Page 17 of 43 FirstFirst ... 713141516171819202127 ... LastLast
Results 161 to 170 of 425

Thread: In development DCEmu community project: Generic Survival Horror Clone #1

                  
   
  1. #161
    DCEmu Coder HardHat's Avatar
    Join Date
    Feb 2006
    Posts
    163
    Rep Power
    71

    Default

    Hi all, I am the programmer with a working 3d engine, but none of JMan's content yet. We will need to work togther for a bit to make that all go together. He is going to send me some of his levels and characters, and I can integrated them into my engine.

    I really like Mod Plug Tracker -- at least partly because it is completely free. It does waves, and MP3 for sure. And I can figure out the UI. I studied music composition, but I'm very slow at writing music. Programming, on the other hand is what I do best, so that is what I'm going to do here. My SDL games can play .IT and .XM music natively. I think I'll add the OGG library for my 3d game engine though probably.

    I'm glad to hear that NeoDudeMan is joining up. Welcome.

    Hardhat.

  2. #162
    DCEmu Newbie
    Join Date
    Feb 2006
    Posts
    92
    Rep Power
    0

    Default

    Quote Originally Posted by HardHat
    Hi all, I am the programmer with a working 3d engine, but none of JMan's content yet. We will need to work togther for a bit to make that all go together. He is going to send me some of his levels and characters, and I can integrated them into my engine.

    I really like Mod Plug Tracker -- at least partly because it is completely free. It does waves, and MP3 for sure. And I can figure out the UI. I studied music composition, but I'm very slow at writing music. Programming, on the other hand is what I do best, so that is what I'm going to do here. My SDL games can play .IT and .XM music natively. I think I'll add the OGG library for my 3d game engine though probably.

    I'm glad to hear that NeoDudeMan is joining up. Welcome.

    Hardhat.
    I was wondering when you'd finally turn up.

    I downloaded the Modplug Tracker earlier to test converting some music into the .it format. The only problem is that they're the same size as the .wav files. I've tried lowering the bitrate/khz with some success, but you can definately hear the difference since Modplug Tracker will only let you convert PCM encoded .wav's.

    I do think adding .OGG support would be a great idea. It's far easier for me to maintain a certain quality level at lower bitrates when I'm not forced to use PCM .wav files. Although Fruity Loops doesn't let me export to .ogg directly, it's easy enough to convert it with a seperate program.

    Keep us updated with what's going on with engine, Hardhat!

  3. #163
    DCEmu Coder HardHat's Avatar
    Join Date
    Feb 2006
    Posts
    163
    Rep Power
    71

    Default

    Well, my PSP 3D engine currently imports Quake 3 Arena MD3 character models, and DirectX scenes. I'll be adding support for something that JMan can produce (maybe 3DSMax ASE files, 3DS object files or maybe COLLADA files). We will experiment in the next week. Once that is settled, I'll have to keep my head down to get the importer implemented (1-2 weeks). Then I'll have to get teach the base classes to NeoDudeMan, so he can work on the AIs and game play logic. It all takes time. Maybe screen shots in a week or two.

    Still looking in stores for Resident Evil 2 for my PS2.

    I downloaded the Modplug Tracker earlier to test converting some music into the .it format. The only problem is that they're the same size as the .wav files. I've tried lowering the bitrate/khz with some success, but you can definately hear the difference since Modplug Tracker will only let you convert PCM encoded .wav's.
    Music composed in Modplug Tracker is sort of like a cross between MIDI patches and MIDI events. It tends to be smaller than MP3 files. Of course if you start with prerecorded music, .IT is not the right format. OGG is probably the tightest for a given quality (from what I've heard around).

    Hardhat.

  4. #164

    Default

    I'm so sleepy....

  5. #165
    DCEmu Newbie
    Join Date
    Feb 2006
    Posts
    92
    Rep Power
    0

    Default

    Quote Originally Posted by HardHat
    Music composed in Modplug Tracker is sort of like a cross between MIDI patches and MIDI events. It tends to be smaller than MP3 files. Of course if you start with prerecorded music, .IT is not the right format. OGG is probably the tightest for a given quality (from what I've heard around).

    Hardhat.
    Yeah, I have no idea how to use Modplug Tracker for music. I use a version of Fruity Loops to create music, so .ogg works the best for me.

    I sincerely hope you can find a way to use that filetype for this engine.

