go all the way down, and then the screen went black and nothing happened.
How do I play all the other levels?
Posted By: Orange Brat
Re: ThirtyMinutes - 07/07/04 12:37
I clicked a bunch of times no the clock and was taken away to a dark room with the clock and some other kind of structure. The game froze after a few seconds, so I don't know what was going on. Also, in the first room there is a box on the outside of the level. I'm not sure what that's all about, either.
Posted By: Nems
Re: ThirtyMinutes - 07/07/04 12:56
After clicking on the clock, I then clicked on the screen behind the clock and went to the Flat.
Clicking on one of the background images sent me into the darkness.
Might help.
Cheers.
Posted By: xck3001
Re: ThirtyMinutes - 07/09/04 23:12
I just tried the demo on my notebook, Centrino 1,5 GHz, 512 MB RAM and Radeon 9700, and I got the freeze again when entering the room with the window. There has to be a problem in this level.
Posted By: bupaje
Re: ThirtyMinutes - 07/10/04 02:23
I liked the demo but was a bit confused. I didn't get any dialogues except the one at the clock. I went behind the curtain, found the box, some sort of entry was made in the grid screen of that very cool interface (very very cool). I managed to spot some walls in the dark by looking at the base of the particle effects and eventually I saw a few 'pinholes' -not sure if by design or accident- and followed them. I managed to get wedged in and trapped somewhere as a result. I also found the curtains in the dark but try as I might to follow them or to conduct a circular search pattern I couldn't find the lit area.
I did not that the "F" key beeps and the 'switch player view' key (F7? I'm at work) gives you a quick glimpse of the lit areas but that's all I got.
The particle effects were very cool -like being inside a lava lamp.

Think I'm going to download and try the TinyThings particle generator when I get home.
Posted By: Darkstorm
Re: ThirtyMinutes - 07/10/04 05:22
Looks like it could be interesting but it locks up right after you enter the "main" play area.
P4 2.4
1GB DDR
GF3 Ti200
Posted By: ROMAC
Re: ThirtyMinutes - 07/10/04 05:36
I've clicked on the clock and it put me in a room and froze my whole computer. I had to pull the plug out. I've tried it again and it did the same thing.
Sorry, but I'm not going to run this exe again, do you know what the problem may be?
Posted By: Mr Wurm
Re: ThirtyMinutes - 07/10/04 18:48
Froze my pc up too, seek the root of the prob dude!
Posted By: Goma
Re: ThirtyMinutes - 07/11/04 20:06
and one more time: froze my computer, too.
Posted By: AMan
Re: ThirtyMinutes - 07/12/04 03:15
How about another? My computer froze also. I even let it sit for like 1/2 an hour to make sure. I wonder if he gets the point yet?

Hey MB! Does it work on your computer?
Posted By: bupaje
Re: ThirtyMinutes - 07/12/04 04:21
MB had said he was on his way out of town if I remember correctly. Sure he'll get it when he gets back.
Posted By: Steempipe
Re: ThirtyMinutes - 07/12/04 08:47
Same thing at the couch room.... locked up, task manager reporting 94-98% CPU use. This was for 20 minutes. Did not have to reboot, tho.
Posted By: Nems
Re: ThirtyMinutes - 07/12/04 09:06
Did you notice the amazing reflection map on the T.V? Quite amazing really.
Posted By: MB
Re: ThirtyMinutes - 07/20/04 18:28
I am back again - and wondering what the reason was that let all these computers freeze (and others not). It has been tested on 3 different systems and worked without problems, so I am quite eager to find the problem.
Posted By: MB
Re: ThirtyMinutes - 09/08/04 01:36
Posted By: bupaje
Re: ThirtyMinutes - 09/08/04 05:29
Martin this is beautiful -well done!
Posted By: Crossy
Re: ThirtyMinutes - 09/08/04 07:33
Wow thats great looking,
If you want somewhere to host it pm me and we can set something up, I have a 10gb/mo bandwidth allowance so I should be able to.
Posted By: James_Burke
Re: ThirtyMinutes - 09/08/04 17:38
Looks good, but I would work a little bit on the lighting of the cinema, just a sugestion
Posted By: MB
Re: ThirtyMinutes - 09/10/04 01:15
another shot, an underground garage.
Posted By: Spike1215
Re: ThirtyMinutes - 09/10/04 10:22
I loved everything about those screenshots, just not the wood textures on those tables. Very good, extremly talented.
Posted By: dleuen
Re: ThirtyMinutes - 09/10/04 10:59
Outstanding work Martin! I really enjoyed the music in the demo. It really set and edgy, psychotic mood. Good work. These newest screen shots are looking great too.
