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TeamOps FPS Alpha

Posted: Thu May 10, 2007 3:15 pm
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/

Posted: Sat May 12, 2007 8:08 am
by BlindSide
Nice screenshots! Are those CounterStrike models? :lol:
How did you load them..

Posted: Sat May 12, 2007 12:01 pm
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.

Posted: Sat May 12, 2007 11:15 pm
by noone88
Finished the map editor...

Watch the video here:

http://teamoperations.blogspot.com/

Posted: Sun May 13, 2007 12:02 am
by monkeycracks
Looks great, can't wait for some sort of release :D

Posted: Sun May 13, 2007 10:55 pm
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.

Posted: Sun May 13, 2007 11:35 pm
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

Posted: Mon May 14, 2007 12:34 am
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

Posted: Mon May 14, 2007 1:10 pm
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?

Posted: Mon May 14, 2007 3:14 pm
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 :)

Posted: Mon May 14, 2007 4:38 pm
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 :)

Posted: Tue May 15, 2007 12:30 pm
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)

Posted: Sat May 19, 2007 9:29 am
by kompromis
this looks nice are you using the irrlicht lightsystem?