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frvge
10-04-2007, 08:38 PM
Dear UT3 Community,

I'd like to point you at the Total Conversion Mod that my team and I are making.
It's inspired by the "Stealth Action Multiplayer" gametype.

It's got 2 athletic, fast and non-lethal Spies in 3rd person, who need to accomplish certain objectives, and 2 slower, but powerful Mercs (Mercenaries), who need to guard the map and kill the Spies as a regular FPS.

Both teams are aided by various gadgets from smoke grenades and distraction devices to frag grenades and mines and special visions like Thermal and Motion Tracking.


For the latest news, images and videos, visit ProjectStealthGame.com (http://www.projectstealthgame.com) or our ModDB entry (http://www.moddb.com/mods/9033/project-stealth)


---------- 2009-08-15:

We're happy to inform you that we'll be exhibiting at GamesCom. You can find us in Hall 08.1, booth B052b, so come by and say hi.

Today we launched our first real website (http://www.projectstealthgame.com), the informational part of http://www.projectstealthgame.com. We worked on it for many months and I think it paid off.

The latest concept art for the Camnet has also been uploaded, as well as an article in PC Gamer UK. Both can be seen at our ModDB page (http://www.moddb.com/mods/project-stealth).

---------- 2009-06-06:
A few already released updates on our own forums that never made it here:

Music and screens (http://community.projectstealthgame.com/forums/index.php/topic,1760.msg39428.html#msg39428) (forum) consists of:
3 Fingerprints (http://www.moddb.com/mods/project-stealth/videos/3-fingerprints#imagebox) Merc 1 (http://www.moddb.com/mods/project-stealth/images/merc-screenshots1#imagebox) Merc 2 (http://www.moddb.com/mods/project-stealth/images/merc-screenshots#imagebox) Spy 1 (http://www.moddb.com/mods/project-stealth/images/spy-screenshots1#imagebox) Spy 2 (http://www.moddb.com/mods/project-stealth/images/spy-screenshots#imagebox)

Basic Movement Animations (http://www.moddb.com/mods/project-stealth/videos/basic-movement-animations-medium-quality#imagebox). This shows off the various standard Spy animations like idling, walking, running and transitions between crouching and standing. Also a running dive as a little extra. The Merc shows his run and a wrong version of walk.

Custom Kismet Dev Commentary (http://www.moddb.com/mods/project-stealth/videos/dev-comments-kismet1). Programmer MulleDK19 shows some of our custom Kismet nodes in action. Has a sneakpeek of our custom PS Editor and the start-up sequence of Project Stealth.

---------- 2009-02-16:
It's been some time since we had an update, and so we need to get the wheels rolling again.
As a small update, we released this Visual Effect of our Camo-system, which renders the Spy invisible with some refraction based on distance and speed.

Camo video (http://www.moddb.com/mods/project-stealth/videos/camo-visual-effect#imagebox)

---------- 2008-10-19:
Revised Motion Tracking vision:

http://www.projectstealthgame.com/public/screenshots/mtdemonstration1.png

And our second Developers Commentary, which can be found at ModDB. Note: 7:51 minute!

Lakehouse Developers Commentary (http://www.moddb.com/mods/project-stealth/videos/dev-comments-lakehouse#imagebox)

In between this one and the previous one was a smaller update with a musical explanation from our composer and the announcement that we are working together with an AAA-animator who worked on many Hollywood blockbusters (The Matrix Reloaded/Revolutions, X-Men: Wolverine and so on)

------------------------------------------
2008/10/12:
Our Neutralization Objective has been released today, including an animation.

Links:
Objective #1 (http://www.projectstealthgame.com/public/renders/props/computer_objective_00.jpg)
Objective #2 (http://www.projectstealthgame.com/public/renders/props/computer_objective_01.jpg)
Objective #3 (http://www.projectstealthgame.com/public/renders/props/computer_objective_02.jpg)
Objective #4 (http://www.projectstealthgame.com/public/renders/props/computer_objective_03.jpg)
Objective #5 (http://www.projectstealthgame.com/public/renders/props/computer_objective_04.jpg)
Objective #6 (http://www.projectstealthgame.com/public/renders/props/computer_objective_05.jpg)
Objective #7 (http://www.projectstealthgame.com/public/renders/props/computer_objective_06.jpg)
Objective #8 (http://www.projectstealthgame.com/public/renders/props/computer_objective_07.jpg)

Objective Animation (http://www.projectstealthgame.com/public/video/props/objective_animationblast.avi) (8MB, 0:07 min)

More to come within 3 days ;-)

------------------------------------------
2008/07/25:
Today we released some more screenshots of Lakehouse, which is still pre-alpha, and a render of the security camera.
Here are the links.

