i hate zombies...

Posted By: alpha_strike

i hate zombies... - 05/06/09 20:54

JCL brachte mich heute auf eine wirklich ausgezeichnete Idee.
Ich will damit beginnen, einen gerechten Shooter für´s Forum zu basteln. Hiermit lege ich den Grundstock...


Posted By: Zapan@work

Re: i hate zombies... - 05/06/09 22:43

Hehe, wir sind auch schon dabei. Das wird ein fest smile
Posted By: ello

Re: i hate zombies... - 05/07/09 10:30

wo hat er dich denn darauf gebracht?

btw, dein bild errinnert mich an ein altes foto von mir:

Posted By: alpha_strike

Re: i hate zombies... - 05/07/09 11:51

Naja, bei seiner Stellungnahme zu Logisex. Yup, ich habe auch meine Visage für ogibes Bild verwendet, genauso wie damals für Samo Al Robi bei Death Strike.
Du bist auch narzisstischer Natur, was?
Posted By: ello

Re: i hate zombies... - 05/07/09 12:31

Quote:
Du bist auch narzisstischer Natur, was?

etwas, zugegeben.. aber heut nichtmehr sostark wie früher..
btw, dann könnte ich ja mein spiel "regierungswechsel" nochmal auspacken und die gesichter duchr blutige fleischklopse ersetzen... aber wie sieht ein zerschossener blutiger fleischklops aus?

btw, das zitat ist super!
Posted By: the_clown

Re: i hate zombies... - 05/07/09 12:32

Was bitte ist ein "gerechter" Shooter? Ich meine, das klingt nach einem Shooter in dem irgendwer gerecht behandelt wird... Oder hab ich da was falsch verstanden?
Posted By: alpha_strike

Re: i hate zombies... - 05/07/09 13:04

...damit der Zusammenhang mit einem zynischem Schmunzeln hergestellt wird. Und der Topic nicht schwindet. Aus dem Logisex-Topic, Showcase2

Quote:

JCL:
"Due to some complains I've received about this game, I had to remove the thumbnail image from the front page. In the future, please don't post "erotic" games to the gallery - regardless of how "soft" they are. In some parts of the world, the standards are different than in Europe. We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.

Posted By: the_clown

Re: i hate zombies... - 05/07/09 13:21

Aha. Sehr amerikanische Ansicht.
Egal, Zombiespiele, vor allem Shooter, sind immer gern gesehen. wink
Wird's denn ein Egoshooter oder mehr so Resident Evil-mäßig?
Posted By: DoC

Re: i hate zombies... - 05/07/09 13:26

und warum machste son tam tam... poste einfach was wenn was da ist net HEY ICH MACH JETZT WAS... so ein quark -.-"
Posted By: the_clown

Re: i hate zombies... - 05/07/09 13:38

Na ja, je nachdem wie schnell er mit der Produktion ist...
Eine Grafik hat er doch schon, vielleicht ist das ein erster Ausblick. Und so'n simpler Zombieshooter dauert ja auch nicht so lange, zumindest codemäßig. Kommt eben drauf an, ob's jetzt so ein Arcade-Retro-ding wird (rechteckiger Gang, Zombie, Knarre, PENG), oder ein Spiel mit Geschichte, wie z.B. der letzte Teil von Alone In The Dark.
Posted By: alpha_strike

Re: i hate zombies... - 05/13/09 14:06

Hallo, Ich baue mir gerade das Zombie-Modell von Alienheretic zurecht.
Ich will verschiedene Trefferzonen realisieren.
Getroffene Körperteile sollen platzen oder abfallen.
Abfallende Körperteile werden durch Physik-Modelle ersetzt, was bis jetzt mit dem Kopf gescriptet ist....



Je nach Durchschlagskraft der Waffe können somit
Kopf, Arme und Beine abgeschossen werden.
Posted By: MDMDFSS

Re: i hate zombies... - 05/13/09 14:11

wow and I like that with the flying heads and arms...
Posted By: Dark_samurai

Re: i hate zombies... - 05/13/09 15:15

Das mit den Körperteilen abschießen finde ich ne gute Idee.

Cool wäre auch, das die Zombies versuchen würden auch mit fehlenden Körperteilen weiter zu laufen. Das sie also zu hinken beginnen.
Posted By: Inari

Re: i hate zombies... - 05/13/09 19:13

Originally Posted By: Dark_samurai

Cool wäre auch, das die Zombies versuchen würden auch mit fehlenden Körperteilen weiter zu laufen. Das sie also zu hinken beginnen.
bzw abgetrennte Arme die über den Boden kriechen, an einem herauf klettern und einen an den Hals gehen cool
und um diese zu zerstören statt zu ballern, einfach kaputt tretten wink
Die ganze sache hat etwas vom Game ´´Death-Space´´!

Inari
Posted By: FBL

Re: i hate zombies... - 05/13/09 19:51

Das klingt alles auch ein wenig nach House of the Dead.
Das war ein geiler Lightgunshooter ....
Posted By: alpha_strike

I hate zombies.../ Update - 05/14/09 22:16

scripting blattsalats weapons...


Posted By: the_clown

Re: I hate zombies.../ Update - 05/16/09 10:46

Ouch, that will hurt...
Blattsalats weapons? Are these free models?
Posted By: achaziel

Re: I hate zombies.../ Update - 05/16/09 12:30

@ the_clown: don't think so... i'm not sure, though.
Posted By: Quad

Re: I hate zombies.../ Update - 05/16/09 13:19

yeah... check it out:
http://www.blattsalat.com/catalog/index.php?cPath=43_25
free ones:
http://www.blattsalat.com/catalog/index.php?cPath=52&osCsid=702bf57af77e36c8a6c7d94030298940

also blattsalat looking for paid modelling jobs:
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=265895

Posted By: alpha_strike

Re: I hate zombies.../ Update - 05/20/09 22:37

Small step further...
The player walk script is finish.
The player can climb up ladders.
He can go down to pass holes.
Walk normal, fast, slow, jump.
Every movement looks (exept the fraps movie)
very smooth.

Posted By: ryangregory

Re: I hate zombies.../ Update - 05/21/09 00:17

Thats looking nice, a really good base for your game. With some nice looking models/graphics This would be pretty good.
just make sure the shooting mechanics are up to the same standards and this might turn out pretty cool.
Cheers,
Ryan.
Posted By: alpha_strike

Re: I hate zombies.../ Update - 05/21/09 11:15

Hi Ryan, some of the freaking models on your page are looking very usable.
Are they animated?
Check out your shop system please.
Posted By: alpha_strike

IHZ / Chainsaw Update - 05/22/09 14:24

a little step more in scripting blattsalats chainsaw.
Later I include blood smoke from the saw and many more optical and sound fx.
This is the basic scripting of the weapon.
2 fast attacs / 1 deadly alternative attack


Posted By: sebbi91

Re: IHZ / Chainsaw Update - 05/22/09 14:49

cool!
Nice job dude!

I like, that you have to pull longer to get it working!
Realistic !
Posted By: VeT

Re: IHZ / Chainsaw Update - 05/22/09 15:31

Great laugh
Posted By: Cowabanga

Re: IHZ / Chainsaw Update - 05/22/09 15:32

Cool! Keep it up! smile
Posted By: the_clown

Re: IHZ / Chainsaw Update - 05/26/09 14:50

The movement really looks impressive!
I'd love to see some of the splatter effects now...
Posted By: alpha_strike

IHZ update 05 - 05/31/09 14:41

the next step is the feedback of the standart gun.
Shit - but fraps is not the best to record the sum of 14 different effects of the gun, and target ( a wall )


Posted By: the_clown

Re: IHZ update 05 - 05/31/09 15:05

What's that great blackness at the end of the vid??
Anyway, the muzzle looks good, the hit effect too, but are there no bullet holes?
Posted By: alpha_strike

Re: IHZ update 05 - 05/31/09 19:00

The black end is a mistake, made by the export.
Of course - there are bullet holes. Not visible in a long range due the small resolution of the vid.
Anyway - i will correct the vid.
Posted By: ratchet

Re: IHZ update 05 - 05/31/09 20:20

i like a lot your walk movement : feels lot natural smile

Not like some even AAA commercial FPS where you seem to ride
a character on rails laugh

Keep up the work.
Posted By: alpha_strike

IHZ update 06 - 05/31/09 23:04

alpha_strike back again at night.

Hi, nearly everybody knows, that I have a greencard from JCL personally to splatter.
But it is damn hard. I try to do it with decals and other sprite effects. So... this is the basic code for simple blood shots. No seperated limbs till now... but soon they follow. And of course. The "effec()"-sprites need a lot of fine tuning at this moment. Lot of work to do.


Posted By: darkinferno

Re: IHZ update 06 - 06/01/09 01:49

darn, i envy u for your blood effects.. lol, anyways, good job, am not a fan of the weapon movement when walking though, even though others will argue that point... looks great so far though
Posted By: the_clown

Re: IHZ update 06 - 06/01/09 13:12

Nice splatter effects! I like those sprites (or decals) on the walls!
Waiting for flying limbs now... wink
Posted By: alpha_strike

IHZ update 06 Part B - 06/02/09 21:28

The final fx for the basic gun.
Some splatter on the cam and some flowing blood on the wall behind. Next comes the MG.

small vid but heavy...

Posted By: Quad

Re: IHZ update 06 Part B - 06/02/09 21:43

looks nice keep it up
Posted By: ello

Re: IHZ update 06 Part B - 06/03/09 06:34

ach du heilige scheisse was für weitere beispiele da von youtube verlinkt werden (hab eben auf Opera of Splatter gedrückt...)
Posted By: the_clown

Re: IHZ update 06 Part B - 06/03/09 12:21

Holy shit, are you creating those decals by tracing from the target to the bloody particles? Doesn't that cause a little bit of fps loss?
Posted By: alpha_strike

Re: IHZ update 06 Part B - 06/03/09 12:54

Tracing to particles??? From the view of a scripter - do you think I am insane?
No - it is all about "feeling, range and timing"
Posted By: the_clown

Re: IHZ update 06 Part B - 06/03/09 14:08

Alright, I didn't really think that, just had the look of it...
Feeling, range and timing, eh? That's good...
But tracing to particles is not that insane, it works with four or five particles... laugh
Posted By: WretchedSid

Re: IHZ update 06 Part B - 06/03/09 16:07

Oo da fehlt aber noch ne Menge Blut. Imo sollte ein Zombie mindestens 10 Liter Blut pro Schuß verlieren. Oder anders ausgedrückt, bitte, bitte, bitte mach mehr Blut rein.
Posted By: the_clown

Re: IHZ update 06 Part B - 06/03/09 16:53

Sylar, spielst du zufällig Half Life 2 Deathmatch?
(Sorry für off-topic)
Posted By: WretchedSid

Re: IHZ update 06 Part B - 06/03/09 17:59

Nope sry, aber Left 4 Dead.
Posted By: the_clown

Re: IHZ update 06 Part B - 06/04/09 12:43

Hm, schade. hätte wetten können deinen Nickname da schon mal gesehen zu haben...
Egal, das erklärt die Vorliebe für Blut - wenn man schon L4D spielt... laugh
Posted By: alpha_strike

IHZ update 06 Part C - 06/04/09 21:29

work on a maschine gun with single fire and alternative 3 shots.

