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Comments

  • Registered Users, Registered Users 2 Posts: 4,560 ✭✭✭Ivan


    I must say, I'm intrigued.

    If your doing it for half life I would be majorly interested. I could do some stories if you like, my mapping skills are a little bit ****, and I dont have the time to do coding, but then you never asked for that and I'm already dedicated to another project. But I dont mind doing the story.

    PM or mail me if your interested.

    Once again, excellent plot, has alot of potential. Imho avoid Half-life engine or you will just end up another forgotten MOD.

    Ivan


  • Registered Users, Registered Users 2 Posts: 6,810 ✭✭✭DRakE


    you certainly have thought this through...

    i'm too busy with school to help out though...sorry!


  • Registered Users Posts: 455 ✭✭Lyconix


    Sounds interesting, but which engine will it be made under?


  • Closed Accounts Posts: 311 ✭✭Zaphod Beeblebrox


    Hmm. This sounds a lot like Empire Earth. Not that that's a bad thing, after all this would presumably be a first person game (?), and you could expand a lot on what Empire Earth did. I'd be happy to help, I can do voices seeing as I guess you'll be needing a lot, I can try translating german and french if that helps any, I can work on the plot or do research, ah ffs I'll do anything, I need the attention ;)
    So let me know if ye want any help mmkay? :)
    dr_kauffman2001@hotmail.com (email plz since I don't have MSN messenger or ICQ etc). Ooh also if yer still seriously thinking about this how about a IRC channel?


  • Registered Users, Registered Users 2 Posts: 973 ✭✭✭ThrAx


    I like your idea and I am very interested, but is it going to be a 1st or 3rd person shooter?


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  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    the game will be a 1st/3rd person shooter/rpg similar in style to SS2 or Deus ex but much MUCH larger in scale

    it has nothing to do with rts so i dont see how im ripping off empire earth, i may be using the same "era" titles but that will change as soon as i find a classification system i like.

    in all im hoping to build 20 time periods to go with this game....

    at the moment im not too worried about transtlations, im more worried about getting the in game models and skins/textures.

    im starting the first level tomorrow

    ----
    to be built

    stoneage ireland village

    treacherous road to lead to
    dolmen/henge temple area

    after thats done im gonna start work on the shaman.


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    Originally posted by Lyconix
    Sounds interesting, but which engine will it be made under?
    The engine im using is genesis 3d, and the add-on engine reality factory, if this doesnt work out im gonna look into modding another game.

    engines i like
    vampire/summoner
    halflife
    Q3
    Deus Ex
    http://www.genesis3d.com/
    shot03.gif

    heres an example screenshot of the engine in action


  • Registered Users Posts: 455 ✭✭Lyconix


    Sounds good... but the way I see it, if you end your lifetime "naturally" in one of the early time periods, then you're effectively skipping a huge amount of the game and going straight to the last "armageddon" level... is there something I'm missing here?


  • Closed Accounts Posts: 311 ✭✭Zaphod Beeblebrox


    Heh... I didn't accuse you of ripping off Empire Earth, just said it's very similar in the idea of playing the game through many eras of history. I also pointed out that it would probably be an FPS as opposed to RTS. In fact I only said positive things about it, calm down man :)

    Aaaanyway back to the game... what kind of software are you likely to be using? $500 specialist software or free downloads? I'm not trying to tell you what to do here but IMO if you use easily available development software you can get a lot more people working on the mod.

    As for the engine, niiiice! If you can't get it working I would recommend the Q3 or Deus Ex engines; Half Life really is on it's last legs now running on a nearly 6-year old engine, and Vampire (assuming you mean The Masquerade: Redemption and not some other vamp game) looks good but I can't imagine pitch battles running too well on it. Also it might alienate a lot of potential players by looking a bit "too much like an RPG".

    That's me two cents worth for today :)


  • Category Moderators, Arts Moderators, Computer Games Moderators, Entertainment Moderators, Technology & Internet Moderators Posts: 4,599 CMod ✭✭✭✭RopeDrink


    Always glad to see new idea's being expressed...
    Very Interesting idea so far, and Im sure many of us would like to see this project through...

    If you need help with maps or level design give me a shout... Once I get my computer back I'll be working on quite a few projects, myself (on Worldcraft) so that'd be the time to throw a few idea's at you...