Lakehouse #1 (http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg)
Lakehouse #2 (http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse2_prealpha.jpg)
Lakehouse #3 (http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse3_prealpha.jpg)
Security Camera (http://www.projectstealthgame.com/public/renders/props/securitycamera.jpg)
------------------------------------------
2008/05/09:
Approximately 2 weeks ago, we released a teaser of our first map called "Lakehouse".
You can see it
here (http://www.moddb.com/mods/9033/project-stealth/videos/88445/lakehouse-teaser#imagebox) :)
------------------------------------------
2008/04/16:
A few of the new pictures that were released along with the previous update. Check our ModDB for all of them:
http://www.projectstealthgame.com/public/ubiresized/camera.jpg
http://www.projectstealthgame.com/public/ubiresized/unnamedmaphaha.jpg

----------------------------------------------
2008/04/15:
First video of EMF-vision with Dev Commentary: click here (http://www.moddb.com/mods/9033/project-stealth/videos/87278/dev-comments-sneakpeek-of-emf#imagebox)

-----------------------------------------------
2008/01/28 Update:
We've released some more gadgets in addition to some previously released ones, which hadn't been posted here yet. Also some wallpapers have been released, which I won't post here because of their size.

http://www.projectstealthgame.com/public/renders/props/PS_FragStatsheet.jpg
and the older
http://www.projectstealthgame.com/public/renders/props/PS_AdhesiveCamStatsheet.jpg

--------------------------------------------------------

Link to a higher-res render of the finished Spy model:
http://www.splintercellworld.com/ps/spiesstandingbacktoback_lowres.jpg (http://www.splintercellworld.com/ps/spiesstandingbacktoback.jpg)

Merc renders
http://www.projectstealthgame.com/public/renders/mercmodel/mercfinishedtorso.jpg

http://www.projectstealthgame.com/public/renders/spysneakmerc1.jpg

http://www.projectstealthgame.com/public/screenshots/mercmodel/mercfinished3sides.jpg

More Merc renders (great wallpaper-potential):
http://www.projectstealthgame.com/index.php/topic,465.msg9345.html#msg9345

And finally, a link to ProjectStealthGame.com (http://www.projectstealthgame.com) where we invite all stealth-loving UT3 fans to take a look. There's no more adrenaline than sneaking out of the shadows to grab an unsuspecting Merc while your Spy partner rushes to finish the objective in the last seconds of the match ;)

While it's more meant as a press post, we're still recruiting experienced Animators and Unreal Script Programmers to join our team.

Hope to see you there,

frvge

ne_skaju
10-05-2007, 07:46 AM
Why 3rd person view

frvge
10-05-2007, 08:19 AM
Spies need to be able to see Mercs coming when they are busy doing things, in order to get away fast. So more recon.
The Mercs only use first person.
2 different points of view is also one of the distinctive features of the "Stealth Action Multiplayer" gameplay.

WickedPenguin
10-05-2007, 09:59 AM
I've never been a fan of stealth / sneaking games, so I can't comment on the gameplay. However, the character models look incredibly good and professionally created. Terrific work on the normal maps and detail.

frvge
10-05-2007, 10:36 AM
It's also action. It's more about outmanouvering (sp?), distraction and misdirection than sneaking.

dirkduncan
10-05-2007, 11:38 AM
nice models. i'll certainly give it a try

Lord Vipes
10-05-2007, 02:42 PM
looks sweet, cant wate to play it

XenonG
10-06-2007, 05:29 AM
Finally, ever since Ubisoft messed up Splinter Cell....... Anyway, this will be good.

goodkebab
10-06-2007, 05:37 AM
glad you guys liked it.

I am the one making the models, heck, I even had a chance to work at Epic but decided to turn the oppurtunity down when I realized I could not relocate for onsite work.

Our team realizes that the Project Stealth is not a pure FPS shooter because of the third person element.

Truth be told, its a 3rd person versus 1st person multiplayer game which is what makes the game unique and fun. This makes it a fusion of different gameplays, so the game requires great deal of complex tactics that require more then just aiming skills.

-gk

JaFO
10-06-2007, 02:16 PM
I hope you do know that Ubisoft had to modify the engine just to get those extra vision-modes working ?

Now I don't know what can be done in the UT3-code without access to engine-code, but stuff like thermal/night-vision can be pretty tricky. AFAIK a few TC's and mutators did add stuff like this, but none used it as the core-requirement for the games like you do.

Do you have a working proof of concept for the various ideas especially concerning the viability of alternate vision ?

And what about the use of AI in your game ?
Even if it is 'multi-player' the AI could be used as basic guards, generic crowds and a few neutral victims (such as a hostage).

frvge
10-06-2007, 04:47 PM
No AI. Maybe some AI for practising neckgrabs or other basic things. But NPCs would change the core-gameplay too much. It's the feeling that you and your partner are against 2 humans, so when a misdirection tactic works, that gives a nice feeling of accomplishment.

Vision modes is just applying several filters and shaders. Should be doable. We've got lots of ideas from the fanbase and some are already visualized. But for the real stuff we have to wait till UT3 hits the shelves. Roboblitz is kinda stripped down.

meowcat
10-06-2007, 04:51 PM
I want to second JaFo's recommendation for AI use. Even if they could not act as spies, just having additional mercs when playing as the spy would be fun (especially coop). This is particularly important to fill net games when 4 players cannot be gathered together (and modifying AI is not super difficult, it just requires a really good understanding of the existing code base).

The vision modes should not be too much of an issue. I was able to get motion tracking, night vision, and a reasonably acceptable thermal vision working in UT2K4. Access to the native code would probably allow it to be done in a less processor intensive way, but I'll bet it will still work if done in uscript with special texture overlays and hud.

frvge
10-06-2007, 05:04 PM
The whole idea of light and shadow gameplay and misdirection is unfortunately not really programmable. We've talked about it, but it'd require additional lightmaps and even that doesn't really make up for a brightly lit wall behind a Spy hiding in a shadowy spot.