Posted By: darkinferno

Re: IHZ update 06 Part C - 06/04/09 21:36

ok, a little too much with the screen splatter... reduce the distance to the zombie before that effect chips in
Posted By: the_clown

Re: IHZ update 06 Part C - 06/05/09 16:36

Looks nice. I have this problem with quick firing guns that, as soon as I add sounds, the shooting intervals get irregular and I sometimes have the weapon playing the firing animation five times, but only firing one time. Don't know how to stop it.
Posted By: alpha_strike

IHZ Sniper - 06/08/09 13:26

The first part of the sniper.
Showing the red laser light (not like real but good for the game) and a 64*64 view rendering on a target bmp of the sniper.
Because the view is only 64*64 on the standart sniper view - I have no reduced frame rate.


Posted By: DoC

Re: IHZ Sniper - 06/08/09 13:39

dont make every day a 5secound clip better work on that game or template what ever...
Posted By: alpha_strike

Re: IHZ Sniper - 06/08/09 13:48

Oh, I think I have the right to post even 5sec clips in my own thread.
So this thread is ment only for people, who use 3dgs in particular. Not for people who only spam shit in this forum. In fact, I have nothing seen of your 3dgs related work in this forum.
So please - give contructive critics or better stay away of my personal zombie topic. You are not welcomed anymore in this topic.
Posted By: Zapan@work

Re: IHZ Sniper - 06/08/09 13:51

Waffenmodel: das Waffenmodel scheinst du immer in Richtung der Kamera zu platzieren: vec_set(weapon.pan, camera.pan)... Ich finde das immer sehr statisch. Ich mache es meist so:
vec_set(weapon.pan, camera.pan);
weapon.tilt *= 0.96;

Dadurch zieht die Waffe zwar etwas nach, aber ich finde das wirkt dann Dynamischer...
Posted By: aztec

Re: IHZ Sniper - 06/08/09 14:18

Also soweit ich weis ist es nicht verboten, 5sec Videos zu posten und ich finde das eigentlich echt gut. Du hälst uns wenigstens auf dem Laufenden und das kann man durchaus auch durch kleine Videos machen. Ich find das Alles hier echt Spitze mir kribbelts dann immer in den Fingern und ich würde am liebste gleich mal spielen. Die Sniperwaffe finde ich gut es kommt auch noch eine Zoomfunktion oder?

mfg

Aztec
Posted By: alpha_strike

Re: IHZ Sniper - 06/08/09 14:24

Genauso denke ich auch. Naja, soll der technische Assi seine Postkarten weiterhin kritzeln oder hier Kritik zur Entwicklung des Projekts selbst abgeben.
Auf alles andere kann ich getrost verzichten. Außerdem gibt es Regeln für das Forum und die sollten selbst für dieses Bildungsniveau ersichtlich sein.

Die Sniper wird eine Sniper-View haben - klar. Die wird auch zoombar sein.
Außerdem hat mir Zapan für den PPShader wertvolle Tipps gegeben. Somit wird die View grün sein.

Zur latenten Bewegung... gerade eingebaut. Danke! Wertvoll.

Außerdem warte ich auf die hinfällige Präsentation eines anderen Zombie-Shooters hier im Forum. Nach dessen Sichtung ist mir echt dier Kiefer auf die Tischplatte geklatscht.
Posted By: the_clown

Re: IHZ Sniper - 06/08/09 15:38

Na, jetzt bin ich gespannt... Die Sniper sieht sehr gut aus, der Laser-Effekt gefällt mir. Die hat dann aber auch unglaubliche Durchschlagskraft auf kurze Entfernung, oder?
Posted By: aztec

Re: IHZ Sniper - 06/08/09 15:40

Originally Posted By: alpha_strike

Außerdem warte ich auf die hinfällige Präsentation eines anderen Zombie-Shooters hier im Forum. Nach dessen Sichtung ist mir echt dier Kiefer auf die Tischplatte geklatscht.


klingt spannend wird es denn hier im Forum auch veröffentlicht?
oder wie habe ich das hier zu verstehen. Arbeitet noch jemand an einem Horrorshooter?
Posted By: the_clown

Re: IHZ Sniper - 06/08/09 15:49

Also, Ich weiß, dass mindestens noch einer an einem arbeitet... ach ja, und ich. Ich bin aber wohl kaum gemeint. laugh
Posted By: alpha_strike

IHZ sniper beta 02 - 06/09/09 21:22

Little step more. Just one more 5sec clip sick
I render the second view on a sprite with zoom function.
Later, I want to integrate a mdl.



and some fun...





Posted By: Espér

Re: IHZ sniper beta 02 - 06/09/09 22:05

very cool.. go on like this ( that´s so cooool )
Posted By: achaziel

Re: IHZ sniper beta 02 - 06/09/09 22:16

sieht vielversprechend aus. die waffen sind soweit stimmig, einige animationen könnten meiner meinung nach etwas besser sein, aber ansonsten sehen die sehr solide gescriptet aus. was bei mir nix heißen muss, ich kann überhaupt nix coden und versteh folglich n scheissdreck von xD

wenn jetzt noch der schwierigkeitsgrad und das leveldesign stimmen (kommt später noch, weiß ich. trotzdem.) dann wird das game definitiv mehr als einen blick wert sein.

und zum thema 5 sekunden videos: find ich fast besser als screenshots, so bekommt man wenigstens was von pp-shadern und animationen mit.

weiter so, ich werds auf jeden fall im auge behalten.
Posted By: FBL

Re: IHZ sniper beta 02 - 06/09/09 22:18

Sieht lecker aus smile
Die Spielerbewegung gefällt mir sehr gut.
Bin mal gespannt, wenns dann konkret an die Levels geht.
Posted By: aztec

Re: IHZ sniper beta 02 - 06/10/09 05:48

Originally Posted By: Firoball
Sieht lecker aus smile
Die Spielerbewegung gefällt mir sehr gut.
Bin mal gespannt, wenns dann konkret an die Levels geht.

Und wenn du dann dabei irgendwie Unterstützung brauchst (im Moddeling Berreich) obwohl die Models 1A sind kannste gern auch mal mich fragen ^^.
Also die Sniper-View gefällt mir echt gut, aber ich weis nicht so recht ob grün die richtige Farbe dafür ist smirk.
Dann kann man nämlich nicht erkennen wie schön eklig die Zombies aussehen. Das hat für mich noch ein bissl zu viel Nachtsichtfeeöing dabei.

mfg

Aztec
Posted By: alpha_strike

Re: IHZ sniper beta 02 - 06/10/09 07:21

Danke für die freundlichen Worte. Die Modelle der Waffen stammen allesamt von Blattsalat. Und ich hoffe, er kriegt seinen Arsch hoch und hilft ein bißchen weiter beim Levelbau.

Hoffentlich findet Ihr das Spiel IHZ auch weiterhin interessant - aber wenn das Referenz-Zombie-Projekt eines anderen Teams im Forum auftaucht, wird das vermutlich schwer sein :-)
Ich habe gerade einen Video von denen gesehen... LECK MICH SOOOO AM ARSCH.
Ihr dürft wirklich gespannt sein, was hier bald ausbricht. FUCK FUCK FUCK
Posted By: Helghast

Re: IHZ sniper beta 02 - 06/10/09 07:31

RAGDOLLS! RAGDOLLS! RAGDOLLS! RAGDOLLS! RAGDOLLS! RAGDOLLS! laugh

that would definatly add a new layer of gameplay (especially if you like make them fall of a balcony or whatever... ;)).

great work so far, are you gonna make a full game out of it, or are you gonna donate/sell the codes?

regards,
Posted By: Quad

Re: IHZ sniper beta 02 - 06/10/09 07:50

keep it up, i actually like seeing progress in 5 sec videos.
Posted By: aztec

Re: IHZ sniper beta 02 - 06/10/09 08:10

Originally Posted By: alpha_strike

Hoffentlich findet Ihr das Spiel IHZ auch weiterhin interessant - aber wenn das Referenz-Zombie-Projekt eines anderen Teams im Forum auftaucht, wird das vermutlich schwer sein :-)
Ich habe gerade einen Video von denen gesehen... LECK MICH SOOOO AM ARSCH.
Ihr dürft wirklich gespannt sein, was hier bald ausbricht. FUCK FUCK FUCK


Du machst mich ja ganz aufgeregt Ich will die auch endlich mal sehen cry


und ist doch gut, wenn wir dann gleich 2 Zombieprojekte haben. grin (es seidenn es ist ne 1:1 Kopie oder so)
Posted By: the_clown

Re: IHZ sniper beta 02 - 06/10/09 09:59

Ragdolls. Geplant, ja oder nein?
Ansonsten: Super gemacht, scheint ja auch ohne KI schon Spass zu machen laugh

Auf dieses Referenzprojekt bin ich jetzt aber auch mal gespannt, das müsste ja schon extrem gut sein, um das sooo sehr zu toppen.
Posted By: Machinery_Frank

Re: IHZ sniper beta 02 - 06/10/09 11:08

Originally Posted By: alpha_strike
...aber wenn das Referenz-Zombie-Projekt eines anderen Teams im Forum auftaucht...


Hat dieses Referenz-Projekt entfernt mit GED zu tun?

