Combat Extreme - Online Third Person Shooter (Preview)

Combat Extreme - Online Third Person Shooter (Preview)

Updated 11-27-11
We’re now in official beta! Combat-Extreme-Official-Open-Multiplayer-Beta
----------

Hello everyone! My brother (http://www.devinrolsen.com/) and I have been working on a little something for the past few months and have decided that it’s now worth showing off! We are aware of some visual hiccups as well as some minor bugs, but it shouldn’t be anything to dwell on :slight_smile:

Updates (11-22-11)
-Now in Open Beta!
-Finalized other two levels
-Rebuilt character animations
-Added new pistols and sounds to them
-Redone camera
-Built GUI
-Squashed over 70+ known issues / bugs!

Updates (7-17-11)
-Dynamic Spawn Points
-Teams Added
-Added Outdoor environment to Warehouse level
-Redone character animations
-Added Options menu in game (Press “o”)
-Fixed sniper scope
-Grenade cooking
-Tons of minor bug fixes!

Updates (3-21-11)
-Added Insurgent Character.
-Weapon Icons.
-Divided gun tracer from weapon.
-New Crosshair.
-Grenade (Smoke / Frag) With Sounds.
-Fixed Ragdoll and Spawn view Issue.
-Weapon Switch Animations Fixed.
-Barrel Explosion Camera Shake Fixed.

Updates (3-14-11)
-Full screen ability with dynamic sized sniper scope / blood splatters.
-Added Terrain normal maps.
-Added pistol weapons and animations.
-Orientate Player Back Bone towards Cross-hair added.
-More Player animations / aiming forward in all movements.
-Two versions of standing and crouch idles.
-Chat issues fixed.
-Reload sounds added.
-Added new crate and bins.
-Fixed areas players can get stuck.
-Gave character normals / lightmap.
-Infinite Death Loop fixed.
-Weapons clip reload problems fixed.
-Fall off world fixed.
-Player size has been scaled down and compared to most objects in game.
-Bullets now don’t shoot object between player and camera.
-Floating weapons issue fixed.
-awnings cloth shader fixed.
-Jumping animations fixed.
-Divided houses and cut 6mb from build.
-Bullet impact decals.
-Fixed weapons scale.
-Added Battle Cry.
-Added Ambient Smoke.
-Added Bullet Impact smoke.
-No more death blinks when killing someone else.
-Fixed reloading loop issue.
-Scaled up buildings and objects.
-Added Jump + Shoot.
-Added light for muzzle flash.
-Fixed most shooting animation speeds.
-Added surrounding sand hills.
-Fixed Player Sprint and Aiming Issue.

Updates (2-27-11)
-Player Camera Collision
-Jumping + Jump animation syncing
-Player Size. (From 1.4 to 1.3 scale, is now proportionate to doors, barrels, roadblocks etc…)
-Fall off the world. (No more jumping out of map.)
-Infinite Death Loop.
-Aim while sprinting now works, but puts you into a jog rather then sprint.
-Fixed ammo HUD from freaking out.
-Final Pass and QA of all 100 character animations (yet to be implemented, but completed none the less).
-New logo.

Updates (2-26-11)
-Increased Sniper Rifle damage to be more scaled vs the Machine gun.
-Updated Scoreboard, now working for players present from the start of the game.
_____After further testing is seems that the scoreboard stops working with 3+ players connected (Currently being worked on).
-Stopped Heart / Breathing sounds when dead.
-Disabled turn animations while aiming.
-Fixed Crouch Aim Camera.
-Fixed Sprint Animation.
-Fixed Reload + Shooting Bug.
-Increased size of smaller marketstands.
-Small Red Barrels colliders are now correct size.

Updates (2-25-11)
Fixed some seams in the terrain.
Fixed ends of some walls being invisible.
Fixed player ragdolls.
Fixed the visual effect of firing when shooting at the sky.
Fixed barrel explosions.
Fixed scoped camera positions.
Fixed camera orientation problems while scoped.
Added more foliage.
Added a reload button (not just when you run out of ammo).
Other various bug fixes…


Another thing I should mention is that the networking portion of this game IS fully implemented and working. You may connect and frag with up to 12 players (we have not tested past that).