    All I can say is stick with it, and once you get a few people helping out, you'll be dancing.


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  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    if you go to genesis3d.com you will see on thier downloads section that this engine is open source :D



    Lyconix - if you die naturally you 'know' you are one of heavens/hells warriors but it doesnt speed up the game any, plus dieng naturally is going to be very VERY VERY
    hard to do :D

    zaphod - soz if i seem hostile im a little touchy on the subject of people ripping off ideas (its happened to me before).
    and as i said the genesis3d engine is open source so its free.

    i think the download is about 30mb, if you want to have a look, just make sure you get reality factory too.


  • Closed Accounts Posts: 311 ✭✭Zaphod Beeblebrox


    Just had a thought. What if you kill yourself in the game? Can't really have people skipping to the next time zone by topping themselves. Any ideas for a suicide deterrent? :confused:


  • Registered Users Posts: 455 ✭✭Lyconix


    Good point Zaphod, theres food for thought! I'd consider it more deeply, but right now I'm tired...

    As for the engine, could you make a quick summary of its features and what the Reality Factory add-on does? I haven't had time to visit the website, and it would be useful to have on the thread so that everyone knows the capabilities of the engine...


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    Genesis3D is a state of the art 3D graphics engine built for high performance real-time rendering. Genesis3D offers advanced lighting features, 3D modeling support, seamless soft-skin polyonal characters, and many other innovations. Genesis3D provides the depth and versatility required to produce more than just great games. It is inteded for many types of applications including education, business, and the internet.

    Environment
    Exceptionally fast rendering
    Radiosity lighting
    Integrated rigid body physics simulation support for world objects
    Pre-computed lighting for animating light intensities and simulating caustics
    Environment uses BSP trees for fast visibility culling
    Dynamic RGB lights
    Dynamic shadows
    Dynamic fog
    Dynamic mirrors
    Dynamic water effects
    Dynamic texturing effects such as procedurals, animations, blending, and morphing
    Area portals allow selective rendering of world geometry
    Translucent world geometry for windows, or other effects
    Spherically mapped sky for seamless sky and horizon
    3D sound positioning and attenuation
    User extendable special effects and particle systems
    Bitmap and Windows font support for labeling the screen, textures, or bitmaps

    Editor
    CSG editor builds geometry optimized for 3D environments
    Built in keyframe system to animate world geometry
    Multiple compilation options, including fast recompiles for changes to non-geometrical objects such as lights and entities
    Configurable entity definitions for sharing level data with applications
    Built in physics entity definitions for specifying interactions between physically controlled objects

    Characters
    Seamless soft-skin polygonal characters
    Automatic visibility culling for optimal performance
    Tools to support character and animation authoring for 3D Studio Max
    Smoothing group support for high quality shading
    No limit to the number of materials used to texture or color characters
    Materials can be animated using tinting, procedurals, animations, blending, and morphing

    Character Animation
    Animation based on either a hierarchical or a non-hierarchical bone system
    Arbitrarily spaced keyframes in time
    High quality interpolation between keys - second order continuity across orientation keys
    Sharing of animations across different characters
    Animations can be blended and mixed or partially applied
    Animations are optimized to take up minimal space
    Interpolation and blending subsystems can be used independently to animate other user objects

    Driver Support
    Glide
    D3D (full screen and in a window)
    Software driver for support on machines without hardware acceleration (full screen and in a window)
    AMD optimized software driver (full screen and in a window)
    Built in texture and lightmap caching
    Takes advantage of 3D hardware that supports multitexturing
    2D bitmap overlays

    Technical Details
    Physics subsystem can be used to control world geometry, or independently to animate other user objects
    Virtual file system allows file IO access to collection files, memory files, dos file systems, and user extendable file systems transparently
    Math support for vectors, matrices, and quaternions
    Comprehensive support for texture and bitmap formats, mipmaps, and conversions
    Basic network transport support for multiplayer
    Fast collisions against the world geometry
    Volumetric queries to determine the type of volume(s) a box lies in
    Multiple worlds can be loaded and rapidly switched between
    Multiple renders from different cameras can be mixed in a single frame
    High level polygon API for adding persistent or temporary user drawn objects


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    The Reality Factory Feature List

    This documentation includes information about developing Reality Factory-Based games, both with the standard tools that ship with the package, but also covers more standard-Quake and Halflife tools such as WorldCraft, Gensurf and Wally.