Das Skripting der Sniper-Waffe sieht erstklassig aus! Beeindruckend.
Posted By: the_clown

Re: IHZ sniper beta 02 - 06/10/09 12:30

Etwas das du an der Sniper-View verbessern könntest: Du scheinst auch in der Hauptview zu zoomen, das sieht etwas seltsam aus.
Und sollte das Sniper auf die kurze Entfernung die Köpfe nicht praktisch wegpusten?
Posted By: DoC

Re: IHZ sniper beta 02 - 06/10/09 12:43

nur weil ich net alle 5sekunden irgentwas von meinen sachen poste heißt es nicht das ich net damit arbeite das hab ich mir schon vor langer zeit abgewöhnt aber schön zuwissen das die leute immernoch so aggressiv auf meinungen abgehen hier -.-"
Posted By: alpha_strike

Re: IHZ sniper beta 02 - 06/10/09 13:24

Alter, mach Deinen Schwimmbad-Simulator oder kritzel Deine Postkarten
und bleib aus meinem Thread fern.

Deutlicher kann ich wohl nicht werden. Du bist hier in meinem persönlichen Bereich mit unqualifiziertem Krüppel-Vokabular unerwünscht.

Und wenn ich hier 20x den gleichen Müll poste - es geht Leute, die nichts zum Thema sagen - einfach einen Scheiß an.
Posted By: the_clown

Re: IHZ sniper beta 02 - 06/10/09 15:02

Um zum Thema zurückzuführen: Hast du denn Ragdolls geplant, alpha, oder bleibt's bei den - zugegebenermaßen sehr guten - animierten Toten? Ich könnte mir Ragdolls auch gut an fallenden Körperteilen vorstellen... laugh
Posted By: alpha_strike

Re: IHZ sniper beta 02 - 06/10/09 17:25

@Frank: keine Ahnung, was der GED überhaupt sein soll. Mein Name ist Hase.

@Clown: jetzt müssen erst einmal alle Waffen so sauber (wie es eben meine Fähigkeiten zulassen) getuned werden. Da kommt noch der Atomraketenwerfer, das Dynamit, der Revolver, das Fein-Tuning von allen Waffen in Zusammenhang mit
Munitonsmenge u.s.w.

Dann werden alle Feindmodelle "zerlegt" und eine NULL-KI gescripted.

Und anschließend werde ich mir - wenn mir passende Idee einfällt -
den Ragdoll-Effect reinziehn.
Geplant ist er.

Und heute will ich noch den abschließenden Sniper-5sec-Video hochstellen.
Mir kam da noch eine kleine Idee, die ich zeigen will.




Posted By: Anonymous

Re: IHZ sniper beta 02 - 06/11/09 10:25

me too i like the 5 sec videos. its shows the progress of the game and i think its good idea.
Posted By: the_clown

Re: IHZ sniper beta 02 - 06/11/09 10:51

ATOMRAKETEN??? Oje, die armen Zombies... laugh
Posted By: Machinery_Frank

Re: IHZ sniper beta 02 - 06/11/09 12:26

Originally Posted By: alpha_strike
@Frank: keine Ahnung, was der GED überhaupt sein soll. Mein Name ist Hase.


smile haha

Ich verstehe. Dann erübrigt es sich ja eigentlich zu erklären, dass ich über den Real-time-Editor auf Zapan anspielen wollte wink

Bin gespannt auf das 5-sek. Video!
Posted By: the_clown

Re: IHZ sniper beta 02 - 06/11/09 12:29

Ich denke, allmählich wissen die meisten hier, dass Zapan am großen Referenzprojekt sitzt, oder? Er werkelt auf jeden Fall an einem Zombie-Shooter, da liegt die Annahme doch nahe.
Wie auch immer, er soll sich ruhig Zeit lassen, umso besser wird's! wink
Posted By: Slin

Re: IHZ sniper beta 02 - 06/11/09 17:05

Ich finde sehr beeindruckend wie viel Mühe du in jedes Detail steckst. Dadurch wirkt zum Beispiel jetzt die Waffenbewegung ziemlich geil und auch die Dosierung des Bluts gefällt mir gut. Überhaupt wirkt das bisher alles sehr glaubhaft und stimmig.

Ich mache selbst übrigens auch gerne 5secs Clips oder zumindest jede Sekunde einen neuen Screenshot den ich erstmal herumzeige wink Ich selbst finde soetwas jedenfalls auch bei anderen immer sehr interessant.

Eventuell solltest du beim Anvisieren mit dem Zielfernrohr das Bild drumherum mit einem Radialblur verzerren, denn im Moment sieht das aus wie 4 Views, bzw der Cameraview vierfach dargestellt durch Postprocessing oder Panels...
Etwas was man wirklich kritisieren könnte ist mir bisher noch nicht aufgefallen wink. Und in wie fern meinst du dem anderen Projekt unterlegen zu sein? Abgesehen vom derzeitigen Funktionsumfang ist dein Projekt doch gleichwertig?

Wie auch immer, ich freu mich auf dein nächstes Video :P.
Posted By: alpha_strike

IHZ sniper FINAL - 06/11/09 17:59

Weiter geht´s ...

Das andere Team macht das, was ich gerne gemacht hätte. Richtig üblen und sinnlosen Trash.
Bei mir ist das dann doch eher eine Gradwanderung zwischen Möchtegern-Simulation und „Voll auf die Fresse“. Beiden Spielen, wenn sie fertig sind, gemein – „Breaking the law - Killerspiele für Killerspieler„.

@Slin: mit Shadern kenne ich mich gar nicht aus und bin auf die Tipps von einem Bekannten angewiesen. Ich schustere das halt zusammen, und schraube, bis es einigermaßen für mich akzeptabel aussieht. Punkt. Mehr geht halt nicht.

Neu ist auch die Idee mit einer Feuerwehraxt als Brachialwaffe neben der Kettensäge.

Was ist neu am Code…

Der Sniper ist verschönert worden und hat eine Zoom-Funktion, die prozentual gemessen und dargestellt wird (draw_text). Genauso wie der Kompass, oben im Sniper-Panel.

Partikel-Effekten wurden im Sniper-Modus angepasst.

Im Slomo-Exzess-Mode wurde die Patronenhülse theatralisch gedreht und langsamer fliegen lassen.

Ich hoffe, der Video gefällt, diesmal ein paar Sekunden mehr.


Posted By: Anonymous

Re: IHZ sniper FINAL - 06/11/09 18:13

das sieht wirklich klasse aus. Vorallem Der Slowmotioneffekt gefällt mir.
Wie machst du das das Blut so an der Wand runterfließt?
Posted By: achaziel

Re: IHZ sniper FINAL - 06/11/09 18:31

das mitm blut würde mich auch interessieren.

slowmo sieht toll aus, allerdings stört mich das ausfaden ein bisschen. du hast ja ne verzerrung drin wenn mich nich alles täuscht, (fisheye oder sowas in die richtung, im video ab 1:29) sieht auch spitze aus, allerdings fadet die etwas zu schnell aus. im einen moment is das bild noch leicht verzerrt, und im nächsten isses -plopp- wieder normal. sieht man am gewehrlauf besonders gut... (ganz ehrlich, wenn die knarre etwas weiter rechts im bild wär, mir wärs gar nicht aufgefallen.) vielleicht passt du das noch etwas an wenn du schon dabei bist. is feintuning, kommt normalerweise erst gegen ende, weiß ich schon. wollt dich nur drauf aufmerksam machen.

und nochwas: wie zur hölle hast du das mitm zielfernrohr gemacht? was ich meine is dieser effekt außerhalb des sniper-modus, bei dem man im zielfernrohr schon alles sieht. weiß auch nich wie ichs beschreiben soll ^^° siehe anfang des videos, vor allem wenn du auf den heizkessel (?) und auf den tisch zielst.... ich hoff mal du weißt was ich meine xD

macht höllisch laune dem projekt durch videos statt durch screens zu folgen, weiter so. geht ja fix voran ^^
Posted By: the_clown

Re: IHZ sniper FINAL - 06/11/09 18:38

Großartig!!!
Posted By: Germanunkol

Re: IHZ sniper FINAL - 06/11/09 20:02

ich mag so spiele eigentlich weniger, aber das video sieht super aus, code-weise. Wow. Die Effekte sehen toll aus, viel liebe für's detail. Sehr schön.
Posted By: aztec

Re: IHZ sniper FINAL - 06/11/09 20:33

Ist zwar wirklich sehr brutal, macht aber eine Menge her denke ich nur weiter so.
Posted By: Machinery_Frank

Re: IHZ sniper FINAL - 06/12/09 06:05

Originally Posted By: alpha_strike
Ich hoffe, der Video gefällt, diesmal ein paar Sekunden mehr.


Es ist viel zu lang, da schläft man ja ein wink Ich will wieder 5-sek Videos!

Aber im Ernst: Das sieht nach viel Arbeit aus Klasse!

Die Waffe wirkt aber unrealistisch gehalten. Ich glaube, Sie ist einfach zu weit weg vom Player. Das sieht aus, als würde er die Waffe ständig mit gestreckten Armen halten, anstelle an der Schulter angelehnt. Sie muss näher an die Kamera ran.


Posted By: the_clown

Re: IHZ sniper FINAL - 06/12/09 11:57

Diese Bluteffekte... würde mich WIRKLICH interessieren, wie du das machst.
Posted By: alpha_strike

Re: IHZ sniper FINAL - 06/12/09 13:16

Das sind alles keine Geheimnisse.

Sniper:
Eine View wird auf einer Entity gerendert - der Hintergrund ist die Cam mit einem Blur-Shader und alpha-Transparent-Paneln.

Blut:
Decals auf den Wänden, Panles beschmieren die CAM und ansonsten sind es "effect"-Partikel.

Da ich weniger mit mathematischer Logik als mehr mit Gefühl für Farbe und Timing arbeite, probiere ich einfach verschiedene Variationen aus.
Beim Blut habe ich dunklere Bereiche mit p.red,blue,green umd die 20 - 40 hinter den Target-Vektor gestellt und hellere Sprites in den Vordergrund gerückt.

Und um den Effekt nicht sofort sichtbar zu machen, qualmt bei mir die Wumme und gibt ein Muzzle-FX ab.

Das war schon alles.


edit...
was aber jedem klar sein sollte... da wo man ein bißchen (ohne Framerate-Verlust) den Zufall wirken lassen kann, sollte man das auch tun.

Wenn ein Effekt, ein Sound oder irgend ein Element stetig und in exakt gleicher Art und Weise agiert - nimmt das der Spieler bald nicht mehr wahr - und er fängt an, sich auf alles andere zu konzentrieren.

Dann fallen ihm sofort andere Ungereimtheiten auf.
Posted By: Ayumi

Re: IHZ sniper FINAL - 06/12/09 14:32

Nu geb ich auch mal meinen Senf ab.