Don
Posted By: DocJoe
Re: ThirtyMinutes - 09/13/04 21:17
Excellent work!!!
Posted By: Alkai
Re: ThirtyMinutes - 09/13/04 22:14
I echo everyone here. Wonderful work. Looking forward to the demo.
Posted By: JR
Re: ThirtyMinutes - 09/15/04 23:28
I enjoyed your demo. It doesn't feel quite like any game or demo I've played before.
I liked your screenshots as well, but I think they could use some lighting changes. There's a lot of broad, white, ambient lighting in some of your shots; I think some more color, shadows and accent lighting would add some more to the general atmosphere you seem to be aiming for. Just a thought =]
John
Posted By: MB
Re: ThirtyMinutes - 09/16/04 00:41
thanks for the nice comments so far, which I take as a kind of moral support. For sure, you can always improve things - illumination, material and so forth. I didn't take much about it in the current state. You won't see any shader effects for example. So in this state everything is about geometry, modelling and texturing. Nothing special at all.
I am desperately awaiting the 6.303 version, which will allow the use of *.fx files - this will be the moment to tune up the visual quality.
Posted By: A.Russell
Re: ThirtyMinutes - 09/16/04 02:41
The texturing, modeling and level design looks beautiful. In some places the lighting doesn't make much sense. This is most noticable in the cinema, where the light fittings down the sides are dark and the room looks like it is lit by a couple of large invisible lights sources in the middle of the room.
Despite that, it still looks awesome.
Posted By: JimFox
Re: ThirtyMinutes - 09/16/04 23:42
I see the point of previous posts about lighting. IMHO, though, not every game has to have dark, moody lighting to be good. I think that dark "look" is a bit overdone. Surely there is room for a game where you can see where you are.
So, yes, it can be improved. But, darn, it looks pretty good to me, overall.
Regards,
Posted By: JR
Re: ThirtyMinutes - 09/17/04 01:52
Agreed, but I'd have to say that dark, moody lighting is the only viable option for a demo like ThirtyMinutes. Cheers,
John
Posted By: A.Russell
Re: ThirtyMinutes - 09/17/04 01:55
It's not the brightness I was refering too. It was the logic behind the light sources. The light fixtures are dark in the cinema and it appears to be lit from the middle of the room. I think it would be good with lights coming from the light fixtures and really long range, slightly dimmer lights in the centre for ambience.
You can see it in the other shots too. Like the dabbs of light on the stairs that don't seem to come from anywhere.
Posted By: MathewAllen
Re: ThirtyMinutes - 09/17/04 11:26
the game looks frigging beautiful but i cant even figure out how to get out of the first room, it jsut happens some times.
Posted By: b_102373
Re: ThirtyMinutes - 09/21/04 16:35
Very good work. Congratulations on great levels. How long have you been working on this game for?
Jeremy
Posted By: MB
Re: ThirtyMinutes - 09/22/04 06:35
I am leaving my underground and getting outside.
Geat feeling: that there's no need to care about lights and illumination, but only sky above and nothing else.
No, that's not true. What happened was, that I confronted some severe frame rate considerations.
So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems. I really like the engine, but would love to see it running much faster.
@cumpterprogramer: Yes, all this is extremely time-consuming, but programming is worse and you don't see anything. What I found painful as well as extremely satisfying, was doing archiect's work: rebuilding these edifices, texturing them, things like that. It looks really habitable after a while.
Hope I can post a little scenery soon.
Quote:
So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems.
Maybe, this could help you: Lutz Tewe's culling system
Posted By: A.Russell
Re: ThirtyMinutes - 09/23/04 18:33
You could use a LOD system so that the isides of the buildings are not created until the player is really close to them. Even one floor at a time.
Your use or colour and texture is beautiful.
Posted By: Ben12
Re: ThirtyMinutes - 09/24/04 05:48
The maps look amazing. They are very good. Great Job!
Posted By: bupaje
Re: ThirtyMinutes - 09/24/04 13:32
Wouldn't the problem be reduced when he puts some windows in the frames etc? All the windows look open right now and not sure about the doorways. Also what effect would using the detail flag for the terrace and overhang blocks have on framerate?
Posted By: MB
Re: ThirtyMinutes - 09/25/04 02:36
Hi Bupaje, you're right, all these apertures are engine stressors, I know. - But it did that with a certain intention, since I thought, it would be great to walk around in an atmosphere where you have the impression not to be "blocked", but in contrast, where you are invited to have a certain insight. It was a strategy - therefore I left the windows open, they should filled with moveable objects.
