Tremulous Forum
General => Feedback => Topic started by: Lonly on August 25, 2011, 05:43:17 pm
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I have a question for the developers. I have seen plenty of people who have taken ioQuake3 and Quake2 and have completely transformed it with GL Shader Handling, Screen Space Ambient Occlusion, 3D Bloom, POM, and so much more.
OverDose (Engine based on Quake 2 with POM):
(http://media.indiedb.com/cache/images/games/1/12/11396/thumb_620x2000/bricks_pom.jpg) <-- Not 1 poly
and as of ioQuake3, take a look at XReaL (even though it was discontinued).
Where did Tremulous go wrong? - Foe of Eternity
Its one thing to have nice models for 1.2 but consider adding graphical enhancements.
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Tremulous hasn't gone wrong.
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Tremulous hasn't gone wrong.
Those developers who made OverDose and XReaL finished quicker the Tremulous Developers, and as of Tremulous 1.2's future, it doesn't even look that bright. Its been years now that I stopped playing Tremulous, I come back and still barely any progress. Their clearly doing something wrong. Since 2006 they have been working on Tremulous 1.2. The time Tremulous 1.2 releases Modern Warfare 7 will be out.
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Tremulous hasn't gone wrong.
This.
It didn't go wrong, it just aged. That's what happens.
In recent news, a resurgence of these types of threads causes widespread indifference to the feedback section. Forum police called in :police: to restore faith :police:
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The time Tremulous 1.2 releases Modern Warfare 7 will be out.
Fixed. MW3 has already been revealed to the public eye. From what I remember, last time someone suggested an engine to port to, their idea was denied and they were told to go port it themselves to -insert engine here-.
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The time Tremulous 1.2 releases Modern Warfare 7 will be out.
Fixed. MW3 has already been revealed to the public eye. From what I remember, last time someone suggested an engine to port to, their idea was denied and they were told to go port it themselves to -insert engine here-.
I'm not saying to port to another engine, but enhance the current one. Additionally I'm proposing an idea to maybe speed up the progress by using people from the Tremulous Community. Look at the Tremulous community; it is filled with many talented people. I'm sure they would love to help.
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this is yet another "let's port Tremulous to a new engine" topic. but by creating this topic while there is another such topic (http://tremulous.net/forum/index.php?topic=16164.0) live, you're taking this topic to a new level.
(http://media.indiedb.com/cache/images/games/1/12/11396/thumb_620x2000/bricks_pom.jpg) <-- Not 1 poly
yes, a few more.
Their clearly doing something wrong.
your grammar is clearly wrong. you've been highlighted on failblog (http://failblog.org/2009/07/24/educational-software-ad-fail/).
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Dude it's fucking opensource if you want bump mapping fucking make a patch for it and submit it to the bugzilla. Do what dev/humanController does he see's something he doesn't like or needs fixing. Codes it up and then submits to bugzilla, stop bitching and get coding. There's all this outcry for 1.2 but how many of you are actually doing your part to make this release happen? have you submitted any content towards the next release?
GOOD DAY :D
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Or pick one of the existing bump mapping patches from the ioquake bugzilla and build yourself a custom client.
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I love how Tremulous is just expected to be a community project to pick up the devs' slack.
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I don't see how the devs are expecting anyone to code, and I don't see them slacking.
They've done all the work to the spec they set out to do it to.
If you want a different project then you're more than welcome to make that project, but I don't see why the developers of Tremulous should be expected to do it.
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nice comparison...
actually overdose is worse
still no release
project leader is an ass who can't take any criticism
they are so frustrated to release it as open source so they are trying every way to keep it closed source.
Actually why don't you compare tremulous to the qfusion(engine used in warsow).
It runs on most systems, has shader support, and is fast enough for online game play.
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Tremulous isn't about the graphics ... If the game play is good why does it matter if its flashy and looks good ...If you want flashy good graphic games play your shitty generic shooter like COD or any other shooter that's out there nowadays... As for me I'm very happy they haven't changed the graphics because I have the shittiest graphics card known to man and tremulous is one of the only decent game I can play (on low settings of coarse xD)If tremulous updated there graphics then Id have to primarily stick to my console games.
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Not flashy but something that doesn't represent a fossil would be nice.
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The decision to steer tremulous in the wrong direction as contrary to the right one happened in the atcs bunker during a conference about 2 years ago.
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whoever built that brick floor had problems bigger than tremulous
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Tremulous as a project was never about engine development, and certainly not about creating high detail graphics. To compare it to XreaL, or Overdose is pointless.
XreaL wasn't even a complete game at any stage, just an engine, and there's currently no plans for it to become anything more. And while it's engine tech will live on in ET-XReaL, there it will only be a enhancement engine to Wolf:ET rather than it's own game. It's great tech sure, but you can't compare the two as one is just an engine and one is a game. Overdose is actually a game, but it's also insane to compare as they're trying to be very different games, and one happens to have focus on high detail graphics.
The devs never made any emphasis on graphics, only emphasis on making their game. They've succeeded in what they wanted to do, and that just happens to not be what you wanted them to do. This topic of HDing up Trem has been discussed many times before, never has it appeared to convince the devs that it's something to put in the effort for.
Many fork projects that include focus on graphics have formed, and fallen apart. A current one appears to be "Dretch Storm" using XReaL/ET-XReaL for an engine. If you want HD trem, go and converse with it's patrons, as I don't think the Tremulous devs are going to be convinced anytime soon.
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I totally understand that, it's a great game that has all the qualities,
unique, you can play for years and it's great gameplay.
