Product Chat / a look at interiors building caves and corridors

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almightyhood
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Posted: 4th Oct 2014 13:35 Edited at: 4th Oct 2014 13:43
so I have been alittle bored with gaming and so I though I would do some building instead



here is an early map creation I been working on today, its got its rough spots and needs some tlc but see what you think

interior building caves and corridors

http://youtu.be/UC9_3TtP304.



ive also been building a city map, which I will post about later on in here I guess



here is a top down of the city im making

[img][/img]

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Jerry Tremble
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Posted: 4th Oct 2014 15:11
Can't see much for detail on the city map, but it looks like it's a pretty good size! What sort of frame rate are you getting with the current beta? Also is that strictly the new city pack or do you have other stuff thrown in there? I'm curious to see what a difference the next beta will make on a map like that!

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almightyhood
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Posted: 4th Oct 2014 15:32
the city is a mix of all the buildings I have, from various packs. it runs at around 30fps when not filming everything on lowest with some reflections and shadows and lightrays in .. I am now waiting to finish it on the next beta though. and its not massive but is an ok size so far I think, about 1/8-9 the map which is flat.

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Lance
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Posted: 4th Oct 2014 18:49
Most excellent ! Liked the 'cave' .....

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almightyhood
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Posted: 5th Oct 2014 00:22 Edited at: 5th Oct 2014 00:23
https://www.youtube.com/watch?v=LhyR-zWZnqU&feature=youtu.be



a look at the city a short video not all is recorded I ran out of time and space I guess..

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Jerry Tremble
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Posted: 5th Oct 2014 01:09 Edited at: 5th Oct 2014 01:13
Quote: " I ran out of time and space I guess.."




What, you couldn't splurge on another VHS tape? Nice little city, and big enough for some mayhem to happen. Unfortunately, if you place any mayhem in there, it probably won't run at all! I recognized some of the buildings and vehicles, especially early on, from some of the FPSC Classic packs, I think? Is your screen recording software slowing it down that much or did you ratchet up the visual settings for the video? You obviously have the power under the hood, almighty. I sure hope the next beta makes a huge difference, otherwise it may simply not be worth it. Keppin' my fingers crossed!





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almightyhood
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Posted: 5th Oct 2014 03:48
yes to the classic packs and no to getting a new vhs tape lol.. recording slowed it down a fair bit, but yeah hopefully reload beta 09 is more powerful and some enemies or a finished city is possible..

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almightyhood
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Posted: 5th Oct 2014 11:18
[img][/img]

continued from the caves and corridors vid is this outside area to the map with added base buildings not sure what I will use the outer buildings for but they do link into the caves interiors so

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DVader
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Posted: 5th Oct 2014 12:01
Liked your caves and the City looks good so far. Hard to get a huge detailed city without it slowing too much, even on a flat terrain. Unless you remove the terrain floor altogether, but that can cause it's own issues.



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almightyhood
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Posted: 5th Oct 2014 12:08
well the city is pushing the limits obviously recording slowed it down some, but still hard to get much detail like you said into the map right now, though with luck beta 09 will sort that to an extent ..

trouble with the city pack I have noticed is a lot of the textures don't follow over to standalone game but I know this was a bug to be fixed somewhere some how at some point lol...

glad you liked it dvader m8 its not for anything but practice and anti boredom lol, but still glad its liked .
more to follow possibly as the day goes on..

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almightyhood
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Posted: 6th Oct 2014 13:04
oddly the enemies like to hang around abit together lol,
the below screen shot is inside the caves and corridors interior map i have been making lol..




[img][/img]

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3com
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Posted: 6th Oct 2014 17:17
Strange way to kill your enemies.
Some time I wonder what can I expect for the 9.0, abouth models compatibility, Should I to wait for 9.0 in order to mach their requeriments, or make them now, and then readjust my models to make them work decently in Reloaded?.

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Posted: 7th Oct 2014 08:23
Quote: "Some time I wonder what can I expect for the 9.0, abouth models compatibility, Should I to wait for 9.0 in order to mach their requeriments, or make them now, and then readjust my models to make them work decently in Reloaded?. "


Media requirements won't change, as we need to support current store media. However, the way the models are handled internally might. For the end user, there should be nothing extra to do.

