* May 20, 2013, 12:31:43 PM
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Come Chat with us live! Learn how HERE!
 
   Home   Help Search Login Register  
Pages: 1 2 3 4 5 6 [7] 8 9 10 11   Go Down
  Print  
Author Topic: Stuff to make a HD tremulous  (Read 22032 times)
rotacak


Turrets: +39/-64
Posts: 761


« Reply #180 on: November 29, 2010, 11:43:16 AM »

gimhael: first goal should be just port tremulous to other engine without anything else. After that is possible trying to add vehicles etc Smiley I think that porting tremulous or even completely rewrite tremulous for new engine is one or two months work for good programer.
Logged

Meisseli
Spam Killer
*

Turrets: +83/-25
Posts: 765


« Reply #181 on: November 29, 2010, 11:50:51 AM »

Geez, vehicles?
Logged

rotacak


Turrets: +39/-64
Posts: 761


« Reply #182 on: November 29, 2010, 11:53:18 AM »

If you want, I'll see if I can make some normal maps for ATCS textures. Then we can see how it would look with bump-mapping.
Make some then, I want to see it too Smiley
Logged

CATAHA


Turrets: +8/-18
Posts: 539


WWW
« Reply #183 on: November 29, 2010, 01:32:25 PM »

Apart from the development aspect I think a new engine at this time will split the already small community of Tremulous players again. Some think that after 1.2 is released all the 1.1 players/server will migrate to 1.2, but I'm not so sure. If you now add a new engine with new models/maps etc, this means that you will also have servers for the new maps and servers for the old maps and players need the right client for the right server.
Not only split, but expand too and attract new players. For expample many old trem players in russian community switching to Natural Selection 2, and its just because of outdated Trem engine. Im sure that while 1.1 master server is up there gonna be players in 1.1 (im one of them). Only exception - 1.2 mod for '1.1 gameplay copy', when it will come out we will switch to 1.2 (our clan still w8 for full 1.2 release to work on this mod). When we talking about new engine, we talking about total upgrade, not about fork in development, so no global split.
« Last Edit: November 29, 2010, 01:39:39 PM by CATAHA » Logged

Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake
Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #184 on: November 29, 2010, 03:59:52 PM »


The biggest issue is this.
Porting is a pain, and getting Trem to XReal is a hard thing to do for people who have a life and a job.
Take something that would need a total recode such as U3 and the chance of porting plummets to almost nothing.


moving to U3 could be wouldnt be that much more work then xreal because it easier to dev.
waht im saying is you could port the current maps and models to u3 and plug in the game play manually
How, exactly, is it "easier to dev"? Is there some sort of script to convert Trem maps to U3's format? IIRC, U3 was already ruled out anyway because of licensing issues (U3 is closed-source, Tremulous is GPL'd). XReal (along with Sauerbraten) is open-source, but you'd probably have to go through the same time-consuming processes no matter which engine you choose.
Logged


ok, can you give me the tool thingy app that can code?
rotacak


Turrets: +39/-64
Posts: 761


« Reply #185 on: November 29, 2010, 05:49:19 PM »

Another fps test for U3:
1920x1080, view from reactor place
10 turrets = 165 fps
200 turrets = 70 fps
Lowest fps from middle of room = 33 fps
One turret = 508 tris, 473 verts.

Computer: AMD Athlon II X3 440, geforce gtx 460 768 MB

« Last Edit: November 29, 2010, 05:52:38 PM by rotacak » Logged

swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


WWW
« Reply #186 on: November 29, 2010, 08:39:53 PM »

what am i seeing, rotacak?
Logged

these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #187 on: November 29, 2010, 09:21:15 PM »

Are you sure you're using the exact same settings for U3Trem and ioTrem (you said something about blur earlier)? Because I don't remember Tremulous having models of enormous toads with bombs stuck in their asses.
Logged


ok, can you give me the tool thingy app that can code?
Tremulant
Spam Killer
*

Turrets: +370/-58
Posts: 1037

It's not over 'til the tremulant sings...


« Reply #188 on: November 29, 2010, 09:39:41 PM »

I don't remember Tremulous having models of enormous toads with bombs stuck in their asses.
Oh come now, there's bound to be a mod for that.
Logged

my knees by my face and my ass is being hammered
CreatureofHell


Turrets: +429/-123
Posts: 2351

Ash Nazg Durbatulūk, Ash Nazg Gimbatul.


