Tremulous Forum

General => Feedback => Topic started by: jm82792 on August 21, 2011, 11:26:06 pm

Title: What eventually should be addressed.
Post by: jm82792 on August 21, 2011, 11:26:06 pm
Tremulous as many people know has great game-play, it is free, and all of the other features.
However, as most of us know -- the IOQ3 engine is old, and it pales to comparison to any (somewhat) modern engine.
There are three ways of fixing this issue: Pretending it does not exist, modifying the existing engine or porting it over to a newer engine. As before there has been discussions regarding this issue, however, perhaps someone has an idea that will not include porting the game to a closed source engine or some other ridiculous concept
Single features being added to the current engine may be a plausible and worthwhile action.
Examples include (everything should be skillfully used in moderation) bump mapping, parallax mapping, bloom, better map lighting/color bleeding, smooth shading, and such.
Perhaps we can slowly add various upgrades that will improve the visual appeal of the game?
Yes it is a bandage, however, anything is better then nothing.

Title: Re: What eventually should be addressed.
Post by: Conzul on August 22, 2011, 12:02:20 am
Hah, I remember about 2 yrs ago I tried to reimport all of tremulous's assets back into blender, and then BGE. My framerate was like 12fps max, but it worked.
Title: Re: What eventually should be addressed.
Post by: jm82792 on August 22, 2011, 01:04:05 am
Hah, I remember about 2 yrs ago I tried to reimport all of tremulous's assets back into blender, and then BGE. My framerate was like 12fps max, but it worked.
The primary issue with that concept is not getting assets into BGE but the gameplay, and the whole under the hood deal.
BGE is actually not a bad idea considering in a year or two, GPUs will be even more powerful and even cheaper.

Title: Re: What eventually should be addressed.
Post by: Tremulant on August 22, 2011, 02:16:19 am
BGE is actually not a bad idea considering in a year or two, GPUs will be even more powerful and even cheaper.
Are we due your cheap quad core android tablets(i think that's what you said we'd have in the near future last time) yet?
If an engine performs terribly don't make excuses, either improve it or use something else, waiting a year of two for an inefficient engine to become viable due to dropping hardware prices isn't really acceptable.
Title: Re: What eventually should be addressed.
Post by: jm82792 on August 22, 2011, 04:04:51 am
BGE is actually not a bad idea considering in a year or two, GPUs will be even more powerful and even cheaper.
Are we due your cheap quad core android tablets(i think that's what you said we'd have in the near future last time) yet?
If an engine performs terribly don't make excuses, either improve it or use something else, waiting a year of two for an inefficient engine to become viable due to dropping hardware prices isn't really acceptable.
Actually we are due for them shortly  ;D
Blender is constantly being improved and I think it could be a viable option, however I doubt it's the wisest one.
If (within a theoretical circumstance that will never happen) some Joe or Bob showed he did a ton of trem related work with it, then a brief consideration might be worth while.
My previously stated example for technology advancing is that sometimes certain solutions are within being realized, but aren't there yet.
Expecting to get to the moon by strapping an ICBM to the Wright Brother's airplane won't be anything but an epic failure.
I understand what you are saying; however, you should not hastily create a conclusion.
I am not saying "BGE!!  ;D :P (etc.)" I am just mentioning that better GPUs and CPUs is a factor that should be considered.

Title: Re: What eventually should be addressed.
Post by: Tremulant on August 22, 2011, 01:14:13 pm
BGE is actually not a bad idea considering in a year or two, GPUs will be even more powerful and even cheaper.
Are we due your cheap quad core android tablets(i think that's what you said we'd have in the near future last time) yet?
If an engine performs terribly don't make excuses, either improve it or use something else, waiting a year of two for an inefficient engine to become viable due to dropping hardware prices isn't really acceptable.
Actually we are due for them shortly  ;D
Your definition of cheap may be somewhat different to mine.
I am not saying "BGE!!  ;D :P (etc.)" I am just mentioning that better GPUs and CPUs is a factor that should be considered.
I think a few people may actually be aware of the increasing power and decreasing cost of computer hardware over time, you probably don't need to keep pointing it out...
Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on August 22, 2011, 05:45:59 pm
a big problem is that the game logic is programmed in a way that is suitable for a closed-source but open-API engine of 1999, and the entrenched programming paradigms inherited from there are fucking inproductive compared to some other options. this also means that simply porting the game logic to a new engine isn't possible without a semi-full rewrite, unless the new engine is mostly Q3-compatible.
Title: Re: What eventually should be addressed.
Post by: jm82792 on August 22, 2011, 08:50:20 pm
BGE is actually not a bad idea considering in a year or two, GPUs will be even more powerful and even cheaper.
Are we due your cheap quad core android tablets(i think that's what you said we'd have in the near future last time) yet?
If an engine performs terribly don't make excuses, either improve it or use something else, waiting a year of two for an inefficient engine to become viable due to dropping hardware prices isn't really acceptable.
Actually we are due for them shortly  ;D
Your definition of cheap may be somewhat different to mine.
I am not saying "BGE!!  ;D :P (etc.)" I am just mentioning that better GPUs and CPUs is a factor that should be considered.
I think a few people may actually be aware of the increasing power and decreasing cost of computer hardware over time, you probably don't need to keep pointing it out...
Yeah cheap, I'm slow to spend the $400 on a quad core tablet.
However I spent $1100 on my quad core desktop a couple years back........
Title: Re: What eventually should be addressed.
Post by: Conzul on August 23, 2011, 01:11:52 am
a big problem is that the game logic is programmed in a way that is suitable for a closed-source but open-API engine of 1999, and the entrenched programming paradigms inherited from there are fucking inproductive compared to some other options. this also means that simply porting the game logic to a new engine isn't possible without a semi-full rewrite, unless the new engine is mostly Q3-compatible.
Yeah, but a BGE port is more likely to occur than some better options, just because it's Blender (easy) and any old ***** can do it. I've been playing with the notion of giving it another try, now that I have a hexacore and 16gb memory. Needless to say, it wouldn't be accessible to anyone without the newest hardware.
    Still, my test of 2yrs ago involved buttloads of normal maps and shoddy optimization.....maybe I could do better, especially considering the courses I've taken since then.
Title: Re: What eventually should be addressed.
Post by: jm82792 on August 23, 2011, 02:56:04 am
I'm not pushing any engine, I just needed an excuse to write and this(the first post) is something I wanted to say.
Title: Re: What eventually should be addressed.
Post by: Qrntz on August 23, 2011, 08:44:23 am
XreaL
/thread
Title: Re: What eventually should be addressed.
Post by: Thorn on August 23, 2011, 02:02:11 pm
XreaL is long dead, Darkplaces.

