well a new fine demo from jfk !
it works here and i must say the water scenes are verry verry verry cool i like this a lot.
that thing is brilliant,...
This is good solid stuff and far beyond what many people here (present company accepted) could ever hope to achieve.
We should be fair and realistic when looking at stuff offered up for critique.
I agree totally with IPete2 - This is still the best FPS engine written in Blitz3d.
...this looks terrific as usual...
Release Version 10.0 - Working title: "The Blob Conspiracy"
With Version 10 the Game Construction Kit can be downloaded. It contains the complete Documentation.
Therefor watch the Docs for more information about what's new in Version 10. Please note that there was
a fatal bug in Beta Release Version 9b with the Weapon Selection.
This is the Game Construction Kit:
game_kit_csp10.zip (~ 23 MB)
Simply extract the zipfile in a folder of your choice. Read the Docs before you run the EXEs.
These are some misc. additional tools:
csp_misctool.zip (~ 8 MB)
Simply extract the zipfile in a folder of your choice. Read the Info Files before you run the EXEs.
Demo 8 - Working title: "The Spear of Destiny"
Wellwell it's been a long time. New Website, new everything - almost. I was working on
some new features when I suddently discovered some pretty fatal bugs,
so I have to release this (hopefully almost bugfixed) version ASAP. I couldn't add some cool things
I have plans for. There are
however a few new features in this version.
Invisible ink items (aka personal stealth projectors)
some fundamental texture settings for explicitely applied textures that were missing since the dawn: ScaleTexx/y, the animated MoveTexx/y and TurnTex, etc.
"wobbletex" now allows to move an explicitely loaded texture along a circle as a cheap method to make static meshes "breath" and therefor look more organic.
Throwing C4 packs was limited to one ticking bomb at a time so far. Now you can throw as many as you want simultanously.
Start and stop walking of the player controls is now smoothed.
The crosshair will now signal object interactivity.
The most significant bugfixes are
Footstep sounds with clusterized map mesh did't work.
NPC Waypoint interpolation was completely "redesigned" and is very smooth now .
The engine still supports Movies for the cutscenes (and the optional codec installation etc. as described earlier)
but for maximum compatibility I am using simple bitmaps for the cutscenes "game intro", "level intro", "players death" and "level end" now.
So the cutscenes support movies (avi, mpg, basicly all installed codecs for DirectShow) with optional
Soundtrack (ogg, wav, mp3) as well as a simple BMP or GIF.
Simply extract the zipfile in a folder of your choice and run engine.exe.
This demo needs a DirectShow video codec for realmedia. If none is detected,
the engine may suggest to download and install it from
Support for DDS Textures is required (should work with most cards).
what's new in verison 7?
(In random order)
Optional dynamic video codec installer execution on start up, if codec is missing.
Added support for up to 7 additional dynamic DirectX lights.
Added config option for global light settings (Ambientlight etc.)
Reimplemented support for dropping Things in the editor. In the beginning this was
the reason why the editor was named "interior dropper". Due to a bug it was removed,
now it's added again in a more proper way. Simply aim to a mesh, then click the MMB
to make it drop down on the ground.
Optional fragmentation of a huge main level mesh is supported, to allow basic VIS
occlusion. This is also named "Clusterisation". The size of clusters can be defined.
Commandline parameter "/debug" allows to color clusterized level parts randomly,
to get visual control over their size.
Added support for document objects that may dispay an ascii text file when clicked.
Added support for terminal objects that will switch to a shell when clicked that
allows to parse texts, images and movies from individual, virtual harddrives. Any mesh
can be such a terminal.
Added codelocks that may be used to trigger a door or an animated mesh. Codelocks may be
any meshes that are following a certain child mesh naming convention.
The engine will now automaticly select the next gun when the player has shot all ammo
of the current gun (left to right order).
The engine will now automaticly select the next gun when the player clicks the
middle mousebutton (left to right order).
Added system sounds for taking breath when getting out of water, as well as the mandatory
"hmpf" sound when jumping.
Added an inventory interface for collected files and papers.
Added a new weapon type: sniper weapon. This mode will automaticly use the sniper
sight view mode.
Added the possibility for headshots. Enemies may now be shot with a single bullet by
a headshot, as requested by some people.
Added Blendmode to the editor, so now a mesh may be blended normally (alpha),
or in additional or multiplying mode.
Added cheats to make the enemies ignore the player (invisible) and to set their
panic mode to zero (cool).
The Crouch mode was altered: until version 6 you had to keep holding the shift key to
crouch continously. Now you only have to hit it once to toggle crouch mode and normal
A new system sound was added: sound of clothes when you walk in crouch mode. This is
called sneak sound.
Elevators now use the "speed:" parameter, as requested by users.
The HUD elements are now positioned, scaled and rotated by a config file. So the HUD is
now almost totally customizable.
Parenting of an object to an other animated meshes child based on its entity name
Default file mask in the waypoint recorder was changed to WLK.
Several bugfixes in the Waypoint recorder. The window size was reduced to 640*480 to get
a higher framerate. Additionally the camera rotation was smoothed excessively, to allow
for smooth paths recording even with jerky mouses. Additionally the left and right cursor
keys may be used to turn the player even smoother.
Added Boss Exit key (that's when you play the game at work and your boss is
suddently entering the room): Left-Shift + Esc.
Added support for alpha and blendmode for water surfaces.
Added support for DDS Textures (DXT1/3/5).
Greatly increased the user friendlyness of the Editors Action String Prompt.
It now supports key repeat, numpad input and more. (well, before it was _really_
Added a 3D Graph that gives you full visual control over what's the X axis, or
the Z or Y axis at any time. Before this was sometimes confusing.
Modified the player gun motion so now it will only do this circular motion when the
player is walking. As soon as he stops it will decrease to an almost static state.
Fixed memory leak 2MB each level restart.
Fixed delta timing bug (evil floats again).
Partially fixed NPC waypoint interpolation problem. Further optimation is still
on the agenda.
Fixed the NPC ground offset function. Offset settings of old engine levels NPC config
files may have to be adjusted.
You may also read an artice about the demo found in a german papermag named
"PC Action": Pic of the Article.
Demo 3 - Working title: "The secret of manes"
Playable Demo:csp_demo3_secretofmanes.zip (7.8MB)
Some of the new features are: Drop timebombs to break trough walls,
underwater mode, new particle engine, options menu, pseudo-dynamic lightmapping,
Demo 2 - Working title: "Operation Enduring Pretzel"
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