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3com
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Posted: 7th Oct 2014 10:25
Thanks for the useful tip SC

Quote: "the way the models are handled internally might"

Please remember to include something like Associate player, like antigravPlatform does in classic.
I've my lava área but player can't cross it because the gravity off, and there is a beutyfull girl in another side waiting for him.
Thanks in advance

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almightyhood
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Posted: 7th Oct 2014 10:39
ok so here is a kinda poor vid of the ai inside buildings acting alittle strange...
most of them wont shoot, some that do though.. they appear to be trying to run through walls for the most part also
i know there is probably still work on interiors to be done as far as ai goes ect? is it going to be improved for 1.009?



this vid cuts short due to not enough time with the fps slow down to complete the level.. sorry about that. (my hdd is getting full again lol) the vid covers all the new work done to the original map of caves and corridors in the 1st post

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Uman
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Posted: 8th Oct 2014 08:53
No disrespect meant to you Hood but one has to say that Reloaded as a game making tool as can be seen here has a long way to go.

We understand thats its in beta and that this level is just a test as it were but it does highlight Reloaded as a product which is at least currently in some need of considerable assistance even in consideration of the current stage of development and the test nature of the level.

i.e. It still has the look and feel of a very old engine and a game level made long ago but existing in the current time level and the AI looks even older still.

AI can behave in very strange ways for all kinds of reasons as we know and some of those may be inherent here : e.g. physics issues, low performance - inefficient AI internal engine routines, poor obstacle avoidance and pathfinding, lack of decision making and behaviour management and so on resulting in AI behaving erratically and looking like they have no idea whats, what as in this case.

Clearly we also understand that perhaps AI currently have little understanding of interior space though in enclosed spaces they also have issues in outdoor areas with obstacle avoidance and alike where they may have to navigate around or through complex object layouts.

Whatever the result is an AI - FPS joke and nonsense and not a modern day professional or anything like end result.

Again this is not a reflection on your level and work and is just a comment on Reloaded itself in its current form as shown here.

Not a lot more to say except I am glad I have not attempted building a great deal of complex content like a City with enemy characters in it with Reloaded.

almightyhood
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Posted: 8th Oct 2014 09:26
uman you couldn't be more right here m8..
ai has along ways to go for inside buildings working right
the engine is in need of a revamp graphically and unfortunately i have to set everything to lowest to get that lvl to run and record but man is it poor at both lol. the current record screen software i use don't seem to allow for higher quality recording/uploads sadly or im to dim to figure it out with the software i have. though lee has been working on the visuals for 09 i am looking forwards to seeing just how far that has come in my own tests ect.
although with a month still to go before we do see 09 released hopefully those new visuals look the part and make the engine more inline with modern standards... this level i made is just throw away stuff i don't keep much of anything for various reasons, 1st being performance the 2nd being lack of wanting to until final release tbh, long way to go for that still i think so im in no rush really for game making just practice and messing around to fight off being bored ect.

but yeah i fully agree somethings are dismal and need a lot of tlc and looking into sooner than later, ai being the next thing imo after visuals this maybe something lee could do b4 09 beta is out but i don't know..

thanks for your post though uman m8

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Uman
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Posted: 8th Oct 2014 10:13 Edited at: 8th Oct 2014 10:14
I have some outdoor levels with just a few enemies in them and their behaviour is reasonable as the engine is not stressed too much and the performance/fps kept relatively acceptable so as not to mess them up. Given the current engine status I have not attempted adding any more complex objects for enemies to navigate and or stress the engine beyond its current ability to manage so effectively cant build any more and retain levels with little content relatively speaking. If I were to add too much then clearly problems would arise meaning the gameplay would be erratic in all kinds of ways and suffer.



You cant push an engine beyond its capability so wherever the limits are is what you can do. That may mean in a world size of Reloaded a half built, half empty level all using the very lowest settings and maximum optimisation but that's the reality.



Yes a long way to go and a long time too. Hardly started yet. Like at the dawn of mankind stage or perhaps further back at the dawn of life at all so a lot of Reloaded evolving yet to happen.



Perhaps it will all come together.



Keep your chin up. Christmas is coming.



DVader
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Posted: 8th Oct 2014 13:43
Quote: "Yes a long way to go and a long time too. Hardly started yet. Like at the dawn of mankind stage or perhaps further back at the dawn of life at all so a lot of Reloaded evolving yet to happen."

Good grief, I hope not. Else we will be waiting beyond Unreal 10 Life began a long time ago..



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LeeBamber
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Posted: 20th Oct 2014 20:36
Probably not a good idea to try AI characters indoors as they would be starting life inside AI obstacles making their path-finding all but impossible. Interior AI navigation penciled in for the next public beta. Also improved performance, and visuals are making steady progress. If you are still following this development from the beginning, you are demonstrating real grit, and have a glimpse what life is like as a down-trodden developer writing a games engine

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