Only when you can fool a computer (aka a computer thinks like a human), it's possible.

The concept is good as it is. Additional stuff may be added in Project Stealth 2.0 ;)

The Mercenary AI-bots in Ubisoft's SCDA prove that it's hard to balance. And even on Expert they are really dumb. 2 human Spies would always outmanouvre AI Mercs. So then they'd have to cheat by polling the Spy's location every x seconds.

Pinpointing Spy locations based on sound is hard without using too much info that the game is supplying ('they shot out gaspipe number y'), and for humans it's even possible to get a general idea of the Spy-tactics by the _absence_ of certain noises. It's too hard to program that in in a convincing way.

Filling 4 spots isn't that hard, when the game gets popular. The good thing is, for a full game, you only need to have 3 friends :).

You're talking about Coop. We're not making Coop in the way Chaos Theory did, which was playing like Single Player with a friend. Maybe I misunderstood you, or vice versa.

But your input is appreciated :)

JaFO
10-13-2007, 09:32 AM
The AI in the demo at least appears to be capable of ignoring 'invisible' players even when they are shooting at them (although the latter may just be a 'feature' for novice bots).

IMHO the real problem for a stealth-based gametype is the need for quality maps.
If the objective is in a room with limited access then the mercs only have to wait for the targets to walk into the trap (especially if the objective forces the spy to be immobile for a few seconds).

Even if there are multiple objectives then the guards would only have to trap one as the spies will eventually have to pick that one, unless the game allows for them to complete n - 1 objectives. And even then the spies would need multiple escape-routes in order to prevent being trapped.

Also keep in mind that in the demo nothing prevents the players from disabling all effects. As a result any vision-modes would have to be coded in such a way that this cheat doesn't work.

frvge
10-13-2007, 10:34 AM
The SAM gameplay always has more objectives that can (usually, not always) be taken in a random order. Number of objectives to win <= total number of objectives - (number of mercs +1). So the Mercs will always have to split-up. The tactical decisions from the PoV as Spy are mostly: which objective should I try to get now, so that the Mercs will need to cover a lot of ground, so that lateron, I'll have an avantage using my superior speed and moves. The tactical decisions as Merc can be: How can I cover as many objs as possible? Should we 'give' them the objs at the first floor and place all of our static defenses at the second floor (easier to defend, but no room for errors)?

The UT3 bots are programmed to just shoot at everything. Maybe dark places are less 'seen', but if the backdrop is lit, it still gives a weird situation where the bot is in a shadow, but is still very visible as a silouette.

Good point at the vision modes. I am not sure about this, but since it's a vital part of the gameplay, I don't think you'll be able to switch it off for performance reasons. We'll have to see if that's possible.

frvge
10-14-2007, 06:45 PM
Major update:
http://projectstealth.splintercellnetwork.com/public/renders/mercmodel/mercfinishedtorso.jpg

http://projectstealth.splintercellnetwork.com/public/renders/spysneakmerc1.jpg

http://projectstealth.splintercellnetwork.com/public/screenshots/mercmodel/mercfinished3sides.jpg

More renders:
http://projectstealth.splintercellnetwork.com/index.php/topic,465.msg9345.html#msg9345

First renders and screenshots (= in-game quality) of the Merc, and a render of a Spy sneaking up on a Merc in a map.

goodkebab
10-14-2007, 07:25 PM
AI would be cool, but the maps are designed for 2vs2 and bots would never work because unlike simple defense tactics that you could code, the Spy equipment would lay waste to bots. You just could not program enough intelligence for the merc to use his equipment intelligently. What carries this game is skilled use of the equipment, because more often then not, the game is decided when a merc is killed or unconscious.

Bots would be a lot of fun in DM though.

Indeed, this kind of game play requires balanced maps but it also requires a significant amount of psychological tactics like diversions, baiting, and other traps at the disposal of the spy.

A balanced map will always leave 2 mercs defending the last 3 objectives, and the spy is only required to get one.

Our lead level artist is also working on an AAA title liscensed with the UR 3.0 engine...so hopefully any technical problems will be solved from experience.

innociv
10-14-2007, 08:10 PM
You better make a cool shader for that guys glasses. That yellow-gold is ugly as sin.

frvge
10-14-2007, 08:49 PM
It'll probably be glowmapped, environment-mapped and maybe with an animated texture. It still will get tweaking :)

xentrumx
10-14-2007, 09:24 PM
not a big fan of splintercell but aslong as its free ill give it a try ofcourse. U never know maybe ill find a new cool game or mod :P

goodkebab
10-15-2007, 04:38 PM
Different Visions are shown here. The previous images were "nearly" done. Will change face texture next.

http://img140.imageshack.us/img140/1049/visionswipto2.jpg

goodkebab
10-15-2007, 04:52 PM
And for an example of how skilled spies disable mercs when they have only non lethal weapons:

http://www.youtube.com/watch?v=HJypCA6S_Ok

Keep in mind, the Merc is using a standard FPS field of view.

warlord57
10-15-2007, 05:41 PM
This is looking good, I can't wait to play it :) If the coding is anything like UT2004 then alternate visions can be possible with the right amount of work involved. I have created night vision for UT2004 and plan to do the same for UT3. As for other vision modes I have seen people create different ones such as thermal. Keep up the good work and keep us posted :D

KewlAzMe
10-16-2007, 01:55 PM
Stealth FPS are the way to go... Take games like Thievery for UT99 .. nearly 6 yrs old and still being played cuz the gameplay constantly changes and there's always a challenge.

