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  • Originally posted by Licaon View Post
    ...fixed
    Give me the ability to save and load old games or re-spawn and I'm in.

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    • Originally posted by Aradreth View Post
      Whilst cool that another game has been released under a open source license I'd much rather go base jumping in real life then do it on a computer.
      ders no respawn in real life

      der might be. You can give it a try and report back

      Comment


      • Originally posted by L33F3R View Post
        ders no respawn in real life

        der might be. You can give it a try and report back
        I'd rather not try it out just to test it. Anyway the re-spawn comment was aimed at the quip about aliens; and if there are aliens there bloody well better be re-spawning!

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        • I found an interesting little half finished game.

          http://www.urbanwarfareonline.com/screenshots.html

          look close at the top right in this pic:
          http://www.urbanwarfareonline.com/screenshots/SS3.jpg
          I spy a condom!! (which use I do advocate)

          This comes right out the the readme

          Minimum Specifications:

          512MB RAM

          2.4 GHz Intel processor or 2400+ or higher model AMD procressor

          Windows XP/Vista

          OpenGL 1.5 or higher

          128MB video memory

          Vertex and pixel shader 2.0 compatible hardware

          Internet connection

          100MB hard drive space

          100% DirectX compatible keyboard or input device
          It uses raknet, openal, opengl, ogg and contains some level of physics support (we got bouncy balls!)

          No linux support and not open source. Levels are just modeled and made xml (which in this case is a stupid idea).

          Runs 200fps in wine for me.

          people who might be able to be contacted regarding this:
          Team Red

          Jason Lyons jasonrlyons@gmail.com
          Stephen Cooney cooney.stephen@gmail.com
          Aake Gregertsen aake.gregertsen@gmail.com
          Charles Jarrett cljarrett@fullsail.edu
          Brian Higby brianhigby@gmail.com
          Teal Wilkes tealomp@yahoo.com

          Full Sail Staff

          Garrett Brown gbrown@fullsail.com
          Kris Ducote kducote@fullsail.com
          Lee Wood lwood@fullsail.com
          Justin Gallo jgallo@fullsail.com
          Liam Hislop lhislop@fullsail.com
          Tony Porter tporter@fullsail.com

          Additional

          C.I.A. Games www.ciastudiogames.com <dead>
          Big Red Frankenstein www.bigredfrankenstein.com <dead>
          Zachariah Inks zachariahinks@yahoo.com
          Jordan Hale halejordan@makegeometry.net
          Bryce Lumpkin rymbrant@gmail.com
          Robert Walker - dudeman21.dme@gmail.com

          Comment


          • Levels in XML are not a stupid idea if you do it the right way ( aka using it for entities and just reference level geometry in a binary file ).

            Comment


            • i never said they was a stupid idea, its very speedy if used properly (if thats what you were implying). I was more refering to the level being done entirely in a modeling program.
              Last edited by L33F3R; 05-28-2009, 11:11 AM.

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              • This is again nothing wrong and is done often ( QW:ET, Stalker ). Is also the case in my engine ( terrain meshes in Blender, height terrain and placement in world editor ) for example.

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                • Originally posted by Dragonlord View Post
                  This is again nothing wrong and is done often ( QW:ET, Stalker ). Is also the case in my engine ( terrain meshes in Blender, height terrain and placement in world editor ) for example.
                  for terrains it makes perfect sense (take etqw for example). Etqw terrains were not entirely done in maya either (im fairly sure ID uses maya primarily). For buildings its a total time killer. Im not sure if stalker structures are modeled or not but as i recall that game took forever to come out.

                  If human life expectancy wasn't so low it wouldn't matter but the fact remains that we live to die and we die eventually.

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                  • QW:ET is based on MegaTexture which is about texturing one huge triangle soup terrain with one texture. John itself said in his article on GamaSutra that the terrain is one large mesh in modeller that is then textured using this approach. So yes, QW:ET does use this technique.

                    So why doing it this way? It has one important advantage: versatility. If you don't code this editing support into your world editor people can use whatever 3D modelling application ( given the format is free, which in the case of Stalker had been a Maya plugin for example ) they work fastest with for creating the geometry. Don't underestimate blender and other apps on modeling buildings. Those are highly sophisticated applications so anybody skilled in their use ( and in a real game production you have skilled artists ) produces the required assets with easy and in time. So that's no argument against this technique.

                    Now from your comments I take it you are a brush-mapper?

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                    • The Maw by Twisted Pixel haven't been mentioned before?

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