    Reality Factory is designed so that you, the developer need not know C or C++. Whenever possible, we have avoided using any programming syntax within the documentation, reserving the guts-n-gory details for the programmer's reference (oh right, WHAT reference...but hell, you get whatcha pay for i guess. we're TRYING, believe me ;)

    A short (sic) list of what is currently capable in Reality Factory is below, however the true potential is of course, with what you, the developers can think up and create. This is, when compared in price and features, one of the most powerful engines available for popular development, let alone being completely free ;}

    Feature List

    (bottom bit stolen blatantly from www.genesis3d.com since what they can do, we can do betta :} (just kiddin hootie). The rest of this drivel was written by gekido, mar 12, 2001.)

    Gameplay/Game Specific Customizability

    Define dozens of custom weapons, each with their own custom projectiles, effects and in-game placement. Custom viewmodels for 3rd and first person, as well as in-game models. Use the existing animations to build your actors, or create your own.
    Each Projectile can be customized, including the decal (burn marks, bullet holes, etc) that is left after the explosion/collision effect.
    Weapons can be either projectile-based or Melee (hand-to-hand). Hand-to-Hand weapons have custom 'hit sounds' and AltAttacks.
    Bring in your own custom actors, which can use 3d OR terrain based path-following for navigation. These can be anything, almost literally, since actors are pretty much unlimited in size. Actors are the key to creating triggered sequences with the engine.
    All actors have a health, can take damage. They can also either give or take damage from the player & other NPCs. Healthpacks & 'aid stations' can restore health, cacti placed in a map can potential take health (i'm SURE you can think of something better to do with them, but whatever). Actors, upon their death can ALSO trigger other in-game events (just as worldmodels). This can be used for a wide range of possible in-game actions, which I'll again leave up to you to think up.
    Here's a new alternate 'weapon' use that i thought up (ahem) and Terry Morgan has given life to with his most recent demo map & documentation (thanx terry :). For example, Doors within Reality Factory can be set so that they require triggering. You then place a control-panel lookin actor beside the door. One of the custom weapons you create is actually a lockpick. Since actors can target specific 'attributes' when they attack, this lockpick 'weapon' can be used to 'attack', or 'hack' the controlpanel. Actors can trigger events (including explosions, lights, particle effects, start world model animations, and so on). So, when the controlpanel 'dies', it triggers the door animation. This is just the simplest of examples that I could think of, but the same concept could be used for just about anything you can think of. Imagine a custom One-Shot Spell that you discover on a scroll. This spell is then used to open a dimensional portal into the enemy's Lair...or whatever...
    This is why opensource development is so c00L. Someone creates something for a purpose, and then other people hack that idea to bits and makes completely new and better things from them...etc.etc...but yeah, anyways.
    Although BSP-based worlds are inherently static, Reality Factory gives you a wide range of entities & options for bringing your worlds to life. Any kind of elevator/platform device that you can imagine is possible, with rotating, moving, path-following versions equally possible.
    Use Logic-Gates to perform various Boolean operations with triggers. This means that you can have several triggers for the same object (two switches for doors, etc), and the Door/platform will be controlled accordingly. (read the docs for a better explanation).
    built in Sun lighting creates instant outdoor lighting, which can be colored for any time of day or season (and some that don't exist yet).
    Colored, dynamic lighting (including the path-following, triggerable type).
    lovely coronas for the Unreal-impaired in the audience.
    cool particle effects, including Rain, spray, and others that i can't remember right now.
    Lightning Bolts (with moving endpoints even!!), triggerable on game events.
    Customizable and VERY cool menu system provides automatic key remapping ability to your game, as well as standard audio & video settings. You can create your own menu layout straight from a text-based ini file. There are two sample menu layouts available for Reality Factory currently.
    play AVI cutscenes for intro's & in-between level movies. Additional Support for DirectShow (and via that, mp3, mpeg or windows media support), MIGHT be in the future, but again, no promises.
    Weapons can be placed as Turrets within a Map. this is the first foray into the AI/NPC side of the gameplay. Basically you can place a firepoint which will, upon being triggered, fire projectiles through whatever pattern you animate the worldmodel in. Immediately, i can think of any number of Indiana Jones traps that are just beggin for this kinda effect, so yeah. Could easily be adopted to just about any kind of effect, i would imagine...Again, Terry Morgan has created a demo map demonstrating the Turret functionality.
    Customize the Player's Statistics, setting their starting attributes. 'attach' HUD elements to attributes to monitor their status on-screen via the Alpha-Transparency enabled HUD!!
    I'm forgetting TONs i'm sure, but this should give you an idea. I'll add more to the list as i think of them or Ralph develops them :}
    back to Top

