Dubious Demo 2 Released!
by Steve Acaster · 12/09/2010 (4:39 pm) · 54 comments
I won't pretend that it hasn't almost killed me ... but after a gazzillion issues ... it's up.
Dubious Demo 2 ... this time ... it's random ...

Function creep appeared, and instead of a fast and long game ... you've got 2 fast and 2 long games. Technically it's the same level, but now there are also night missions.
Talking of function creep, I also came up with a basic hit detection for close range which I wasn't originally planning.
Anyhow, it goes like this:
You've 2 gametypes, night and day, night is short ranged weapons only
This is a demo of a randomized gameplay concept, it's a first person shooter, and the idea was to make it somewhere inbetween the all action silliness of "Call of Lawyers" and the unfair realism of Arma/Operation Flashpoint". Weapon ranges go out to 400m and bullets are dangerous than in most Shooters.
There are 4 availabe gametypes:
Clear Area
Clear Area Night
Fast Assault
Night Assault
Clear Area is split into 5 areas, each one must be cleaered of enemy before you can proceed to another. Start area is random, after that each area is chosen by the player by entering it - check your map. Inside each area there is a random playtype - "Clearance" (enemy randomly placed throughout area), "Strongpoint", enemy are all around one building (or sometimes 2), and "Counterattack", as "Clearance" but the enemy will aggressively defend and counterattack. Even without counterattack, all short ranged enemies will defend around their area.
Player starts with random weapons, one longrange, one shortrange.
Night missions are the same, but with reduced vision and shortranged weapons only.
Player starts with random weapons, one shotgun, one smg.
...
... infact ...

There's a readme ...
... so read it ... there's also a license on install with tips ... read them too ... also there's info in the game on how to play it ... it should all be fairly straight forwards ... hopefully. And if you spam me with issues which I've listed in the readme ... I will kill you ... to death! (flares nostrils)
Many thanks to orb for the bandwidth. There's a full list of credits in the readme, and also in the Credits page of the game which details pretty much everything I've used in constructing this.
Absolute Minimum Specs fo use:
Windows XP or Vista
Intel or AMD Processor @ 1 Ghz
512 MB RAM (1GB recommended for Vista)
100% DirectX compatible video card with 256 MB video RAM required
DirectX 9.0c+
It's T3D so you'll really need a dedicated graphics card.
Thanks to orb for sorting out the download page.
yorks.deta.in
And the direct link ... if you have ADHD ...
Dubious Demo 2 (125mb)
Windows only ... I'm not fashionable enough for a Mac ...
I was about to go to a little country pub to celebrate ... but there's black ice all over the drive and after a bit of wheel spinning I'll be staying in with a beer and chilli.
Dubious Demo 2 ... this time ... it's random ...

Function creep appeared, and instead of a fast and long game ... you've got 2 fast and 2 long games. Technically it's the same level, but now there are also night missions.
Talking of function creep, I also came up with a basic hit detection for close range which I wasn't originally planning.
Anyhow, it goes like this:
You've 2 gametypes, night and day, night is short ranged weapons only
This is a demo of a randomized gameplay concept, it's a first person shooter, and the idea was to make it somewhere inbetween the all action silliness of "Call of Lawyers" and the unfair realism of Arma/Operation Flashpoint". Weapon ranges go out to 400m and bullets are dangerous than in most Shooters.
There are 4 availabe gametypes:
Clear Area
Clear Area Night
Fast Assault
Night Assault
Clear Area is split into 5 areas, each one must be cleaered of enemy before you can proceed to another. Start area is random, after that each area is chosen by the player by entering it - check your map. Inside each area there is a random playtype - "Clearance" (enemy randomly placed throughout area), "Strongpoint", enemy are all around one building (or sometimes 2), and "Counterattack", as "Clearance" but the enemy will aggressively defend and counterattack. Even without counterattack, all short ranged enemies will defend around their area.
Player starts with random weapons, one longrange, one shortrange.
Night missions are the same, but with reduced vision and shortranged weapons only.
Player starts with random weapons, one shotgun, one smg.
...
... infact ...

