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CSiS Demo 0.50 and Trailer #373539
06/10/11 21:11
06/10/11 21:11
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Germanunkol Offline OP
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CSiS Demo 0.50 and Trailer

2011.06.10 - CSiS Development Team

"do you have what it takes to battle your enemies lightyears away from earth? can you compete with real, live opponents, in your lan and the internet? are you ready to join the fierce squad of the best pilots in the whole world? CSiS is the new mulitplayer space game experience that will not only gloriously revive the space action simulation genre, but redefine it and take it to the next level. charge your cannons!"

Teaser:
(youtube, 720p recommended)

Video Link

We're pleased to announce the release of the latest version of the multiplayer shooter CSiS - Combat Simulation System 0.50.
Many months have passed since the first Public Playtest in October 2010 and we can assure you, the team has not been lazy. We have looked at all the data you have shared with us during this first test phase and made CSiS stronger, more stable, more fun. But this release is so much more than just bugfixes, it is stuffed to the top with new features, which are so numerous that we cannot possibly tell you everything we have done. To wet your appetite, we have selected the 7 most outstanding features. CSiS 0.50 ships with:

  • a complete new ice world filled with frozen asteroids, icy gases and spine-chilling effects.
  • as requested, we added a tutorial level to make you familiar with your ship and its systems. learn how to defeat your enemies in no time!
  • dedicated server support with a handy auto-rehosting option in the event of a hard application crash. CLI support for weaker machines.
  • BOT support for the full 16 player CSiS experience, even if you could not convince 16 of your friends to play our game with you.
  • two new team game modes - team deathmatch and capture the station. prepare to be blown away!
  • a great new set of soundtrack files made by our new incredibly talented composer Francesco Di Buono. but if you prefer to listen to your own files, CSiS 0.50 ships with soundtrack support for music files on your hard drive as well.
  • revisited shaders with support for the latest state-of-the-art anti aliasing, shadow mapping, lighting and transparency effects.

Download:

CSiS 0.50 is completely free to play and represents yet another major milestone in our development cycle. download a copy today and join one of the servers we have running.
http://csis-game.net/pages/cargo-bay.php
(Unpack and then double click CSiSInstall.exe to install. We used .7z to pack it because of limited space and smaller downloads. Recommended tools to unpack: Win-rar or .7zip. For those of you with limited download capacity, I'm willing to burn CDs and ship them to you if you pm me.)
The Team will try to host a minimum of 2 servers day and night for the first 5 days. But of course you are free to (and we would certainly appreciate if you would) host your own. We have servers only running in Europe at the moment, if someone in the USA could host one as well, we'd be very thankful.

Request:
Please post bugs, errors, suggestions, rants, critique and praise either at our Forum or here, or feel free to drop us a mail/pm if you need support to host a server.

See you online!



Note for people trying to host a dedicated server:
In most cases, you can simply use the CSiS.exe and click "host", then choose "dedicated server". If you want to join your own internet server from behind the same router, you might have to enter the IP address manually on the client when you see the serverlist.
Please use the rehosting feature (type 'yes') and try the bot_min command (type help bot_min in the console after startup).
Also, don't forget to forward port 5556 to the correct PC in your LAN and allow all the logger and engine files (up to three binaries) to communicate through your firewall.
(on some PCs you may need to start the game, close it down (use the shutdown command) allow all the files through your firewall, and then rehost).
For further info, see the help files or pm me.

Last edited by Germanunkol; 02/24/12 10:45.
68 Comments
Re: CSiS: New game mode finished [Re: Germanunkol] #395516
02/24/12 10:18
02/24/12 10:18
Joined: Jul 2001
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HeelX Offline
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HeelX  Offline
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That is a nice feature and I wish you the best, images are looking good! Though this game is uninteresting for me, because it is a sole multiplayer game and has no single player campaign.

By the way, have you ever tried to redesign your CSiS logo?