I love you for making this mod! And I agree about having AI guards too. Even iif they are just dumb guards that alert others or shoot rampantly with bad aim. Plus you can't always count on a 4 person game, so u may need an AI to take the balance

iservealot
10-16-2007, 08:34 PM
Stealth FPS are the way to go... Take games like And I agree about having AI guards too. Even iif they are just dumb guards that alert others or shoot rampantly with bad aim. Plus you can't always count on a 4 person game, so u may need an AI to take the balance

You have to understand that creating AI with simply Uscript is nearly impossible. Actually, creating AI is a difficult process all together. Ubisoft hired a special company to do their AI for them in Double Agent Versus mode (which was the only online mode that had bots)

With this type of game mode, the AI has to understand when you are in dark places, and understand that their flashlight can be used in dark places. With dynamic shadows this becomes a huge problem, as the AI would need to updated several times a second to understand weather or not you would normally be visible (which would mean many engine ticks which = more lag).

There are of course other major obsticals like allowing the AI to understand what sounds are loud, soft - motion tracking visions etc.

So one again, at the moment we are not planning to have any bot support what so ever. However, if there is someone out there that thinks they can pull this off efficiently with Uscript, then we are not by any means stopping you from trying. ;)

meowcat
10-17-2007, 12:38 AM
iservealot: those are all very valid points. And you are right it could take a lot of code running every tick to get it to work. That being said, you again would have very few of these bots (4 or less?) running around, so you might be able to afford the extra processing power.

I can definitely see the dynamic shadows and silhouetting being the biggest 'obstacles' in the AI programming (may just have to be lived with). For merc bots: sound volume can already be handled (one of the parameters passed to the AI HearNoise function is the volume, at least in UT2k4). For static dark areas in maps you could easily subclass 'Volumes' to designate these dark regions. Then when bots enter the dark areas simply decrease their sightradius and peripheral vision and increase the likelihood of using Motion tracking vision or electro view (which would then increase these values). In the SeePlayer function, depending on which vision mode was activated, just do specific distance, item activation and/or velocity checks of the player controlled pawns to verify whether or not the bot actually "sees" them, goes to investigate etc.

iservealot
10-17-2007, 01:31 AM
iservealot: those are all very valid points. And you are right it could take a lot of code running every tick to get it to work. That being said, you again would have very few of these bots (4 or less?) running around, so you might be able to afford the extra processing power.

I can definitely see the dynamic shadows and silhouetting being the biggest 'obstacles' in the AI programming (may just have to be lived with). For merc bots: sound volume can already be handled (one of the parameters passed to the AI HearNoise function is the volume, at least in UT2k4). For static dark areas in maps you could easily subclass 'Volumes' to designate these dark regions. Then when bots enter the dark areas simply decrease their sightradius and peripheral vision and increase the likelihood of using Motion tracking vision or electro view (which would then increase these values). In the SeePlayer function, depending on which vision mode was activated, just do specific distance, item activation and/or velocity checks of the player controlled pawns to verify whether or not the bot actually "sees" them, goes to investigate etc.

So is this you applying for the position? If it is, feel free to showcase your modding/scripting work on our website ProjectStealth.splintercellnetwork.com :)

If not, then trust me when I say we have enough performance issues to face with the kind of environment we are aiming for - Light/Shadow game play. In case you haven't noticed, the lighting engine (even Composite lighting) is dog slow.

goodkebab
10-17-2007, 07:33 AM
Stealth FPS are the way to go... Take games like Thievery for UT99 .. nearly 6 yrs old and still being played cuz the gameplay constantly changes and there's always a challenge.


Same goes for the splinter cell series. Multiplayer of Pandora Tomarrow and Chaos Theory are pretty much the same...and it has been around for quite some time now.

The fault lies in UBI getting greedy to try and please a larger fan base, the whole continuous growth thing.


About Bots, perhaps it would be easier to have Merc vs Bots in the beginning....and worry about Spy vs. Bots later.
Attracting players that are not into stealth gameplay is also imporant.

KewlAzMe
10-17-2007, 10:28 AM
You have to understand that creating AI with simply Uscript is nearly impossible. Actually, creating AI is a difficult process all together. Ubisoft hired a special company to do their AI for them in Double Agent Versus mode (which was the only online mode that had bots)

With this type of game mode, the AI has to understand when you are in dark places, and understand that their flashlight can be used in dark places. With dynamic shadows this becomes a huge problem, as the AI would need to updated several times a second to understand weather or not you would normally be visible (which would mean many engine ticks which = more lag).

There are of course other major obsticals like allowing the AI to understand what sounds are loud, soft - motion tracking visions etc.

So one again, at the moment we are not planning to have any bot support what so ever. However, if there is someone out there that thinks they can pull this off efficiently with Uscript, then we are not by any means stopping you from trying. ;)

This has all been done by the AI coder for ThieveryUT (99). They can patrol, they can see you in light and not see you in dark. They can know how to chase you and know what weapon is best for the range. They even know when they've lost you and go into search mode. They even have bump testing that can tell if they walked into someone hiding. They can hear and light a flare to see in the dark. They can even relight torches and call out for help based one whether they are low on health or being sniped from a distance.