1)
Zu den Waffen kann man nicht viel sagen.
Sie sind ja nicht von dir designt und animiert worden.

Allerdings find ich, bis auf die Stellung der Waffen,
alles drum rum super.
(Bis auf das, was schon erwaehnt wurde...wie z.B.
das der Slow motion effect auf einmal schlagartig abbricht)

2)
Es kommt selten vor, das ich einen Thread so aufmerksam
und komplett durchlese^^

Ich arbeite auch an einem Shooter und wenn man das so sieht,
befluegelt es einem doch sehr, es noch besser zu machen.

Ich finde die Idee gut, das Blut ist vollkommen ausreichend.
(Index ftw^^)

Mal schauen, was du noch so zur Schau bringst.

Btw: Ich find die 5 sec Videos auch klasse und nutze diese
spaeter wahrscheinlich auch so:)
Posted By: the_clown

Re: IHZ sniper FINAL - 06/13/09 14:00

Ich warte jetzt vor allem auf den Atomraketenwerfer... laugh
Posted By: darkinferno

Re: IHZ sniper FINAL - 06/13/09 14:45

yup... and i have been officially excluded from this thread, lol... sniff, time to learn German, lol... oh well
Posted By: the_clown

Re: IHZ sniper FINAL - 06/14/09 08:43

Oh no...

Alpha, schreib doch vielleicht die nächsten Updates in Englisch laugh
Posted By: alpha_strike

IHZ AXE - 06/14/09 15:55

Horrible. Blattsalat gave me an axe! This will be (beside the chainsaw) a very intense weapon to fight against your enemies.

And of course - this axe is more intense then the chainsaw. I found the cheapest chainsaw in germany about 60Euro.
But you can get an axe about 5Euro.
So the axe is a more "present" weapon in a household.

Tecnology...
I scripted some effects, like "stuck in the target".
And of course - the left arm is not optimized from the postition. But with this model, I have had some problems with the camera stage, even with the use of znear.
But after all, I like it.

And still remember.
Till now, there are only blood scripts and weapon codes.
But after all the weapons I will explicit code some splatter. And imagine the result in combination with the axe or the chainsaw.

so have fun



Posted By: Hummel

Re: IHZ AXE - 06/14/09 16:29

Ragdoll physics would perfectly fits with that!
Nice work so far wink
Posted By: the_clown

Re: IHZ AXE - 06/14/09 16:57

Oh my god.... THIS is gory...
Great work, Alpha!
Posted By: sebbi91

Re: IHZ AXE - 06/14/09 17:20

awesome splatter ^^

What are you using, Lite-C ?
If you are using Lite-C you could use the Ragdoll code from Helghast.

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=269055&page=1
That's what Hummel mean ^^


BTW I like the movement of your Player,looks professional!
Posted By: fogman

Re: IHZ AXE - 06/14/09 17:21

May I call you "Gorefather of 3dgs"? laugh

How about a spud gun?
http://en.wikipedia.org/wiki/Spud_Gun

Imagine loads of big and colorful lacerations (de: Platzwunden / means "bursted wounds") wink
And you could integrate this into the gameplay as well. It would annoy the zombies, but it won´t eliminate them.
Posted By: ello

Re: IHZ AXE - 06/14/09 21:20

hey, i just thought of a bumerang throw with the axe, as an xtra move smile i guess that would be funny
Posted By: darkinferno

Re: IHZ AXE - 06/14/09 22:55

umm? boomerang??? oo k then, anyways..
dude it looks great but as am more of a gamedesigner, let me say the flaws i see:

-the range seems to short, wayy to short, i know its an exe but for gameplay's sake...

-it seems you use c_trace from the center of the screen to determine the attack.. it works... but, this is an axe, the crosshairs shouldn't have to be on the zombie to make an hit, well, am sure you're aware of these...

-oh and the swing seems slow... needs more power, maybe start the animation then increase the speed to give the impression of a power and faster swing, also...

-the player's hands look zombiefied in itself... lol, this is the least.... other than that good job, hope the crits help...

Posted By: fogman

Re: IHZ AXE - 06/15/09 00:21

"hands look zombiefied in itself"

Would be a good teaser for a whole story. smile
Posted By: alpha_strike

IHZ AXE FINAL - 06/15/09 21:15

pure hate...

I finished the axe.

I integrate a new blood on the screen fx.
A blood stream from above rolls down.

Thenn the axe is in the target. And then the player must take her.

Of course - the fx here is to often in this avi - but I wanted just to show it.

So have fun and a creepy night.

- Alpha out and back in the grave - eek


Posted By: achaziel

Re: IHZ AXE FINAL - 06/15/09 21:25

aaaahahahahahahaaa xD wie geil

sag aber bitte, dass die sounds noch besser werden xD

aber dass die axt in zombies stecken bleibt stell ich mir ein bisschen nachteilig fürs gameplay vor... naja, je nachdem wieviele zombies grad auf einen einstürmen.
Posted By: o0oDomeo0o

Re: IHZ AXE FINAL - 06/15/09 23:09

Das ist aber nicht jugendfrei.. wenn ich das mal so andeuten darf mfg Dome. wink

Ps. Nice Work!
Posted By: Machinery_Frank

Re: IHZ AXE FINAL - 06/16/09 07:08

Originally Posted By: o0oDomeo0o
Das ist aber nicht jugendfrei.. wenn ich das mal so andeuten darf mfg Dome. wink

Ps. Nice Work!



Ich stimme da persönlich überein, aber um mal über die Entstehung der Idee zu berichten:

Ein Vertreter von Conitec (JCL) meinte in diesem Forum, dass man wegen der prüden Amerikaner keine nackte Haut zeigen solle, aber dass Kettensägemassaker in Ordnung sein. Darauf hin begann AlphaStrike mit diesem Projekt.

Gerade vor diesem Hintergrund ist der Hinweis wegen Jugendfreiheit etwas ironisch zu betrachten, denn die Amis würden das umgekehrt schreiben, wenn hier eine halb bekleidete Dame zu sehen wäre.

Mal vom Inhalt abgesehen, bin ich begeistert, wie schnell AlphaStrike die technische Umsetzung hier realisiert.
Posted By: fogman

Re: IHZ AXE FINAL - 06/16/09 07:35

Quote:
Ein Vertreter von Conitec (JCL) meinte in diesem Forum, dass man wegen der prüden Amerikaner keine nackte Haut zeigen solle, aber dass Kettensägemassaker in Ordnung sein.


In alpha_strikes Thread, wohlgemerkt. laugh
Aus der Not eine Tugend gemacht, darin ist alpha immer gut.

Über die Inhalte kann man sich streiten, aber mir sind Zombies lieber als kleine Mädchen wie in Bioshock z.B...
Splatter ist schon immer überzogen und hat auch eine humoreske Seite.
Es ist ganz normal, das makabre Dinge faszinieren und zum Galgenhumor einladen.
Von dieser Seite aus betrachtet ist das ganze Projekt sogar kritische Kunst. smile
Posted By: the_clown

Re: IHZ AXE FINAL - 06/17/09 12:34

Great work again, alpha, really impressive.
Posted By: croman

Re: IHZ AXE FINAL - 06/17/09 13:33

nice seeing that axe stabbed into zombie smile
Posted By: alpha_strike

IHZ (pic) zombie slayer - 06/19/09 10:08

I am working on the 4 different zombie meshes of 3drt.com. Every model will be seperated into 11 units. Critical target zones will be the head and the upper torso.
A lot of work the next few days.

The code will build up one main model.
This main part will controll all other limbs -and of course react and give commands to the other limbs.

The many animations of the models will give me the possibility to give the characters a wide range of reactions to their world.
Like eating rotten meat, end in different ways... and ... splatter around.


Posted By: mk_1

Re: IHZ (pic) zombie slayer - 06/19/09 11:04

needs...better...skin
Posted By: ratchet

Re: IHZ (pic) zombie slayer - 06/19/09 11:17

Cool game smile

How will you detect precisely what zone have been hit ?
Caus 3DGS don't have precise system !
Posted By: alpha_strike

Re: IHZ (pic) zombie slayer - 06/19/09 11:26

@mk_1: the models are very low poly and I have reduced the skin size and added a nmap. I think this is o.k. Btw, the player will see the zombies in masses, no time to study skins.

@ratchet: I will have one main model (the torso) - this model will create all other limbs. These limbs will have their own action.
The main model code includes the "commander-system".
If you shoot on one limb - this target will give informations to the torso.
And the torso give the commands for all reactions.
Posted By: ratchet

Re: IHZ (pic) zombie slayer - 06/19/09 11:37

Okay in fact that's sort of limbs attached to each bone ?
And how do you detect when a limb is hit ? C_trace ?
Posted By: mk_1

Re: IHZ (pic) zombie slayer - 06/19/09 11:52

Sry for my short last post.

Originally Posted By: alpha_strike
@mk_1: the models are very low poly and I have reduced the skin size and added a nmap. I think this is o.k. Btw, the player will see the zombies in masses, no time to study skins.


I disagree here. Ofc low poly models enable you to display a lot of zombies at once but on the other hand you'll see them in close up most of the time. An edgy face trying to kill me doesn't convice me. At least a more detailed head would be great.

Anyway keep on working. This game's gonna be great!
Posted By: alpha_strike

Re: IHZ (pic) zombie slayer - 06/19/09 12:51

Right point. But I am mainly buying model packs and will more spend my time on scripting then on correcting bought work. You can see in Zapans splatter game these models. His team is using the same pack.
And they look very o.k. and satisfying for me.

And ... I really work hard on the players will to fuck these zombies to hell.
I hope that the player will realize the fun to splatter the zombies around.
Posted By: ratchet

Re: IHZ (pic) zombie slayer - 06/19/09 12:52

In fact you have too choose :
Lot of Zombies with Low res models and textures or less Zombies with better textures and models !

And you can use for example 5 LOD stages to help a lot the frame rate.

Keep up the game smile
Posted By: bart_the_13th

Re: IHZ (pic) zombie slayer - 06/21/09 04:46

I do like the first choice.
A lots of zombie will be more fun and give the player more 'tension'..
Posted By: aztec

Re: IHZ (pic) zombie slayer - 06/21/09 07:10

yeah I do think so too.
More zombies are more fun but maybe then the player wont be scared anymore by the time he passes the level witch the same zombies every time so a variation of models would be nice
Posted By: alpha_strike

IHZ working on the hud - 06/30/09 19:10

Hi fellows,
after preparing all enemies and cut them into pieces for splatter, I go forward to work on the hud. There will be a motion tracker, information about weapons, status of health, compass, nav points, commands via video... a lot to do.

