Tremulous Forum
General => General Discussion => Topic started by: amz181 on February 15, 2009, 01:00:59 pm
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I check stannums site occasionally, and today i saw a whole goldmine of stuff hes done, and i felt the need to share
first of all, i was gonna post this in random dev shots but some of these are hardly dev shots, and more people check general discussion, and i think we should all be getting excited about 1.2 :P but if you think it should be somewhere else feel free to move it.
more greenhouse sex from stannum, the kid thinks he can map :p im just hoping it isnt as massive as transit :-X
(http://janvanderweg.com/pics/tremulous/greenhouse_10.jpg)
http://janvanderweg.com/pics/tremulous/greenhouse_11.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_5.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_6.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_7.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_8.jpg
http://janvanderweg.com/pics/tremulous/greenhouse_9.jpg
Also it looks like the bsuit will visibly looks different when it has taken damage... and a new animation for dying maybe?
http://janvanderweg.com/pics/tremulous/takethatfuckingbiped.png
http://janvanderweg.com/pics/tremulous/bsuitdamage.jpg
http://janvanderweg.com/pics/tremulous/bsuitdamage2.jpg
And a new wierd thing... what could it be? i was thinking an armoury, but why would you need a fucked up alien version? Either way it looks cool :p but also, note that its called domination, maybe a new game mode? Where the humans have to blow up the alien planet, and the aliens have to stop them :p or maybe not, it could just be stannum putting it in the wrong directory :p
http://janvanderweg.com/pics/tremulous/domination.jpg
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I assume the last is a concept for something like ris's domination mod.
Only with control points that do more than just change colour :)
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domination? is that like zones? where the teamns have to control as many of those things as they can?
ill go search it...
but who knows, domination could be included in trem :O
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http://risujin.org/tremulous/#domination
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The battlesuit stuff looks great.
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Thanks amz, I check that rarely so would've seen it for a week or so.
{edit - let's do keep secret things secret even when devs screw up and post them in findable locations -lak}
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Great stuff as always, but is will that be the new rifle or another weapon?
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The rifle.
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Man, that is some safe-for-work fisting.
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I don't quite understand. I tried to get to stannum's site at: http://janvanderwig.com or something like that. The rifle is a remodel I guess..
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stannum has said that he concepts alot, and he probably models lots of differenet concepts.
and its always been that way look http://vimeo.com/2086931
and why are you trying to guess the name of his website when i have linked it 5 times in my post?
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stannum has said that he concepts alot, and he probably models lots of differenet concepts.
and its always been that way look http://vimeo.com/2086931
and why are you trying to guess the name of his website when i have linked it 5 times in my post?
Hmm..? You mean THIS place? http://janvanderweg.com/
I'm sorry but the projects in there are years old.
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stannum has said that he concepts alot, and he probably models lots of differenet concepts.
and its always been that way look http://vimeo.com/2086931
and why are you trying to guess the name of his website when i have linked it 5 times in my post?
Hmm..? You mean THIS place? http://janvanderweg.com/
I'm sorry but the projects in there are years old.
thats just the front page, he doesnt bother to update that. check out the tremulous directory.
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What's apparent to me from that video is that the line of aim of the new weapons is misleading. It seems to suggest that the weapon is aiming lower than the crosshair. Look at 00:12 for example: try to ignore the crosshair and tell me where do you think the bullets will go. For me there's quite a bit of distance from the crosshair to the subjectively-estimated point of aim.
Am I alone in using the actual weapon model to estimate aim, or does everybody rely on the crosshair exclusively? Because if I'm right then the new models should be changed to point up a bit.
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the old rifle lines up worse IMO
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why has he got 8 fps is my question...
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probably his recording programme. the fps seems wrong though because the videos running at around 30fps...
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What's apparent to me from that video is that the line of aim of the new weapons is misleading.
The model perspective seems to purposely position the vanishing point of the 'forward lines' at the point of aim.
(http://img4.imageshack.us/img4/6228/tremaimoc6.png)
This works pretty well over large distances but the illusion is broken at close range.
I believe the old rifle also has the same vanishing point but I'm not sure about the other aspects of perspective. Perhaps you'd prefer it if the old rifle was 'stretched' forward a little more?
Unless you have eyes where your gun should be it's always going to look wrong to some extent.
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I did the same test with a ruler applied to the screen in-game. And yes, the old rifle also has lines that meet at the crosshair. Which means it's all subjective. We'll have to wait and see during actual live testing.
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If they bring the FOV down or make the gun bigger on screen, it should look alright.
It looks fine to me, but that's because my gun in UrT is small and my FOV is high.
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wow! great models and textures!
