Welcome to Dream.In.Code
Getting Help is Easy!

Join 95,475 Programmers for FREE!. Ask your question and get quick answers from Dream.In.Code experts. There are 966 online right now! We're the #1 programming help community on the internet! Registration is fast and FREE... Join Now!

Chat LIVE With a Expert

Register to Make This Box Go Away!


Multiplayer FPS

2 Pages V  1 2 >  
Reply to this topicStart new topic

Multiplayer FPS, (Quake 2 Standalone)

Spikes of Christ
post 20 Dec, 2007 - 04:25 PM
Post #1


New D.I.C Head

*
Joined: 19 Dec, 2007
Posts: 30


My Contributions


I along with 2 other people are working on a standalone Quake 2 game, written in C. We are currently open for suggestions for the game style (team play, free style, capture the flag, oddball, etc..), game name, and any other suggestions you guys have. It will no matter what end up a multiplayer first person shooter, hopefully well documented and open source.

So far the updates include:
MOTD, reconstructed scoreboard, bullet holes, newer weapon switching, more blood and gore gibs, location damage, started replacing weapons with more realistic weapons, flashlight, control the lights on/off (server side), ejecting shells with unique shotgun shells, optmized game's math, and a few other things such as changing how dynamic lights fade.

Updates:
- Removed Quake's random bullet pattern (yes, their is still inaccuracy from recoil) but I am having difficulty removing the way the bullets impact --- it keeps firing to the right, but I've almost fixed it (now when you fire by edges of walls it impacts centered).

(Most of these models come from other mods/standalones, but will be reskinned.)
IPB Image
IPB Image
IPB Image
IPB Image
IPB Image
IPB Image

Next I will be tackling team play. icon_up.gif

This post has been edited by Spikes of Christ: 21 Dec, 2007 - 12:21 PM
User is offlineProfile CardPM

Go to the top of the page


Martyr2
post 20 Dec, 2007 - 04:29 PM
Post #2


Programming Theoretician

Group Icon
Joined: 18 Apr, 2007
Posts: 3,826



Thanked 25 times

Expert In: C/C++, Java, VB, VB.NET, C#, PHP, Web Development, HTML & CSS, Javascript

My Contributions


I think you need to lighten up the atmosphere a little more. Running around in the dark is bad for the eyes. But overall, looks pretty sweet. Good job with it! smile.gif


--------------------
IPB Image
App Developer | "I was put on this planet to code" | My Blog
User is offlineProfile CardPM

Go to the top of the page

Spikes of Christ
post 20 Dec, 2007 - 04:35 PM
Post #3


New D.I.C Head

*
Joined: 19 Dec, 2007
Posts: 30


My Contributions


The reason the game appears so dark is just the map, all Quake's map are dark -.- I haven't looked into this aspect of the game, maybe I can change the light radius or something, or just add hundreds of lights crazy.gif
(I can make it brighter, but it would turn out too bright - leads me to think it's just the map's lighting)

EDIT:
Also the really dark picture and the one with the "hole" of light are with the lights off, one is with the flashlight on. I am debating making the flash light a seperate item, so you can't use the flashlight and hold a gun at the same time.

This post has been edited by Spikes of Christ: 20 Dec, 2007 - 04:37 PM
User is offlineProfile CardPM

Go to the top of the page

Spikes of Christ
post 20 Dec, 2007 - 05:37 PM
Post #4


New D.I.C Head

*
Joined: 19 Dec, 2007
Posts: 30


My Contributions


Here's a little update, added a MP5 - screenshot of it being shot and showing shells ejecting.
IPB Image
IPB Image
IPB Image

This post has been edited by Spikes of Christ: 20 Dec, 2007 - 10:48 PM
User is offlineProfile CardPM

Go to the top of the page

RodgerB
post 20 Dec, 2007 - 07:45 PM
Post #5


</DIC> covers me while I rest

Group Icon
Joined: 21 Sep, 2007
Posts: 1,742



Thanked 6 times

Dream Kudos: 2100
My Contributions


Looks nice, good work with it. I wouldn't mind it being dark personally! Like a murder in the dark game would be pretty cool tongue.gif