This thread is no less pointless than the other 20 "engin sux trem 2.0 shuld be on cryengine3". I wonder what someone who thinks so highly of himself, such as jm82792 really expected from this thread?
Title: Re: What eventually should be addressed.
Post by: Cadynum on August 23, 2011, 03:22:44 pm
Pretending it does not exist
This is the way to go.
Title: Re: What eventually should be addressed.
Post by: gimhael on August 23, 2011, 03:30:53 pm
Actually there has been recent activity to add an Xreal based renderer (https://bugzilla.icculus.org/show_bug.cgi?id=4358) to the ioquake3 engine (the renderer can be loaded from a separate DLL, so the original renderer is still available for any GeForce 2 users).
Title: Re: What eventually should be addressed.
Post by: jm82792 on August 24, 2011, 04:34:09 am
Actually there has been recent activity to add an Xreal based renderer (https://bugzilla.icculus.org/show_bug.cgi?id=4358) to the ioquake3 engine (the renderer can be loaded from a separate DLL, so the original renderer is still available for any GeForce 2 users).

Last time I checked it out and tried it on my computer it was terrible with the FPS.
Title: Re: What eventually should be addressed.
Post by: jm82792 on August 26, 2011, 05:10:31 am
Pretending it does not exist
This is the way to go.
Perhaps  ;D
Title: Re: What eventually should be addressed.
Post by: vcxzet on August 26, 2011, 10:29:11 pm
let me list the problems of xreal
-needs a good video card (you need a good video card for effects but it requires a very good video card for no reason)
-development is stopped or too slow
-not tested enough, may introduce bugs any time

Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on August 27, 2011, 12:23:39 am
-development is stopped or too slow
how is that relevant for a basically finished engine?
Title: Re: What eventually should be addressed.
Post by: vcxzet on August 27, 2011, 12:41:37 am
-development is stopped or too slow
how is that relevant for a basically finished engine?
it is not relevant for a basically finished engine.
basically finished... quite relevant
Title: Re: What eventually should be addressed.
Post by: David on August 27, 2011, 01:33:29 pm
It's relevant for a finished engine too, as it would mean the trem devs would have to take over support for it, and we'd also be back in exactly the same problem in a few years.
Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on August 29, 2011, 07:56:48 pm
It's relevant for a finished engine too, as it would mean the trem devs would have to take over support for it, and we'd also be back in exactly the same problem in a few years.
as with any other engine, as the development may stop at any time.
Title: Re: What eventually should be addressed.
Post by: ULTRA Random ViruS on September 06, 2011, 03:55:32 pm
Valve?

I recently noticed how easy it is for some people to get reference and stuff from valve, maybe we could try moving to their engine, hoping not to remove the physics entirely that are important to old trem players, and the original devs gets the credits. (such as new marauder, i noticed that a majority of the marauder experts in gpp never played 1.1, i think i just find it too hard to adapt to the new air acceleration/manoeuvre.)
Title: Re: What eventually should be addressed.
Post by: Celestial_Rage on September 06, 2011, 04:04:56 pm
i noticed that a majority of the marauder experts in gpp never played 1.1, i think i just find it too hard to adapt to the new air acceleration/manoeuvre.)

Lol, no.
Title: Re: What eventually should be addressed.
Post by: Nux on September 06, 2011, 05:00:06 pm
I think you're a little confused so to be sure: Valve is a games developer which also distributes games via Steam. Valve also developed the Source engine.