    (oh and here's the rest of the 'catch' phrases that your potential publisher will want to know. Tell them I sent you ;)

    Environment

    Exceptionally fast rendering
    Radiosity lighting
    Integrated rigid body physics simulation support for world objects
    Pre-computed lighting for animating light intensities and simulating caustics
    Environment uses BSP trees for fast visibility culling
    Dynamic RGB lights
    Dynamic shadows
    Dynamic fog
    Dynamic mirrors
    Dynamic water effects
    Dynamic texturing effects such as procedurals, animations, blending, and morphing
    Area portals allow selective rendering of world geometry
    Translucent world geometry for windows, or other effects
    Spherically mapped sky for seamless sky and horizon
    3D sound positioning and attenuation
    User extendable special effects and particle systems
    Bitmap and Windows font support for labeling the screen, textures, or bitmaps
    back to Top

    Editor

    CSG editor builds geometry optimized for 3D environments
    Built in keyframe system to animate world geometry
    Multiple compilation options, including fast recompiles for changes to non-geometrical objects such as lights and entities
    Configurable entity definitions for sharing level data with applications
    Built in physics entity definitions for specifying interactions between physically controlled objects
    back to Top

    Characters, Actors/Props

    Seamless soft-skin polygonal characters
    Automatic visibility culling for optimal performance
    Tools to support character and animation authoring for 3D Studio Max, Truespace, and MilkShape 3d.
    Smoothing group support for high quality shading
    No limit to the number of materials used to texture or color characters
    Materials can be animated using tinting, procedurals, animations, blending, and morphing
    back to Top

    Character Animation

    Animation based on either a hierarchical or a non-hierarchical bone system
    Arbitrarily spaced keyframes in time
    High quality interpolation between keys - second order continuity across orientation keys
    Sharing of animations across different characters
    Animations can be blended and mixed or partially applied
    Animations are optimized to take up minimal space
    Interpolation and blending subsystems can be used independently to animate other user objects
    back to Top

    Driver Support

    Glide
    D3D (full screen and in a window)
    Software driver for support on machines without hardware acceleration (full screen and in a window)
    AMD optimized software driver (full screen and in a window)
    OpenGL Support (beta, somewhat glitchy still, sorry)
    Built in texture and lightmap caching
    Takes advantage of 3D hardware that supports multitexturing
    2D bitmap overlays
    back to Top

    Technical Details

    Physics subsystem can be used to control world geometry, or independently to animate other user objects
    Virtual file system allows file IO access to collection files, memory files, dos file systems, and user extendable file systems transparently
    Math support for vectors, matrices, and quaternions
    Comprehensive support for texture and bitmap formats, mipmaps, and conversions
    Fast collisions against the world geometry
    Volumetric queries to determine the type of volume(s) a box lies in
    Multiple worlds can be loaded and rapidly switched between
    Multiple renders from different cameras can be mixed in a single frame
    High level polygon API for adding persistent or temporary user drawn objects


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh


    Originally posted by Zaphod Beeblebrox
    Just had a thought. What if you kill yourself in the game? Can't really have people skipping to the next time zone by topping themselves. Any ideas for a suicide deterrent? :confused:

    if you read up you will see that you become either heavens or hells warrior during the final battle (you among others)

    suicide while skipping you to the next lifetime, will not prepare you for the final battle and.

    each lifetime will add to your skills/experience by suicideing you forego any attempt at gaining skill and by the time armageddon comes around you will be a wimp unable to win the game ;)


  • Closed Accounts Posts: 8 Logik135


    So where do you get reality factory from?


  • Registered Users, Registered Users 2 Posts: 2,997 ✭✭✭jaggeh




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