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Re: New DirectX9 DM clone - entombed

Posted: Mon Nov 30, 2009 2:11 pm
by DSE
Hello chaps. 4 statements to make first.

1. I was completly unaware that this thread was still alive. I used to get emails about new posts but they appear to have stopped, I assumed it was dead and people had moved onto better alternative clones.

2. Entombed has got to the point where I have just spell effects to finish. I havent coded anything on it for about 9 months due to my family growing by one.

3. Cows - I got your email about the book and I wrote a long email back to you explaining that I would be happy (delighted) to be in the book and wondered what you needed from me. It looks like this email never arrived with you :O( Sorry for any confusion there.

4. Cows - that character above is awesome, absolutely love it.

Ok, that over and done with. My basic requirement to complete the game is content. If I can get a series of creatures supplied to me we are done. The game engine works really well on fairly old hardware, so its the usual problem of art assets. The game has also been updated to work in vista and on 64bit computers.

Sorry for the delay in updating but I honestly thought that this thread had died 9 months ago.

Cheers,
Dave.

Re: New DirectX9 DM clone - entombed

Posted: Mon Nov 30, 2009 3:08 pm
by Gambit37
Good to hear from you :-) As for the thread dying -- it's *your* thread, so you have some responsibility to keep it alive ;-) Glad you came back :-)

Re: New DirectX9 DM clone - entombed

Posted: Mon Dec 07, 2009 3:43 pm
by Erik Bauer
Wellcome back DSE! Happy to hear you're and your family are well.
Take your time to continue your project, there is no real hurry: you'll find us there still waiting for Entombed when you'll pop back ;-)

Re: New DirectX9 DM clone - entombed

Posted: Tue Dec 22, 2009 11:32 pm
by RAF68
does your plays advance well ??? I hope that it will not be to give up

Re: New DirectX9 DM clone - entombed

Posted: Tue Dec 22, 2009 11:54 pm
by DSE
I am looking at moving over to SlimDX so its going to take a little time. I want to add SSAO as well and fix a couple of issues on the way. If I get the time it should look better and play better. We will see.

Re: New DirectX9 DM clone - entombed

Posted: Wed Dec 23, 2009 6:36 am
by cowsmanaut
looks like i have some free time up and coming.. I can finish the zombie pirate. wee...

Re: New DirectX9 DM clone - entombed

Posted: Wed Dec 23, 2009 12:10 pm
by DSE
That would be awesome. I have just got my animation controller working perfectly with my ettin. Another animated creature would be great.

The fix list is now - animtion controller, diffuse lighting is now correct with all instances of meshes, directional light is fixed and shadows are now more precise.

Just got to get this ambient occulsion working .... its tricky.

Re: New DirectX9 DM clone - entombed

Posted: Wed Dec 23, 2009 12:57 pm
by Erik Bauer
Glad to hear this game is making progresses!
Keep it up and if you need playtesters, well... just ask!

Re: New DirectX9 DM clone - entombed

Posted: Fri Dec 25, 2009 5:32 am
by RAF68
when have will have new demonstrations playable ?, if not does your clone advance well ?

Re: New DirectX9 DM clone - entombed

Posted: Fri Dec 25, 2009 11:09 am
by DSE
its coming along. It fully playable and just needs a couple of bug fixes and more levels, creatures, etc.

Re: New DirectX9 DM clone - entombed

Posted: Sat Dec 26, 2009 1:56 am
by RAF68
ok thank you DSE :)

Re: New DirectX9 DM clone - entombed

Posted: Sat Dec 26, 2009 4:57 am
by Rasmus
I am very impressed with your work DSE, and I know how much work it is to create a 3D engine, therefore it wasn't something I even concidered. But in the long road I think it will pay of greatly for you ;)

Re: New DirectX9 DM clone - entombed

Posted: Sat Dec 26, 2009 10:31 am
by cowsmanaut
I really need to know how I'm going to export the animation.. I've got the body fully modeled now and the rest is mainly animation. Though not sure what frames to place what bits of animation on.. I just need to finish his jacket and I'll put the rig in. I don't have 3D max.. So I'm not sure about export either.

Re: New DirectX9 DM clone - entombed

Posted: Wed Dec 30, 2009 9:16 am
by RAF68
didn't why it have a new there on your site since the 1st april 2009 on your plays?