--------------------
ovr here
User is offlineProfile CardPM

Go to the top of the page

nbarten
post 22 Dec, 2007 - 04:43 AM
Post #6


D.I.C Head

**
Joined: 30 Apr, 2007
Posts: 100



Thanked 1 times
My Contributions


waw.... that looks really good! Is this kind of game programming also possible in Java?
User is offlineProfile CardPM

Go to the top of the page

Spikes of Christ
post 22 Dec, 2007 - 03:28 PM
Post #7


New D.I.C Head

*
Joined: 19 Dec, 2007
Posts: 30


My Contributions


Interesting updates today, all guns are now in-game but they need to be recoded accordingly (such as speed per shot).
Guns are:
- Knife
- Glock
- Desert Eagle
- Shotgun
- Double Shotguns
- Mac10
- M4A1
- AK47
- Sniper Rifle
- Grenades
User is offlineProfile CardPM

Go to the top of the page

1lacca
post 23 Dec, 2007 - 04:25 AM
Post #8


code.rascal

Group Icon
Joined: 11 Aug, 2005
Posts: 3,500



Thanked 6 times
My Contributions


QUOTE(nbarten @ 22 Dec, 2007 - 12:43 PM) *

waw.... that looks really good! Is this kind of game programming also possible in Java?

Yes, Quake 2 has been already ported to Java.


--------------------
Silence is golden. Duct tape is silver.
User is offlineProfile CardPM

Go to the top of the page

girasquid
post 23 Dec, 2007 - 01:27 PM
Post #9


Barbarbar

Group Icon
Joined: 3 Oct, 2006
Posts: 1,068



Thanked 2 times

Dream Kudos: 625
My Contributions


I have a thought regarding your mention of the flashlight as a separate item: why not have it as a separate add-on? Something that people could toggle on/off?

It would drive people insane to be forced to use /just/ the flashlight, and then switch to a weapon and have everything go dark when they needed to aim - but if they could toggle the flashlight on/off with their weapon, they'd be able to choose between moving stealthily and being able to see - while at the same time, being able to shoot if they so chose.

It's just a thought, though - I don't play too many FPS's, so your mileage may vary.


--------------------
User is offlineProfile CardPM

Go to the top of the page

1lacca
post 24 Dec, 2007 - 02:29 AM
Post #10


code.rascal

Group Icon
Joined: 11 Aug, 2005
Posts: 3,500



Thanked 6 times
My Contributions


I think that was the most irritating thing in Doom3 - I loved the ductape mod that attached the falshlight to the weapons...


--------------------
Silence is golden. Duct tape is silver.
User is offlineProfile CardPM

Go to the top of the page

Jingle
post 31 Dec, 2007 - 04:31 PM
Post #11


D.I.C Head

**
Joined: 20 Oct, 2007
Posts: 240


My Contributions


QUOTE(1lacca @ 24 Dec, 2007 - 02:29 AM) *

I think that was the most irritating thing in Doom3 - I loved the ductape mod that attached the falshlight to the weapons...

i remember doom it was a classic never played doom3.
i like the way half life dose it to where the flashligh runs out of batterys and tacks a few seconds to recharge.

This post has been edited by Jingle: 31 Dec, 2007 - 04:33 PM


--------------------
The Greatest obsticle between failure and success lies in a mans mind.
And it can tower over Mount Everest.---------J.J. Oliphant
User is offlineProfile CardPM

Go to the top of the page

Tom9729
post 31 Dec, 2007 - 04:59 PM
Post #12


Debian guru

Group Icon
Joined: 30 Dec, 2007
Posts: 920



Thanked 1 times

Dream Kudos: 300
My Contributions


IMO a game shouldn't need a flashlight. What's the point in having wonderful graphics if you can't see them!

You can still have dark levels without requiring lights to be on every gun.

It's your game though. smile.gif


--------------------
Knowing there is a trap is the first step in evading it.
Dagger3d! Blog Project TTNA
User is offlineProfile CardPM

Go to the top of the page

2 Pages V  1 2 >
Fast ReplyReply to this topicStart new topic
Time is now: 7/5/08 03:46AM

Live Help!

Tutorials

Programming

Web Development

Reference Sheets

Code Snippets

Bye Bye Ads

Free DIC T-Shirt

T-Shirt Example

Related Sites

Monthly Drawing

Thumb Drive

Partners

Top Contributors

Top 10 Kudos This Month
-->