This works pretty well over large distances but the illusion is broken at close range.
yeah, tho it could be fixed, by checking distance of closest target and adjusting weapon angle.
In fact it would only have to check if there is something close to crosshair and if something is than change angle :)
(http://farm4.static.flickr.com/3422/3296595496_f3489c41c1_o.jpg)
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Either that or the far simpler option of keeping the angle the same and changing the crosshair's position on screen. I've seen this done on FPSs before though a specific example doesn't come to mind.
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You could do a trace to find the distance to the point at the center of the crosshair every frame, and adjust the cg_gunY value to move the first person gun to the left or right depending on how far away it is. It would have a maximum effective distance to adjust the gun Y value(possibly the current default), with a distance of 0 would put the gun at the center of the screen. You could also link this to the X value to make the gun move backwards a small bit when you're REALLY close.
This could probably be done client-side too, and even for aliens when we get first-person claws(but only for the X value).
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After a quick test with the gun position variables I have to note a few problems which would need to be corrected first or otherwise accounted for:
- Not all the guns line up very well with the crosshair (e.g. Blaster) and this becomes obvious when the position is changed
- Not all the guns have the same variable value for 'center screen'
- Moving the gun around like this seems a little unnatural and a bit distracting too
- As I said, the only way to make the center of the screen the true direction of the gun is to position it in front of your eyes. Sadly, this just looks silly.
If you're going to try this out, I recommend you make the change minimal, leaving it for only the most extreme cases. Perhaps even forget about moving the gun left and right and just have it move back out of view when objects get too close.
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I assume the last is a concept for something like ris's domination mod.
Only with control points that do more than just change colour :)
Domination lives! :laugh:
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Domination lives! :laugh:
:O
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I assume the last is a concept for something like ris's domination mod.
Only with control points that do more than just change colour :)
Domination lives! :laugh:
pi^Wcodes or it didn't happen.
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^^
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Serious reply time.
Greenhouse is probably going to be the same size as transit, maybe even bigger. I'm just using the space much better. Better map flow, more areas. It will also feature a train.
It's a proper successor to transit ;)
No new anims for the bsuit just yet. Those shots are from my physique->skin mod modifier max script. It converts the rigging type modifier to something else which is a bit more usable for me. I had to do this since the tools that exported player models don't work with my max version. Q3 player models are seperated into 3 parts, so I had to do some fancy cutting. All very technical really. Visible damage on death, gibs/blood is something I'm working on yes.
The domination thing is only when I have enough time over. No, we are not going to put in a domination game mode. I just want good quality models available for people who do implement it.
On the topic of weapon position. It's all very subjective. In truth I'd rather change it too, but at a high fov it all really looks pretty bad. What I'd ideally want is that the engine uses a different fov (70) to render the weapons, but this is not that easy to do.
The aim feels a bit misleading since you don't really see a clear barrel, just a blocky shape and the end. I might still fiddle with gun positioning, but it's a pain in the ass to re-export it again :(
The 8 fps thing is from recording from demo. It takes a screenshot each frame, thats quite intensive.
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i think we should all be getting excited about 1.2
Sorry for being so cynical, but I'll be excited about 1.2 IF it's ever released
I used to be excited, but I got over it.
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Progress of 1.2 is publicly viewable on the dev server.
http://tremulous.net/forum/index.php?topic=8622.0
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Visible damage on death, gibs/blood is something I'm working on yes.
Cool. Really cool, in fact.
On the topic of weapon position. It's all very subjective. In truth I'd rather change it too, but at a high fov it all really looks pretty bad. What I'd ideally want is that the engine uses a different fov (70) to render the weapons, but this is not that easy to do.
I allways wanted that for Nexuiz (where FOV is configurable). A high FOV let you play better, but that ackward view of the weapon kept on bugging me so I left it default.
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@stannum
any chance of seeing that demo? :angel:
@fisher
i havent been around for so long, so i havent had a chance to be cynical. But surely seeing visible progress being made, and when you look at the doc, most of the things on the list have been done.
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i haven't been around for so long, so i haven't had a chance to be cynical. But surely seeing visible progress being made, and when you look at the doc, most of the things on the list have been done.
I guess I've been around a fair while so when I see that they quote "progress" it's fairly meaningless to me since about this time last year they quoted that they'd made it to a point where they were waiting on some maps to be finished for the release of 1.2. Back then most of the inherent bugs logged in bugzilla were sorted out and there was only minor stuff left. I can't get access to the dev server where I'm from because at last check it was either empty or ping limited.
I'm not at all implying that it won't be good to finally see the release of 1.2, I'm just over the excitement, it'll happen if and when it will happen. But a word of advice don't hold your breath.