WWW
« Reply #189 on: November 29, 2010, 09:57:59 PM »

Are you sure you're using the exact same settings for U3Trem and ioTrem (you said something about blur earlier)? Because I don't remember Tremulous having models of enormous toads with bombs stuck in their asses.

It's the updated 1.2 model silly.
Logged


Quote
<Timbo> posting on the trem forums rarely results in anything good
Tremulant
Spam Killer
*

Turrets: +370/-58
Posts: 1037

It's not over 'til the tremulant sings...


« Reply #190 on: November 29, 2010, 10:04:16 PM »

It's the updated 1.2 model silly.
When did trem get a model silly?
Logged

my knees by my face and my ass is being hammered
rotacak


Turrets: +39/-64
Posts: 761


« Reply #191 on: November 29, 2010, 10:10:25 PM »

what am i seeing, rotacak?
You see 200 "turrets" inside base.

Pazuzu: exact settings? Dunno, similar. There are very much options that arent in Q3. That turrets are also physics objects, they can fall, rotate and everyone casting shadows. I turned off blur, but seems like it have no impact in this engine or only about 5 fps in empty map (there is also more types of blur and many options). And that is not toads Smiley but guns from top of one vehicle. I don't know how many turrets can fit into base in tremulous, but hardly 200, because these are smaller and even that you almost cant walk in/out base.
Logged

CreatureofHell


Turrets: +429/-123
Posts: 2351

Ash Nazg Durbatulūk, Ash Nazg Gimbatul.


WWW
« Reply #192 on: November 29, 2010, 10:23:57 PM »

It's the updated 1.2 model silly.
When did trem get a model silly?
When rotacak got ahold of it.
Logged


Quote
<Timbo> posting on the trem forums rarely results in anything good
Repatition


Turrets: +11/-196
Posts: 329


WWW
« Reply #193 on: November 30, 2010, 12:15:06 AM »

It's the updated 1.2 model silly.
When did trem get a model silly?
When rotacak got ahold of it.
or when the devs let the players develop
Logged

harraps


Turrets: +6/-1
Posts: 126

My dream is create games...


« Reply #194 on: November 30, 2010, 09:51:56 PM »

I think if we make a tremulous with Xreal engine, it will be the same game but with new graphic.
But if we make a trem with UDK, we should try to make something different.
For example: vehicles, opened area, new aliens, and so much more that we are able to do with Unreal Engine 3.
Currently I'm writing something like a big list of all the stuff to a game project I called " Tremulous Reload" for U3.
Maybe it will be done, maybe not, but I'm sure the idea I get is not bad.
Finally I will give you the stuff list when it will be complete.
Logged

Hebergement d'image
sorry for my english !
jm82792


Turrets: +9/-34
Posts: 627


« Reply #195 on: November 30, 2010, 10:41:59 PM »

I think to keep it realistic since tremulous has a very good gameplay we should do XReal and ignore other engines that need a total rewrite.
Logged

Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #196 on: December 01, 2010, 01:59:16 AM »

I think to keep it realistic since tremulous has a very good gameplay we should do XReal and ignore other engines that need a total rewrite.
Seconded. I keep bringing up Sauerbraten, but since there's no easy way to convert the maps (f**king octrees, how do they work?), it probably won't happen.
Logged


ok, can you give me the tool thingy app that can code?
jm82792


Turrets: +9/-34
Posts: 627


« Reply #197 on: December 01, 2010, 04:22:29 AM »

Octrees sound totally ridiculous because we have a massive base of maps that can easily be converted to XReal.
Logged

freezway


Turrets: +10/-12
Posts: 196


« Reply #198 on: December 01, 2010, 05:14:10 AM »

I really ope you guys are talking about 1.3/2.0... not gunna happen in 1.2.
Logged
Odin
Spam Killer
*
*

Turrets: +113/-204
Posts: 1764

omgwtfbbq


WWW
« Reply #199 on: December 01, 2010, 06:33:26 AM »

It can be done *right now*. People just lack the knowledge or will to do it.

The only thing really different about xreal compared to ioquake3 is that you're forced to use libs instead of the qvm system(it was ripped out).
Logged

jm82792


Turrets: +9/-34
Posts: 627


« Reply #200 on: December 01, 2010, 07:05:36 AM »

Well as I've stated I know a section of how to get it over but not much.
I am hoping to understand how along with a friend of mine whom has more Quake 3 knowledge than I do,
and he will hopefully be emailing the developer soon regarding this quest.
As I've stated before once it's over then the rest is hard to screw up.

