MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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PostPosted: Tue Mar 06, 2012 11:51 am 
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... it's automatic...


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PostPosted: Sun Mar 11, 2012 1:47 am 
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Yay! It's back!Time to make epix.


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PostPosted: Sun Mar 11, 2012 7:08 pm 
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Version 1.0.7 has been released.


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PostPosted: Sun Mar 11, 2012 7:31 pm 
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WHOOO !!! :mrgreen:
duke nukem style security cams 8)

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PostPosted: Sun Mar 11, 2012 8:10 pm 
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just what i need.droooooollllllll.....


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PostPosted: Sun Mar 11, 2012 8:22 pm 
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It's a great effect although I'm curious how you work out the x y and z co ordinates, i mean i guess you could... GUESS, but is there any easier way?

Also you have a great knack for making interesting levels. I really hope you make a small game which has all these features being used in some way to show SWR's potential!


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PostPosted: Sun Mar 11, 2012 8:38 pm 
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There are two options how you can get the XYZ coordinates.
1. Place a box to the position where the camera is placed and get the XYZ points by opening the right click menu of it. Then delete the box.
2. On the left bottom of the screen, you can see the mouse XY position XY. For the Z value you can enter a suitable amount according to the altitude of the camera.


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PostPosted: Sun Mar 11, 2012 10:03 pm 
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Ahh good idea!


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PostPosted: Tue Mar 13, 2012 4:36 am 
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Awesome this is to cool! As for where to place XYZ, I would model my camera and import it to game, get coords from placing it for camera so you have the "real" feel of it. When you walk under a placed camera knowing that somewhere in the game you can see that spot so if multiplayer comes easy .... you know ... peek a boo !!. (also if multiplayer has a team option with ingame chat for open chat ... and team chat so if you have a camper watching a camera room he can tell the rest of the team who is coming where. Makes up for the lack of creativity of an AI bot search mode.

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PostPosted: Fri Mar 23, 2012 1:25 am 
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v1.0.8 has been released.

Lots of new functions, bug fixes, additions.
viewtopic.php?f=18&t=5175


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PostPosted: Fri Mar 23, 2012 12:26 pm 
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Great work Zoltan. Many needed fixes in there!

How do we get precise values for moving objects when in 3d mode?


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PostPosted: Fri Mar 23, 2012 4:19 pm 
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When the object is almost in place, in the right click menu you can now edit the xyz values precisely, eg x: 25.65 instead of 25.
I'll add the 3D precise movements in the next version.


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PostPosted: Fri Mar 23, 2012 6:21 pm 
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Awsome zoltan ;)

I will need to rebuild my first level, since if you transfer it it's still bugged..
Anyway the lighting etc is good now, but 2 things remain unsolved ( viewtopic.php?f=38&t=5235 )

I still have that when i made a new game with swr 108.

everything else is working perfect thanks ;)

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PostPosted: Sat Mar 24, 2012 6:43 pm 
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SWR just keeps getting better and more stable with each release. Can't wait to see what it'll be like in 2 months from now! :O


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PostPosted: Sun Mar 25, 2012 12:22 am 
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v109 has been released.

- fixed transparency bug
- added collision option to cube, cylinder, sphere
- added precise movement in editor
- fixed pause screen sound bug


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PostPosted: Sun Mar 25, 2012 1:46 am 
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Well I was wondering, could you make like a realtime terrain editor for SWR, kind of like this one?

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I'm liking the new updates! How about a 3D realtime editor for the engine like we have for SW2?

-Abdul Ahad


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PostPosted: Sun Mar 25, 2012 1:49 am 
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I second a 3d editor ;)

I do like the 2D one but seeing your work in real time is always a nice touch :)

Physics is the next thing we need ;) Imagine being able to swim in water, push boxes, drop things to make basic puzzles. I'm not expecting super realistic physics but even something basic like half life 1 would be cool.


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PostPosted: Sun Mar 25, 2012 5:35 am 
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im not sure terrains would work so great due to collision, but if you want surrounding terrains, I made a tutorial for terrains in blender

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PostPosted: Mon Mar 26, 2012 12:17 am 
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3D Terrains would rock. I also use the 3DRad engine ... the owner/ creator has stopped production on this but keeps the site up. Making a game this easy with the 3D terrains would blow FPS Creator away. Most other forums I am part of compare Silent Walk to FPS Creator. If conversion to 3D terrains was possible it would make popularity increase. try the 3DRad and see how it is setup and maybe get ideas for it there. Hmm thinking of it ... Silent Walk with 3D terrains would rival Unity and UDK. How about that for a goal! (Another thought is for autodetecting collisions in 3D models and making a terrain and importing it if that would work?? ) Just 2 cents worth of thought and idea

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PostPosted: Mon Mar 26, 2012 12:44 am 
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If SWR utilised some of U3D's dll it could have shaders too ;)

The it would compare even better to fps and so on, this engine is the best for those who want a simple and fun way to make games.


