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Re: oldschool fps project [Re: rayp] #470172
12/31/17 09:29
12/31/17 09:29
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
First attempt of adding 'rocket jumping' failed.. never used it in old games myself, so I can't really tell/test it. Is it really important to have it in game, what do you guys think?

Edit: this is what I have so far.. If you guys could test it and give me your thoughts, I would really appreciate it.
REMOVED.


Edit2: found this video, well it shows pretty much what rocket jumping should be like grin
Quake live: rocket jump training
And what I've done above has nothing to do with this mechanics...


Edit3: updated the demo in this post, with the rocket jumping I had so far... I won't use it anyway (I can't even test it properly, as I've never used rocket jumping in gaming), sliding and jumping pads will be removed as well. You don't need that for a good old school game (blood proves that).

Last edited by 3run; 01/02/18 12:31.

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Re: oldschool fps project [Re: 3run] #470173
12/31/17 22:29
12/31/17 22:29
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
Happy new year, friends! (it's 1:29 here in Moscow)


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Re: oldschool fps project [Re: 3run] #470177
01/01/18 14:51
01/01/18 14:51
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Happy new year! laugh
I think rocket jumping can be fun in games where its either really fast paced (arena/multiplayer) gameplay with lots of explosive weapons (ut rocket arena is most obvious example I quess) or if there are many elevations in the map (like hill that is otherwise more difficult to reach) and that those elevations offer some advantage (like a nice vantage point to snipe enemies etc). Though in my opinion the disadvantage of rocket jumps is that it removes a tactic element when using explosives (since you cannot do much self damage) and ofcourse you will have to set higher boundaries in maps (otherwise a player could jump out of the level grin ).

Iirc what I think is an interesting example of using rocket jump accidently as a feature is in Jedi Knight 1, where you already have gameplay that uses the z-axis alot (/force jump) and rocket jump offers an alternative when your force is low and e.g. quickly need to escape.

Re: oldschool fps project [Re: Reconnoiter] #470198
01/02/18 12:52
01/02/18 12:52
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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Caucasus
Reconnoiter@ thank you for feedback, man laugh

I'll remove Z jumping from rockets. Games like blood f.e. didn't have/use rocket jumping, but yet they used to push player from explosions. And I'm not aiming for challenging multiplayer gameplay, so players could rocket jump and fly across the whole level shooting everything grin So it's not needed I guess.

Greets!


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Re: oldschool fps project [Re: 3run] #470230
01/03/18 22:38
01/03/18 22:38
Joined: Dec 2011
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Netherlands
Reconnoiter Offline
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Glad to help, also Blood <3
Getting knocked back by explosives sounds like fun, you can use it to kite or such (but suffer some hp) or be kept at a distance by enemies that use explosives (extra challenge). laugh

Last edited by Reconnoiter; 01/03/18 22:39.
Re: oldschool fps project [Re: Reconnoiter] #470235
01/04/18 10:18
01/04/18 10:18
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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yeah, I'm looking for kicking player's ass off the edges, cliffs etc into the lava and stuff laugh


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Re: oldschool fps project [Re: 3run] #472198
04/15/18 23:15
04/15/18 23:15
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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Hi!

Project isn't dead! grin
It's just mutating a bit..




Sprites, texture are from Sparklin Labs (Western Fps Asset Pack (part 1)) !

Best regards!


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Re: oldschool fps project [Re: 3run] #472422
04/26/18 20:27
04/26/18 20:27
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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Working on the map editor (very first level made by it).
Can save/load already (thx to txesmi's idea saving the whole array into the file and loading it back again).
64x64 tile level's size is 48kb (it only contains info, no textures etc).

Textures/sprites are all placeholders. Gonna hire an artist to create all stuff.


Credit: id Software

edit by rayp: censored the sprites. forbidden in Germany ( know its stupid )

Last edited by rayp; 04/26/18 22:01. Reason: censored

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Re: oldschool fps project [Re: 3run] #472470
04/29/18 17:26
04/29/18 17:26
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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A little bit of 'verboten' here grin

Textures made by id Software (wolf3d) and used only as a placeholders.

I can now create maps and load them into an actual level! Only visible part's of the tiles are created and merged into group of models (each wall texture = one group, so totally I have 16 groups + ceiling and floor, that results to 18 and plus collision model (and it's invisible), so totally 19 models models to create full 64x64 map instead of 4 096 tiles). I would love to merge the whole level into one entity, but faced troubles with multitextures (u, v - didn't work as well), but for now I'm pretty satisfied with 18 entities per level (thanks to MasterQ32 and his DynamicModels contribution from TUST and for his useful advices as well!). Next thing to do is placing props, items and npcs, but this part should be easy enough. And then, I'll make some playable demo!

Greets!


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Re: oldschool fps project [Re: 3run] #472471
04/29/18 18:15
04/29/18 18:15
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Bavaria, Germany
Great stuff @3run.

Also, merging everyting into one entity wouldn't be that beneficial either, as it makes frustum culling useless (Edit: not that there are many polygons to cull but still something to keep in mind).

Last edited by Kartoffel; 04/29/18 18:16.

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