(WARNING 5 SEC VIDEO - not for mama boys)
[video:youtube]http://www.youtube.com/watch?v=aVFTzy5OGso[/video]




Posted By: ello

Re: IHZ working on the hud - 06/30/09 20:18

really nice thing with the animated hud
and , at a first glance i read the word dooom down there
sound is nice, too.
you may want to replace the fog by something more animated, mooving kind of mist
Posted By: achaziel

Re: IHZ working on the hud - 07/01/09 00:42

did you think about including the motion tracker as a small handheld device? either you'd have to put away your weapon while using it or you'd need to fire one-handed while it's equipped, which would decrease the accuracy ofc. would make the game itself a little bit more interesting. just my opinion though, also a small suggestion. but nice work.


Posted By: the_clown

Re: IHZ working on the hud - 07/01/09 08:51

I like the animated parts. But it looks a bit overloaded, if all these white lines belong to the HUD.
Posted By: darkinferno

Re: IHZ working on the hud - 07/01/09 09:28

i dont know if i like this hud at all, seems too futuristic for a zombie game, oh well, thats just me i guess....
Posted By: alpha_strike

IHZ the hud 02 - 07/01/09 15:24

The MT will be a element of the HUD.
Event if it would be more cool, if the hand would wear it. But my spare time is rare and I must keep the view over all planned elements.
HUD - yes, all white lines (seen in the old vid) are optical placeholders for future parts.

The player is able to choose most elements separately. So not all the time the cam will be fucked up with all HUD elements.

The new vid shows the first steps on the radar and the commander monitor.

[video:youtube]http://www.youtube.com/watch?v=P_ELH5dQUNI[/video]

And yes - my will is to work on an violent hardcore splatter shooter.
But there should be more. I want to tell a story frown about a soldier, who has the command to explore a toxic area. eek
(So all HUD elements are not just for fun... crazy)

Posted By: aztec

Re: IHZ the hud 02 - 07/01/09 16:16

I like the panel with that person who is telling you what to do and what your mission aims are.
The other panels look awesome too.
Do you do this all alone? great work this far
Posted By: alpha_strike

Re: IHZ the hud 02 - 07/01/09 16:53

The game till now is my work. But in the process there is always a communication between some cool guys like zapan, fogman and slin. Slin helped me to improve the lense shader for my slomo effect.
Posted By: alpha_strike

IHZ prime night - 07/01/09 22:40

***Scripters only***

Late at prime night, I just want to show something interesting.

The hud monitor without any problems.
I made a panel with moving stripes (windows), put 2 bmps for transparent standart and a bmp without alpha - for the avi. And then I put all the shit on the animated monitor, which is a mdl (view entity)...

and now the interesting part of my story...
this w i t h o u t any frame lost on my old machine (from 2002)

Even if all animated hud elements are visible - the hud causes no single frame lost.

[video:youtube]http://www.youtube.com/watch?v=4Kpz8dxVSz8[/video]

alpha out.




Posted By: Zapan@work

Re: IHZ prime night - 07/02/09 00:36

what about a bit "blood" on the screen elements (entity->skin)? smile
Posted By: Matt_Coles

Re: IHZ prime night - 07/02/09 04:39

really impressed with your project so far, can't wait to see a video with a full level of those zombies walking around laugh
Posted By: Zapan@work

Re: IHZ prime night - 07/05/09 23:08

[video:youtube]http://www.youtube.com/user/wwwrockingraptorde#play/all/uploads-all/0/EHsUu4Lq2vo[/video]

fertiger Motion Tracker. Reichweite modifizierbar, Feinderkennung nur, wenn in Bewegung sich befindend.
Posted By: lostclimate

Re: IHZ prime night - 07/05/09 23:36

haha, i love over to the right of the ramp when the zombie is walking watching the stencil shadow.
Posted By: the_clown

Re: IHZ prime night - 07/06/09 08:32

Looks nice, as does the whole interface. Old-school, but nice.
It got a style, and that's important. Good work, alpha!
Oh, and I like that you can toggle the elements.

Posted By: alpha_strike

IHZ motion tracker TUNED - 07/07/09 07:27

Hi fellows, this is the lastes version of the motion tracker. It contains the following features:
- "click" - when there IS something
- "beep" - when there is clearly something tracked on.
- "buiip" - warning. Something moveable is in range.
- "no sound" when there is something, which is not moving.

In the video, you see the functions in a short range.

[video:youtube]http://www.youtube.com/watch?v=iB_CWHq74us[/video]
Posted By: the_clown

Re: IHZ motion tracker TUNED - 07/07/09 07:39

That's fine, makes the tracking much easier. And these spiders are UGLY!! grin
Posted By: alpha_strike

IHZ hud instruments - 07/14/09 14:37

Hi fellows,
this is a very boring and time intensive work.
I am still working on the HUD. Now, I finished the mechanics of all instruments.
But I think the work is honorable.
I tested the motion tracker in the first level of blattsalat, a dungeon system.
And all the beeps, bings and other warning sounds are very helpful, when you are walking through all these dark rooms.

[video:youtube]http://www.youtube.com/watch?v=a77ufZ-JnJI[/video]
Posted By: Helghast

Re: IHZ hud instruments - 07/14/09 14:51

your video diarhea? hahahahaaa, nice :P
Posted By: VeT

Re: IHZ hud instruments - 07/14/09 14:53

funny smile
Posted By: alpha_strike

IHZ: HUD next steps - 07/22/09 12:29

Next steps in the HUD. Compass / Health / Motion Tracer / Toxic Detector / Oxygen final status.





Posted By: PHeMoX

Re: IHZ: HUD next steps - 07/23/09 22:42

Are those 2D animated hud elements? It's look very smooth, good job.
Posted By: alpha_strike

IHZ: let them burn - 07/24/09 13:59

@phemox: The hud is a combination of view entities and panels.

This is the "burning the zombies with your flare gun" effect.
Of course - the very early stage. Fraps slow down the rates, in original speed (70fps), it looks cool.

Now, I have to work out the fire, illu and so on.

[video:youtube]http://www.youtube.com/watch?v=ZPAEOmnIdtU[/video]
Posted By: Nicolas_B

Re: IHZ: let them burn - 07/24/09 14:06

heiss^^
Erinnert mich irgendwie an Postal. Einfach mit Zombies.
Muss sagen du machst das richtig gut hier. Weiter so.
Posted By: Zapan@work

Re: IHZ: let them burn - 07/24/09 14:44

burn baby! smile Looks good
Posted By: the_clown

Re: IHZ: let them burn - 07/24/09 15:58

Indeed, looks very good!
Posted By: alpha_strike

IHZ: burn the shit - 07/26/09 09:04

I have made a new vid with cool 60fps on a cool machine. See the effect in better quality

[video:youtube]http://www.youtube.com/watch?v=BvwSrLfkJfQ[/video]
Posted By: Zapan@work

Re: IHZ: burn the shit - 07/26/09 13:31

Looks "cool". Try to decrease the ambient value of each burning zombie over the time. When they are really dark/black (ambient < -50) switch to the death animation (slowly)...

I would also try to place some flickering flares on the emit position of the particles...
Posted By: FBL

Re: IHZ: burn the shit - 07/26/09 14:51

the "vivividot..." made me smile (wrong pronounciation).

The effect however looks cool, just the Zombies should turn into some disgusting sort of burnt pile of former meat smile
Posted By: Tempelbauer

Re: IHZ: burn the shit - 07/26/09 16:15

very cool effect smile
Posted By: alpha_strike

IHZ: burn the shit 2 - 07/28/09 07:55

[video:youtube]http://www.youtube.com/watch?v=qW3yM0byA24[/video]
alpha status
Posted By: aztec

Re: IHZ: burn the shit 2 - 07/28/09 13:58

awesome but why take a flare gun to burn someone why not a classic flame-thrower?
or how about a "lightner and a deo"

regards

Aztec
Posted By: alpha_strike

Re: IHZ: burn the shit 2 - 07/28/09 14:06

Remember "call of doom" - working title (if zapan wants this name - he can have it) is a serious game. This is not a love game. And this ist not a splatter game.

It is about a military operation in a bio toxic area. Otherwise my work on the hud would not make sense. So you don´t have a flame thrower or hair spray. Your bullets are limited.

The flare gun is not an instrument to burn up zombies. Instead the player must tell with it his place to the commander for communication.

The chainsaw is not an instrument to kill zombies - in the game you should open doors with it. ... the axe is not an instrument to kill , no...
Posted By: aztec

Re: IHZ: burn the shit 2 - 07/28/09 20:04

ah okay I think I got it smile
nice Idea to use the weapons mainly as active objects for ingame action. So is there a possibility to escape the zombies? or will you have to kill at least some(if you dont do it by your own)
Posted By: alpha_strike

Re: IHZ: burn the shit 2 - 07/28/09 20:46

different enemies with different abilities. You can check these abilities by using the scanner system.
An enemy with good ears hears your mg or the dynamite. So better use the axe...this is the main idea of the game. Survive and don´t get to close to wasted enemies. But if you get in a fight - it will be very bloody
Posted By: alpha_strike

IHZ: NUCLEAR STRIKE - 08/05/09 15:00

Hi fellows, this is the new development status.
After I nearly finished the HUD system, I work now on a new weapon. The nurclar rocket launcher of Blattsalat.
Check out the new video...

[video:youtube]http://www.youtube.com/watch?v=u1Etf84FCKQ[/video]

AS out
Posted By: ShoreVietam

Re: IHZ: NUCLEAR STRIKE - 08/05/09 17:44

loool how awesome!