There's a readme ...
... so read it ... there's also a license on install with tips ... read them too ... also there's info in the game on how to play it ... it should all be fairly straight forwards ... hopefully. And if you spam me with issues which I've listed in the readme ... I will kill you ... to death! (flares nostrils)
Many thanks to orb for the bandwidth. There's a full list of credits in the readme, and also in the Credits page of the game which details pretty much everything I've used in constructing this.
Absolute Minimum Specs fo use:
Windows XP or Vista
Intel or AMD Processor @ 1 Ghz
512 MB RAM (1GB recommended for Vista)
100% DirectX compatible video card with 256 MB video RAM required
DirectX 9.0c+
It's T3D so you'll really need a dedicated graphics card.
Thanks to orb for sorting out the download page.
yorks.deta.in
And the direct link ... if you have ADHD ...
Dubious Demo 2 (125mb)
Windows only ... I'm not fashionable enough for a Mac ...
I was about to go to a little country pub to celebrate ... but there's black ice all over the drive and after a bit of wheel spinning I'll be staying in with a beer and chilli.
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#42
@ eb I didn't have any problem with TGE and Norton.
12/13/2010 (9:46 am)
Quote:WS.Reputation.1 is a detection for files that have a low reputation score based on analyzing data from Symantec’s community of users and therefore are likely to be security risks.
@ eb I didn't have any problem with TGE and Norton.
#43
12/13/2010 (12:27 pm)
Think its the 2011 update on Norton. Which version are you using Brenton?
#44
And obviously I don't mean that in a good way ...
The installer is Inno Setup, which I used after both Dusty Monk and myself reported an issue with the stock Torque installer.
12/13/2010 (2:04 pm)
Norton is the Budweizer of AntiVirusAnd obviously I don't mean that in a good way ...
The installer is Inno Setup, which I used after both Dusty Monk and myself reported an issue with the stock Torque installer.
#45
12/13/2010 (5:04 pm)
I switched to norton after mcafee was giving me nightmares, probably one of the free ones, or a not so well known branded software will do next time.
#46
Just a question: Did you use Zones and Portals with the interiors? I'd like to know because I did not seem to get that working whit a portal to the outdoors.
Thanks anyway for the demo, it is great.
12/14/2010 (9:29 am)
Great work Steve.Just a question: Did you use Zones and Portals with the interiors? I'd like to know because I did not seem to get that working whit a portal to the outdoors.
Thanks anyway for the demo, it is great.
#48
12/15/2010 (1:18 am)
I didn't have any problems with Norton. I have the "Use your brain and don't install the piece of crap" edition.
#49
12/16/2010 (11:04 am)
@Ronny - yeah thanks for that excellent piece of advice - I wondered where I left my brain, maybe it was on the train.
#50
01/13/2011 (4:20 pm)
Well done Steve! I like how you incorporated your logo and the Torque logos in the dynamic splash GUI... also the credits page. I will will follow your standard for my game. Did you do it in the GUI editor? Thank you for sharing and good luck!
#51
Yep all GUI editor, to be honest, I'd not used it before, but once I worked out what all the offsets were for resizing (they're the opposites of what you think!) it was pretty plain sailing.
:)
01/13/2011 (11:31 pm)
Hi Maria,Yep all GUI editor, to be honest, I'd not used it before, but once I worked out what all the offsets were for resizing (they're the opposites of what you think!) it was pretty plain sailing.
:)
#52
1st image: Company Logo Splash >
2nd image: Game Logo Splash >
3rd image Torque 3D Logo Splash >
4th image: my main menu page (play) > level selection >
loading page
I can create all of the screen images (File > New GUI.. > select what I want from the Library, and layout to my taste.... Ok, but now what? Where is the GUI main? How do I / where do I call these files? Any help would be very much appreciated ... Thanks.
01/17/2011 (10:42 pm)
Steve, once again a very novice question on the GUI editor... I have been playing with it, but without the final behavior I want. The flow I want is simple (more so than yours). 1st image: Company Logo Splash >
2nd image: Game Logo Splash >
3rd image Torque 3D Logo Splash >
4th image: my main menu page (play) > level selection >
loading page
I can create all of the screen images (File > New GUI.. > select what I want from the Library, and layout to my taste.... Ok, but now what? Where is the GUI main? How do I / where do I call these files? Any help would be very much appreciated ... Thanks.
#53
And my startup sequence is as follows: (all nice easy schedules, nothing fancy, less things means less to go wrong)
edit:
LoadStartup() gets called from gamescriptsclientinit.cs where you should also be execing your custom .gui files.
Double Edit:
Instead of hunting back here for this ... why don't I just write a quick resource?!
triple edit
I hate how the dit button eats backslashes ...
01/18/2011 (8:06 pm)
StartupGui.cs is in game/scripts/gui.And my startup sequence is as follows: (all nice easy schedules, nothing fancy, less things means less to go wrong)
function loadStartup()
{
Canvas.pushDialog(StartupGui_Back_Yorks);
schedule(1000, 0, "Load_startup_done");
}
function Load_Startup_done()
{
Canvas.pushDialog(StartupGui_Yorks);
schedule(3000, 0, "Yorks_startup_done");
}
function Yorks_Startup_done()
{
Canvas.popDialog(StartupGui_Yorks);
Canvas.pushDialog(StartupGui_OneBloke);
schedule(4000, 0, "Yorks_startup_OneBloke_done");
}
function Yorks_Startup_OneBloke_done()
{
Canvas.popDialog(StartupGui_OneBloke);
Canvas.pushDialog(StartupGui_Torque);
schedule(5500, 0, "StartupGuionDone");//+1500 for background to fade out
}
function StartupGuionDone(%this)
{
Canvas.popDialog(StartupGui_Torque);
Canvas.popDialog(StartupGui_Back_Yorks);
loadMainMenu();
}edit:
LoadStartup() gets called from gamescriptsclientinit.cs where you should also be execing your custom .gui files.
Double Edit:
Instead of hunting back here for this ... why don't I just write a quick resource?!
triple edit
I hate how the dit button eats backslashes ...
#54
www.torquepowered.com/community/resources/view/20769
01/18/2011 (10:14 pm)
Resource on scripting a startup screen sequence based on my demo.www.torquepowered.com/community/resources/view/20769

Torque Owner TheGasMan
G.A.S. [+others]
(TGE installs have been treated the same.)