Re: New DirectX9 DM clone - entombed

Posted: Fri Jan 01, 2010 3:13 pm
by RAF68
I propose to launch a petition so that does not give up are plays and continuous to finish it

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 1:52 am
by cowsmanaut
Image

still have left to do:
geometry for hair, hands, cuffs
texture for hat jacket and some touch ups on the rest.

just painted in the remaining elements to show what I intend to have him look like when done.

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 1:57 am
by beowuuf
Oooh, there's only one thing I can say to this! Yaaaar!

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 2:02 am
by Gambit37
Very cool, especially as I watched Pirates of the Caribbean 2 the other day -- I'm currently feeling quite piratey!

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 5:51 am
by cowsmanaut
yeah, I want to start on the level art as soon as I'm done him. I grabbed some images from pirates of the caribean concept pages to have some ideas for the environment. Which is to be a ship wreck cave.. an area that many pirates of the past have seen as a place to hide, but the inward tide there is so strong that they can sail in but not out and they become trapped.. those first to enter it had crashed against the sharp rocks inside, their destroyed ships providing protection for those who came later. Those who were trapped and survived would try to salvage what the could hoping for a way out.. but ended up building camps and makeshift homes when they discovered they could not escape.. tunnels started and abandoned.. except for the one you come in from.. that one got out.. but the place is cursed.. filled with tortured souls.. woooooo

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 8:37 am
by Lord_BoNes
Looks good cows. Keep it up! :D

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 9:15 am
by linflas
Wooo creepy :)

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 02, 2010 10:46 am
by Jan
:shock: The Grand Pirate LeChuck! He's supposed to be dead! *runs*

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 16, 2010 1:34 pm
by DSE
Im not getting the bloomin emails again about new posts. Do I need to do something to get it to work properly ?. Its great to see people still checking this out. Great stuff !

Ok, an update for you all. Just in case you dont know, I am moving the entire game to SlimDX (due to Managed DirectX being killed off by Microsoft).

This lot has taken me the best part of the last 2 months (3-7 hours a night)

Completed -

Animation controller is now perfect
Parallax occlusion mapping (the cool depth brick effect)
Screen space ambient occlusion (awesome post processing effect)
Omni-directional shadow casting lights (much better than the spotlights in the original demo)
Drawing sprites with drop shadows, etc
PhysX physics engine has been reintegrated (and has advanced about 10000 versions to a much better version)
A.I for creatures is done
Level loading, etc

Nearly completed -

Soft Particles
Hardware instancing
Water
Fog effects

Hope this is good news for you guys !!

Cows - that pirate is mental, great work. If you try sending a sample animation for the mesh I will try importing it into 3ds Max 8. I have the awesome PolyTrans which allows me to import and export meshes into Max from nearly anything.

Cheers and happy new year !
Dave.

Re: New DirectX9 DM clone - entombed

Posted: Mon Jan 18, 2010 7:51 am
by cowsmanaut
ok, well he just needs bones and he's ready to go.. all the mesh and texture has been done.. just started work on a seperate project though so I'll see what I can do.

Re: New DirectX9 DM clone - entombed

Posted: Mon Jan 18, 2010 10:52 am
by DSE
I got that email :O)

Cows - cool, do you want to send the 'static' mesh and I can see if it will load and render ok ? Its up to you :O)

Re: New DirectX9 DM clone - entombed

Posted: Tue Jan 19, 2010 10:52 am
by Erik Bauer
Nice update, thanx!
Can't wait to see something :)

Re: New DirectX9 DM clone - entombed

Posted: Tue Jan 19, 2010 7:10 pm
by RAF68
I await with very great impatience your clone especially not to give up not

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 30, 2010 3:17 am
by DSE
New video is available on the website. I am very happy with the renderer now so I am starting to plug in the old entombed code. The video shows the game as an FPS style game, this is just so I can look around and check stuff. Hope you like it :O)

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 30, 2010 11:01 am
by Mystic_Unicorn
This is really impressive. Continue in good work.

Re: New DirectX9 DM clone - entombed

Posted: Sat Jan 30, 2010 2:28 pm
by Erik Bauer
New video looks very impressive!
What will be the required configuration for the new engine?