And fried of mine and I came to the same clue: You played too much Turok - Dinosaur Hunter in earlyer days! xD


Nice weapon animation and the fallout effect! *rofl*
Best thing would be, if some burning zombies passed you flying away from the shockwave. xD
Posted By: achaziel

Re: IHZ: NUCLEAR STRIKE - 08/06/09 14:43

erinnert mich an die fusionskanone aus turok 1.... mann, das war noch n game....
Posted By: sPlKe

Re: IHZ: NUCLEAR STRIKE - 08/06/09 15:13

s 2er war besser.

shouldnt you take damage by doing that?
Posted By: alpha_strike

IHZ: final NUCLEAR - 08/06/09 16:46

[video:youtube]http://www.youtube.com/watch?v=ymxHRy7x0QY[/video]

small new effects, better frame rate...have fun.
Zombies burn to hell. The launcher will only fire in a save range for the player smile see the launchers hud - you can see the save distance in green - deadly in red
Posted By: Nicolas_B

Re: IHZ: final NUCLEAR - 08/06/09 18:36

wow das is mal ne kanone^^
Posted By: alpha_strike

Re: IHZ: final NUCLEAR - 08/06/09 18:55

corrected light... yes, see every single step, if you want crazy
[video:youtube]http://www.youtube.com/watch?v=tp8qYvOZ--s[/video]
Posted By: achaziel

Re: IHZ: final NUCLEAR - 08/07/09 15:10

sieht sehr geil aus. mir persönlich ist die druckwelle noch ein stück zu orange, aber das is nur mein senf.
Posted By: alpha_strike

IHZ Dynamite - 08/16/09 13:48

Ok, fellows, these are the first tests and steps in the last weapon, the dynamite. Fine tuning will follow.
[video:youtube]http://www.youtube.com/watch?v=iRDo2rNY6Dg[/video]
Posted By: Rei_Ayanami

Re: IHZ Dynamite - 08/16/09 13:54

sehr schön laugh die particle effecte sind genial laugh!!!
Posted By: achaziel

Re: IHZ Dynamite - 08/16/09 14:25

.... öhm.... mein zippo brennt nicht so komisch ^^ die flamme würd ich noch ändern, außerdem brauchts ein bisschen zu lang, bis die neue dynamitstange bereit ist, oder zumindest sieht die handbewegung unnatürlich aus. wie immer nur meine zwei cents.
Posted By: alpha_strike

final Dynamite - 08/17/09 17:05

o.k. yes, the zippo is now corrected. It was a beta stage. This is now the final version...
[video:youtube]http://www.youtube.com/watch?v=x7IM2StvgOo[/video]
Posted By: Zapan@work

Re: final Dynamite - 08/17/09 19:01

I would add a camera "shake"-effect when the explosion is next to the player, this let's the player think that the explosion is really "huge".
We've also added some stone particles at the explo position (on the ceiling) so it looks like that the env. get also hit. I think this will also work just fine with "dynamite"...
You can also try to place a flickering dynamic light at the position of the dynamite-fire. If you're using a spec-bump shader for the dynamite this could look really impressive and more dynamic.
Posted By: ratchet

Re: final Dynamite - 08/19/09 12:01

@alpha_strike :
Your game is great !
Just to know, will it the game have levels (factory level, terrain outdoor level) ? , and do you plan to make a complete game ?

You have all basics things working , just need some menu , options ; and make some sort of mods : new levels, new ennemies
recating differently more speed or more slow with more power ?

Keep up this great game laugh


Posted By: alpha_strike

Re: final Dynamite - 08/19/09 13:51

Yes, of course. Call of doom will be a complete game in the future. This project is beside a small coop with zapan all lone wolf. Before I build up the levels (out and indoor) - I will script the code.
Posted By: ratchet

Re: final Dynamite - 08/19/09 16:48

Well in fact i talked about :
I hate Zombies, thought it was made by you alpha_strike ?
What is that game : Call of Doom ? in another thread ?
Posted By: alpha_strike

Re: final Dynamite - 08/19/09 18:48

zapan makes call of death
I make call of doom...
the reason for my zombie hate is that nobody likes my porno games.

this is the thread "I hate zombies", the game later will be known as "call of doom"
Posted By: PigHunter

Re: final Dynamite - 08/19/09 19:44

Originally Posted By: alpha_strike
the reason for my zombie hate is that nobody likes my porno games.


That's not true. I have watched the videos of your game and it has some very nice effects and looks like it would be fun to play. I like games that offer instant gratification and I like games that offer substance. What makes a game great, is finding a middle ground, and offering a little of both.
Posted By: alpha_strike

Ballermann - 08/19/09 20:57

just for fun - no progress. enjoy
[video:youtube]http://www.youtube.com/watch?v=WH_by68jov8[/video]
Posted By: rvL_eXile

Re: Ballermann - 08/19/09 21:33

Bitte! Bitte! Ändere den Blood Screen ^^

Ansonsten bisher gute Arbeit! Machste alle Modele selber?
Posted By: achaziel

Re: Ballermann - 08/20/09 09:00

eine kleinigkeit noch: n zippo raucht nicht ^^°

(außer wenn der docht abfackeln sollte, was fürs feuerzeug nicht sehr gesund is und man tunlichst vermeiden sollte...)
Posted By: alpha_strike

IHZ last weapon - 09/03/09 20:20

o.k. fellows, this is the last and primary weapon of the killergame. Now.. I will start with the
splatter effects. I am very happy. After the player script is nearly finish, it is now not to long till I start with the first level... of ... call of doom. The second game of my new label "the rocking raptor games".

enjoy
[video:youtube]http://www.youtube.com/watch?v=mgOFwmXbHS4[/video]
Posted By: darkinferno

Re: IHZ last weapon - 09/03/09 20:53

the stab animation needs work.. pull the knife back a little then trust it, other than that, running up to undead humans with a dull butter knife grin this is what games are made for laugh
Posted By: the_clown

Re: IHZ last weapon - 09/04/09 11:07

So thats the primary weapon?
Looks good, I agree with darkinferno about the animation tough.
But thats a peanut, apart from that its really cool.
Having only a knife to fight for your life will for sure create some kind of suspense...grin
Posted By: alpha_strike

IHZ end of part 1 - 09/07/09 21:37

yes, fellows, I am a little proud to say, that I finished the first part of...



... and now I want to present you a sum of the present script.

[video:youtube]http://www.youtube.com/watch?v=v5uaXCQ2LT4[/video]

The next part will be the script for all zombs and
of course - the SPLATTER FX

And the 3. and last part will be building the levels.

Have fun and enjoy.
Posted By: Blink

Re: IHZ end of part 1 - 09/08/09 03:18

nice, feels really complete. a lot of weapons at your disposal. one question, the zombies will be more agressive when you finish, right? i was almost feeling bad for them,lol.it was like shooting fish in a barrel.
Posted By: the_clown

Re: IHZ end of part 1 - 09/08/09 06:24

Apart from the suicide zombies: Very good looking, now Im waiting for levels and stuff.^^
I also like that Boom-Gun, you didnt show it before, did you?
Posted By: ratchet

Re: IHZ end of part 1 - 09/08/09 07:57

I have a question for the level it's BSP without shaders ?right ?

Some things that could make things harder : make some zombie splitter like in Left For Dead 2 !
Or some amoured zombie or special ones,that regenerates and taking damage only behind in a weak point : this could force player to use some strategie !


Great that you've finished a complete level, next step, new original levels and zombies, weapons perhaps also laugh ?
Any chance for a demo ?

Great game ; i like it, keep it up laugh
Posted By: alpha_strike

Re: IHZ end of part 1 - 09/08/09 08:41

Thanks for the feedback, but I have something to say...

Sorry, you must have misunderstood my present work. This is no level of a game, even the zombies are not "scripted". In fact this level was only made to test out the players abilities.
1.
The player can walk, climb up ladders,jump...
2.
And I have finished the HUD system.
With all informations like toxic warner, motion tracker, scanner, compass, communication monitor...
3.
All weapons are scripted. That includ detection of enemies in front of the shoot range. Calculation of health and showing blood on floor, walls and in the air.

So the zombie is this part of the game are simple action scripts with a code like...
walk and if your health is zero - go down.
No attack, idle, eating...

The future:
PART 2
I will build up a new test level for placing in waypoints, and I will now first script all splatter elements, which are caused by the weapons. You know, exploding heads, blood swallows out of the wounds and so on.

PART 3
Writing the story, build up the planned levels, and making the music, menu... the EXE.

To make it clear.... till now there is only the player code, HUD code and weapon code.
No KI, no game levels, no music... no rocknroll
This thread will be the broadcast for the development of call of doom.
Posted By: ratchet

Re: IHZ end of part 1 - 09/08/09 12:23

Ok , but it's really cool piece of work already laugh
Posted By: the_clown

Re: IHZ end of part 1 - 09/08/09 13:25

Oh, you handle the health in the weapons action?
Thats interesting, I only did it in the enemies event until now...

However, Im now waiting for Zombie AI, splatter and finally levels - but did I get you right, youll use PATHFINDING for the zombies???
Posted By: Erick_Castro

Re: i hate zombies... - 09/08/09 15:15

Very cool effects.
I saw splatered game and this . I think we can make proffesional FPS with 3d game studio.

My congratulations, friend.
Posted By: darkinferno

Re: IHZ end of part 1 - 09/08/09 16:48

Originally Posted By: the_clown
Oh, you handle the health in the weapons action?
Thats interesting, I only did it in the enemies event until now...

However, Im now waiting for Zombie AI, splatter and finally levels - but did I get you right, youll use PATHFINDING for the zombies???


some sort of pathfinding is necessary or the player will learn their stupid.. and simple walk around corners to avoid conflict..
Posted By: the_clown

Re: IHZ end of part 1 - 09/09/09 08:50

Hm, right...
Posted By: alpha_strike

IHZ Chainsaw - 09/21/09 14:40

Hi fellows, I finished all weapons and I am now scripting the zombies... but want to show you an old avi... not shown till now...

[video:youtube]http://www.youtube.com/watch?v=eTa2EsbO9Wo[/video]
Posted By: alpha_strike

IHZ PART 2 - 09/24/09 11:39

Ich muß es einfach rauslassen... gestern bin ich beinahe an meinen zusammengesetzen Zombies verzweifelt. Die scheiß Kollisionsabfrage hat mich fast umgebracht...
Jetzt habe ich mit minmax und updatehull (1 mal alle 0.5 Sekunden) ohne Frame-Verlust ein echt geiles Ergebnis erzielt.

Der createte Torso (Main) kontrolliert alle 10 Anhängsel (Glieder).
Diese geben wiederum dem Torso Anweisungen (z.B. Schreien, wenn sie getroffen wurden). So schaut die Koll-Hülle aus:




und so schaut das ziemlich genaue Ergebnis aus...