Also the air acceleration you speak of is a feature of the id Tech 3 engine and hence the ioquake3 engine, which Tremulous uses, and was there in 1.1 as well but you notice it more with mara now. Also, as I understand it, a change of engine means that although in theory the physics and such wouldn't have to change, in practice it's a lot easier to use what the engine provides which won't necessarily play quite the same.
Title: Re: What eventually should be addressed.
Post by: Volt on September 06, 2011, 05:59:17 pm
The engines just fine just replace all the stupid low quality images add new models fix shit up and we're back in business.
Title: Re: What eventually should be addressed.
Post by: Ingar on September 06, 2011, 06:53:55 pm
The engines just fine just replace all the stupid low quality images add new models fix shit up and we're back in business.

I tried that once, people went "OMG 60Mb .PK3"

Porting tremulous to a different engine doesn't exists,
If you have to rewrite the code and redo all assets, you're basicly making a new game.
Assemble your team, write a project roadmap, and start doing stuff.
Title: Re: What eventually should be addressed.
Post by: Tremulant on September 06, 2011, 07:24:01 pm
The engines just fine just replace all the stupid low quality images add new models fix shit up and we're back in business.

I tried that once, people went "OMG 60Mb .PK3"
You had developed a severe JPEG allergy at the time, it didn't need to be quite so large, and it wouldn't matter so much for a common texture set that can be shipped by default and re-used.
Title: Re: What eventually should be addressed.
Post by: Volt on September 06, 2011, 08:22:02 pm
The engines just fine just replace all the stupid low quality images add new models fix shit up and we're back in business.

I tried that once, people went "OMG 60Mb .PK3" Maybe if you didn't use Tgas and more size relevant image formats it wouldn't be 60mbs?

Porting tremulous to a different engine doesn't exists Lie,
If you have to rewrite the code and redo all assets, you're basicly making a new game. nope
Assemble your team Done., write a project roadmap Done., and start doing stuff.


 done click me for picz :) (https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE)
Title: Re: What eventually should be addressed.
Post by: StevenM on September 14, 2011, 08:12:25 pm
It SEEMS as though volt and his time have done more, in shorter amount of time, than the devs have.............
Title: Re: What eventually should be addressed.
Post by: jm82792 on September 14, 2011, 11:36:54 pm
Volt has done well, we just need to incorporate some patches into trem to bring it up to speed.
Bump mapping or the like would be nice.
I'm not competent enough to do so, but a couple patches would be nice then we can fix the assets and have stuff work accordingly.
Volt, as extremely competent as you are.... if you need help let me know :)
Perhaps there are things I can do to help you accelerate your grand plan.
I have some experience animating, mostly simplistic stuff(basic character animation) and I've kept it on the shelf for a few year.
But I think I could do all the walk-cycles and whatnot, plus I have a friend who worked with Dreamworks who could help me out worst case.
However I don't know what your goal is, hopefully it's not a totally different game.
Title: Re: What eventually should be addressed.
Post by: Ingar on September 15, 2011, 07:19:20 pm
I tried that once, people went "OMG 60Mb .PK3" Maybe if you didn't use Tgas and more size relevant image formats it wouldn't be 60mbs?

The were PNG originally, I had to convert them to TGA because 1.1 doesn't support PNG.

and now the cold and hard numbers:
Code: [Select]
173M    beta1          (vega beta1, unzipped, TGA)
88M     beta1-png      (vega beta1, unzipped, PNG)
60M     beta1.zip      (vega beta1, zipped TGA)
53M     beta1-png.zip  (vega beta1, zipped PNG)

Not as impressive as you'd like to think, isn't it.

@Tremulant: I tried converting them to jpg, didn't like the result.

Porting tremulous to a different engine doesn't exists Lie,

xreal is dead

If you have to rewrite the code and redo all assets, you're basicly making a new game. nope

yes

done click me for picz :) (https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE)

I see a lot of unfinished models that can not be used as-is.
Title: Re: What eventually should be addressed.
Post by: vcxzet on September 15, 2011, 07:30:32 pm
>xreal is dead
I lol'd ... unexpected comment from a tremulous dev
Title: Re: What eventually should be addressed.
Post by: Ingar on September 15, 2011, 07:33:26 pm
test

I made a post and the forum ate it.

(I'm not kidding, oh the irony)

edit: vcxzet found it, so it must be there
Title: Re: What eventually should be addressed.
Post by: vcxzet on September 15, 2011, 07:35:33 pm
test

I made a post and the forum ate it.

