my new source ballgame im working on

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Re: my new source ballgame im working on

Postby coder0xff on Thu Mar 19, 2009 7:40 pm

I was just thinking, it might help to tightly wrap the models with brushes (not visible to the player necessarily) so optimizations can improve rendering speed. Like a tunnel made of models should have a brush made tunnel surrounding it, so vvis can make portals. Then again, I dunno much about mapping, and you prolly already knew that.
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Re: my new source ballgame im working on

Postby poisonic on Thu Mar 19, 2009 8:16 pm

i also use func_details :P

thanks to a hacked bsp compiler it makes bigger visleafs :P so less visleafs are used :
http://www.facepunch.com/showthread.php?t=409671
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Re: my new source ballgame im working on

Postby joe_rogers_11155 on Mon Jul 27, 2009 11:49 pm

any good news on this, pal? How's it coming along?
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Re: my new source ballgame im working on

Postby Ennui on Tue Jul 28, 2009 12:55 am

Yeah, I remember thinking this was a great idea when I read this thread back in february or so. What is the gameplay exactly though?
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Re: my new source ballgame im working on

Postby joe_rogers_11155 on Tue Jul 28, 2009 1:12 am

something like a gravity gun soccer it looks like, with some kind of killing involved maybe like in the Running Man or something...looks cool and simple.
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Re: my new source ballgame im working on

Postby poisonic on Tue Jul 28, 2009 6:29 am

its a futurstic ball game with allot of agression :P with an reward system..... to unlock more violence weapons etc.... the game will be for the EP1 engine. later on if the basic gameplay is set.... it can also be ported to EP2 Engine

the main concept is like Playing Happy Together

Having fun,competition and the nicest thing... is that it starts with a few maps and that the amount of maps will grow by the help of other players who want to tribute... all on free basis... i deliver the building blocks and the parts so that people can create their own arena's more arena's is more fun more and challenging and keeps it intresting.

there wil be serval types of games...

Just the standard scoring
A challenge modus (solving puzzels)
A race modus from a to b the team who finishes first wins....
Agressive mode.... weapon unlock system... the better a team scores the better the team will be rewarded with weapons.

each team will have its own room where they start this to prevent acts like Base Raping and give everyone a fair chance...

And the hardest will be new player models that Skate.... that includes allot of new animation... and bugs to...
but it will be better than my first idea (vehilcles) they are realy fun but lag to much.

and i used halfpipes because it gives a little more action and looks more fun tnan a standard soccer field..
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Re: my new source ballgame im working on

Postby Ennui on Tue Jul 28, 2009 8:05 am

Have you made any progress since your last update that you could show us?

And from what I gather it's like soccer (get balls into goals) with 2 teams of players using only the grav gun. Correct? Do you have steal / block mechanics of some kind?
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Re: my new source ballgame im working on

Postby poisonic on Tue Jul 28, 2009 8:30 am

Atm the progres is the same as it was since its on hold..... (so not canceled)

and im not registred at the mod data base....
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Re: my new source ballgame im working on

Postby poisonic on Tue Jul 28, 2009 10:49 am

Atm the progres is the same as it was since its on hold.....
and im not registred at the mod data base.
it plays in a far away future after the era of World War Domination
for now its my own creation but i like to keep such projects as a secret.....
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Re: my new source ballgame im working on

Postby nub on Tue Jul 28, 2009 8:30 pm

Phoenix Storms 3 Gmod addon has a lot of models similar to this, but they're probably not as suitable for your gameplay.


Anyway, looks fairly interesting. I await to see more.
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Re: my new source ballgame im working on

Postby poisonic on Wed Jul 29, 2009 8:15 am

i want to keep the playing field as clean as possiple lol its very anoying too have stuf laying around that makes the ball get stuck :P atm the ball is a bit to big lol the sphere has a radius of 32 units also the ball is not a standard sphere model because it rolls like shit :P
the ball model is now a isohedron http://mathworld.wolfram.com/Isohedron.html
it rolls more like real life.

the world will be very "futuristic Science Fiction"
not european style like halflife 2 is.....
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Re: my new source ballgame im working on

Postby Echo51 on Wed Jul 29, 2009 1:04 pm

Well, why use bigger visleafs? badder optimization, and it doesent affect max map size at all :P
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Re: my new source ballgame im working on

Postby poisonic on Wed Jul 29, 2009 1:51 pm

maybe its bad and i could compile them normaly but this is much faster when compiling a BSP ......
lots of people say its bad but you should try it by example on a big map like 4096x8092x2048

You could do a test by making a testmap compiled on the hacked way and at the normal way and than see how it afects the FPS...

and i use Prop_dynamic (about a 50 track parts or more)instead of prop_static...
the static one gave problems it runed the light on the ramp parts....
by using models for my level i saved allot of brush work.... and it gave a higer frame rate and faster compile time....

and for those who think whats a better solution for a big open map please be my guest to say how i could optimise it ;)
because no one seems to have the solution for huge maps the only version i know for now is using a hacked version of a bsp compiler wich does not fuck when you give it a huge open space when compiling.....
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Re: my new source ballgame im working on

Postby poisonic on Mon Nov 16, 2009 4:39 pm

for now thanks to the atrium R1 challenge i solved allot of stuf like having a smooter FPS by optimizing.... :D i discovered how to make brushes behind the halfpipe models and some more news this is gonna be ported to the orangebox engine ofcourse i dont have to tell the specific specs as you all know them first i was thinking of intergrate it in a existing mod... and i found a nice partner... the mods that dont get source ball are (hl2dm pro) and the (hl2mp ob) ver... why they failed for my maps you would ask your self... well first of all hl2dm pro is to complicated for a normal user... and 2nd hl2dm OB has notting new...

Im still talking with a mod team to join forces... so when i have some new news i will bring it to you
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Re: my new source ballgame im working on

Postby poisonic on Sun Nov 22, 2009 7:59 pm

Update... :D
im joining forces with my friends at Obsidian Conflict A coop mod wich solved allot of options i wanted in my mod :)
orange engine :D:D:D:D

so as soon new news arives ill keep you informed
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