I would love to see it get an upgrade, I refuse to learn how to code quake and am a technically orientated artist.
So as much as I'd like to port something, I don't have the time nor the capacity to do so,
only to assist with assets and 3d related advice.
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Doesnt matter if Trem development was about engine or gameplay.
Gameplay is fun enough to get over the old graphics and enjoy.
But we all know that there is a poor ammount of people playing Trem, doesnt matter how good it is.
People see this graphics and forgets to give it a try, cuz people is so mind-closed...
We have 2 clear options... or improve engine graphics or well... I think a decent promo video, showing all game posibilities would help a lot too.
Posibilities like normal gameplay, both alien and humans, some platforming gameplay (mission one or any death run map) and admin abussing parties.
We should make people know what they're missing...
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I think its good idea but i think trem-devs have no time for implement this.
Limited build points and some small amount(important not to overdo it) of pixels shader == very good Tremulous 1.1+n for pro players and new players.
UBP mode make biggest worst FPS drop for me then pixel shaders in XReal and other modified Id Tech 2-3 engines.
And i think that small amount of humans and aliens have Geforce 2 MX 440 in 2011 year for Tremulous ;D :basilisk: .
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The buildables don't slow down the engine as much as you think:
(http://img560.imageshack.us/img560/3644/shot0000nc.jpg)
(http://img148.imageshack.us/img148/5813/shot000101.jpg)
See the difference ?
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Ouch!
You know something's wrong when sprites eat more fps than models do.
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You know something's wrong when sprites eat more fps than models do.
which is a vacuous fact, because sprites do NOT eat more FPS than models.
however, LOS traces (up to 9 per buildable) do eat a lot of FPS. see the relevant bug report (https://bugzilla.icculus.org/show_bug.cgi?id=3759).
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Tremulous 1.2 Leaked ,Official!!! got it from Timbo Download now before they find out!!! (http://www.youtube.com/watch?v=y0A77rohcyg&t=0m14s)
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.
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Rather than every time you make on such thread on these forums, go do so on http://ioquake3.org/
and ask them why their engine 'port' is still a fossil :overmind:
I guess the reason is that they want ioquake3 to play Quake 3 maps. So far every project to improve the Q3 renderer broke backward compatibility because they needed different map and/or shader formats for new shiny graphics and so became useless for ioquake3.
You know something's wrong when sprites eat more fps than models do.
which is a vacuous fact, because sprites do NOT eat more FPS than models.
however, LOS traces (up to 9 per buildable) do eat a lot of FPS. see the relevant bug report (https://bugzilla.icculus.org/show_bug.cgi?id=3759).
True, this FPS drop is caused by the traces. On the other hand it doesn't follow that "sprites" are fast. In fact just opening the armoury menu halves my FPS.
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Rather than every time you make on such thread on these forums, go do so on http://ioquake3.org/
and ask them why their engine 'port' is still a fossil :overmind:
because the project leader don't know anything about coding.
also he will not allow ioquake3 to get up to date.
better start your own project and use ioquake3 as a basis if you want
well it is nearly 2012, there are better open source engines out there.
tremulous died years ago anyway
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Tremulous 1.2 Leaked ,Official!!! got it from Timbo Download now before they find out!!! (http://www.youtube.com/watch?v=y0A77rohcyg&t=0m14s)
I half expected to be rickrolled. I was wrong...
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just opening the armoury menu halves my FPS.
wtfbbq? the armoury menu gives me -3 fps (and otherwise i have, for example, 70 fps).
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remember each letter is 2 tris :D
it can fuck up old cards since they are already fucked up with models that lack LoD
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remember each letter is 2 tris :D
Aren't there open-source text rendering engines out there for this? Like Freetype?
You know something's wrong when sprites eat more fps than models do.
which is a vacuous fact, because sprites do NOT eat more FPS than models.
however, LOS traces (up to 9 per buildable) do eat a lot of FPS. see the relevant bug report (https://bugzilla.icculus.org/show_bug.cgi?id=3759).
True, this FPS drop is caused by the traces. On the other hand it doesn't follow that "sprites" are fast. In fact just opening the armoury menu halves my FPS.
I imagine he was being pedantic and was simply comparing a single ideal sprite with some many-poly model. Regardless, there's always a way to code something simple, badly and this was the point of my post.
Am I to understand the reason the health-bars have these frequent checks, yet the models don't is because the health-bars are rendered above everything and so would show through walls otherwise? If so, why not simply make them obscurable?
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yes, using pre-rendered static text could help a little
for example:
instead of drawing A R M O R Y you'd draw ARMORY
so instead of 6x2 tris you'd need 1x2 tris
(btw a full menu border is 4x2 tris :D)
(I use a fixed size menu/hud with (pre rendered at start) image background/foreground/words. It is readable at any resolution but covers more of the screen at low resolutions)
imho it might help a little. however adding low detail models would help more.
but hey you should just kill yourself if you have a video card that can't handle tremulous.
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The buildables don't slow down the engine as much as you think:
ZOMG fps rate.
But its didn't solve problem for me.
What OS system, videocard/driver, trem_client?
I have on R Unlimited on Geforce 440(440 GT ~= 8800 GT) GT and Xubuntu 11.04 + Nvidia 270.41.06 Driver:
(http://img36.imageshack.us/img36/7628/shot0003vq.jpg)
When i use build mode on UBP its can down to 12 fps.
Classic localhost EU like server:
(http://img11.imageshack.us/img11/8616/shot0005bv.jpg)
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lawl it is a bad comparison
you should stay at the same spot and maintain your PoV