Posted By: Germanunkol

Re: IHZ PART 2 - 09/24/09 15:07

benutzt du collision groups?

kollisionsabfrage ist eine der nervtötesten aufgaben...

edit:
nervtötend..
nervtötender
nervtötesten... O.o ich nix deutsch.
Posted By: aztec

Re: IHZ PART 2 - 09/24/09 18:28

Originally Posted By: Germanunkol
benutzt du collision groups?

kollisionsabfrage ist eine der nervtötesten aufgaben...

edit:
nervtötend..
nervtötender
nervtötesten... O.o ich nix deutsch.


n.e.r.v.t.ö.t.e.n.s.t.e.n

Nervtötensten (glaub ich) grin

Egal...
Respekt was du hier leistest gefällt mir immer noch sehr gut dein Projekt und die harte Arbeit zahlt sich bestimmt aus.
Ich weis net obs schon gefragt wurde, aber is Multiplayer geplant? (eher nicht oder?)

mfg

Aztec
Posted By: alpha_strike

Re: IHZ PART 2 - 09/24/09 21:17

MP ist nicht geplant. Ich will das Spiel im 2 Quartal 2010 abschließen. Vorhin habe ich mit Zapan noch ein paar neue Möglichkeiten wegen den Splatter-Effekten besprochen. Das wird einige Änderungen mit sich bringen. Mit der ersten Idee brechen mir bei 6 - 7 Zombies total die Frames ein. Muß wohl doch vmask nehmen.
Posted By: alpha_strike

Re: IHZ PART 2 - 09/24/09 21:39

I just want to say thanks to zapan.
He is a very cool guy. He helped me in minutes to solve a problem.Here are the first results in using the vmask command.
[video:youtube]http://www.youtube.com/watch?v=39Ub2NPQGng[/video]
Posted By: Pappenheimer

Re: IHZ PART 2 - 09/24/09 22:13

Was ist denn vmask?
Ansonsten könnte man ja eine Liste von Vertices durchgehen, die jeweils im Zentrum eines Körperteils liegen, sobald die Kugel die Kollisionsbox eines Zombies trifft, und abfragen, ob die Kugel in der Nähe von einem der Vertices ist.
Posted By: FBL

Re: IHZ PART 2 - 09/24/09 22:46

http://www.conitec.net/beta/vmask.htm

Das ist so ein echtes Zombie Feature grin
Genauso wie die Möglichkeit, in der hit struct das getroffene Sub Mesh auslesen zu können. Das dürfte vermutlich auch über einen Vorschlag von zapan gelaufen sein, da wir uns über solche Möglichkeiten schonmal unterhalten haben.
Posted By: Saturnus

Re: IHZ PART 2 - 09/25/09 09:13

vmask seems to be a very useful feature indeed - not only for tearing apart a zombies body. ; )

Will the zombies also have crouch animations in case they lose their lower body or parts of it?
Posted By: alpha_strike

Re: IHZ PART 2 - 09/25/09 11:43

Yes, I currently script a complex animation system. I use nearly all animations sequences, included in the original models (3drt.com), exept some "raise from the grave"-shit.
Posted By: alpha_strike

IHZ ph setgroup and vmask - 09/28/09 18:36

see some progr. vmask and ph setgroup for non ph objects. Testing ...
[video:youtube]http://www.youtube.com/watch?v=ae_qb-xGij8[/video]
Posted By: Germanunkol

Re: IHZ ph setgroup and vmask - 09/28/09 19:10

the last part you show, with the second trace, does that mean zombies will walk around when they're missing a head? cause why else would you need the feature?
Posted By: alpha_strike

Re: IHZ ph setgroup and vmask - 09/28/09 19:41

No, I am a hardliner in every way. You can kill a werewolf with silver bullets, vampires with a crucifix and a zombie with a shot in his head.
The idea was... if he is loosing his head and the player shots in this place - there must be a bullet banging in the wall behind him - or in other zombies.
Posted By: PHeMoX

Re: IHZ ph setgroup and vmask - 10/04/09 11:21

Quote:
The idea was... if he is loosing his head and the player shots in this place - there must be a bullet banging in the wall behind him - or in other zombies.


Yeeeeah, this would allow for multi-kills, which is always great. laugh
Posted By: alpha_strike

IHZ test PICS - 10/05/09 20:24

Hi fellows, as I wrote, I am working on the splatter fx.
Here are some screens of a new female zombie.
Hope you agree with me, that these effects are "dirty". I don´t want to make "clean" fx... what do you think?


Posted By: Espér

Re: IHZ test PICS - 10/05/09 22:14

Hell YEAH..

that´s a game for me ^^
Posted By: PigHunter

Re: IHZ test PICS - 10/06/09 03:26

Looks great, alpha_strike! I wonder if you might be so kind as to tell me who your modeler/animator is? wink
Posted By: alpha_strike

Re: IHZ test PICS - 10/06/09 06:45

no mystery... weapons are from blattsalat.com, zombies from 3drt.com and thegamecreators.com
Posted By: PigHunter

Re: IHZ test PICS - 10/07/09 01:48

Thank you. I knew about 3drt.com and thegamecreators.com (I just didn't recognize the zombies. wink ), but not blattsalat.com. Thanks again!
Posted By: PigHunter

Re: IHZ test PICS - 10/07/09 02:05

Hey alpha_strike,

What does "Groethausen" or "großhausen" translate to in engish?

Thank you
Posted By: aztec

Re: IHZ test PICS - 10/07/09 12:35

sounds like a city to me
I dont think this can be translated its more like a name
Posted By: PigHunter

Re: IHZ test PICS - 10/07/09 14:15

It is a name.

Here is what Babel Fish gives me:

German to Engilsh

groß = largely

hausen = live

großhausen = largelive

Engilsh to German

great = groß

live = phasen

largely = groß

largelive = largelive

This is why I asked you guys. I know a lot of you are German. So, I was just interested in what you would say/come up with.

Thank you
Posted By: Germanunkol

Re: IHZ test PICS - 10/07/09 15:45

haus is a house. "-hausen" is an ending that's often used for towns' names. I can't think of an equivalent in english, but something similar would be "Beverly Hills", "Christchurch", "Bridgeport" or maybe even the "ton"-ending that you have (Torrington), though I don't know where the latter comes from (does it derive from "town"?).
While all of these are named according to specialties about the place (church, hills, port), in german, "hause" is more like an ending that means "a collection of houses" and, I think, it's rather old german.
A better translation may also be something like in "Rushville", the "ville" ending.
As an example, "Entenhausen" is, in German, the name of the place that Donald Duck lives in, where "Enten" means "ducks", so it is the "Duckville" or "Duckton".

Correct me if I'm wrong anywhere here...

Now, the "Groß" simply means "large" (ß is pronounced just like an s), so it's something like "Largeton" or "Bigville".
"Groet" means asolutely nothing to me, although it reminds me of both "Kröte" (=toad) and "Goethe" (= Johann Wolfgang von Goethe, probably one of the two most famous German poets, 1749-1832, from the "storm and stress" epoch (or do you say "era"?) and later "classical" era.)

Does that answer your question? laugh

Sorry for off topic there. But I thought, Guido Weserwelle speaks german to non-german people, so why shouldn't I? grin
Posted By: PigHunter

Re: IHZ test PICS - 10/07/09 16:17

Thank you, Germanunkol!

Yes, you are correct. "ton" is short for town and "ville" is short for village. I guess people are lazy (Or maybe they just think it sounds better?) and don't want to say "Barber Town" so the just combine the two, "Barberton". I hear the Japanese are really notorious for doing this. (They shorten/combine a lot of words. (Playstation/Playsta)) The reason why I asked is that "Groethausen" or "Großhausen" was supposedly the last name of my Mom's side of the family before they changed it to Greathouse which is what I was told was the translation. Anyway, my apologies to alpha_strike, I don't want to railroad your thread here. Thanks again, Germanunkol!
Posted By: sPlKe

Re: IHZ test PICS - 10/08/09 12:05

hausen can basically be translated with ville, yhea... so it basically means bigville, greatville or largeville...

edit: duckburgh would be your version of our entenhausen so you can always say largeburgh XD
Posted By: PigHunter

Re: IHZ test PICS - 10/09/09 01:12

@sPIKe: Thank you! I really appreciate it.

@alpha_strike: Man, those 1st person weapon models are so kick @$$! And they're only $20!!! I just wish I had found them before you. wink I wouldn't feel right using them in my project. But, I may contact blattsalat some time in the future to create some custom models for me.
Posted By: alpha_strike

Re: IHZ test PICS - 10/09/09 07:33

P l e a s e u s e them if you want! Look at zapans zombies. Call of Death and Call of doom use nearly the same zombs. Zapan took the gcreator guns, I took them from blattsalat. There are no rules ... just the result is important.
Posted By: the_clown

Re: IHZ test PICS - 10/09/09 10:07

And it wouldnt be very good for blattsalats business if he can sell every model only one time... grin
Posted By: ratchet

Re: IHZ test PICS - 10/09/09 12:40

What matters if models comes from china or Japan ?
We just want a fun game with some good effects and some good graphics.

Yeah only result counts, and Alpha_Srtike have done already a great job indeed !
Posted By: alpha_strike

IHZ new SPLATTER - 10/09/09 13:57

Hi fellows, this is the new result of the blood fx.
Hope you like it.
Regards
AS

[video:youtube]http://www.youtube.com/watch?v=1UjnCwxwdKI[/video] mad
Posted By: the_clown

Re: IHZ new SPLATTER - 10/09/09 14:10

Looks well done from a coders view, but I hope you'll limit these extreme splatter effects to certain weapons tough.
Posted By: PigHunter

Re: IHZ new SPLATTER - 10/09/09 22:02

Looks good to me.
Posted By: maglat

Re: IHZ new SPLATTER - 10/10/09 23:13

too bad frown
Dieses Video wurde aufgrund eines Verstoßes gegen die Nutzungsbedingungen entfernt.

can't see it
Posted By: Zapan@work

Re: IHZ new SPLATTER - 10/11/09 12:38

I want to see it, too...
Posted By: alpha_strike

Re: IHZ new SPLATTER - 10/12/09 08:04

Sorry, I don´t have the avi on my disc. YT cencored the clip because somebody thought, I cut the zombies big brick from his body?!?!
The next videos must be more soft.
Posted By: FBL

Re: IHZ new SPLATTER - 10/12/09 09:22

Originally Posted By: alpha_strike
I cut the zombies big brick from his body?!?!