(I'm not kidding, oh the irony)

edit: vcxzet found it, so it must be there
yes it was invisible in the thread (it was visible in recent posts) but I didn't miss the opportunity :P
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on September 15, 2011, 10:29:07 pm

I see a lot of unfinished models that can not be used as-is.

the thing that stands out to me is how ugly the aliens are.  not the modelwork, that is good, but the basic concepts are aweful.  especially the basi and rant.

then again, what i've seen of the 1.2 alien models are ugly as well.  again, good modeling, but the concepts are "all wrong" and look to be done with no knowledge of anatomy. for example, mara claw should not have tendon and muscle anchors.  rand and goon arms are done wrong as well.  not the claw, but the arm.  assuming the aliens have exoskeletons, the way that the arms of those two classes are made of american football-shaped segments does not work at all.  for reference see -

http://www.kingsnake.com/westindian/proarnahilaris2.JPG
http://farm3.static.flickr.com/2505/3989528754_7c9fa33039.jpg
http://www.johnpratt.com/items/docs/lds/meridian/2005/images/fiddler_crab.jpg

and technically, the goon should have larger rear legs, considering its jumping ability.

yea yea, i know realism in video games compounded with the fact that this post is on topic by implication only, i just needed to get that off my chest.
Title: Re: What eventually should be addressed.
Post by: CreatureofHell on September 15, 2011, 10:54:23 pm

I see a lot of unfinished models that can not be used as-is.

the thing that stands out to me is how ugly the aliens are.  not the modelwork, that is good, but the basic concepts are aweful.  especially the basi and rant.

then again, what i've seen of the 1.2 alien models are ugly as well.  again, good modeling, but the concepts are "all wrong" and look to be done with no knowledge of anatomy. for example, mara claw should not have tendon and muscle anchors.  rand and goon arms are done wrong as well.  not the claw, but the arm.  assuming the aliens have exoskeletons, the way that the arms of those two classes are made of american football-shaped segments does not work at all.  for reference see -

http://www.kingsnake.com/westindian/proarnahilaris2.JPG
http://farm3.static.flickr.com/2505/3989528754_7c9fa33039.jpg
http://www.johnpratt.com/items/docs/lds/meridian/2005/images/fiddler_crab.jpg

and technically, the goon should have larger rear legs, considering its jumping ability.

yea yea, i know realism in video games compounded with the fact that this post is on topic by implication only, i just needed to get that off my chest.

Does anyone have knowledge of alien anatomy? Please point them out to me.
Title: Re: What eventually should be addressed.
Post by: Nux on September 16, 2011, 01:35:43 am
http://www.kingsnake.com/westindian/proarnahilaris2.JPG

Grangers exist! Photographic evidence!

the basic concepts are aweful.  especially the basi and...

Stop right there! Friend basi is not only my friend, but has a great design END OF SENTENCE.

...unless you really did mean 'aweful'.

The tyrant, on the other hand, has always looked weird to me.
Title: Re: What eventually should be addressed.
Post by: Volt on September 16, 2011, 03:32:37 am

I see a lot of unfinished models that can not be used as-is.

the thing that stands out to me is how ugly the aliens are.  not the modelwork, that is good, but the basic concepts are aweful.  especially the basi and rant.

then again, what i've seen of the 1.2 alien models are ugly as well.  again, good modeling, but the concepts are "all wrong" and look to be done with no knowledge of anatomy. for example, mara claw should not have tendon and muscle anchors.  rand and goon arms are done wrong as well.  not the claw, but the arm.  assuming the aliens have exoskeletons, the way that the arms of those two classes are made of american football-shaped segments does not work at all.  for reference see -

http://www.kingsnake.com/westindian/proarnahilaris2.JPG
http://farm3.static.flickr.com/2505/3989528754_7c9fa33039.jpg
http://www.johnpratt.com/items/docs/lds/meridian/2005/images/fiddler_crab.jpg

and technically, the goon should have larger rear legs, considering its jumping ability.

yea yea, i know realism in video games compounded with the fact that this post is on topic by implication only, i just needed to get that off my chest.

Does anyone have knowledge of alien anatomy? Please point them out to me.

I lol'd hard!!!!!!!!!! hahahahaahahahahahaha "Does anyone have knowledge of alien anatomy?

That has to be the best instant own I've seen on these forums in a while!

Volt has done well, we just need to incorporate some patches into trem to bring it up to speed.
Bump mapping or the like would be nice.
I'm not competent enough to do so, but a couple patches would be nice then we can fix the assets and have stuff work accordingly.
Volt, as extremely competent as you are.... if you need help let me know :)
Perhaps there are things I can do to help you accelerate your grand plan.
I have some experience animating, mostly simplistic stuff(basic character animation) and I've kept it on the shelf for a few year.
But I think I could do all the walk-cycles and whatnot, plus I have a friend who worked with Dreamworks who could help me out worst case.
However I don't know what your goal is, hopefully it's not a totally different game.