Take a look at what they did for AI, it is quite advanced, and all done with "mostly" Uscript (maybe a few dlls).. but all can be, and was done by a mod team

Psycho1989
10-18-2007, 12:10 AM
Models are extremely nice, however a complete copy of Splinter cell. But I would enjoy it :P

goodkebab
10-18-2007, 04:47 AM
^^that was the intention! The multiplayer series is no longer being developed in the style of CT.

Sort of like UT being a clone of its predecessors.....just upgraded graphics and a few new features.

That is exactly what the SC community wanted in the sequels, but UBI decided to go the Asassins Creed direction.

iservealot
10-23-2007, 12:02 PM
This has all been done by the AI coder for ThieveryUT (99). They can patrol, they can see you in light and not see you in dark. They can know how to chase you and know what weapon is best for the range. They even know when they've lost you and go into search mode. They even have bump testing that can tell if they walked into someone hiding. They can hear and light a flare to see in the dark. They can even relight torches and call out for help based one whether they are low on health or being sniped from a distance.

Take a look at what they did for AI, it is quite advanced, and all done with "mostly" Uscript (maybe a few dlls).. but all can be, and was done by a mod team

Again, we do not have the resources to spend on recreating an AI system from scratch. If someone would like to invest their time in doing this, they are more than welcome.

None the less, thanks for the information. :)

meowcat
10-23-2007, 10:43 PM
@ iservealot: Let me see if I can get that light based bot vision system working in my own UT2k4 mod (check my sig), if I have reasonable success, and UT3 runs on my other computer, I may be able to help out. Spy bots would obviously be extremely challenging, but I think Merc Bots would be very programmable.

goodkebab
10-25-2007, 05:04 AM
wow Cat!

That sounds cool....introducing bots to our project would be a significant feature and introduce an entire game mode for us.

DM is a popular game mode amongst a lot of noob players and this would be a great way to satisfy beginners and let more experienced players play amongst themselves (they despise DM because it was not designed for it).

Blinco
10-27-2007, 01:45 AM
Cant wait man

Lord Vipes
10-27-2007, 01:56 AM
And for an example of how skilled spies disable mercs when they have only non lethal weapons:

http://www.youtube.com/watch?v=HJypCA6S_Ok

Keep in mind, the Merc is using a standard FPS field of view.

How u make an ingame trailer if UT 3 isnt even out yet?!

MR.Mic
10-28-2007, 03:27 AM
Greetings, I am Mr.Mic, one of the environmental artists for Project Stealth.


How u make an ingame trailer if UT 3 isnt even out yet?!

This is a gameplay video of Splinter Cell Chaos Theory, a game in the same genre to which we are closely adhering. The main reason we are making this mod is because even though Splinter Cell Chaos Theory was a very deep competitive experience, it has been just a plain bug-ridden piece of software with nonexistant official support from day one.

I still play Chaos Theory pretty often, and I think I am pretty decent at it. and it's still my favorite game after 3 years. I just hate to see a community die because Ubisoft gave up on us a long time ago.

A common misconception about the multiplayer stealth genre is that it is just slow-paced shadow-camping. This couldn't be further from the truth. My playstyle is, in fact, rather fast paced. You can see this in my merc and spy chaos theory demo videos.

http://www.youtube.com/watch?v=41tkSOPVkkk
http://www.youtube.com/watch?v=LNh88Bk5RXo
http://www.youtube.com/watch?v=OiHCEQg-Gg4

(For better viewing context, headshots are instant kill, and cameras shoot gas that put the mercs temporarily to sleep)

frvge
11-06-2007, 02:12 PM
Small update without many details: our animations are coming along nicely.

MulleDK13
12-06-2007, 07:35 PM
I hope you do know that Ubisoft had to modify the engine just to get those extra vision-modes working ?

Now I don't know what can be done in the UT3-code without access to engine-code, but stuff like thermal/night-vision can be pretty tricky. AFAIK a few TC's and mutators did add stuff like this, but none used it as the core-requirement for the games like you do.

Do you have a working proof of concept for the various ideas especially concerning the viability of alternate vision ?

And what about the use of AI in your game ?
Even if it is 'multi-player' the AI could be used as basic guards, generic crowds and a few neutral victims (such as a hostage).

It should be quite possible! Just an overlay!

goodkebab
12-07-2007, 07:19 AM
I dont see that as a bad thing. It was always our intention to make it look and feel like Splinter Cell, without violating copyrights.

Leo Natan
12-07-2007, 12:28 PM
Just an overlay!
You sure? Maybe the night vision, but the for the thermal vision to work you have to keep heat information on every object. Is that possible with vanilla UT3?

goodkebab
12-10-2007, 12:41 PM
building a shader based on luminance values to create the thermal effect would be easy.


Would require custom textures but certainly doable to create.

