Cold Blood

Feel like undertaking your own EDGE project/mod? Announce and discuss it here! You are also free to talk about past EDGE projects from the days of yonder.
johannharding
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Joined: Sat Jul 28, 2012 7:40 am

Cold Blood

Post by johannharding »

About me:
24 year old guy living in the province of Quebec (french) of Canada. On my
free time I like to learn a little bit of programming language or anything
around videogames. I like old games. Old-Style Resident Evil, Silent-Hill,
Point'N'Click like harvester, phantasmagoria 1 & 2, full throttle.... I still
play doom on different platform from time to time. I love Dreamcast and
other old consoles.

About my project:
Cold Blood is the name of my project for 3DGE, started as Blue Blood
because I wanted the zombies to bleed blue. But later drop the idea
thinking it wouldn't be gory enough. It's an survival-horror oriented
project: saving your bullets, avoid enemies. With a touch of
Point'N'Click style,exemple: making a sprite of two guy talking together
alike in Killing Time, making choice with consequences. I want to give
it a gory and macabre ambiance. Might have Food/Hydration system
and somekind of a none-lineare timeline (many ending and/or path). But
I don't want to go to far too soon. I got a lot to do. I work alone on
everything except recording sound and music, I will have my voice recorded ,
for human and Zombies "voices",by my good friend Evans G. who will create
all sounds and music. I want a precise ambiance and He is able to create very
quickly what I want, nearly exactly. I think the music is the most advanced
part of the project right now. I currently gather equipment for creating sprites
by greenscreen pictures of actors. 3D MD2 models for cars and details. I use
Misfit Model 3D to created MD2, I am still an novice but it's pretty easy to
understand and figure out how to do stuff. I have still a few thing to learn with
the DDF and RTS they are very usefull. Mixing these with silent teleport line
tricks to make believe in a full 3d environment (2 or more floor over an other).
I am still not sure how I will create textures for floor,ceiling and walls.
Thinking about learning photoshop or using flash. I still have not cross-compile
3DGE,because of some issues. Once I figure it out I will be able to know how
many details I can put in the levels without slowing the fps by making some
test. The story will turn around escaping the zombies invasion who spread chaos
in cities, choosing the right people to give your trust. Pictures and more infos
soon.Thank you for reading.

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Corbachu
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Re: Cold Blood

Post by Corbachu »

Sounds awesome! Best of luck on the mod.

BTW, you are trying to compile the source code - what changes have you made? Are your changes not compiling through or is the base project as a whole?
\(סּںסּَ` )/ۜ

johannharding
Posts: 14
Joined: Sat Jul 28, 2012 7:40 am

Re: Cold Blood

Post by johannharding »

Not much change made. Can't compile the base file:
Image

They are not much change yet, but I will change everything textures, monster, weapon.

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Corbachu
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Re: Cold Blood

Post by Corbachu »

Well, you don't need the change the actual source code if you're just going to change all of the content - even to make it standalone.

That SDL.h error looks like it's coming from I_main, check where the SDL header is located. Put an absolute path to the directory containing it. Also, check I_sdlinc.h, on line 23, and make sure the SDL.h is being pointed to absolutely. For instance, if you're working dir is c:\hyper3dge\code, and SDL is located in c:\hyper3dge\code\SDL\SDL.h, you must copy the entire path directory in the #include directive. So, where it says #include SDL.h, should say, #include "c:\hyper3dge\code\SDL\SDL.h". Let me know if that works out.
\(סּںסּَ` )/ۜ

johannharding
Posts: 14
Joined: Sat Jul 28, 2012 7:40 am

Re: Cold Blood

Post by johannharding »

Sorry for delay to answer back, I haven't much time this month because of my work.
Lawn mowning season began and weather is hot and moist. So it's hard to get time
and energy to work on Cold Blood. So this morning I've check in i_main, copied SDL,
lib and gl stuff into the right folders. Now it miss HawkNL folder and maybe more
after that.
Image

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Corbachu
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Re: Cold Blood

Post by Corbachu »

You can exclude HawkNL as it was for an abandoned networking component. Go into your XMING file and comment out the HawkNL stuff (#). After that, what else is missing? Probably lib-png, jpg, zlib, right?
\(סּںסּَ` )/ۜ

johannharding
Posts: 14
Joined: Sat Jul 28, 2012 7:40 am

Re: Cold Blood

Post by johannharding »

Image

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Corbachu
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Re: Cold Blood

Post by Corbachu »

Great job! Looks like you're ready to rock!
\(סּںסּَ` )/ۜ

johannharding
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Joined: Sat Jul 28, 2012 7:40 am

Re: Cold Blood

Post by johannharding »

Allright, now I have c:\hyperedge\edge2\(lib_win32,obj_win32,src) with files with the .o extension.
What do I do with these files to burn them on a Cd-R. I remember reading stuff about scramble or IPBIN.
What should I read about to learn? And by the way thank you for support.

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Corbachu
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Re: Cold Blood

Post by Corbachu »

johannharding wrote:Allright, now I have c:\hyperedge\edge2\(lib_win32,obj_win32,src) with files with the .o extension.
What do I do with these files to burn them on a Cd-R. I remember reading stuff about scramble or IPBIN.
What should I read about to learn? And by the way thank you for support.
Scramble or IPBin? Are you talking about the DC-Toolchain?

Right now the source code is not portable to Dreamcast, as I have not included the code to do that. I'm working on building it right now so it should come along soon. When I'm ready to release it I will.

What you are compiling right now is the Win32 version (at least if you compiled with the XMING makefile) of the latest branch, assuming you are using 1.36. Those O files are object files. Useful if you want to recompile a piece of your program without recompiling the entire thing, though sometimes a total recompile is necessary regardless.

You're welcome with the support! I've always said I'll never stop supporting 3DGE and I'll always stand by that!
\(סּںסּَ` )/ۜ