Hit me up on IRC server freenode channel #voltdev
Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on September 16, 2011, 05:40:53 am
read the top 7 zombie survival tips (http://listverse.com/2007/10/26/top-7-zombie-survival-tips/) and some more zombie survival tips (http://zombie-forum.com/Zombie-Survival-Tips.html), in case realTROLOLOLOLO zombie outbreaks happen.
Title: Re: What eventually should be addressed.
Post by: vcxzet on September 16, 2011, 10:25:42 am
(http://i.imgur.com/aEw4l.gif)
Title: Re: What eventually should be addressed.
Post by: A Spork on September 16, 2011, 10:16:08 pm
hhhhhhhhhhh
Title: Re: What eventually should be addressed.
Post by: ULTRA Random ViruS on September 17, 2011, 11:03:31 am
and technically, the goon should have larger rear legs, considering its jumping ability.
The current models show that the goons pounce with their front legs by rapidly swinging backwards.
Title: Re: What eventually should be addressed.
Post by: StevenM on September 18, 2011, 07:59:00 pm

I see a lot of unfinished models that can not be used as-is.

the thing that stands out to me is how ugly the aliens are.  not the modelwork, that is good, but the basic concepts are aweful.  especially the basi and rant.

then again, what i've seen of the 1.2 alien models are ugly as well.  again, good modeling, but the concepts are "all wrong" and look to be done with no knowledge of anatomy. for example, mara claw should not have tendon and muscle anchors.  rand and goon arms are done wrong as well.  not the claw, but the arm.  assuming the aliens have exoskeletons, the way that the arms of those two classes are made of american football-shaped segments does not work at all.  for reference see -

http://www.kingsnake.com/westindian/proarnahilaris2.JPG
http://farm3.static.flickr.com/2505/3989528754_7c9fa33039.jpg
http://www.johnpratt.com/items/docs/lds/meridian/2005/images/fiddler_crab.jpg

and technically, the goon should have larger rear legs, considering its jumping ability.

yea yea, i know realism in video games compounded with the fact that this post is on topic by implication only, i just needed to get that off my chest.

I think you're just afraid of change. I personally like a majority of the concepts, generally it seems as though tremz is going to be dark and edgy. None of this low quality cartoon bullshit. A good analogy is Chris Nolan's Batman vs. all the other ones. Me likey.
Title: Re: What eventually should be addressed.
Post by: CreatureofHell on September 18, 2011, 08:42:24 pm
generally it seems as though tremz is going to be dark and edgy.

Red lipstick dretch would beg to differ.
Title: Re: What eventually should be addressed.
Post by: StevenM on September 18, 2011, 09:04:02 pm
generally it seems as though tremz is going to be dark and edgy.

Red lipstick dretch would beg to differ.

hah yeah. i spoke to volt about that actually, funny you should mention it.
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on September 18, 2011, 09:36:12 pm

I think you're just afraid of change. I personally like a majority of the concepts, generally it seems as though tremz is going to be dark and edgy. None of this low quality cartoon bullshit. A good analogy is Chris Nolan's Batman vs. all the other ones. Me likey.
i am not afraid of change.  i hate anthropomorphic elements on almost any fictional alien.  the thing i dislike the most is the faces.  the rant in particular looks like an overgrown tyranid gaunt.  i kind of like the dretch, though it is a little leggy.

i also hated the new batman films.  i'd describe how, but i dont want to offend any homosexuals that might read this post with my choice of terminology for those movies.

The current models show that the goons pounce with their front legs by rapidly swinging backwards.
which makes about as much sense as floor-dretch headbites.  you just cant get the kind of leverage you need to pounce like a goon with a forward mounted jumping apparatus.  the only hopping arthropods i am aware of that do not have overdeveloped rear legs are "clicker beetles" that do it by slamming their head into the ground.  i think it would be more believable if the goon had slightly larger hind legs, and jumped by pulling these legs forward and up under the body, the goon bending kind of like a bee does when it tries to sting.

that's just my opinion of it.  i like a bit of realism is all.  not too much mind you, that's not fun, but enough to make it seem authentic.  it's like avoiding having cars spontaneously explode when wrecked in a film.

edit, i was mixing supposid 1.2 new models up with tremz. bar the dretch.

i do not like tremz's basi: torso is too human-like, goon: no leg specialization at all last concept and the headshield is a turn off, tyrant:  last concept looked too "friendly" first concept seems very forward-heavy chest is too broad and slashing arms are too short.

i do like tremz's dretch, granger, and new mara (not first mara concept.  new mara might have his spikes toned down just a little.

to be honest it's hard to tell what's recent in the devshots of tremz.  if that untextured alien that recently showed up is a goon, that is terrible... if it is a basi as the concept suggests.... damn do i hate those plucked chicken concept designs, well drawn as they were.

i am sure that the choppers are for 1.2, and that was my original point.

sorry for the mixup.
Title: Re: What eventually should be addressed.
Post by: ULTRA Random ViruS on September 20, 2011, 01:11:04 am
funny though how everyone thinks TremZ's models are meant for 1.2.
Title: Re: What eventually should be addressed.
Post by: rotacak on September 29, 2011, 05:20:10 pm
I am the only one who think that remaking models is nonsense? Its good, that someone doing something, but why remaking models? They will be never better than original, because original models are very beautifull (on all sides: model, animation, textures...) and suit the game.

I think, that better is to improve other things, like engine, gameplay, another possibilities, another weapons, buildings, more polygons on models etc. Remaking something what is already done is waste of time.

Similar thing happen with tremfusion. Author spent many hours on that and result is? Transparent console and some client commands. It will increased gameplay? Not at all. It will make game more liked by spammers with colorfull nonsense binds or chats, more cheaters appear (if health < 50 then use medikit) and that is all.