The question is if swapping shaders quickly would be easy

{DMF}Raptor
12-10-2007, 01:40 PM
That model / skin would be a hit in the sniper community... hope it gets released somehow.

frvge
12-19-2007, 12:31 PM
We're competing in the MOTY contest at ModDB.com. You can register (<-- important!)
and vote at the following URL: http://www.moddb.com/mods/9033/project-stealth .

frvge
12-24-2007, 07:29 AM
As a quick update: we made it into the Top-100 in the Unreleased Mods category. A pretty good result!

savov
12-24-2007, 11:42 AM
Nice :)
Im very big fan of SC and cant w8 for Project Stealth :D

frvge
01-04-2008, 12:12 PM
The ModDB.com's second phase of the Mod of the Year Awards 2007 has closed. No more voting. We'll see at the 29th of January how well Project Stealth has been rated by the public and by the press/editors :) Thanks for your support.

bigCman123
01-04-2008, 04:33 PM
This looks awesome, I love stealth games.

frvge
01-28-2008, 11:31 AM
Updated the first post.

frvge
04-12-2008, 08:36 PM
In response to earlier questions:
We got the visions working correctly now image-wise (motion tracking needs more time). They still need tweaking.
I believe we just do an AllActors loop and change materials, but I am not the coder so I don't know the details.

{BFG}Zedmaster
04-13-2008, 03:50 AM
Oioioi...................
The models look brilliant amazing insane beautiful stunning and make my heart jump around :D
The Game-Idea sounds very cool too, please finish this project faaast xD

You are awesome, dude :D

Hushpuppy
04-14-2008, 03:22 AM
just like splinter cell online? ....

frvge
04-14-2008, 06:39 PM
Yes.

First post updated with first video of EMF vision.
Overlays, switching materials, it's got it all.
Here (http://www.moddb.com/mods/9033/project-stealth/videos/87278/dev-comments-sneakpeek-of-emf#imagebox)
Also downloadable from our forums.

I'll update more later.

EpicJon
04-14-2008, 07:27 PM
Hello, i just posted a thread on your site and for some reason i can't access the site anymore :( so i'll just talk here. As i said, i would like to help out with the mapping, and testing. Check out the links in my signature for more info on my mapping. As for the beta testing, i have tested maps and models before, and i think im qualified enough to recognize if something has bugs and needs to be reported and fixed, etc.. So let me know if im in, Thanks,


-EJon

blackandblue2
04-14-2008, 09:29 PM
this looks sick guys. i liked the idea of spies vs merc in splinter cell :). cant wait to play!

MR.Mic
04-14-2008, 09:51 PM
Oh cool, thanks for posting the vid I made here.
Was just about to do that.

Tailsnake
04-14-2008, 10:15 PM
Splinter Cell: Chaos Theory is one of my favourite games ever (sucks the Ubisoft F'ed up the series), I'm really looking forward to your mod. Hopefully the MSU competition gives at least a vauge date of when we can expect this.

frvge
04-15-2008, 02:34 AM
Hello, i just posted a thread on your site and for some reason i can't access the site anymore :( so i'll just talk here. As i said, i would like to help out with the mapping, and testing. Check out the links in my signature for more info on my mapping. As for the beta testing, i have tested maps and models before, and i think im qualified enough to recognize if something has bugs and needs to be reported and fixed, etc.. So let me know if im in, Thanks,


-EJon
AFAIK you're not in the firewall. Can you pass me your IP in some way, like PM?

frvge
04-16-2008, 06:43 PM
Updated first post with some new images. More are on our forums and over at ModDB.

Tailsnake
04-16-2008, 08:27 PM
EM vision looks awesome

THE_SPELUNKER
04-16-2008, 10:44 PM
This is and always will be awesome.

BuffyTheSlayer
04-17-2008, 05:55 AM
cant wait to play :eek::D

Green_Day_584
04-17-2008, 06:49 AM
this looks promising.

i'll be sure t keep my eye on this, and im sure Epic will as well :).

Dark Elite Slayer
04-18-2008, 07:27 AM
lol looks lyk a copy of splinter cell but much more kool ^^

frvge
05-09-2008, 09:50 AM
Updated the first page:
We released a teaser of our first map called "Lakehouse" 2 weeks ago.
You can see it at ModDB (http://www.moddb.com/mods/9033/project-stealth/videos/88445/lakehouse-teaser#imagebox). High-res version with better sound quality is on our forums.

Noscaasi
05-09-2008, 10:07 AM
Will this be bot compatable or online only?

frvge
05-09-2008, 10:21 AM
Only humans. Coding proper AI for this total conversion is practically impossible. We might put in some basic AI for training.

Hyrage
05-09-2008, 02:33 PM
Must keep watching this guyz :D

TheDragonzord
05-09-2008, 04:36 PM
Stealth characters look brilliant up to now, sorta like nano suits :P, mercs need beefin up man at first glimpse they reminded me of skinny version of gears characters haha!!
also, I dont want to be rude or nothing but well.....
Well I Dont know if anyones asked....would it....be possible for ps3?
That aside, Have you figured out some sort of play engine yet thats very different from UT3 Already like umm climbing and stuff?

Hyrage
05-09-2008, 04:49 PM
Haven't you think about visiting their website lol to answer your questions?

TheDragonzord
05-09-2008, 05:17 PM
good idea!

Switch`
05-09-2008, 06:37 PM
Sounds fun!. Kind of reminds me ThieveryUT.

frvge
05-09-2008, 06:49 PM
Sounds fun!. Kind of reminds me ThieveryUT.

Correct. While ThieveryUT gets its inspiration from the Thief-series, we are more inspired by the Stealth Action Multiplayer as seen in Ubisoft's Splinter Cell series. Of course, we're expanding on it, making subtle changes to enhance gameplay, but the core ideas are the same.

About the PS3: yes, if Epic can sort their sound-system licenses. Currently, Mods etc can't have their own sound as far as I know. Legal stuff with the PS3 :(.