  6. #166
    DCEmu Pro jman420's Avatar
    Join Date
    Oct 2005
    Location
    Colorado, USA
    Posts
    756
    Rep Power
    76

    Default

    Heh, well now everyone knows who everyone else is.
    Thats a start! ( I think everyone knows who everyone else is anyway! )

    I dont know what to say about the audio, other then I hope that it works out that Hardhat can make an audio decoder.

    It seems to all have gone together on the model, we almost have the model of the police station f1 main hall room, I'm going to start working on the upper floor some time later. however the current way it is modeled is a little over 80k polygons, and I think its going to about 500k, so it will be the model for the pre-rendered background engine we are going to try to get working.

    have you gotten more done on the track Sumo X?

  7. #167
    DCEmu Newbie
    Join Date
    Feb 2006
    Posts
    92
    Rep Power
    0

    Default

    Quote Originally Posted by jman420
    Heh, well now everyone knows who everyone else is.
    Thats a start! ( I think everyone knows who everyone else is anyway! )

    I dont know what to say about the audio, other then I hope that it works out that Hardhat can make an audio decoder.

    It seems to all have gone together on the model, we almost have the model of the police station f1 main hall room, I'm going to start working on the upper floor some time later. however the current way it is modeled is a little over 80k polygons, and I think its going to about 500k, so it will be the model for the pre-rendered background engine we are going to try to get working.

    have you gotten more done on the track Sumo X?
    Perhaps it's just me, but that seems like an awful lot of polygons for a PSP homebrew (I'm sure the real, commercial games could easily pull that) game to be rendering. Are we sure our engine can handle that much?

    Maybe I read that wrong, and you're just doing 3D renders for now, which you can use for pre-rendered bitmaps later.

    Anyway, I've been working with the program more, just in general terms. I'm getting much better at using the keyboard for each sounds, which will be used much more in future music (it's slightly used for some things now, but I've gotten significantly better with it....some things/ideas just wouldn't work right for the piece I've started). That being said, I added the A# for every fourth sequence, like I think you wanted it to be done. Also, I tried to add some more 'low' parts where there is very little music playing.

    Included in this zip is two version- one at 128kb and one at 64kb. I've already begun to think about limitations of how big this game can be, so I just wanted some feedback for what you guys thought about the lower bitrates to save space vs sound quality. Ideally, we'd use more looping of music, which is what I try to balance with this song (length, which allows for more originalness but larger size vs smaller but more frequently looped music). Ogg sizes are slightly lower, but it's fairly close.

    Let me know what you think.

    Also, Neodudeman, I tried your block game- very fun. I especially enjoy the 'You dead' message.

  8. #168
    DCEmu Pro jman420's Avatar
    Join Date
    Oct 2005
    Location
    Colorado, USA
    Posts
    756
    Rep Power
    76

    Default

    Yes it is a lot of polygons, but, thats not an issue, its higher polygons to make it look better

    And the music sounds good, I do apologise, you can make the song however you want. I think I just realised that you modified your song because I asked you to, if you dont want it that way, its your track, so do whatever you want with it, if you think that there are other ways to improve it, feel free. I was just suggesting, not asking for the modifications.

    Either way, I think that track sounds realy good, and I think that the bass vollume is great, it sounds good even through the psp speakers.

    I would like to ask though, is there another voice you could use for that main bass line? I would realy like the bass line to sound like the one in the track for the opening of Resident Evil the movie. but if thats not possible, its just fine It sounds good as it is.

  9. #169
    Now with Blast Processing! Kaiser's Avatar
    Join Date
    Jun 2005
    Location
    CANADA
    Age
    35
    Posts
    3,079
    Blog Entries
    3
    Rep Power
    50

    Default

    Nice work guys, its good to see this team pulling together

    I'll get you a PSP coder tag soon enough Neodudeman and welcome to DCemu!

    Any projected release date for a tech demo?

  10. #170
    DCEmu Newbie
    Join Date
    Feb 2006
    Posts
    92
    Rep Power
    0

    Default

    Don't apologize- I really LIKE the change. I just wanted to make it clear before that it was just a demo, so changes were to expected. And besides, it's a group project- I would hope that you'd listen to any suggestions I had for a model or render, if it was feasible.

    And even now, I'm open to suggestions from anyone about the music. But I do feel that it's getting pretty close to being final, and could probably be accepted that way now if we like it the way it is.

    Unfortunately, I haven't even seen the RE movies (just a tendency to stay away from game movies), so I don't know if it's possible. If you can find the name of the song, I'll give it a listen. Or maybe eventually sometime soon I'll go give the movie a rent.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •