Tremulous Forum

General => General Discussion => Topic started by: Plague Bringer on April 14, 2007, 05:05:17 pm

Title: Dynamic Creep?
Post by: Plague Bringer on April 14, 2007, 05:05:17 pm
http://video.google.com/videoplay?docid=4987034257819301792&q=Dynamic+Infestation&hl=en

That looks preety cool, do you think there is any chance for a Dynamic Infestation-esque creep in a future Tremulous release?
Title: Dynamic Creep?
Post by: Paradox on April 14, 2007, 05:10:27 pm
Looks like a giant booger.
Title: Dynamic Creep?
Post by: holyknight on April 14, 2007, 05:31:34 pm
Quote from: "Paradox"
Looks like a giant booger.

it actually does.

And I wouldn't want to make that nor touch that. That's just gross!
Title: Re: Dynamic Creep?
Post by: Taiyo.uk on April 14, 2007, 06:56:07 pm
Quote from: "Plague Bringer"
http://video.google.com/videoplay?docid=4987034257819301792&q=Dynamic+Infestation&hl=en

That looks preety cool, do you think there is any chance for a Dynamic Infestation-esque creep in a future Tremulous release?

DO WANT.
That's what an alien base should look like, just shiny black/purple/blue like the current alien creep, instead of dayglow green. I guess dynamic texture creep wouldn't be that hard to implement, although a dynamic geometry creep would probably need substantial coding. Alien bases just don't feel that alien without long meandering root-like tentacles of flesh stretching between the structures.

I would love to be able to block a corridor with large creep growths instead of barricades (think of the meaty growths in DOOM3)

Quote from: "Holyknight"
And I wouldn't want to make that nor touch that. That's just gross!

It's nice and slimy and you can roll around in it before jumping on humans.
Title: Dynamic Creep?
Post by: f0rqu3 on April 14, 2007, 07:08:33 pm
you know what ...
it is just a mesh generator with some creep shader to reduce fps
not interesting
Title: Dynamic Creep?
Post by: Plague Bringer on April 14, 2007, 07:19:52 pm
It sounds preety simple, why don't you code it for us?
Title: Dynamic Creep?
Post by: Kaleo on April 14, 2007, 07:39:29 pm
It's from NS. Can't be havin' with that...
Title: Dynamic Creep?
Post by: Paradox on April 14, 2007, 07:45:21 pm
You could use a random tree generation, there is an opensource bit of code to do it, see inkscape.
Title: Dynamic Creep?
Post by: Plague Bringer on April 14, 2007, 07:57:25 pm
Quote from: "Kaleo"
It's from NS. Can't be havin' with that...

People have been wanting better creep for ages. Besides, it wont be the exact same thing, afaik, it's not copywritten, and we're allowed to use inspiration from other games in our genre.
Title: Dynamic Creep?
Post by: f0rqu3 on April 14, 2007, 08:21:44 pm
Quote from: "Plague Bringer"
It sounds preety simple, why don't you code it for us?

no point in doing so ... as I said lose fps for some useless crap.

creep*
Title: Dynamic Creep?
Post by: Plague Bringer on April 14, 2007, 08:28:30 pm
Graphical niceness.

:D

The main point would be to see if it's worth it. We could do some tweaking to it so it doesn't take up so much FPS and stuff.

It would make Tremulous that much more tremulous (the verb, not the noun).
Title: Dynamic Creep?
Post by: NiTRoX on April 14, 2007, 08:51:07 pm
Why don't you use the time you waste flaming people on the forum and code it yourself?

Its easier said than done buddy.
Title: Dynamic Creep?
Post by: sleekslacker on April 14, 2007, 08:52:40 pm
This does look nice and all. I wonder what the fps hit will be if this is to be implemented. Anyway, don't bother suggesting things unless you're willing to code / contribute A LOT to the effort of implementing the idea.
Title: Dynamic Creep?
Post by: KobraKaine on April 14, 2007, 08:54:34 pm
Quote from: "NiTRoX"
Why don't you use the time you waste flaming people on the forum and code it yourself?

Its easier said than done buddy.


PLEASE ignore that jibe...  I like the idea here, and if you guys flame him back then this topic will get locked and the idea will die with it.
Title: Dynamic Creep?
Post by: Plague Bringer on April 14, 2007, 08:55:03 pm
Okay, consider it "un-suggested".

:P Hate to say it, but I'm lazy by nature and don't have the patience to learn any code.

Hey NiT, I could say the same to you.
Title: Dynamic Creep?
Post by: NiTRoX on April 14, 2007, 08:57:09 pm
As you once said to me as a reply.

I flame if the post needs to be flamed.

Ohh and this should go in the Mods category.
Title: Dynamic Creep?
Post by: Plague Bringer on April 14, 2007, 09:06:30 pm
Not necesarily.

The topic discussing Tremulous 1.2 isn't in the mods category (atleast one of them isn't).