Re: CSiS: New game mode finished [Re: HeelX] #395531
02/24/12 13:39
02/24/12 13:39
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ratchet Offline
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Campaign mode, is lot more complicated , it asks for good AI, storyline, and other stuff like good balanced gameplay and progression, clever rewards , make it appealng etc ... it's lot lot more work !

Re: CSiS: New game mode finished [Re: ratchet] #395554
02/24/12 16:43
02/24/12 16:43
Joined: Jun 2006
Posts: 2,640
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Germanunkol Offline OP
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Germanunkol  Offline OP
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Thanks for the nice words, HeelX. Do you generally not play multiplayer games? Or are you just too much a fan of freelancer & co to give multiplayer space games a try?
You don't like our logo? Waaah, don't let boh_havoc hear that, it took us a while to come up with it. We all made logos and at the end, boh_havoc's won. What don't you like about it?

@ratchet: I would call a campaign mode much, much easier to make than a multiplayer action game. There's so much less to worry about. Latency, lost connections, newly joining players in the middle of a round (or towards the end of a round, which can get even worse) and much, much more. Also, we already have bots, and they could be upgraded to patrol, achieve certain goals, act hostile or friendly and stuff like that very easily. But what makes it hard to add a campaign is the problem that maintaining both campaign and multiplayer battles at the same time is just a ton of work. Most indies fail making a multiplayer game. Most indies fail finishing a singleplayer game. There's no way I'm gonna try to make both in one at this point.
Basically, what I'm trying to say is that I disagree: a Campaign is not more complicated than multiplayer, but it is just too much additional work at this point.
Plus we'd have to come up with a story tongue. And seeing how long it took us to just come up with the name (and logo), that's a task I can bear not having to work on ^^

Last edited by Germanunkol; 02/24/12 16:46.
Re: CSiS: New game mode finished [Re: Germanunkol] #395600
02/25/12 13:22
02/25/12 13:22
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HeelX Offline
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OK, that was a bit harsh, because I really prefer Singleplayer over Multiplayer and the judgement of others can be totally different.

I just want to say that a compelling singleplayer campaign would ensharpen the games profile and would make it feel less generic. See: if I would buy your game and would have to select between ships or races, I would just do it for A) the looks or B) the values and characteristics of the ship. That is a quiet flat decision, I suppose, because there is not much depth added to the game that can be perceived through nice missions, which can lead to emotions and feelings towards environments, characters, ship classes and fractions.

So, if your mission in the game is to escort a container ship, well, it's like "whatsoever" to me, because it is just a game mode to me. If it would be tied to a storyline in which you took over a space station where much people were enslaved and the containership is used as shell to rescue the escaped slaves to their home planet and one of them is you daughter for example - well, it is much more exciting and creates a bond between the player and his actual mission. Imagine that it would be settled in the Star Trek or Star Wars universe and e.g. Romulans would lie in an ambush and kidnap your daughter, while you thought you have successfully escorted the container ship - wow, this would arise emotions.

About the logo: the upper half of the ship creates an image of some adult toys if you know what I mean, the circled arrow is nonsense to me, plus it is stretched. Plus, the "i" has no dot and it looks very generic, again (the whole logo, not the "i"), sorry.

Don't take it personal, I really like your project, but you can push yourself and the game far beyond what you might think is possible smile but well, it's your game and I am just a guy who would never buy a sole multiplayer game wink

Last edited by HeelX; 02/25/12 13:24.
Re: CSiS: New game mode finished [Re: HeelX] #395649
02/25/12 23:08
02/25/12 23:08
Joined: Jun 2006
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Germanunkol Offline OP
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Germanunkol  Offline OP
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Originally Posted By: HeelX
OK, that was a bit harsh, because I really prefer Singleplayer over Multiplayer and the judgement of others can be totally different.

I don't get it... are you saying you were harsh or I was harsh? Because I didn't think your comment was harsh, and I wasn't trying to harsh. In contrary, I found both your comments to be good criticism, I just wanted more explanation on the former. So sorry if there was any misunderstanding.