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PostPosted: Mon Mar 26, 2012 1:01 am 
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Aydan wrote:
If SWR utilised some of U3D's dll it could have shaders too ;)

The it would compare even better to fps and so on, this engine is the best for those who want a simple and fun way to make games.

Just thinking of shaders and terrain in SWR makes me want to drool :P

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I'm finally back... woo!


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PostPosted: Mon Mar 26, 2012 4:10 am 
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Well if Zoltan did use a dll, then he would have to rewrite quite a fair amount of code for the current engine. I would like to see that too, but if it means sacrificing/risking the stability of the engine, I'm not going to push Zoltan to do it.

I would like to see a built-in real-time terrain editor, since it could allow for crysis-like open world-ish games, where the setting is on an island or even an outside world for hunting. This is what FPS Creator from TGC lacks(And inefficient performance on lower-end machines) and would like to see this in either of the engines.

Another thing is a 3D editor. The only thing which is actually stopping me from porting my game from SW2 to SWR is the editor (and the collisions, but that will be added soon, I hope).

Simple Physics, such as push-able/pull-able objects, fall-able objects, are desperately needed if this engine wants to compete with other engines in the market. Physics are absolutely necessary for any game engine. An engine without physics is like a car with no chassis. It will still run, but it would look as good.

Multiplayer is also a fantastic feature which would definitely boost up the possibilities with the engine. Different modes like team deathmatch, deathmatch and capture the flag should be included, if the multiplayer feature is to be included in the final package.

Again at the end of the day, this engine is made by one person. I believe this is quite an accomplishment for Zoltan, I wish him the very best. SWR, obviously won't be rivaling AAA engines such as the Unreal Engine or Unity, but that's not the point for this engine. Its meant to be for people with no coding experience to be able to make fun games which their friends can play. That's the only reason I'm using these engines for my projects. I would definitely love to see the mentioned features, along with online/local multiplayer. I am a game developer that wants to reach out to the user with even an older Pentium 4 machine with 64mb of integrated graphics memory and a gigabyte of ram. I don't just want to make a game which is only possible for some users to enjoy and not others. Which is precisely the point I use Silent Walk FPS Creator 2 and SW Renaissance(for a future project) so that I may reach out to other users, who do not have the ability to play high-end games on their machines, and have them enjoy a work of mine.

-Abdul Ahad


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PostPosted: Mon Mar 26, 2012 11:38 pm 
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"Fun to Make and Play" is the key here. Too much and instead of wetting my pants, my brain would explode. Once my brain explodes it would cease to be fun. Let us not push SWR to far, ok.

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PostPosted: Wed Mar 28, 2012 4:36 pm 
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Last edited by Tombsville on Thu May 02, 2013 9:11 pm, edited 2 times in total.

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PostPosted: Wed Mar 28, 2012 5:03 pm 
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i agree, although shadows would make it a whole lot more realistic.
And you wont need to program it, or create fake shadows.

But just sit back and enjoy this masterpiece.

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PostPosted: Mon Apr 09, 2012 7:52 pm 
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SWR already has more features I'm ever able to use, given my limited time. If it gets more complex than this, I want to have a semi-automated game-creator in which I just set some parameters and wham - a completed game appears!

I'm having hopes that the scripting in SWR can be utilized for run time creation of dungeons, when the level starts. I just need to be able to place ready-made objects in a systematic, scripted fashion. It's time to get back to my WIP project, I guess :D


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PostPosted: Sat May 19, 2012 9:51 pm 
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any updates on the ogre version?

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PostPosted: Fri Jun 22, 2012 2:20 am 
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Thanks for the 1.10 update.

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PostPosted: Fri Jun 22, 2012 3:21 am 
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Good to see an update, even if it's just that for now. Time to get the ball rolling again after a 2 month break ;)


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PostPosted: Fri Jun 22, 2012 6:37 am 
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. . .check the version history post, i didnt realize this until now

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