This is a suggestion for 1.2 that doesn't affect gameplay so i gave it it's own thread.

And how did this idea need flames?
Title: Dynamic Creep?
Post by: NiTRoX on April 14, 2007, 09:14:16 pm
The same ideas that made you flame in other people's posts.
Title: Dynamic Creep?
Post by: sleekslacker on April 14, 2007, 09:17:28 pm
1) The coders will ask for your ideas when they do actually need your ideas.

2) If you think you do have an interesting idea and want to see it done, do post a new thread. We might tell you how you can do it, and you have to code it yourself. The possibility of it going mainstream is almost 0 though. So you'll end up with an unpure thing.

3) If you have an idea but you don't care if it's implemented or not, hmm maybe you don't need to post it here. I know there are some really good ones in your mind and you can't really code it, but most of the time they're just some random pure bullshit to us.

You don't like it when people calling you children or kids but look at what you have done to our forum. It's full of spams / worthless threads and you guys yelling at each other. Please, let us have some peaceful discussion. You can own all people you want in the game okay ?
Title: Dynamic Creep?
Post by: KobraKaine on April 14, 2007, 09:19:07 pm
Quote from: "sleekslacker"
1) The coders will ask for your ideas when they do actually need your ideas.

2) If you think you do have an interesting idea and want to see it done, do post a new thread. We might tell you how you can do it, and you have to code it yourself. The possibility of it going mainstream is almost 0 though. So you'll end up with an unpure thing.

3) If you have an idea but you don't care if it's implemented or not, hmm maybe you don't need to post it here. I know there are some really good ones in your mind and you can't really code it, but most of the time they're just some random pure bullshit to us.

You don't like it when people calling you children or kids but look at what you have done to our forum. It's full of spams / worthless threads and you guys yelling at each other. Please, let us have some peaceful discussion. You can own all people you want in the game okay ?
 

Don't worry about it pal, I've already talked to Bringer and we're gonna just play the game for a bit to vent some steam.  Sorry about the flammage.
Title: Dynamic Creep?
Post by: NiTRoX on April 14, 2007, 09:19:33 pm
Aww come on. I'm just giving him a little of what he gives to to other people.
Title: Dynamic Creep?
Post by: [Kcorp]Noobius on April 14, 2007, 10:07:46 pm
looks nice. who needs that many FPS anyway?
Title: Dynamic Creep?
Post by: Taiyo.uk on April 14, 2007, 10:38:44 pm
Could an improved creep be created by using "creep squares" as there are now with a low-height and non-clip creep model above it? Long snaking lines of creep can be made by spawning adjacent creep squares and rotating/scaling/overlapping them to connect.
Title: Dynamic Creep?
Post by: cephas on April 15, 2007, 12:26:01 am
From what I hear in that demo, it's just a normal-mapped texture that's dynamically generated (and if you look closely enough, you'll note that it tiles.  It doesn't really need any geometry involved.

That said, it's going to be tough to implement because Quake3's understanding of normal-mapping is broken, from what I understand.  Quake4 has it, but that's the Doom3 engine.  Fixing normal mapping will make a lot of mappers happy, I think, because it reduces the amount of required geometry.  Seriously, look at F.E.A.R.: almost all of the walls there are ridiculously flat (even the rough-looking ones).

I'm pretty sure that if it were an easy fix, the ioquake3 people would have fixed it by now.  Don't let me stop you from trying, but you'll have to go digging through the OpenGL rendering code.

Edit: it looks like they do generate geometry, but you could easily do 90% of that without it.  You'll only really have inconvincing stuff at edges.  Just don't make it as deep as what they're doing.
Title: Dynamic Creep?
Post by: Lava Croft on April 15, 2007, 04:41:49 am
I saw a video from Bioshock that had a little girl in it and I think Tremulous would benefit greatly if the devs added little girls to it.
Title: Dynamic Creep?
Post by: Plague Bringer on April 15, 2007, 04:46:22 am
This dynamic creep has something to do with Tremulous, little girls do not. A new creep for Tremulous has been discussed here before, little girls, have not.

Nice try Lava, but you lost your touch.
Title: Dynamic Creep?
Post by: Lava Croft on April 15, 2007, 05:01:51 am
I mentioned it because the chance we will see dynamic creep stolen from NS2 is about as big as the chance we will see a Little Sister in Tremulous.

And don't you talk about my 'touch', you would not know what 'touching' is if I kicked you square in the nuts.
Title: Dynamic Creep?
Post by: n00b pl0x on April 15, 2007, 05:44:52 am
I think we should steal it and put it in just to piss them off.

the bitches want to whine about us stoldeding something, lets acteally stolded something.
Title: Dynamic Creep?
Post by: holyknight on April 15, 2007, 05:53:11 am
Quote from: "NiTRoX"
Aww come on. I'm just giving him a little of what he gives to to other people.