The Merc character is fine. UT3's armor is a bit over-the-top for our total conversion ;)

Climbing is fairly easy: check if there's a ledge on the collision mesh within a certain radius, then update internal states and play animations. I am not the unrealscript coder, so this is a guesstimate from my normal coding in C++ experience.

Kiyoka
05-09-2008, 06:51 PM
I wanna be a ninja! I mean spy.. :D

frvge
06-09-2008, 02:36 PM
Project Stealth has been featured in the July edition of PCGamer UK. Buy the magazine and check us out ;-). One full page dedicated to your favourite TC Mod-in-development.

frvge
07-25-2008, 02:46 PM
We just released new screenshots of our Lakehouse map and a security camera. It's on the first page. :)

GoodAndy
07-27-2008, 11:35 AM
Looks very good, but those guns are awfully big for stealth gameplay.

Sisley
07-28-2008, 06:40 AM
hotta than scotcha!

nesneros
07-28-2008, 04:02 PM
Looks nice..! If things like this were transferable to the PS3 version that would be cool ****!

frvge
09-10-2008, 05:15 AM
I'm very happy to inform you that the Spy-model created by Goodkebab is one of the finalists in the "Best Character" category of the MSUC :). We also have an updated version which adds a better headstump, but that one is still being debugged/optimized and is of low priority at the moment. (after all, we're aiming mostly for the "Best Total Conversion" ;))

Hushpuppy
09-10-2008, 06:16 AM
i really cant wait to play this.

leakingpaint
09-12-2008, 11:37 AM
looking awesome - Splinter Cell needs a makeover. Maybe Ubisoft need to give you a call and stop stuffing around with 'Conviction'

frvge
09-12-2008, 11:48 AM
The day Ubi wants to take it over, is the day I die of laughing. We're not stupid to let them screw it up one more time ;) Well, that's my opinion. =]

brisingre
09-12-2008, 09:26 PM
I'd think you could do heatvision by doing a texture replacement on everything (an unlit green grid would work) and making the default post-processing very thick black fog, with brightskins always on. I don't know if you could do it per person.

My idiot two cents.

MR.Mic
09-13-2008, 02:46 AM
I'd think you could do heatvision by doing a texture replacement on everything (an unlit green grid would work) and making the default post-processing very thick black fog, with brightskins always on. I don't know if you could do it per person.
My idiot two cents.
All of our vision modes are fully functional already.
They use a massive loop that goes through all the "PSStaticMesh" objects in the map where a custom object material is defined inside for each vision mode, and changes each object to the appropriate material.

The loop takes an imperceptibly short amount of time (almost instant) to go through hundreds of meshes and switch their materials.
This change is not replicated to other players, so each player can each use their visions independently.

The code then puts the appropriate PPE nodes in place that filter out everything that isn't using a special vision mode object shader (defined by shades of pure magenta), and then performs operations on the image based on the resulting luminosity.
This avoids the problem of having to worry about BSP surfaces in code, since the Post Process effects just ignore everything that isn't perfectly magenta.


The following are actual in game shots.

Thermal vision with two different color pallets:
http://www.moddb.com/mods/project-stealth/images/thermal-vision-1#imagebox
http://www.moddb.com/mods/project-stealth/images/thermal-vision-2#imagebox

Electromagnetic vision in action:
http://www.moddb.com/mods/project-stealth/videos/dev-comments-sneakpeek-of-emf#imagebox

As an aside, electromagnetic vision and motion tracking visions have been completely remade from scratch and look absolutely nothing like the current moddb image posts.
Keep an eye out for our next media release when the new looks will be revealed.

brisingre
09-13-2008, 12:59 PM
Firstly, I'm now sold on your mod. This is going to be so dang awesome. Secondly, would your method of doing alternate vision modes work anywhere, or is there stuff that is custom-built into the map?

I'm wondering if it could be used to make a thermal visor for UT3, as a powerup, just out of curiosity.

frvge
09-13-2008, 01:37 PM
We extended the Editor with custom material properties. Take a look at http://projectstealth.lennardf1989.com/ (Programmer's blog) for more technical coding stuff. (Mic is doing the in-editor magic with Materials).

There are default materials for basic nightvision and other visions, but with the extra materials, it's possible to make things that are normally invisible visible (like electric wire in ceilings, or laser beams) or hide it (spy behind EMF-blocking, but see-through barrier).

MR.Mic
09-13-2008, 03:14 PM
Firstly, I'm now sold on your mod. This is going to be so dang awesome. Secondly, would your method of doing alternate vision modes work anywhere, or is there stuff that is custom-built into the map?

I'm wondering if it could be used to make a thermal visor for UT3, as a powerup, just out of curiosity.

Unfortunately, we have had to extend the Static Mesh class to do what we wanted, so all maps use the new static mesh class. The vanilla UT3 editor will not even open our maps anymore, so we actually changed the map's file extension to .ps to avoid confusion.

brisingre
09-13-2008, 03:25 PM
oh well...

