Exile's FPS Project (Vehemence)

Posted By: exile

Exile's FPS Project (Vehemence) - 06/13/16 11:13

Greetings,

So after bombarding the "what are you working on" thread with videos and demos of my game I thought it would be more appropriate to create an actual project thread. After some suggestions from Kartoffel and 3Run (thanks guys!) I have made a few modifications (see below). I will be updating this thread with the progress of the game and any download links will be managed and up to date. Any feedback is welcome but at this time I am mostly looking for feedback on gameplay.


Changelog
------------------------------
Jun/13/2016
-Changed mouse force values from mouse_force to mickey as recommended by Kartoffel.
-Added a quick and dirty configuration manager to the game, starting the game will create a config file which can be modified to change the performance of the game. Currently Enable_bloom, and Enable_blur are non functional.
-Noticed an issue with bones animation, modified it so bone creation should no longer cause crashes. Please report any crashes regarding "spawn_ragdoll".


Demo
------------------------------
https://www.dropbox.com/s/cnmyz3yihma9z8w/FPS_Build_004.zip?dl=0
Posted By: rayp

Re: Exile's FPS Project (Vehemence) - 06/13/16 11:24

Awesome! Simply awesome!
Reminds me to Quake3 which i love! Feels like some early beta of it, so good work.

Did i just fight Humans or Bots, guess Humans, if not good Bots! grin
Framerate seams good.

- Missing weapon draws.
- And the sun-effect only works if the sun is visible on Screen
I get the a message "Missing OpenAL.dll" at startup, maybe this sticks together?

edit:
Keeping in mind its all multiplayer programmed: hats off 2you, sir!
editend

Will take closer look into thats for sure.

Here you can see the sun effect is frozen
Posted By: exile

Re: Exile's FPS Project (Vehemence) - 06/13/16 12:10

@rayp, Thanks for the feedback, I will include OpenAl.dll in the next build. Regarding the second issue (black screen with text) you mentioned, are you able to reproduce the issue? If so could you walk me through the steps to reproduce the issue please? Also I removed the flare effect for now, still testing some things with it.
Posted By: rayp

Re: Exile's FPS Project (Vehemence) - 06/13/16 12:15

I pressed the wrong number i guess grin ...so ignore that for now.

Just saw its Humans and Bots. Great!
edit: But u really need a weapon draw/holster Animation/script.
edit2: Or simply spawn the weapon below the visible screenview, then moving it up/down on Z axis to "fake" a draw/holster animation. But sure u know that grin

edit3:
Wait...there a weapondraw. Sorry! I thought its missing. Or is it not played when collecting weapons?
Nobody playing besides me right now?

Framterate good 30 - 40fps (max) btw
Posted By: exile

Re: Exile's FPS Project (Vehemence) - 06/13/16 12:54

Ok just updated the file again, this time I enabled the weapon switch animation on weapon pickup, included OpenAl.dll, disabled the lenseflares, tightened up the mouse controls. Check original post for new link.
Posted By: rayp

Re: Exile's FPS Project (Vehemence) - 06/13/16 13:11

Great!
Feels much more stable somehow. Nice Feature (matter of taste) if Player has selected empty weapon autoswitch to weapon with ammo, but that depends on how you like it i guess.

I noticed the bots sometimes "spin" at this bridge ( fine tuning ^^ ):


All in all great work dude! But keep an eye on the framerate when the project grows. For now it feels smooth (in both windowmodes 30 - 40 ).


edit: Fun. Like UT/Q3 etc. Fast bloody MP action!
Posted By: exile

Re: Exile's FPS Project (Vehemence) - 06/13/16 13:51

Yea, framerate is a constant battle I am dealing with. Try tweaking some of the options in the config file and let me know what settings give you the best framerate on your machine.

Soon I will add a partial menu to make editing settings a bit easier, along with a server browser once I can find a way to implement SHA-256 encryption. I will also add alt-fire modes to the weapons and maybe add a new weapon or two (Can someone say concussion hammer?). Hopefully these features will be included in the next build release, possibly by Alpha_006.
Posted By: rayp

Re: Exile's FPS Project (Vehemence) - 06/13/16 18:36

I had/still have framerate probs in every project, no matter what iam doing. Really, everyone.
I stipped it down to ent_animate with bones in non-pro Versions.

Ill try out and give another Feedback soon.
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