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#474661 - 10/28/18 13:05 Re: rayp's old school fast non-shader FPS project [Re: 3run]
Reconnoiter Offline
Serious User

Registered: 12/26/11
Posts: 1811
Loc: Netherlands
Awesome work. I can relate to all the weird shade-c obstacles you have to face. grin
Hope you will succeed, I like oldschool horror fps games so I will certainly try this one out when it is released.

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#474664 - 10/28/18 15:46 Re: rayp's old school fast non-shader FPS project [Re: Reconnoiter]
txesmi Online
Serious User

Registered: 06/13/07
Posts: 1182
Loc: Hiporope and its pain
good looking!

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#474665 - 10/28/18 16:06 Re: rayp's old school fast non-shader FPS project [Re: txesmi]
rayp Offline

X

Registered: 07/31/08
Posts: 1959
Loc: Germany
Thank you all for your time and interest here i really appreciate. And nice to hear you like it.

Had an funny idea for Player...when using chainsaw a lot he could make that scream/cry noise like Leatherface does laugh

Nothing new to Show till yet...i had to sleep...at least once. wink

edit:
Quote:
I like oldschool horror fps games so I will certainly try this one out when it is released.
This is pure motivation man, thank you.

About style: still its planed as some dn3d/quake2 with Zombies. Splatter, Action and black Humor...thats the plan. It should not take it self that serious, like Resident Evil for example. More the Evil Dead way.

Greets


Edited by rayp (10/28/18 16:10)
_________________________
My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;

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#474741 - 11/02/18 20:40 Re: rayp's old school fast non-shader FPS project [Re: rayp]
rayp Offline

X

Registered: 07/31/08
Posts: 1959
Loc: Germany
Hi.

Took my time for some visual stuff.
For example the Problem of npcs on path. They didnt spread enough on path walking.
SuperKu gave me some lines to modify the pathfinding with.
A great difference in npc moving now.
I also added blending between some animations like idle to walk.
Dismemberment also further improved.
Npcs using now some simple obstacle avoidance besides the pathfinding.

Working on new weapons and npcs now. Again, did not much on Level, maybe this Weekend. Everytime i start building the Level i end up Scripting something grin

First new weapon is the double pistol. Pressing fire once fires first gun, press again fire to shoot second gun. Feels like Cowboy wild west Action when holding fire. grin
Yes, specular channel is a bit high right now

Maybe next is some remote bombs, like in Duke Nukem 3D. Cause i wanna have explosions in game, not only via debug-button wink


Two new Zombie npcs ( both have two Skins, but for now every Zombie has only one Skin set ):
Of course all different Zombies share the same controller - functions.
- Pictures deleted from hoster frown -

Made a workaround for some animations like eating to have better collision.
Mop eating:


Some dev Infos:
Ragdoll / mesh collision info

Pathfinding and oa main stuff



Greets


Edited by rayp (11/15/18 15:47)
_________________________
My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;

Top
#474745 - 11/02/18 23:27 Re: rayp's old school fast non-shader FPS project [Re: rayp]
rayp Offline

X

Registered: 07/31/08
Posts: 1959
Loc: Germany
Update: Remote bombs.
For now only one bomb can be placed at once.
The arms are a litte bit high in Z pos for now.

Bomb will be placed by Players arm Animation. After placed on wall, left Hand is empty.





edit: Now player can place multiple bombs and blow up all at once. Left and right arm are seperate models controlled by one gun script. Pretty much the same like in dn3d. You can Switch to other weapons, come back Blowup bombs / place new bombs. And player can take them again if wrong placed for example.

edit:
fixed pos:




Edited by rayp (11/15/18 15:50)
_________________________
My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;

Top
#474852 - 11/09/18 12:14 Re: rayp's old school fast non-shader FPS project [Re: rayp]
Reconnoiter Offline
Serious User

Registered: 12/26/11
Posts: 1811
Loc: Netherlands
Good progress, also like the smoke/blast effect of the bomb. Also that zombie chick looks a like it has stitched limbs, maybe add some visible stitches. laugh

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#474953 - 11/14/18 18:10 Re: rayp's old school fast non-shader FPS project [Re: Reconnoiter]
rayp Offline

X

Registered: 07/31/08
Posts: 1959
Loc: Germany
Thanks man. wink

Rewrote a lot of the Zombie animations to keep performance when much Zombies are spawned.
Zombies using a single mesh now before player attacks them first time. Animations using "Containers" via ent_animatefrom.
This way i saved a lot of rendering power for the limb-groups ( thanks SuperKu for the advice wink ).
And zombies looking better now cause the "limbs-borders" of the mesh-groups are not visible before dismembering parts from a zombie.
Now iam scripting to get dismemberment work on first hit (before morphing to limb mesh). done


Have to say creating maps is really not a fun part for me. Worked hard to have at least some floors / house ready to enter, still not done.
Building in WED ( grin ) exporting to med. Only visible Polygons etc.


Bombs can be placed on moving npcs too now


New weapon SMG3. And weapons feature a simple blood effect now:


Also rewrote the whole muzzle-script. Muzzle now only uses ent_Create / remove one time on weapon creation and is 100% at right position on fast player movement.

Still having a lot of issues and work todo...hard to keep working on have to say.


Short moments of Zombie killing WIP:

https://youtu.be/eg1KiICHh-g

edit: Flashlight. Player can attack with flashlight too.


Please ignore the neck-skin part. Have to smooth it.
Greets


Edited by rayp (11/15/18 19:50)
_________________________
My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;

Top
#474984 - 11/15/18 23:46 Re: rayp's old school fast non-shader FPS project [Re: rayp]
HellThunder Online
Member

Registered: 11/14/05
Posts: 197
Loc: Bavaria
What a nice and atmospheric gameplay video - specially the light in combination with these zombie eyes. Just awesome! Gameplay looks flawlessly and funny.

Just one little thing: The musik sounds good - but it sounds like a cartoon theme tongue

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#474996 - 11/16/18 17:28 Re: rayp's old school fast non-shader FPS project [Re: HellThunder]
Reconnoiter Offline
Serious User

Registered: 12/26/11
Posts: 1811
Loc: Netherlands
Nice video, those ragdolls are mighty fine too. Minor thing: I think I would (just) slightly increase duration of the pistol's fire animation.

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