Logged

gimhael


Turrets: +70/-16
Posts: 546


« Reply #201 on: December 01, 2010, 07:07:06 AM »

@rotacak: Tremulous can render lots of objects too, here are 80 fps with lots of teslas in transit (on AMD 5770):


The engine was running in SMP mode, so the renderer and cgame could work in parallel. In my experience it is the cgame that slows down the engine when there are lots of objects around.

Coincidally, switching to blaster improves the framerate a little bit:

Logged
rotacak


Turrets: +39/-64
Posts: 761


« Reply #202 on: December 01, 2010, 07:26:43 AM »

gimhael: that hp bars consuming lot of fps, I know that from R Funserver CZ. That is one reason why hp bars are turned of (on this server) when you placing buildable, othervise it is often choppy. What CPU you using?
Logged

jm82792


Turrets: +9/-34
Posts: 627


« Reply #203 on: December 01, 2010, 07:30:46 AM »

Porting should not be thought of as better FPS but good to great FPS with better engine capabilities (rendering etc)
Logged

SlackerLinux
Spam Killer
*

Turrets: +41/-62
Posts: 555

Linux User!!


« Reply #204 on: December 01, 2010, 11:16:38 AM »

UDK isnt open its only free(i saw a post a few pages back asking if its free and open) but it would make a good choice if you can live with the engine not being open source.  maybe if there's enough interest a team of players(no trem devs since they gotta get 1.2 out the door now hurry up) could knock up a playable demo in udk

EDIT: actually UDK is ut3 so it has no linux version so thats a no go back to xreal or maybe doom3
« Last Edit: December 01, 2010, 12:03:40 PM by SlackerLinux » Logged

Slackware64 13.1
SlackersQVM/
jm82792


Turrets: +9/-34
Posts: 627


« Reply #205 on: December 01, 2010, 05:32:11 PM »

Besides you'd have to rewrite the code for U3.
All you need for cloth is Bullet, if someone will go about integrating into XReal.
(I don't know how hard it is to get bullet into XReal)
I use bullet with Blender, softbodies work as cloth, jello, whatever.
Bullet does ridged bodies, plus some other features.
Plus Bullet is open source.

Logged

Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #206 on: December 01, 2010, 05:50:56 PM »

Besides you'd have to rewrite the code for U3.
All you need for cloth is Bullet, if someone will go about integrating into XReal.
(I don't know how hard it is to get bullet into XReal)
I use bullet with Blender, softbodies work as cloth, jello, whatever.
Bullet does ridged bodies, plus some other features.
Plus Bullet is open source.


Soft bodies would be nice, but what would they do to the framerate? I'd imagine the vert count would skyrocket.
Logged


ok, can you give me the tool thingy app that can code?
Asvarox


Turrets: +41/-35
Posts: 573


« Reply #207 on: December 01, 2010, 06:35:34 PM »

Do we really need clothes in trem in first place?
Logged

I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  Angry
Meisseli
Spam Killer
*

Turrets: +83/-25
Posts: 765


« Reply #208 on: December 01, 2010, 06:36:53 PM »

This has become quite a funny thread. Seven pages of speculation, "what if", daydreaming, totally unrealistic goals and needless pondering.

Hasn't anyone learned from the previous hundred threads? Doesn't anyone view this as really pointless since even thinking of it requires a) 1.2 to be released, and even then it is a highly unrealistic thing to really happen since there isn't any hint whatsoever of b) an actual team seriously committed to doing it.

Seriously, nothing else than poor screenshots with ATCS textures is going to happen out of this thread. At least you could stop rushing in prematurely, and wait for 1.2 to be released. Then there's an actual possibility to think what actually needs to be and could be changed for the next version and what tools there are to attain the goals. Thinking how stuff like vehicles would be so cool isn't really getting anywhere.
Logged

rotacak


Turrets: +39/-64
Posts: 761


« Reply #209 on: December 01, 2010, 07:41:28 PM »

This has become quite a funny thread. Seven pages of speculation, "what if", daydreaming, totally unrealistic goals and needless pondering.

Hasn't anyone learned from the previous hundred threads? Doesn't anyone view this as really pointless...
Like "flying alien" for example? There was many threads about flying alien and almost all was spammed by users like you with text "go code it" "never happen" etc.

I like this discussion, because it is about something and not pointless. When I started topic about U3 engine, it was spammed and moved to offtopic or some shit by DEVS.

So tell me, what we should discuss here instead of this?
Logged

Pages: 1 2 3 4 5 6 [7] 8 9 10 11   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
TremPlus theme by Ingar, based on AF316 theme by Fedhog
Valid XHTML 1.0! Valid CSS!