/feature request

grin
Posted By: achaziel

Re: IHZ new SPLATTER - 10/12/09 13:41

good feature, but watch out for that nasty featuritis.
Posted By: alpha_strike

IHZ SHAME on youtube - 10/12/09 14:56

In fact the zombie has no big brick.
In the video, I showed a shot to his abdominal.
...and there was a blood stream. It seams that he is pissing blood in a big bow.
Some crazy motherfucker (sorry, but I am angry) thought that I was ripping off a brick. But the model has no brick. See it on the gamecreators.
It seems that youtube is not able to control the messages of some fucking bros??
They put my account down!! What a shame.
But I continue to make a really bloody shooter.
Posted By: PigHunter

Re: IHZ SHAME on youtube - 10/12/09 15:15

This is ridiculous. Any fool could see that you cut off his stomach and then blood was squirting from his stomach. Wtf?
Posted By: alpha_strike

IHZ Reason Pic - 10/12/09 20:49


..take a shot and think... this was the problem?!?!
But I know - there are still fellows out there who like this shit and don´t want o n l y to play garden bus or pool simulator. crazy

This was nothing personal, but when I go to the media markt and I must see, that over 1/3 of all games go the "shuttle, pool, garden, bus ... fuck simulators", I get mad.
Posted By: FBL

Re: IHZ Reason Pic - 10/12/09 21:14

you maybe shot away a brick of belly, but that's it.
Weird people here (I guess it was someone from the forum...)
Posted By: zeusk

Re: IHZ Reason Pic - 10/12/09 21:32

well it does kinda look like its pissing blood tongue but not really.


P.S. alpha_strike you should fix your rocking raptor link.Thats not funny im at the library mad
Posted By: ratchet

Re: IHZ Reason Pic - 10/12/09 21:50

alpha_strike you should fix your rocking raptor link
Yeah laugh

For the effect perhaps make it raise lower, no so high ?

And i don't really understand this little war, your game is very good, the guy that said that even could not make 2% of what you've done in it's entire life !
Don't pay attention to trolls !

Your game really rocks, one of the best A7 games !

Kee it up, and don't forget to target a steam release laugh
Posted By: Slin

Re: IHZ Reason Pic - 10/12/09 22:02

Originally Posted By: zeusk
P.S. alpha_strike you should fix your rocking raptor link.Thats not funny im at the library mad

But isn´t it better than the violence seen on the screenshot alpha_strike just posted? At least it is about (okay, probably not really, but nearly and at least it isn´t about violence) what I guess most people think is a good thing: reproduction (!?) While the screenshot is about violence which I connect with what most people consider bad...
Very strange world...

Btw, great work alpha_strike. I watched the video while it was online and in my opinion it looks exactly as it is meant to(?), it shows daunting(!?) splatter effects.
Posted By: sPlKe

Re: IHZ Reason Pic - 10/13/09 00:37

i second that. id rather have sex than a burst belly. especially considering the pure size of my belly...

although, the splatter effects look good...
Posted By: alpha_strike

IHZ half head - 10/21/09 09:53



A fellow ,which I now know for over 15 years is working as a doctor in the hospital in Karlsruhe. He said to me that when he worked after the study as a mobil accident doc, the worst accident he ever saw was on the highway.
He saw a women in the destroyed car with only her half head on the neck. So this was the important point to correct all my splatter models. The player will now have the possibility to blow the mfuckers head 1/1 and 1/2 away.

I thought - if this is even shocking doctors - this must be good enough for all hardcore players. Even if this is a budget game.
I have now models which can be blown in 12 parts.
Posted By: alibaba

Re: IHZ half head - 10/21/09 10:01

Awesome!! Your´re right, if its shocking doctors then it must shocking gamer ,too grin
Posted By: Zapan@work

Re: IHZ half head - 10/21/09 11:52

Looks nice. Can you upload a movie and/or can you tell us soemthing about the technique you use?
Posted By: alpha_strike

Re: IHZ half head - 10/21/09 12:38

Zap, what strange technique? Thats all your tutorial, which you told me over the phone. Working in groups with the vmask. Movie - yes, as soon as I get a new ytube account.
Posted By: alpha_strike

IHZ CENCORED VIDEO online - 10/21/09 13:15

Ups, I did it again... fast boyz, fast!!!
Maybe some mfucks are faster then you and kill the account again.
[video:youtube]http://www.youtube.com/watch?v=Qh0PfRyRryA[/video]
(I found the video as a working split on my magix video maker)

[video:youtube]http://www.youtube.com/watch?v=3Qs2ClsDM0M[/video]
Posted By: gri

Re: IHZ half head - 10/22/09 10:04

Originally Posted By: alpha_strike


A fellow ,which I now know for over 15 years is working as a doctor in the hospital in Karlsruhe. He said to me that when he worked after the study as a mobil accident doc, the worst accident he ever saw was on the highway.
He saw a women in the destroyed car with only her half head on the neck. So this was the important point to correct all my splatter models. The player will now have the possibility to blow the mfuckers head 1/1 and 1/2 away.

I thought - if this is even shocking doctors - this must be good enough for all hardcore players. Even if this is a budget game.
I have now models which can be blown in 12 parts.



I rate it very high, that you care about such Realism.
Great Stuff!


greetings to all Gorehounds,
gri
Posted By: PHeMoX

Re: IHZ Reason Pic - 10/22/09 14:44

Originally Posted By: zeusk
P.S. alpha_strike you should fix your rocking raptor link.Thats not funny im at the library mad


Hahaha, now that ís funny. grin
Posted By: achaziel

Re: IHZ Reason Pic - 10/22/09 15:29

derb. aber geil.
Posted By: alpha_strike

IHZ Toxic Player - 10/26/09 14:47

Hi fellows, one element of the game is that the zombies are toxic. This is a good reason to keep them in a secure distance.
What happens, if the player gets infected shows this video:

[video:youtube]http://www.youtube.com/watch?v=rMLuJhvIzoc[/video]
Posted By: zeusk

Re: IHZ Reason Pic - 10/26/09 14:55

Originally Posted By: PHeMoX
Originally Posted By: zeusk
P.S. alpha_strike you should fix your rocking raptor link.Thats not funny im at the library mad


Hahaha, now that ís funny. grin


it wasnt at the time thank god no one was around. blush
Posted By: Zapan@work

Re: IHZ Toxic Player - 10/26/09 15:30

I would add some Post-Processing effects for a "smear/wobble" effect. Maybe you can also change the color -> more contrast or somehting like that.

I like the "dead" sequence... laugh
Posted By: Helghast

Re: IHZ Toxic Player - 10/26/09 15:33

Originally Posted By: alpha_strike
Hi fellows, one element of the game is that the zombies are toxic. This is a good reason to keep them in a secure distance.
What happens, if the player gets infected shows this video:

[video:youtube]http://www.youtube.com/watch?v=rMLuJhvIzoc[/video]


Looks great!
only thing I noticed is that the bobbing of the camera goes along with the crosshair identically... You should make these bob independantly for making the player really feel like he's being wasted tongue Other then that, great job!

(maybe make the death cam fall a bit slower... wink ).

regards,
Posted By: achaziel

Re: IHZ Toxic Player - 10/26/09 15:52

dude... stop programming all those nice looking but more or less useless features. i for my part would prefer to see some actual gameplay with levels instead pf your 500th mini feature.
Posted By: Helghast

Re: IHZ Toxic Player - 10/26/09 16:06

Originally Posted By: achaziel
dude... stop programming all those nice looking but more or less useless features. i for my part would prefer to see some actual gameplay with levels instead pf your 500th mini feature.


I disagree! It's better to have all features working, so he can make a great level based on that, then later on having to go back and retro fit stuff, which usually ends up resulting in crap...

Keep up the good work, dont start making the levels untill you are satisfied with all the features! but that's just my experience, who cares about that anyway grin

regards,
Posted By: alpha_strike

Re: IHZ Toxic Player - 10/26/09 16:08

Fellow, that ist not my system.
I am still in part 2 of my game.
After the hud, the player and all the zombie scripts.. I start to build the levels. All enemies are scripted from the splatter parts.
Now, I have to script the walking, the attacks...
So, I think, ignore this topic this year and return in 2010.
The first level - I post in Januar / Februar 2010

@Helghast: right... I do it my way.
Posted By: mk_1

Re: IHZ Toxic Player - 10/26/09 16:13

Nice effect and A FEATURE, achaziel - I don't know why you complain about it.

Personally I'd like to see some effect on the hands and arms as well, like growing, blueish (or greenish) veins, blending the normal map to one with less blue in it at the right regions.
Posted By: achaziel

Re: IHZ Toxic Player - 10/29/09 11:46

i don't complain about the feature itself. not at all. they're well made and everything, i'm just wanted to say that he shouldn't focus TOO MUCH on those features and effects. (frankly put, i might have put it a little bit different in my last post.) i say that because i made the very same mistake very often. concentrated on the features too much and lost the gameplay out of sight, which led to a rather pretty scene, but - unfortunately - without any interesting gameplay whatsoever. like a pretty techdemo, but not like a game worth playing. kinda like crysis. you see, featuritis is a bitch. just sharing my experience, thats all. what i love about this project is that it's more or less frequently updated. there's nothing worse than an interesting project which dies somehow. worrying =/= complaining. although it sounded different in my last post, i have to confess.

well yeah. that's about it.
Posted By: alpha_strike

Re: IHZ Toxic Player - 10/29/09 12:06

First of all - this is a hobby-project. A budget game, which I made the lone wolf way. No crysis or far cry. I work on it in my free time since JCL wrote this important stuff in the LOGISEX Thread. 05/06/09 was the start of "I hate zombies". All features are written down on over 40 papers. The finished HUD system works with all this features. So I have to finish this stuff.

And you know what? Zapan works in cooperation with me, and the new freak come to us... and now it is really damn funny to rock with these fellows a little part of the forum.

I personally don´t think that Call of Doom will be killed by me.
Posted By: achaziel

Re: IHZ Toxic Player - 10/29/09 13:26

didn't mean to offend you at all. just saying.
Posted By: sPlKe

Re: IHZ Toxic Player - 10/29/09 15:21

wiat, so you fused your projects?
i can see where this is going...
Posted By: alpha_strike

IHZ first part of the KI - 11/01/09 18:17

Hi fellows, this is the first part of the KI.
The player simply produces waypoints.
And if an enemy takes notice of the player - he searches after him or his waypoints.
[video:youtube]http://www.youtube.com/watch?v=1quuy4sVrpk[/video]
Posted By: rayp

Re: IHZ first part of the KI - 11/01/09 19:05

Looks great! I like the idea.

Meine Zombies sind noch dumm wie Brot (oder fast so dumm)
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