# CatastropheV3

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Its been a long time since I posted around here but I am always glad to do so. Now... if you ever wondered through the C category of the downloads section, you would have seen CatastropheV2, well not its time for V3 :D Downloads, along with info (Im sorry here, its completely written in romanian, even the engine doc :D), but by selecting Downloads youll easily see the link from which you can download those 17 arhived Megs with my CV3 project, or just see some pics about it. I cant wait for you to tell me what you think about it :)

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wow, that looks frickin sweet as hell. good job. it even looks better than a lot of comercial games, i didn't download it or anything, but i saw some pictures, and they look really good.

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Well, thanks. Its kind of weird that either not too many people are interested in seeing some real work or I dont know how to make an interesting post... I think I should put pictures in the post next time,hm...

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yea, I agree with oscinis. I didn't find the link, before I spotted the next interesting thing... Some screenshot would probably also help.

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Looking good. I like the motion blur and effects. And you even have an editor!

A few things:
A crosshair maybe? It would help to know where you are shooting.
Jumping should push you up with a certain force, and then gravity should make you travel in an arc. I'm not sure what you have done exactly, but it isn't natural.
Maybe a little work on your collision response, I managed to climb up through the spinning rock, when you probly shouldn't be able to, and theres no limit to the angle you can walk up.
The bullet holes are cool, but the ai can shoot you straight through a wall.

I suppose my point is if your trying to make a game, its important it plays smoothly.

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nice, but i miss my crosshairs.
Allso it seams to run extreamly slow(like 2-3 FPS) on my comp at school (3GHz intel and a nvidia quadro FX 500).
Unless i look straight down into the ground that is.
lightmaps perhaps.
Better animations would be cool, so would particle fx stuff allso be.
Muzzle flames.
Tune down the radial blur slightly or remove it alltogether, it will look better like that(and run faster).
Allso the running speed seams to be directly related to the fps.

Other than that it's nice, i like the whole serious sam style you have going there.
Keep working in it, i am looking forward to CatastropheV4

[Edited by - lc_overlord on June 3, 2005 3:42:57 PM]

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[lc_overlord] - Check if you even have drivers installed. I also tryed it at school and wondered why the 1-2 frames/sec, and saw that noone actually installed anything on those stupid computers with incorporated video card(sucks).With drivers it got to 17 FPS :D. Otherwise I dont know why it runs so slow.Im having a Radeon 9550 and it runs at 80 FPS lowest, I also tested on a GeForce FX 5700 and a Radeon 9250 and theres was not too much difference overall.

I knew about all the stuff it needs to be worked on, and maybe theres gonna be a CatastropheV4 :D when I do a bunch of fixes and Ill try to make AI-s in Serious Sam fashion to actually be really fun to play with.

After that Im thinking that if I would gather a team(actually modellers) and make a full-length game I might be able to make a deal with a publisher or something...

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I think my drivers are up to date.
However, i just tested it at my home computer and i have to say thet there seems to be a bug in the movement/shooting/ai code.
At home it runs at breakneck speeds(perhaps because i have a GF6800Ultra), and this means that i run at about mach 2 and the revolver soots like an uzi.
the ai allso seems to run faster(sort of reminds me of benny hill), but it does shoot at a constant rate.

in other words, rethink your timing code. =)

Quote:
 Original post by cippyboyAfter that Im thinking that if I would gather a team(actually modellers) and make a full-length game I might be able to make a deal with a publisher or something...

Well good luck to you at that one, making production games is hard.
A tip for ya, create a design document now, put everything you could think of in it, game idea, concept, concept art, UI, rules, tecnical stuff, diagrams over the individual levels, story, porn, dirty little secrets about your publishers for blackmail, everything + some more.
Writing this document should initialy take at least one or two weeks(not including brainstorming and coming up with an idea) of full time work, and it should not be finalized until you create the gold master disk.

Last year i did a two month game project, i spent over a week just writing this document, the result was that we came out on top of our class.
If that document hadn't existed, we would never have compleated the project in time, not even close.

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I dont only need papers to complete my work, I also need motivation and now... I lack that, plus I have serious exams in the next month and I cant even begin to study :(

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Motivation is not an issue if you got deadlines.
I allso have my exams in one or two weeks.
Then after that i have to create a showreel so amazing that everyone want to hire me on the spot, basicly it should be so good that mr Lucas gives me a personal call.
This means that from now on i have no life, not that i had one in the first place.

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Quote:
 Original post by lc_overlordbasicly it should be so good that mr Lucas gives me a personal call.

That was really funnny :))

Well its not exactly a deadline its just that this frickin exam is gonna decide my future for the next 3 years because Im choosing a college/university based upon it and it really sucks.

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sceenshots look nice. Couldn't run it (yea... wine on linux so probably not you fault).

In the 4th screenshot there is a litle line in the skybox visible

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I know of the line. I dont know why but the skybox is not perfect. Next time Im gonna make a sphere and a panoramic texture or something(although the sphere would have a heck load of polygons)

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I saw some pretty big issues with your sky. You rendered it with terragen right? Well you have to set the zoom to 1 and make sure you render square pictures, or it'll never line up properly. Other than that, because of the way opengl interpolates textures, you may have slight problems on the edges. You get half a pixel around the edge that isn't right, but there are ways to fix it.

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The Skybox textures are also taken from Serious Sam ;)

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