I don't understand it.
Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on September 29, 2011, 07:44:47 pm
I am the only one who think that remaking models is nonsense? Its good, that someone doing something, but why remaking models? They will be never better than original, because original models are very beautifull (on all sides: model, animation, textures...) and suit the game.

I think, that better is to improve other things, like engine, gameplay, another possibilities, another weapons, buildings, more polygons on models etc. Remaking something what is already done is waste of time.

Similar thing happen with tremfusion. Author spent many hours on that and result is? Transparent console and some client commands. It will increased gameplay? Not at all. It will make game more liked by spammers with colorfull nonsense binds or chats, more cheaters appear (if health < 50 then use medikit) and that is all.
TremFusion was an engine improvement fork of Tremulous, specializing in bugfixes and perfection in some areas of the engine. such forks are appealing to powerusers; but powerusers are few, so few honor the excellence of TremFusion. the icculus.org code repository for Tremulous had also contained a lot of bugfixes and minor improvements that had accumulated over time, but not as much as in the TremFusion's code repository: the TremFusion team kept merging all the all of the improvements from the icculus.org repository. so TremFusion was a strict improvement of Tremulous. but at some point the main developer of TremFusion stopped developing, and noone else picked up his work.

again, TremFusion did not repeat any work.
Title: Re: What eventually should be addressed.
Post by: Volt on September 30, 2011, 10:32:17 am
I am the only one who think that remaking models is nonsense? Its good, that someone doing something, but why remaking models? They will be never better than original, because original models are very beautifull (on all sides: model, animation, textures...) and suit the game. Personal opinion not a fact. Here is some logic for ya, model format is old game models are even older they're way overdue for an update

I think, that better is to improve other things, like engine, gameplay, another possibilities, another weapons, buildings, more polygons on models etc.Couldn't agree with you more, we're also doing that. Remaking something what is already done is waste of time.

Similar thing happen with tremfusion. We are not tremfusion, we have different goals and ambitions.Author spent many hours on that and result is? Transparent console and some client commands. It will increased gameplay? Not at all. It will make game more liked by spammers with colorfull nonsense binds or chats, more cheaters appear (if health < 50 then use medikit) and that is all.
You really haven't looked into the many tremfusion branches and what kind of stuff they were doing. If you think client with transparency and scripting commands was all that they were doing you got another thing coming.

TL:DR Person obviously doesn't know anything about what he speaks about, additionally should stick to what is in his siganture.

TremFusion was an engine improvement fork of Tremulous, specializing in bugfixes and perfection in some areas of the engine. such forks are appealing to powerusers; but powerusers are few, so few honor the excellence of TremFusion.
Couldn't agree more.



i am not afraid of change.  i hate anthropomorphic elements on almost any fictional alien.  the thing i dislike the most is the faces.  the rant in particular looks like an overgrown tyranid gaunt.  i kind of like the dretch, though it is a little leggy.That is a valid opinion if you don't like the aliens and feel that they're not done correctly please feel free to do your own.

i also hated the new batman films.  i'd describe how, but i dont want to offend any homosexuals that might read this post with my choice of terminology for those movies. Relevant how?

The current models show that the goons pounce with their front legs by rapidly swinging backwards.
which makes about as much sense as floor-dretch headbites.  you just cant get the kind of leverage you need to pounce like a goon with a forward mounted jumping apparatus.  the only hopping arthropods i am aware of that do not have overdeveloped rear legs are "clicker beetles" that do it by slamming their head into the ground.  i think it would be more believable if the goon had slightly larger hind legs, and jumped by pulling these legs forward and up under the body, the goon bending kind of like a bee does when it tries to sting. Someone spends too much time day dreaming about what they believe real *tremulous* aliens should be like.

that's just my opinion of it.  i like a bit of realism is all.  not too much mind you, that's not fun, but enough to make it seem authentic.  it's like avoiding having cars spontaneously explode when wrecked in a film.

edit, i was mixing supposid 1.2 new models up with tremz. bar the dretch.

i do not like tremz's basi: torso is too human-like, goon: no leg specialization at all last concept and the headshield is a turn off, tyrant:  last concept looked too "friendly" first concept seems very forward-heavy chest is too broad and slashing arms are too short.

i do like tremz's dretch, granger, and new mara (not first mara concept.  new mara might have his spikes toned down just a little.

to be honest it's hard to tell what's recent in the devshots of tremz.  if that untextured alien that recently showed up is a goon, that is terrible... if it is a basi as the concept suggests.... damn do i hate those plucked chicken concept designs, well drawn as they were.

i am sure that the choppers are for 1.2, and that was my original point.

sorry for the mixup.
TL:DR Person has a complex mental disorder that makes him believe that he knows alien anatomy, additionally he believes that he understands the anatomy of aliens in a project he isn't involved in. *GIGGLES*

 I believe a proper Ingar quote is in order in regards to ULTRA Random ViruS


Assemble your team, write a project roadmap, and start doing stuff.