 :roll:
being a retard: 75%
being an idiot: 80%
being childish: 100%

who the hell cares.
That's like punching a guy in the face because he did that to someone you don't really know five weeks ago  :roll:
Title: Dynamic Creep?
Post by: benmachine on April 15, 2007, 03:44:42 pm
EDIT: after my discussions with Khalsa and sleek on IRC, I've kind of retracted the points below. Although I maintain that not only coders should write ideas, I've been convinced that we definitely need to cut down on the threads of crappy ideas that are impossible or have been said many times before. Mods section is much more for discussion of existing mods than hypothetical ones. Always, always think before you post.

Quote from: "sleekslacker"
1) The coders will ask for your ideas when they do actually need your ideas.

2) If you think you do have an interesting idea and want to see it done, do post a new thread. We might tell you how you can do it, and you have to code it yourself. The possibility of it going mainstream is almost 0 though. So you'll end up with an unpure thing.

3) If you have an idea but you don't care if it's implemented or not, hmm maybe you don't need to post it here. I know there are some really good ones in your mind and you can't really code it, but most of the time they're just some random pure bullshit to us.

You don't like it when people calling you children or kids but look at what you have done to our forum. It's full of spams / worthless threads and you guys yelling at each other. Please, let us have some peaceful discussion. You can own all people you want in the game okay ?

1) Sometimes you don't know you want something until you have it. Perhaps we'll be working on some vaguely interesting mod idea, fully occupied and not asking for anything else, when suddenly someone comes up with an easy-to-implement and undeniably fun idea. It's not like we have limited internets that are being used up by everyone posting every damn stupid thought that comes into their heads. If it wasn't for all the flaming people seem to think is necessary, such things would take perhaps 5 seconds to skim over and discard.

2) Maybe you'll end up with a new feature for someone's game.qvm, or for someone's downloadable mod, that can go into use immediately, even if it isn't absorbed into the mainstream codebase. Maybe not all the people with good ideas are good coders, and maybe not all coders have good ideas. Again, there are plenty of spare internets to go around.

3) Or maybe you can post it after all, and not worry about whose precious time is wasted because they are forced to read your horrible blatherings.

Also, I'm pretty sure you've no right to refer to it as "our" forum. The only people who can do that are the owners of http://www.tremulous.net, everyone else is a visitor.

All that said, I'm trying not to argue, not flame, and I don't mean to attack you personally.
Title: Dynamic Creep?
Post by: sleekslacker on April 15, 2007, 04:45:36 pm
The discussion continues somewhere else. Good luck to trying to get this into Tremulous ^^.
Title: Dynamic Creep?
Post by: Evlesoa on April 15, 2007, 06:05:38 pm
Here is an idea... basically, make dynamic creep, by, making the granger generate creep, that looks like today's creep, the black tenticle crap, and it can make webs... spit a few, there is a web, weak, but if you do 10 mins of work, enough to hold off a few luci shots... + everywhere it walks, it would generate this type of creep... piece of cake!
Title: Dynamic Creep?
Post by: Plague Bringer on April 15, 2007, 06:07:53 pm
That'd lead hummies right to their base.

I'm thinking creep that grows out from the buildables to the actual creep range.
Title: Dynamic Creep?
Post by: TRaK on April 15, 2007, 06:16:39 pm
Quote from: "Plague Bringer"
That'd lead hummies right to their base.

I'm thinking creep that grows out from the buildables to the actual creep range.


I'd imagine that would make hiding eggs pretty much impossible :P
Title: Dynamic Creep?
Post by: demenator on April 15, 2007, 06:19:03 pm
This is off topic but can anyone post a link to coding turtorial and programs trem uses. I am learning C++ programing lenguege but wich lenguege does trem get coded in? So can anyone post me a link to a website or a topic about coding. ty
Title: Dynamic Creep?
Post by: Plague Bringer on April 15, 2007, 06:34:36 pm
Quote from: "TRaK"
Quote from: "Plague Bringer"
That'd lead hummies right to their base.

I'm thinking creep that grows out from the buildables to the actual creep range.


I'd imagine that would make hiding eggs pretty much impossible :P


hmm....
Title: Dynamic Creep?
Post by: Taiyo.uk on April 15, 2007, 06:42:50 pm
You have a point. Why not only make connective creep large? In that way a hidden egg with no dependent structures would only have the normal creep square. The large 3D creep only appears when another structure is built within range, connecting the structure to the egg.
Title: Dynamic Creep?
Post by: treminator on April 15, 2007, 09:16:11 pm
Quote from: "Evlesoa"
Here is an idea... basically, make dynamic creep, by, making the granger generate creep

Kind of like a snail trail?  I like it.

What would be funny is some jettard stuck to a high ceiling and twisting in the wind from a granger jelly coated wall.  

Replace the spit with a stamina like depleting trail juice, and the sticky slime would have an impact effect time (maybe) half that of a normal trapper.