It totally see your point. And if I had more time, a single player mode and a background story would not be off the plan entirely. But right now, I just don't have the time and I am hoping to make up for lack of story and single player mode with fun gameplay. Sort of like other action multiplayer games do, like counterstrike and alien swarm, just to name two. We won't be able to compete with counterstrike in many ways, but at least I do know there's people out there who don't need much of a story.

There's also the other reason, being that after 5 years on and off on development, I just want this game to be done and move on. This does not mean we want to push it out there as soon as possible before it's done, but it means we want to close the feature list.
That being said, there's always the chance something else might come up and we might add to it.

One reason I'm very interested in this sort of feedback is that I just can no longer imagine if my game is fun or not. At this point, I am too subjective to be able to determine if a certain feature works or does not work, I have simply played the game too many times.

I will try to inform the general public about the game in the next few months, and I hope to get lots of feedback then... otherwise there might be mechanics in the game that just don't work, and I'll never find out.
So in this sense, your "I miss a campaign and a reason to shoot things" is all the more important.

Edit: Oh, and I forgot: I must admit that we have never thought of the logo in this way grin... and I honestly hope not many others have^^. I don't wanna change it any more! Not after so many people have seen it and now associate it with the game... tongue

Last edited by Germanunkol; 02/25/12 23:36.
Re: CSiS: New game mode finished [Re: Germanunkol] #395665
02/26/12 11:03
02/26/12 11:03
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Posts: 6,904
No, no - I thought my words were harsh because I wrote as if my thoughts were more like a general, public oppinion but in fact they were dominated by my subjective feelings towards multiplayer games like yours (the same goes for Glider, btw).

As a sidenote, I totally know what you are feeling alike atm. Most often it seems that the last 10% are the hardest one during development and after such a long development time, you kinda feel exhausted, sad, and a bit crazy at the same time, especially when your hopes are high for commercial success and the game is driven by deadlines. At least I experienced this once, which was a complete downer to me. --- Blindness to the project is also a common problem, which you might experience now. Most of the time at the end of a project should be spent to balancing. Though, this is often underestimated and done by the developers (which are actually experts with the game - and that is not good either for the obvious reasons) --- do you have a testing crowd that gives you feedback on this issue?

So, good luck with finishing yours - and try to stay cool! smile

Last edited by HeelX; 02/26/12 11:10.
Re: CSiS: New game mode finished [Re: HeelX] #395671
02/26/12 13:44
02/26/12 13:44
Joined: Jun 2006
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Germanunkol Offline OP
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Germanunkol  Offline OP
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First of all, someone sent me a short video review of the last beta. Yay!
Check it out:
http://www.youtube.com/watch?v=r6_vtiYmyHs&feature=player_embedded

@HeelX,
Good to know I'm not alone with those thoughts.
I have two things planned to deal with the problem: I'm going to host a LAN party soon to make sure I get a few people to play the game and give feedback. That way I hope to balance the game, at least to some degrees.
I also got a lot of feedback from the last public beta (for example, someone noticed the doomsday rocket is way too powerful in the capture the station mode, so we decreased the amount of doomsdays you can buy to one). That's one reason why we are going to have another public beta before release, which we will try to advertise and promote at more places, so we actually do get some feedback.


~"I never let school interfere with my education"~
-Mark Twain
Re: CSiS: New game mode finished [Re: Germanunkol] #401474
05/20/12 09:28
05/20/12 09:28
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Germanunkol Offline OP
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Germanunkol  Offline OP
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This is absolutely awesome, this guy used CSiS bots to decide some sort of contest... check it out!

http://www.youtube.com/watch?feature=endscreen&NR=1&v=hfJplnd1u1o


~"I never let school interfere with my education"~
-Mark Twain
Re: CSiS: New game mode finished [Re: Germanunkol] #401479
05/20/12 13:52
05/20/12 13:52
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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That is so cool grin


Formerly known as JulzMighty.
I made KarBOOM!
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