There is no prolem if you have two or three of them, if it get's more it turns out t be a pain. So I experimented with a lot of other options, to keep up the visual quality. - It's a real problem: if youj insert just one bad looking objekt into such an atmosphere, you destroy everything. There are few way of circumnavigate these problems: I will psot some examples soon.
Posted By: bupaje
Re: ThirtyMinutes - 09/25/04 08:11
Would it be possible (assuming some beneficial effect) to put blocks in the windows and hide them when they are in the camera view and return them when they are out of sight? So if the viewer is looking up at the second floor it is 'unblocked' but the first floor is blocked? Also can you maybe use a LOD type scheme with windows that are further away blocked, maybe with a texture image of the room rendered on the block to appear open until they get closer then remove the block? Anyway your stuff is always interesting.
Posted By: uman
Re: ThirtyMinutes - 10/01/04 08:23
Where possible you may be able use MDL files for many of the details - at least test this out - I have found a great number can have little effect on frame rates - world geometry not so. Many detailed railings or fences, gates etc for instance have little effect on frame rates.
Textures also have a major impact - though I would not dare suggest you alter any of those shown in your screen shots which are excellent and a credit to you. If its a last resort you can increase frame rates dramatically by rescaling/tiling textures which may need to be seamless in some instances - though a decrease in quality results so you would obviously start with the least seen ones first.
Your buildings are certainly detailed and from what I have seen although you have great detail I would not have thought that the views shown would have caused unacceptable frame rates. If so then your scenes are more complex than can be asceratined from the screen views.
Obviously you are attempting a somewhat no compromise quality approach to the levels and that is to be commended - in reality though I beleive GS to be by comparison the best FRate engine in its class you may be asking just a little too much of it.
I hope not as we want to see much more of this.
Keep up the gret work
A few thoughts on how to reduce the framerate in your special case:
A. Simulate an open window
1. Make a screen shot or few from the street's perspektiv through a window.
2. Close the window behind the window frame with a levelblock.
3. Make a plain model with the screenshot as skin.
4. Place it before the block.
5. And attach an action to the model that manages to shift the skin relating to the cameras position, so that the skin simulates the insight through the open window.
B. Place curtains, waving in the wind
1. Place a levelblock behind the windowframe.
2. Give it a dark texture with the perspectively distorted texture of the ceiling.
3. Place a curtain with animated waving in the wind.
4. Give it a random animation action.
Last is only interesting, when you won't have the wind to be calm because of atmosphere issues.
Posted By: MB
Re: ThirtyMinutes - 10/06/04 07:23
thanks for the valuable hints and recommendations. Indeed, it's a tricky thing - and there are lot of ways, a lot of surprises too in sppeding up the engine.
Need makes inventive - as the German saying goes -, and so I came up with a mixture of map entities, models - and their perpetual change. One thing which struck me was the fact that the engine renders models faster than blocks of complicated geometry.
Here are a few screenshots of a suburban place. It's still under heavy development, just a snapshot of the ongoing development (and corresponds very well to the ugly, post-socialist environment).
Posted By: uman
Re: ThirtyMinutes - 10/06/04 19:54
Yes - some say that traditionally models can reduce frame rates dramatically cos they may have high polys. However I have found as consistently pointed out recently that GS handles them extremely well and you can add a lot of details as models and certainly latrge areas of city buildings particularly if you cant collide with them to boost the percceived sixz of your city level.
e.g. areas you cant get to can be crowded with simple model buildings with detail textures and dont forget any building or object which has a part above player level that you cant go inside can have the top part as a model.
BTW lovely screens - excellent - any more _ I love it
Posted By: Nardulus
Re: ThirtyMinutes - 10/07/04 06:19
Hi Martin,
Damn fine work. I am glad you having luck mixing models and level geometery. It looks fantastic.
Great work.
Ken
Posted By: Orange Brat
Re: ThirtyMinutes - 10/07/04 06:39
These new shots are great. I esp. like the 2nd one.
Posted By: MB
Re: ThirtyMinutes - 11/09/04 19:58
here's a trailer showing some ingame graphics. It's an mpg compressed video, but still 16,7 MB.
trailer
what can i add that hasn't already been said... impressive and imaginative...
some great looking scenery development...
this is definitely one to follow...
--Mike
Posted By: MB
Re: ThirtyMinutes - 11/21/04 23:26
Posted By: Firestorm
Re: ThirtyMinutes - 11/22/04 06:42
Great shots!

Very impressive, except for one thing: The color banding in the sky. It's way too pronounced.