TeamOps FPS Alpha

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noone88
Posts: 49
Joined: Sat May 27, 2006 3:28 pm

TeamOps FPS Alpha

Post by noone88 »

TeamOps is a First Person Shooter using Irrlicht for grafic, Newton for physic and OpenAL for sound. Currently in Alpha Status

Features are:

*/ Full 3D sound support
*/ Lag Free Internet and LAN playing
*/ Physic System

Because iam a programmer and suck at art the models used are only temporary. Iam searching for better ones.

The code works. But is very alpha. Everything is written in C#.

Download the code from here: http://www.file-upload.net/download-269 ... s.zip.html

Screenshots here: http://teamoperations.blogspot.com/
BlindSide
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Location: NZ!

Post by BlindSide »

Nice screenshots! Are those CounterStrike models? :lol:
How did you load them..
noone88
Posts: 49
Joined: Sat May 27, 2006 3:28 pm

Post by noone88 »

yes, cs models - but as mentioned only a solution for the alpha. I imported them with milkshape and used the milkshape format with irrlicht.
noone88
Posts: 49
Joined: Sat May 27, 2006 3:28 pm

Post by noone88 »

Finished the map editor...

Watch the video here:

http://teamoperations.blogspot.com/
monkeycracks
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Post by monkeycracks »

Looks great, can't wait for some sort of release :D
noone88
Posts: 49
Joined: Sat May 27, 2006 3:28 pm

Post by noone88 »

http://www.file-upload.net/download-272 ... r.zip.html

-> The map editor :) You can save/load scenes and save scenes as serialized xml files.
FlyingIsFun1217
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Post by FlyingIsFun1217 »

Is any of the stuff for linux?
Even though I don't have a hardware-supporting graphics driver (CURSE YOU ATI!!!), I would still love to try it out ;)

FlyingIsFun1217
noone88
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Post by noone88 »

mhhh... i have no linux installed/and no practice with it, theoretically it should run when you compile with mono... sorry, no linux yet
IPv6
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Post by IPv6 »

noone88 wrote:yes, cs models - but as mentioned only a solution for the alpha. I imported them with milkshape and used the milkshape format with irrlicht.
What about animation? you managed to improt it from CS (via milkshape) into irrlicht with all animations or you redone them from scratch?
noone88
Posts: 49
Joined: Sat May 27, 2006 3:28 pm

Post by noone88 »

... it was a lot of work... i loaded all animation-skeleton files into milkshape, set the root skeleton joint to 0,0,0 and finally added the mesh to the skeleton.

(~4500 frames) So, the animation come from the cs file.

__

Updated the map editor:
http://www.file-upload.net/download-273 ... r.zip.html

Please tell my if it works :)
FlyingIsFun1217
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Post by FlyingIsFun1217 »

noone88 wrote:mhhh... i have no linux installed/and no practice with it, theoretically it should run when you compile with mono... sorry, no linux yet
Hey, no problem...

FlyingIsFun1217 :)
IPv6
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Joined: Tue Aug 08, 2006 11:58 am

Post by IPv6 »

noone88 wrote:... it was a lot of work... i loaded all animation-skeleton files into milkshape, set the root skeleton joint to 0,0,0 and finally added the mesh to the skeleton.
(~4500 frames) So, the animation come from the cs file.
By hand????
Or after mesh attaching everything just worked as in CS? :)
BTW, why they were broken apart, in the first place (animation and mesh)
kompromis
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Location: sweden/stockholm

Post by kompromis »

this looks nice are you using the irrlicht lightsystem?
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