Awesome mod, guys. Can't wait to play.

leakingpaint
09-14-2008, 07:57 AM
The day Ubi wants to take it over, is the day I die of laughing. We're not stupid to let them screw it up one more time ;) Well, that's my opinion. =]
lol. I agree

frvge
09-16-2008, 07:03 PM
Lead Character Modeler "goodkebab" won the third place in the MSUC Phase 1 in the "Custom Character" category :D The model submitted was the Spy :)

Caijgd-Abyisz
09-28-2008, 07:43 PM
can u put the download for this model on like filefront.com

frvge
10-04-2008, 04:20 PM
It's already there, since it was entered in MSUC Phase #1 (at least the Spy Character). Take a look at the Finalists of Phase #1. The link should be in there.

frvge
10-11-2008, 06:16 PM
The first page has been updated with new links to just released renders and IIRC the first released animation :)

chilau1
10-12-2008, 09:40 AM
i cant wait till this comes out:D

frvge
10-18-2008, 06:22 PM
Updated the first post with an image of our current Motion Tracking vision and, la piece de resistance, a 7:51 minute long Developers Commentary of Lakehouse!

MR.Mic
10-18-2008, 06:41 PM
Here is the large version (http://www.projectstealthgame.com/public/screenshots/mtdemonstration1.png) of the motion tracking picture, since it is not linked in the main post.

The different figures represent different movement speeds. Full sprint is hilighted, and full stop is invisible.

frvge
10-18-2008, 06:44 PM
Fixed main post thanks :)

frvge
01-03-2009, 07:36 PM
Of course, Project Stealth is also competing in ModDB's Mod of the Year 2008 Awards.

You can vote for more than one Mod, so even if you've already voted for another Mod, you can still cast your support for the rare, but intense Stealth Action Multiplayer genre.

Please register first, else the value of the vote is less.

Vote here for Project Stealth (http://www.moddb.com/mods/project-stealth) (scroll down a bit, it's a big button ;) )

SEBASTIEN-NOVA
01-03-2009, 09:19 PM
looks awesome, remind me lot's tactical fps I have played, impressive !

Dark_Slayer
01-04-2009, 07:29 AM
Splinter Cell Chaos Theory Versus goes Nextgen, sweet :D
The Models are just...wow. I'm really looking forward for this mod.

frvge
02-16-2009, 03:01 PM
Updated first post with our
camo video (http://www.moddb.com/mods/project-stealth/videos/camo-visual-effect#imagebox)

coolcat22
02-16-2009, 04:23 PM
look good cant wait

Brits__Hit
02-16-2009, 05:30 PM
Very cool effect

leakingpaint
02-21-2009, 06:28 AM
why is this taking so long? Can't you guys make an awesome mod in a week or two...? just kidding, but seriously I'd really like to play this...like now...

frvge
02-21-2009, 08:11 AM
Unfortunately, the rules of a SAM-game are kinda non-standard. (there are only 2 games that are similar to ours). So we have to make everything from scratch, and can't fall-back on a DM-like game, like the WW2-Total Conversions can ;)

EpicJon
02-21-2009, 10:25 PM
nice job frvge :) glad to see you guys are still working on this. I haven't seen an update in a while. Keep up the good work ;)

-EJon

frvge
04-09-2009, 07:25 PM
nice job frvge :) glad to see you guys are still working on this. I haven't seen an update in a while. Keep up the good work ;)

-EJon

We're a bit low on 3D modellers, and that's not really handy when almost everything is created from scratch ;)

brisingre
04-09-2009, 07:34 PM
As you've gone to the trouble to date each update to the first post, you should know that the year on the Camo video is still 2008. It's not a big deal, that post is two months old and I finally spotted it. Also, great work guys, I can't wait. I wish I could model well enough to help you out, but I'm just learning.

frvge
04-09-2009, 08:03 PM
Fixed in 1 minute, thanks for noticing.

brisingre
04-09-2009, 08:04 PM
no problem

frvge
06-06-2009, 09:15 AM
A few already released updates on our own forums that never made it here:

Music and screens (http://community.projectstealthgame.com/forums/index.php/topic,1760.msg39428.html#msg39428) (forum) consists of:
3 Fingerprints (http://www.moddb.com/mods/project-stealth/videos/3-fingerprints#imagebox) Merc 1 (http://www.moddb.com/mods/project-stealth/images/merc-screenshots1#imagebox) Merc 2 (http://www.moddb.com/mods/project-stealth/images/merc-screenshots#imagebox) Spy 1 (http://www.moddb.com/mods/project-stealth/images/spy-screenshots1#imagebox) Spy 2 (http://www.moddb.com/mods/project-stealth/images/spy-screenshots#imagebox)

Basic Movement Animations (http://www.moddb.com/mods/project-stealth/videos/basic-movement-animations-medium-quality#imagebox). This shows off the various standard Spy animations like idling, walking, running and transitions between crouching and standing. Also a running dive as a little extra. The Merc shows his run and a wrong version of walk.

Custom Kismet Dev Commentary (http://www.moddb.com/mods/project-stealth/videos/dev-comments-kismet1). Programmer MulleDK19 shows some of our custom Kismet nodes in action. Has a sneakpeek of our custom PS Editor and the start-up sequence of Project Stealth.

frvge
08-14-2009, 08:35 PM
We're happy to inform you that we'll be exhibiting at GamesCom. You can find us in Hall 08.1, booth B052b, so come by and say hi.

Today we launched our first real website (http://www.projectstealthgame.com), the informational part of http://www.projectstealthgame.com. We worked on it for many months and I think it paid off.

The latest concept art for the Camnet has also been uploaded, as well as an article in PC Gamer UK. Both can be seen at our ModDB page (http://www.moddb.com/mods/project-stealth).