Please note that this is a WIP ~

Recent WIP:











More to come soon! :wink:

Great stuff, keep it up… I already told you my critics in game :smile: :smile: :smile:

You were right ,no way could i play the high quility one :(.I tried to get the same arab city into unity Tiled 4 times.3 was the maximum i could get.I hope you carry on with this i want to see how it comes out.

dave

This is strange, I have basically the same setup as you Granada and I have a solid 60-61 fps on the high quality one.

good job on this so far keep it up ^^ it would be cool if someone took a 3rd person shooter like this made it a bit scifi and added large humanoid mechs and vehicles to pilot.

Watching better I think the sky is a bit too dark and saturated with colour.

Agreed, we have yet to apply our own skyboxes so noted in our ticket system megmaltese, thanks!

Anyway, as I told you in game, lighting and gfx not bad at all :wink:

Just tried again on high quality,ran like a dream.Must have been a glitch :face_with_spiral_eyes:.

dave

Sweet! Thanks for the update dave.

lol i’ve just been kicking someones ass on here, great game although it could use a little polish here and there

Thank you for trying out our game! :slight_smile: And the polish you mentioned is currently being worked on! I’ve been hard at work getting this to be more presentable, i’ll be uploading a new version soon with lots of bug fixes / changes that are needed. I’ll be updating the first post with any new info.

awsome game, worked really smooth and everything.
played some with the developer and had a chat with him. but the chat stoped working so i had to refresh the page and restart for it to work again.

Thanks for the reply tuckdragon, I was just made aware of this chat issue. Looking into it now :slight_smile:

you need to add like an invisable wall around the map, found ways to get over the wall and fall of.
you also need to fix so that the red dot is centerd while aiming with the sniper.
and somtimes when i reload the sniper i manage to get 38 bullets in a mag. :slight_smile:

Very impressive work, I like the recoil feel and the blur shaders. Only played for 10-15 minutes, but I guess the only critical thing was that I got stuck in respawn at high altitude, or some kind of instagib loop. Resolved itself after a few deaths though. The lack of weapon switch animations was notable.

Anywho, for two people working a few months, it’s very impressive. I wish you the best of luck with this!

Thanks tuckgragon and Fidde! I’m making a list of tickets for the project right now over these glitches and more. Updates to most of these little glitches should be resolved soon.

I’m liking it so far, but there are problems.
#1 Camera doesn’t collide with objects, so you can see through walls. Just create a raycast from the player transform to the camera position, and move the camera to the collision position.
#2 Gun doesn’t always point down range when shooting. Click really fast once and you’ll see what I mean.
#3 Red dot reticle appears when scoped giving you two hit locations. I’m sure this is a simple drawing bug.
#4 When near death (at least by exploding barrels) there is a border of clear on the top and right side of the screen (like 10pixels on each) instead of being red like the rest of the screen.
#5 When jumping, if you jump really fast after landing you’ll jump again, but the animation is either the running or standing animation that you would do if landed. Perhaps have a default animation if not grounded?

And I have a suggestion. Add in some windy dust particles. That would add to the atmosphere a lot. Also, I think the soldiers may be a tad to tall. As well, I’d suggest moving the recoil back down a bit after shooting when scoped. It’s practically impossible to shoot at someone more then once without rescopoing as is.

I played in the “Extreme” graphics one, at around 60FPS, which went down to 40 when recording in fraps. I have all of the bugs mentioned above on video or screenshots if you’d like to see it. My system specs are in the signature. I’m good at breaking things/finding bugs, and this seems like it could be a great game, so keep me updated as you get further.

One last note, I did this without being able to test against another player. I no one joined, there were no servers listed, and no one joined my game, so it’s all tested without others. There could be more bugs when shooting people and the like.

Great list Caliber Mengsk, #3 and #4 should now be resolved. We were trying to allow dynamic changes to the width and height of the player for our approved facebook app version. So looks like we will just have to stick with a 750x550 size.

Making tickets for the rest of your findings right now :slight_smile:

Thanks everyone for this awesome support!

Great looking game, the first thing I noticed that the player is way to big!