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Dark Resurrection 3D   (Read 245838 times)
Old Post January 22, 2007, 04:07:12 pm
#106
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Re: Dark Resurrection 3D
My PC is a 3.0 GHz P4, 512MB of RAM and an ATI Radeon X300SE (I think). I run it in 1024 x 568 (or whatever, that 1024 one anyway) and I'm quite happy to use a keyboard, although I do have a USB pad too if that's any use.

Looking forward to it!


Old Post January 22, 2007, 04:46:52 pm
#107
Blahian *

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Re: Dark Resurrection 3D
I could also do some testing. My PC is a Athlon 3200 with 1.5GB of RAM and an ATI graphics card with 256MB.


Old Post January 23, 2007, 12:02:59 am
#108
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Re: Dark Resurrection 3D
Count me in.  Could end up doing it on a variety of PC's so will give you feedback based on all those used.  Have some slower computers(1200mhz, 2000mhz) and nvidia cards, which will help round out the group.

~Elvenfyre


Old Post January 23, 2007, 02:19:59 am
#109
Job
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Re: Dark Resurrection 3D
I'd like to test too. I have 4 machines available:
- Laptop, 1.8Ghz Intel dual core, 1Gb RAM
- Laptop, 2Ghz Intel dual core, 1Gb RAM, NVidia GeForce Go 7400, 1280x800
- Desktop, 2 3Ghz Intel CPUs, 3Gb RAM, ATI FireGL T3100 1152x864.
- Desktop 2Ghz single core., 512Mb RAM (runs slowly, bad motherboard)

I also have VMWare running a couple of different virtual machines and a Windows Vista installation for compatibility testing.


New Post January 23, 2007, 10:30:21 am
#110
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Re: Dark Resurrection 3D
Wow , great response  Cool

Thanks everyone. 

I almost forgot my specs:

Pentium IV 3,4 Ghz
1 gig RAM
ATI RADEON X800 All-In-Wonder 256 Mb

(future expansion: 1 extra Gig of Ram, Nvidia Graphics Card 7-series (768 mb), possibly dual core instead P4 )

Nice to see that there are a lot of different PC-configurations, just as I expected.   Smiley

So here's what I'll do:

1) I'll make a "shopping-list" of all the things I mentioned in the first post , and put them in the game.

2) Finalize the code for the Abbey (which includes saving and loading) (-> I'm currently halfway through coding it )

3) And if Newts , or Elvenfyre , or Devlyn , or someone else can provide a decent spot for uploading all the files that are needed, then I'm a happy bunny.   

More news as it happens.  Grin


Love is Grand , Divorce ..... a hundred Grand


New Post January 23, 2007, 02:50:02 pm
#111
Ty
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Re: Dark Resurrection 3D
And if Newts , or Elvenfyre , or Devlyn , or someone else can provide a decent spot for uploading all the files that are needed, then I'm a happy bunny.

I can either put it in the main download section of the site, or somewhere else if you want it to be a "closed" test.


New Post January 24, 2007, 03:27:32 pm
#112
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Re: Dark Resurrection 3D
A "closed" download is appreciated.  Smiley
All files are free accessible,  and I wouldn't want the "whole world" to get their grubby little mitts on some of my models.  Wink 

Love is Grand , Divorce ..... a hundred Grand


New Post January 25, 2007, 09:41:14 am
#113
Blahian *

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Re: Dark Resurrection 3D
I would love to be a tester.  sign me up.  I tested a few games and found the bugs.  was great times in graal, back in the day. =D

I have an intel celeron D 3.2ghz
512 MB PC3200 Ram
7200 Rpm Hard drive
128 MB ATI Radeon Express 200 Video Card


New Post January 25, 2007, 10:05:53 am
#114
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Re: Dark Resurrection 3D
@ Viper : thanks for signing up (the more the merrier  Smiley )

---------------------------------------------------------------------------------------------------

@ Job , Elvenfyre , Solmyr , Newts & Ty  (and our latest addition:  Viper )

I started a new topic:  Dark Resurrection - Beta Test
( topic number 4  Roll Eyes )

The first post has some "homework" for you to take a look at.
 


Love is Grand , Divorce ..... a hundred Grand


New Post January 29, 2007, 04:20:55 pm
#115
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Re: Dark Resurrection 3D
Here is my latest movie:




Love is Grand , Divorce ..... a hundred Grand


New Post January 29, 2007, 11:57:48 pm
#116
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Re: Dark Resurrection 3D
Hahahha, cool!  Well worth the watch Smiley

So, it stays up by magic then?  Cheesy  That got me all excited.  Well done programming that movement(or were you controlling it with input?), and the music is placed pretty well.

~Elvenfyre


New Post January 30, 2007, 08:50:52 am
#117
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Re: Dark Resurrection 3D
The movement for the oars is controlled by the computer via an algorithm.

It keeps adding one degree to the current angle-variable until it is over 360 degrees, after that keeps resetting itself.

The rotation point for the oars is in the area where the oar touches the main section of the airship. Actual rotation is done by adding the SIN (sinus) of the angle to the X-axis of the oar , and the COS (cosinus) of the angle to the Z-Axis to that same oar. Naturally, this applies to all the oars. Smiley

To achieve the caterpillar-effect, I linked the movement for each set of oars.

Section 1 : Oars on the front-left & on the front-right
Section 2 : Oars on the middle-left & on the middle-right
Section 3 : Oars on the rear-left & on the rear-right

Now add an extra 60 degrees to the angle to section 1 and an extra 30 degrees to the angle  to section 2.
That's basically all there is to it Smiley 

The movement of the airship was done by me.   Because I had very little time , I just copied the code from my Airwolf-model, and tweaked it a bit.
However , once the ship is in the game , all movement will done by the computer.  Grin       

Initially I started with a simple waypoint-system but it evolved in something much bigger. Each waypoint contains info for triggers for stopping/starting events, id-numbers for other waypoints( for getting from A to B ) and switch-counters.

The switch-counter is basically the time it takes for waypoint 1 to "switch" direction from waypoint 2 to waypoint 3, and when the time is up, it simply switches back to WP 2.

When I steer the Airship left or right (it depends how long you press the left/right cursor key)
then the ship will bank automatically left/right.

I programmed a function that takes care of banking, by models that are controlled by the computer. This is done by creating a temporary reference-point , then the model will keep on rotating until it (the model) is pointing in the direction of the reference-point. If you combine this with forward motion and a take-off sequence then you will get some awesome movement. Cheesy

Just out of curiosity:.... did you notice the shine coming off the oars and the glass of the cockpit ?
This was done by creating a second texture-layer and treating it as a pre-computed cubic-environment map. Basically this is a mini-version of a skybox.       


Love is Grand , Divorce ..... a hundred Grand


New Post February 03, 2007, 08:48:19 am
#118
Blahian *

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Re: Dark Resurrection 3D
the movie looked awsome.  i like your clouds. they look almost real =D


New Post October 15, 2007, 12:37:14 pm
#119
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Re: Dark Resurrection 3D
Hi Guys,  Embarrassed

I'm back. Sorry for the delay. It was impossible for me to work on Dark Resurrection
for a (very) long time for a number of reasons. A few are Real-Life related (very hard to dodge these ones.) The other ones are related to the game.

I have to admit that there is very little to do at the moment in the game.
There are no battles , no characters and there's very little interaction.
That's why I didn't upload stuff. Embarrassed

More time was/is needed.

As stated earlier: I simply had no spare time to work on it. Fortunately I'm now starting to get some [spare time] very soon.  Smiley
Lucky for me , I commented all of my code. So, catching up should pose no problem!

As for the characters - I'm gonna start with a number of enemies from SFIII ep. 1.
Once I get a feel on how to model these, I add some chars of my own.
Pseudo AI-code was already finished. So reworking it in real code should be a piece of cake (hmmm ....cake....  Cheesy )

Anyway ,  Dark Resurrection is back on track ... finally !
Stay tuned for more info very soon.
 
     

Love is Grand , Divorce ..... a hundred Grand


New Post October 15, 2007, 06:50:57 pm
#120
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Re: Dark Resurrection 3D
That's very good news Peter! I know all about the RL issues, but I'm glad at least your project is back on track Cheesy.

Mine will have to wait for a bit, but my background campaign is reaching completion. All I need to do is wait for 4th edition to come out and then convert the whole thing Wink.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


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