Game Development Community

Any FPS screenshots for Torque?

by Mark · in General Discussion · 12/11/2005 (6:24 pm) · 28 replies

I don't think I have seen a FPS screenshot yet made with the Torque engine... Could anybody link me or post some that I may have missed?
I'm thinking about getting a commercial licence, but I am concerned about what it may graphically look like using the game engine.

I mean a FPS where the gun is visible... I'm trying to start a game like GoldenEye, Perfect Dark, TimeSplitters... Objective based maps, gadgets and unlockables.
Page«First 1 2 Next»
#21
12/12/2005 (6:50 pm)
I think that it is really up to someone in this really good community to modify the Torque engine to its fullest, and release it for public, making it only that much better. While Torque may not ship with the best First Person Shooting code around, it certainly can be modified to be so.

Torque is nothing but the definition of a bright future ahead, as long as the people who use it are willing to make it bigger than it already is, and it appears that's exactly what is happening.

These screenshots do prove useful to me, because they show that if you can work really hard with this engine, you can achieve something least expected.
#22
12/12/2005 (7:01 pm)
Any ingame videos yet blake/alan?
#23
12/12/2005 (7:11 pm)
Tim, I agree. FPS is horrible with TGE.
#24
12/12/2005 (7:57 pm)
@Mark

You must have read my mind. I've been putting something together here and there, and with this thread I am going to try and tie it up into something presentable in the next day or two. When the video is done, I'll post either here or in a new thread.

If you're interested in messing with an "EARLY" Beta (Actually Probably ALPHA or even a "Prototype") of "Code Name: Monster Island" you can download it from our website.

www.reallyreallygoodthings.com

It's quirky and you HAVE to read the README to get it to work (a player selection problem that I fixed for IGC). It has my basic physics reworking functioning, along with some of the other stuff I've been working on, but it's a three month old build that even to me is showing some age. But it will give you a rough idea of what someone who has no programming, 3d art or design background can do along with a couple highschool kids (my son and his friends) in eight months.

In regards to some of the reasons I chose Torque over lets say A6. I messed around a little with A6 a little over a year ago, but I really wanted basic multiplayer support out of the box, and nothing can touch Torque for that. The documention on script changes to get Game Studio working with multiplayer was over thirty pages and there were a lot of ifs and buts. It had cool Newton Physics integration, but I also wanted big outside areas to work with.

I checked out some of the other free engines (Irrlicht, Ogre, etc.) But when I fired up the GUI in- game editor in Torque all I could say was "Sweeeet". Since I have absolutely no coding experience (with the exception of basic on a VIC 20, and if you know what I mean, you know what I mean), CScript is a pretty quick learn. I've integrated at this point probably thirty or fourty true code changes, along with rewriting the vehicle class to produce my own physics class object.

Yeah, I'd love to get 90 fps out of a average video card, but I can live with 40 or so out of my intel integrated 900 and it runs like a champ on a real video card.

Yeah you're going to pull you hair out when you just can figure something out ( Can anyone say 0 preceeding a decimal point?) but you push through it.

Yeah I'd love to be using Havok or some other beast of a game engine, but I bought Torque with a $100 Christmas present last year and have invested less than $500 bucks into TGE since then. I know people who blow three times that in a nasty weekend in Vegas (or a sweet weekend depending upon your decadence).

Yeah, I know I'm a year out from having a complete product, but I'm determined to bring a sweet little FPS with a CS/Quake gameplay feel to market. That's all I need and I'll be satisfied.

And Yeah, we were playing multiplayer with Fluffy out of the box Christmas day last year.

Again, Good Luck, work hard at whatever you choose and you'll do o.k. and watch for the vids.

- Alan
Really Really Good Things Studio
#25
12/12/2005 (10:13 pm)
@Mark

We had a video of Terra on TSE at IGC but we haven't released anything else...mainly because we are working hard on Illumina and our other game Camelot Galway. There is new news with Terra, but its not the right time to release info :P. We did have a fully playable version of Terra on TGE with vehicles and all with only a 2 man team a while back, but things have shifted lately with it going to other engines. As far as Illumina goes, we have had a lot of videos up, and I can probably get some more up soon.
#26
12/16/2005 (9:21 am)
@ Alan James

I downloaded you're beta of Monster Island and have some feedback if you're interested:

The good...

- Loved the level layout & design, really made me feel i was in a dark, dangerous, environment.
- Loved the fact i could shoot at barrels and they would react, bounce around.
- Liked the mission loading music.
- Loved the fact you used bullet hole decals.
- Liked the car wreckage & blood spilt on the ground i found in one of the levels, nice touch :)

The bad...

- The gun wasn't centred on screen properly, and didn't seem to line up with the players hands very well in first person view.
- The muzzle flash was happening in the wrong spot, in the middle of the gun rather than at the end of nozzle.
- The projectile light and particle effects on projectiles hitting the ground / walls etc was overkill. IMO they needed to be toned down and refined.
- The car drove way too fast.

I realise most of the bad points i listed would have been resolved in your most recent version of the game and did take note of the fact this was an old outdated beta release. All in all a pretty impressive effort, just some minor tweaking & you'll have a fine game indeed.

Good look with future development, oh & when it's finished will you release it to the public for free or will there be a price tag attached?

Regards Tim
#27
12/16/2005 (4:44 pm)
Hey Tim,
Thanks for the input, really appreciate it.

The good...
-I like the feel too generally, but the levels always seem to end up being dark to me, but I'm working on trying to create a "denser" forest than Torque can comfortably support. The most current build is almost all poly trees and not billboards. I'm trying some tricks to get it as thick as I can.
-Physics was a unexpected success with a hack of the vehicle code. It's a trick to get it to work correctly (impulses and such) but when it does, it looks pretty cool.
-In regards to the loading music, thanks go to Ajari Wilson for that, he volunteered a couple tracks for the game.
-You'll see a lot more with decals in later builds, both stationary using TLK 1.3.6 (unreleased) and those attached to weapons, vehicle tires (hopefully), etc. I have the code for deformable terrain in, but it's remarked out currently until I can get some limits on repeated impacts and how it works around buildings. It may or may not end up in the final build.
-Yeah, the bloody wreakage area has caught a couple peoples eye. There will definitely be more "grit" as the content continues on.

The bad...
-The gun muzzle. Yeah that was a nightmare. The soldier pack model initially shipped with a rotated mount node that gave you two different mount axis depending upon 1st or 3rd person views. It has since been fixed but I've also added four new characters and the cool LOD fix that someone (I can't remember who at this moment) figured out so you can use different models in 1st person as opposed to 3rd person. It's a lot more in line with "traditional" fps crosshair alignment and such. Have a little more tweaking to do, but I'm starting to be pretty happy with it (the screenshots above are using the newer LOD models). The only problem now is the shadows are gone in 1st person and in 3rd person the gun shadow is wrong. #257 on things to figure out!
-Muzzle flash fixed with new LOD models, and looks pretty cool.
-Projectile effects, well they are still overkill but I have in mind what I want to do with them, now it's just a matter of figuring out where in code it tells the projectile what type of surface it is hitting...#258
-The vehicles weren't even suppose to be in that build, but me, being such an idiot, forgot to remove both the menu system AND the key binds. Yeah, it goes really fast. Have some modifications in regards to mass and friction, but have to redo the vehicle wheel mount nodes so the "extra" mass doesn't make them look like lowriders.

Again Tim really appreciate your comments. I don't know in the end if I'll have a marketable project or not. I'm estimating that I have six to seven months of content building, three or so of testing and then we'll take it back to IGC 2006. What happens there will probably determine how it is finally released.

- Alan
www.reallyreallygoodthings.com
#28
12/16/2005 (8:43 pm)
I will never understand some of this community. A year or so ago people were complaining that Torque was too FPS centric. Now it's not good enough for a FPS. It certainly is good enough. Problem is that a competitive FPS now a days takes either a ton of money to put it together, very dedicated talented people who are willing to sacrafice or both.
Page«First 1 2 Next»