Product Chat / Commando Teaser Trailer! You don't want to miss this!

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DVader
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Posted: 9th Jun 2014 00:40
Hi all. Here's my Commando Teaser trailer. In case you never frequent the competition thread.

You may wonder how I did this. Don't worry all will be revealed, once I am happy with it. It's still WIP, but works a charm



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
Auger
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Posted: 9th Jun 2014 00:58
Nice work Dvader! Like your menu screen.
Imchasinyou
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Posted: 9th Jun 2014 02:03
An error occurred , please try again later

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almightyhood
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Posted: 9th Jun 2014 03:28
looks good dvader m8

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AuShadow
GameGuru TGC Backer
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Posted: 9th Jun 2014 09:06
Very interested to know how you made that menu

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
DVader
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Posted: 9th Jun 2014 19:09 Edited at: 9th Jun 2014 19:11
@ I'mchasinyou, Youtube sometimes does that. Try going to the page and refreshing it if it still has issues.

@ Auger and AuShadow, thanks, glad you noticed it. It was my main reason for making the post's tile a little dramatic I have coded it in DB.
tomjscott
User Banned
Posted: 9th Jun 2014 19:42
@DVader, if that menu was written in DBPRO then the 3D engine for the scene isn't FPSCR, correct? I think you might have a problem with your entry if you go that route. They want to showcase what FPSCR can do and adding on an additional exe with a differe
smallg
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Posted: 9th Jun 2014 19:43
nice video and good luck with the competition!

life's one big game

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DVader
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Posted: 9th Jun 2014 19:58
@ tomjscott, well I have considered this, but it is doubtful. I'll give them all the info, they can use it with or without the intro. As to the 3D scene's at the start, they were both made in FPSCR and do not run in DB via it's 3D engine. Smoke and mirror
tomjscott
User Banned
Posted: 9th Jun 2014 20:02
Well, good luck in any case. It looks very cool. I think the text is not bad at all.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
DVader
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Posted: 10th Jun 2014 18:45
Good luck to you also, and anyone else entering the compo. Currently I'm having a few issues with some stuff that is not making me happy. Not good news for the deadline, as the final tweaks are taking ages! Getting better fps than I did since the update, but still have a couple of issues that make progress difficult.



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
tomjscott
User Banned
Posted: 10th Jun 2014 18:48
What kind of issues are you having? Maybe someone here can help.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
DVader
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Posted: 10th Jun 2014 19:07
Well, there's a few, and only Lee and the rest of the team can sort most At the minute I'm having an issue finding entity ID's so I can point to their data correctly. I normally use smallg's script for displaying the entity ID. However in my game at present it stops working before I get to the object I need to check Because the level crashes after one test, I am not keen on disabling scripts in attempt to find the culprit causing it, if any. Having to break the game to find the object ID is a little annoying. if you or anyone knows an easier way to find it that would help Otherwise I have to start disabling stuff one by one. If the level didn't crash so quickly (or at all preferably) I would have a bit more confidence changing stuff.

It's all part of the fun I try to tell myself. Adding a feature that I imagined would take a minute, has so far taken 2 hours with no luck!



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
tomjscott
User Banned
Posted: 10th Jun 2014 19:14
You can get an entity's id easily but simply adding an init script to the entity and assigning a global variable to its e value.



Put the init function above the entity's main function. Create a global variable in the global.lua file. And you have it.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
DVader
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Posted: 10th Jun 2014 20:33
Sounds a good solution Of course I think it would be a good thing for Reloaded to have the entity ID in each objects properties in the future. It would make things far less laborious and would be simple to add. Thanks for the idea! It may help me get past this issue



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
LeeBamber
TGC Lead Developer
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Posted: 11th Jun 2014 14:01
This is what I use:

PlayerDX = g_Entity[e]['x'] - g_PlayerPosX;
PlayerDY = g_Entity[e]['y'] - g_PlayerPosY;
PlayerDZ = g_Entity[e]['z'] - g_PlayerPosZ;
PlayerDist = math.sqrt(math.abs(PlayerDX*PlayerDX)+math.abs(PlayerDY*PlayerDY)+math.abs(PlayerDZ*PlayerDZ));
if PlayerDist < 100 then
Prompt ( "Zombie ID is " .. e )
end

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tomjscott
User Banned
Posted: 11th Jun 2014 16:14
Quote: "This is what I use:

PlayerDX = g_Entity[e]['x'] - g_PlayerPosX;
PlayerDY = g_Entity[e]['y'] - g_PlayerPosY;
PlayerDZ = g_Entity[e]['z'] - g_PlayerPosZ;
PlayerDist = math.sqrt(math.abs(PlayerDX*PlayerDX)+math.abs(PlayerDY*PlayerDY)+math.abs(PlayerDZ*PlayerDZ));
if PlayerDist < 100 then
Prompt ( "Zombie ID is " .. e )
end
"


Why? Why make a script and run the test game and approach the entity to get its ID when you can just store it off from the init function of the entity itself?

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
LeeBamber
TGC Lead Developer
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Posted: 11th Jun 2014 17:01
Or you could "store it off from the init function of the entity itself"

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

tomjscott
User Banned
Posted: 11th Jun 2014 17:17
Quote: "Or you could "store it off from the init function of the entity itself" "

Bingo. We have a winner.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
DVader
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Posted: 12th Jun 2014 19:21
I finally worked round the issue, using the init code you posted. I'm still remembering the number and using in the script direct, but at least I have got round it! Put me back 3 days lol, but I've made progress now. Very weird how smallg's script worked fine for the first part of the level, then just stops beyond a certain point though.



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.
tomjscott
User Banned
Posted: 12th Jun 2014 19:49 Edited at: 12th Jun 2014 19:49
Quote: "Very weird how smallg's script worked fine for the first part of the level, then just stops beyond a certain point though."




Probably because of the script execution range limit issue that I discovered last night. I posted the information on that in the following thread.



http://fpscrforum.thegamecreators.com/?m=forum_view&t=208975&b=2

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007
Jerry Tremble
GameGuru TGC Backer
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Posted: 13th Jun 2014 04:33
Quote: "Prompt ( "Zombie ID is " .. e )"


Reminds me of how I use to find keycodes before I finally found them in print!

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DVader
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Posted: 14th Jun 2014 22:13
I have pretty much finished the game now. At least I need to take a break from it and don't like last minute rushes! So uploaded it today to make sure I have time to re-upload if I have to.

So, now I can leave it for awhile I'm working on updating the intro menu system so anyone can add it to their projects. I'll post news as and when, but I don't think it will take me too long.



SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.

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