tag:blogger.com,1999:blog-736684970174462098.post6387433602267485278..comments2023-11-03T02:36:41.872-07:00Comments on FPS Creator Reloaded: Tuesday In The LibraryAnonymoushttp://www.blogger.com/profile/00942934253243738809noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-736684970174462098.post-3073335793112302752014-04-08T10:58:57.564-07:002014-04-08T10:58:57.564-07:00There are no plans to fix any issues with the late...There are no plans to fix any issues with the latest version of DBP while we work on the Reloaded engine. The good news is that the internal version of DBP gets stronger and faster every day so you can be sure that at some point this version will be made available to DBP users down the road. What form or shape that will take is certainly up for discussion but for the immediate future my focus is on making Reloaded faster, more stable and jam packed with cool game making goodness.<br />Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-79695704890136284882014-04-08T06:11:40.590-07:002014-04-08T06:11:40.590-07:00I my self like others, Wonder where dbpro is going...I my self like others, Wonder where dbpro is going. As you use it as the main engine for reloaded, I am sure you are aware of what has, Been going on with it. There is alot of people on the forums along with my self, Will we see updates to fix the problems we are having? Thank you and great work !Anonymoushttps://www.blogger.com/profile/10442349566025636950noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-83398664366522681242013-10-08T20:04:00.717-07:002013-10-08T20:04:00.717-07:00Can't wait to see the finished article ;) Tha...Can't wait to see the finished article ;) Thanks for the update!!Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-80844241455203253142013-10-08T19:58:04.918-07:002013-10-08T19:58:04.918-07:00I have just completed aspect which allows the AI t...I have just completed aspect which allows the AI to walk around a terrain as part of the obstacle system. I have posted progress images in the DBP forum. Next phases is real time updates, seeing how fast I can make it work and how well I can simplify the obstacles themselves.Anonymoushttps://www.blogger.com/profile/16456028493441104352noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-28704492696040141732013-10-04T14:29:34.781-07:002013-10-04T14:29:34.781-07:00That would be awesome as it's still on my TODO...That would be awesome as it's still on my TODO list :)Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-84337146885221805012013-10-04T02:04:48.582-07:002013-10-04T02:04:48.582-07:00I have just had the busiest 2 weeks of the year at...I have just had the busiest 2 weeks of the year at work, but I have finally had some time to continue extracting AI terrain obstacles, and will be getting on with some more today. So far I have sampled the height-map pixels for comparing ground pixels to obstacle pixels.<br /><br />Next I will finish the comparison function and create a means for converting this information into obstacles.Anonymoushttps://www.blogger.com/profile/16456028493441104352noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-73945464545415130592013-09-24T04:30:38.087-07:002013-09-24T04:30:38.087-07:00lol. OK. I have started something that should do t...lol. OK. I have started something that should do the trick; I will get on with it on my day off in the weekend, but there isn't a lot of spare time at the moment.<br /><br />It should be fairly straight forward to modify and link up with your system. I am assuming that it would be desirable to have different layers of terrain so that the AI can walk up and down hills; for this I have grouped the elements into terrain layers where waypoints on a lower layer can link up with waypoints on a higher layer without using up any additional AI containers, which you could set according to your needs.<br /><br />Bye.Anonymoushttps://www.blogger.com/profile/16456028493441104352noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-50990060796479435962013-09-22T06:01:50.557-07:002013-09-22T06:01:50.557-07:00You can use whatever system you like to produce th...You can use whatever system you like to produce the solution. I can then work from that template during integration. I just need an extra pair of hands (and legs) as I dash for one of the finish lines.Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-35243457416511077512013-09-22T05:33:36.920-07:002013-09-22T05:33:36.920-07:00Information about the AI terrain obstacles; would ...Information about the AI terrain obstacles; would these functions be required without any Matrix1 commands?Anonymoushttps://www.blogger.com/profile/16456028493441104352noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-45624393642338703482013-09-19T01:50:36.084-07:002013-09-19T01:50:36.084-07:00Thanks for the insight. Just needed to know. Asi ... Thanks for the insight. Just needed to know. Asi was wanting to be able to change the icon to personal each game made. And cameras on weapon and casting light from weapons and enemies. Is there a chance if you get the day and night cycle going to be able to sort of switch the shaders to stop the day shadows and add the underground light system. A swith so the engine can sort of trigger the desired lighting for situation. Just a thought. I am less worried about models and the like, as I won't be using any of your stock unless I dabble but doubt it. Well ninja be used a lot and maybe a monster. I would be more happy with a great barter inventory and be able to have a character choice or creation done simply. And have animated huds. Be able to put video onto it. Check out elite dangerous for what I mean by huds animated. Anyway yes I can wait a while for stuff but when we wait onn the blob can you add icon change ability package and security cryptd save games etc. This I feel would be wise with your stock made. As not want some quick design game made with no protection. Anyway as long as it all comes with a great weather system by February I be tickled pink ;). science manhttps://www.blogger.com/profile/00214137679258271203noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-53942938056000644412013-09-18T11:19:46.664-07:002013-09-18T11:19:46.664-07:00The high end character consumes around 4000 polygo...The high end character consumes around 4000 polygons, with LOD version stepping down to less than 700. Like any engine, add too many characters in close proximity and you will be testing your GPU! The format will be DBO (an internal DBP format). <br /><br />For the release, terrains will be sealed meaning no underground building, but once we have the basics in place, and the Room Blob prototype starts to appear, a special underground blog and associated terrain exclusion map will be introduced to provide. <br /><br />The original Kickstarter failed to gain enough pledges so the details on that page are not a strict list. Our private investor gave us some ideas for new media, and encouraged us to take direction will produced the best result so naturally energy has been taken away from some of the items that would have been implemented should the Kickstarter have succeeded. That said, the list is pretty comprehensive of what we intend to do with Reloaded so it's a good basis for comparison (and hopefully not a club to hit us over the head with). Attaching dynamic lights to entities is a good idea, though attaching that entity to a character as a lantern who walks around casting real-time dynamic shadows on everything might be a tall order for the initial release. The focus has been on getting outdoor shadows correct and fast, and then that research will naturally lead to a good interior shadowing system after release. The order in which we implement features is pretty common sense right now, with good terrain and entity editing to priority for the IDE and clever and fast game play for the main game engine. All content created so far is of a theme which will fit a single genre well and give us the best shots and videos. Once that genre is exhausted or at the very least competent, we can look at additional content ideas like Ninja, Angels and Horrific Creatures.<br />Anonymoushttps://www.blogger.com/profile/00942934253243738809noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-50982339146870012892013-09-18T03:29:17.255-07:002013-09-18T03:29:17.255-07:00Hi lee.
A few questions.
As a debate hit the forum...Hi lee.<br />A few questions.<br />As a debate hit the forums the other day could you clarify or clear up if kickstarter stretch goals are still happening And where we are if they are.<br /><br />Also will dynamic lights as in attach light to an entity as in swinging lantern or torch light held by npc enemy etc.<br /><br />If any original kickstarter Original content as been dropped. <br /><br />This would clear a lot up. I think and will calm or at least keep us in what is happening like sky lights barter and sound 3d etc. I am happy if all will be added. I don't expect it all in beta. Or half before xmas and look forward to playing with an environment for months. <br /><br />Any insight be great. And keep up the good work<br />science manhttps://www.blogger.com/profile/00214137679258271203noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-63584841713403693802013-09-17T19:52:41.306-07:002013-09-17T19:52:41.306-07:00how easy is it going to be to build underground la...how easy is it going to be to build underground labs in reloaded?Anonymoushttps://www.blogger.com/profile/04148895170729612420noreply@blogger.comtag:blogger.com,1999:blog-736684970174462098.post-48122277476796505562013-09-17T18:44:30.096-07:002013-09-17T18:44:30.096-07:00Hi! Great work! I'm really looking forward to ...Hi! Great work! I'm really looking forward to it. I did have a couple questions, though. The characters are looking so good, I've been wondering how many polygons will the characters be? What's the realistic limit of polygons for a character model for Reloaded for everything to still run smoothly? And what format will be compatible? .X, .3ds? etc Thanks!batpretzelhttps://www.blogger.com/profile/17835849213469363796noreply@blogger.com