This is primarily the kind of shenanigans that lead to us asking for the tremz related topics to be locked. You know where to find us on IRC if you have questions hit us up there.
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on September 30, 2011, 01:39:52 pm

This is primarily the kind of shenanigans that lead to us asking for the tremz related topics to be locked.
primarily because of posts like yours.

labeling me mas mentally defective for my opinion speaks very ill of you, i think.

as i was saying, real life anatomical (http://www.thegnomonworkshop.com/store/product/421/Creature-Design-with-Terryl-Whitlatch-1)  references are useful (http://3dstuff.posterous.com/proper-use-of-reference-and-anatomy-creature) for fictional creature design (http://characterdesignnotes.blogspot.com/2011/03/proper-use-of-reference-and-anatomy_22.html)

so think on that a little bit before insulting me for criticizing the artwork.
Title: Re: What eventually should be addressed.
Post by: Tremulant on September 30, 2011, 03:00:28 pm
labeling me mas mentally defective for my opinion speaks very ill of you, i think.
I'm not sure volt's alone in feeling there may be something not quite right about you...
Title: Re: What eventually should be addressed.
Post by: CorSair on September 30, 2011, 04:47:09 pm
...additionally he believes that he understands the anatomy of aliens in a project he isn't involved in. *GIGGLES*

This is primarily the kind of shenanigans that lead to us asking for the tremz related topics to be locked.

If you didn't catch these, then even I would question your mental stability too.

If I would start to make alien models, I would worry first of the concept, then modeling and texturing, and after that, I probably think how alien body works... Or not.

Besides, it is all about science fiction, man, chill out.
Title: Re: What eventually should be addressed.
Post by: rotacak on September 30, 2011, 06:47:28 pm
I am the only one who think that remaking models is nonsense? Its good, that someone doing something, but why remaking models? They will be never better than original, because original models are very beautifull (on all sides: model, animation, textures...) and suit the game. Personal opinion not a fact. Here is some logic for ya, model format is old game models are even older they're way overdue for an update

I think, that better is to improve other things, like engine, gameplay, another possibilities, another weapons, buildings, more polygons on models etc.Couldn't agree with you more, we're also doing that. Remaking something what is already done is waste of time.

Similar thing happen with tremfusion. We are not tremfusion, we have different goals and ambitions.Author spent many hours on that and result is? Transparent console and some client commands. It will increased gameplay? Not at all. It will make game more liked by spammers with colorfull nonsense binds or chats, more cheaters appear (if health < 50 then use medikit) and that is all.
You really haven't looked into the many tremfusion branches and what kind of stuff they were doing. If you think client with transparency and scripting commands was all that they were doing you got another thing coming.

TL:DR Person obviously doesn't know anything about what he speaks about, additionally should stick to what is in his siganture.

True, I don't know anything. I wish you to make better new granger :-)
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on September 30, 2011, 10:58:31 pm
If I would start to make alien models, I would worry first of the concept, then modeling and texturing, and after that, I probably think how alien body works... Or not.

your design process is backwards as fuck.  "how the body works" is what the concept should be dealing with, not an afterthought.  did you not click any of those links?  they explain how professionals design creatures.  wasn't a more "commercial feel" one of the goals of tremz?

I'm not sure volt's alone in feeling there may be something not quite right about you...
oh no!  internet people done think well of me!  brb /wrists.

as i said, thinking ill of me for opinion speaks more on you than it does me.

dislike and disagree with my opinion all day, it makes no matter; but extending that to my person, that's just petty yo.
Title: Re: What eventually should be addressed.
Post by: Repatition on September 30, 2011, 11:15:27 pm
Well obviously I made it to the Tremulous.net forums! We have got to be one of the most dysfunctional groups on the web. Good this we all love the game or this wouldn't last a minute.
Title: Re: What eventually should be addressed.
Post by: Tremulant on September 30, 2011, 11:39:11 pm
as i said, thinking ill of me for opinion speaks more on you than it does me.
It's not so much the opinion itself as the way it's delivered, over and over, without it ever having been asked for...
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on October 01, 2011, 01:40:39 am
It's not so much the opinion itself as the way it's delivered, over and over, without it ever having been asked for...
posting material publicly is inviting comment.
Title: Re: What eventually should be addressed.
Post by: c4 on October 07, 2011, 02:06:04 pm
Have you really not realized that nobody values your opinion, RAKNinja?  You ONLY play aliens, you aren't very skilled, and quite honestly, you have no authority whatsoever when it comes to TremZ, so when you come marching in here, saying "Hello guys, you should most certainly take my advice, or else"  People aren't really going to take it well.  I suggest you logout of your trem.net account and resist the urge from posting for a while.
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on October 07, 2011, 09:49:26 pm
Have you really not realized that nobody values your opinion, RAKNinja?  You ONLY play aliens, you aren't very skilled, and quite honestly, you have no authority whatsoever when it comes to TremZ, so when you come marching in here, saying "Hello guys, you should most certainly take my advice, or else"  People aren't really going to take it well.  I suggest you logout of your trem.net account and resist the urge from posting for a while.
have you not realized by now that i honestly do not care about the opinion that internet people have of me?

never once did i even imply that my opinion should be followed "or else".

what i play, and how well i play it, have no impact on criticism about the art.

