Please No More Zombies! - Open Source FPS

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
dracflamloc
Posts: 142
Joined: Sat Dec 11, 2004 8:13 am
Contact:

Please No More Zombies! - Open Source FPS

Post by dracflamloc »

Hey there I created an open source FPS thats not quite finished but pretty fun to play. If anyone would like to help on it, I'd appreciate it since I don't have as much time as I used to.

You can get it here:
http://sourceforge.net/projects/pnmz-fps

A pre-built version can be found here:
http://www.dracsoft.com/zips/pnmz-test10.zip
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

Last edited by Spintz on Mon Dec 10, 2007 1:35 pm, edited 1 time in total.
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Great ! :D

Very funny, and it also shows the Irrlicht benchmark - how much slow down will cause bigger maps and areas.

9+/10 :P
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

PS how are you doing the AI ?

These are randomly generated pathpoints and then some enemy updates with their states etc. ? Or are you using some professional pathfinding?
dracflamloc
Posts: 142
Joined: Sat Dec 11, 2004 8:13 am
Contact:

Post by dracflamloc »

I had to do some optimizations myself. You can see I call ->setVisible() and stop the animation if the mesh is out of camera view. Without doing that even on my powerhouse desktop it would not get above 30fps.

The minimap is very cool, sadly it also halves your FPS so maybe theres a more efficient way to do it.

Regarding the AI:

If you check the DoAI() function you'll see what happens. Basically there are no paths at all. The AI puts out two probes (as i like to call it) a few points ahead of themselves, one at -15 degrees and one at +15 degrees. If one of these probes collides with something, then it turns in the opposite direction of the probe that was hit. So if the probe to the right was hit, the AI will turn to the left.
Guest

Post by Guest »

Sourceforge says this game has not released any files ! Where can I find the source code for this game ? Sorry if this sounds stupid. I am new programming and dont fully understand how opensource programming works.

-Revan
sdi2000
Posts: 129
Joined: Thu Aug 25, 2005 12:19 pm
Location: Berlin, DE
Contact:

Post by sdi2000 »

nice...
yeah then minimap rocks true =)
:D
dracflamloc
Posts: 142
Joined: Sat Dec 11, 2004 8:13 am
Contact:

Post by dracflamloc »

Guest. You will have to get a CVS client and grab the source from the sourceforge cvs.

For beginners, Tortoise CVS is pretty simple.
dracflamloc
Posts: 142
Joined: Sat Dec 11, 2004 8:13 am
Contact:

Post by dracflamloc »

Same links apply, but a slight update to make the game look better with parallax and bump mapping on the sidewalks and buildings.
andrei25ni
Posts: 326
Joined: Wed Dec 14, 2005 10:08 pm

Post by andrei25ni »

I like your game, and I would like to take a look at your source code. But how do I set up Tortoise CVS to work ?
Can you give me the :

Protocol, Server, Port, Repository Folder, User name, Module ?

Is " :pserver:anonymous@cvs.sourceforge.net:/cvsroot/pnmz - Zombie Game "
even close ?
Baal Cadar
Posts: 377
Joined: Fri Oct 28, 2005 10:28 am
Contact:

Post by Baal Cadar »

In the TortoiseCVS checkout dialog put :pserver:anonymous@cvs.sourceforge.net:/cvsroot/pnmz-fps into the CVSROOT field and PNMZ - Zombie Game into the module field. That's all.
dracflamloc
Posts: 142
Joined: Sat Dec 11, 2004 8:13 am
Contact:

Post by dracflamloc »

I dont mean to bring back an old thread, but its mine so I guess I can...

I'm just curious, has anyone used my minimap technique or anything from PNMZ in one of their projects? I'd really love to see it was able to help anyone =)
lostclimategames
Posts: 331
Joined: Sat Sep 02, 2006 4:11 am
Location: Michigan
Contact:

Post by lostclimategames »

i realize this is an old thread, but if your ever interested I have a nice zombie I created about 4 months ago just sitting around, it not animated but I could put skin your character with my texture if you want.
___________________________
For all of your 3D/2D resource needs:
Image
Midnight
Posts: 1772
Joined: Fri Jul 02, 2004 2:37 pm
Location: Wonderland

Post by Midnight »

modeling and lighting are total poop.

minimap not so bad.

it has blood effects gun recoil and i didn't get stuck in the map.

it didn't crash and had extensive customization controls.

for that you get a d-
for being the only irr-fps of the year A+

suprised you didn't use the zombie model though... jump on my msn and I'll probably do some free work for ya cause I'm bored and this has a good start.
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
Contact:

Post by christianclavet »

I've checked it and find it nice. The AI is pretty basic, but it work.
Do you plan continue working on this?
Post Reply