tremz claims to have a more open minded development philosophy  than mainline trem.  i would assume this extends to at least listening to criticism of assets posted publicly.

my suggestion to you is that you take some time to learn how to actually comprehend what you read.
Title: Re: What eventually should be addressed.
Post by: Pazuzu on October 07, 2011, 10:01:47 pm
A week away from the forums, and now I know why nothing ever gets done here.
For what it's worth (and coming from an ex-player, that's probably not much), the best chance of anything happening is if everyone quits bitching (naturally, that won't be easy) and lets TremZ run its course. Of course, you could keep bitching anyway, since Volt made the smart choice of developing in private, and no matter how much ad-hominem attacks and strawmanship you throw around, it looks like he's actually getting something done.
Maybe a week wasn't enough. I'll be back in a few months to check on TremZ. Stay classy, Volt.
Title: Re: What eventually should be addressed.
Post by: c4 on October 07, 2011, 11:52:35 pm
Have you really not realized that nobody values your opinion, RAKNinja?  You ONLY play aliens, you aren't very skilled, and quite honestly, you have no authority whatsoever when it comes to TremZ, so when you come marching in here, saying "Hello guys, you should most certainly take my advice, or else"  People aren't really going to take it well.  I suggest you logout of your trem.net account and resist the urge from posting for a while.
have you not realized by now that i honestly do not care about the opinion that internet people have of me?

never once did i even imply that my opinion should be followed "or else".

what i play, and how well i play it, have no impact on criticism about the art.

tremz claims to have a more open minded development philosophy  than mainline trem.  i would assume this extends to at least listening to criticism of assets posted publicly.

my suggestion to you is that you take some time to learn how to actually comprehend what you read.

If you were actually serious about giving advice, you'd listen to what volt said,

Quote
We're no longer going to be doing anything on these forums.  If you're interested, hit up our public development channel at #tremz on freenode.
Title: Re: What eventually should be addressed.
Post by: Vape on October 08, 2011, 08:46:55 pm
he has more +turrets than u  :P :P :P :P
Title: Re: What eventually should be addressed.
Post by: c4 on October 09, 2011, 06:20:32 pm
I think you're the only one who actually cares about karma, vape.
Title: Re: What eventually should be addressed.
Post by: RAKninja-Decepticon on October 09, 2011, 09:00:58 pm
If you were actually serious about giving advice, you'd listen to what volt said,

Quote
We're no longer going to be doing anything on these forums.  If you're interested, hit up our public development channel at #tremz on freenode.
perhaps when tremz has a website and forum i will be interested in seeking out more of it's development to comment.  until then, i have better things to do than wait around in a chat room for the odd chance the people who should hear such things to log on.

then again, taking the vocal dev team members as the example, such advise and criticism will always ultimately go unheeded because "if you dont like it make something better yourself!!! lol!!!"
Title: Re: What eventually should be addressed.
Post by: Vape on October 09, 2011, 09:30:59 pm
I think you're the only one who actually cares about karma, vape.
i am sure there r more karma carers out there. they just afraid to admit it  ;D ;D ;D
Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on October 10, 2011, 10:21:06 am
Quote
We're no longer going to be doing anything on these forums.  If you're interested, hit up our public development channel at #tremz on freenode.

a couple of days ago, on #tremz, i've criticized the immersion properties of the TremZ writeups (by kharnov). and ya know what? i've been fucking trolled by kharnov!

i said that his writeup are mostly random and lack the ability to thrill. as a reply, i was challenged to create better ones. then i started talking about my Tremulous story mode mod for a map (snowvalley), and in doing so, i explained certain questions of immersion and how i solved them. but before i managed to finish, kharnov said that i should stop writing in #tremz, because i was off topic, spamming a wall of text, and trolling (you've got to be kidding me). this ended up with arguing before kharnov decided to ban me.

now you know the reason for the dedicated forums and the IRC channel. it's so that TremZ people can maintain a fantasy of doing something unquestionably well.
Title: Re: What eventually should be addressed.
Post by: jm82792 on October 14, 2011, 06:36:37 am
Meh, writing like that is fine but honestly I just want a better engine with better assets.
Thus I'm helping where I can...
Title: Re: What eventually should be addressed.
Post by: ULTRA Random ViruS on October 26, 2011, 04:58:53 pm
i said that his writeup are mostly random and lack the ability to thrill. as a reply, i was challenged to create better ones. then i started talking about my Tremulous story mode mod for a map (snowvalley)
Isn't that map already... old? And its a ambush map (in my opinion)
Title: Re: What eventually should be addressed.
Post by: /dev/humancontroller on October 26, 2011, 06:14:24 pm
i said that his writeup are mostly random and lack the ability to thrill. as a reply, i was challenged to create better ones. then i started talking about my Tremulous story mode mod for a map (snowvalley)
Isn't that map already... old? And its a ambush map (in my opinion)
yes with an appropriate definition of old, and no otherwise. and wether new or not is irrelevant to a newTM, objective-based mod for the map. you won't recognize much of the stock team-vs-team "deathmatch" gameplay elements when playing that objective-based mod.