Author Topic: ATCS on a better engine (Screenshots)  (Read 24186 times)

Nux

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Re: ATCS on a better engine (Screenshots)
« Reply #30 on: January 25, 2011, 05:29:00 am »
Yo frankie looks nice for real-time rendering! The gameplay sux, yes. So it didn't do much to promote the game logic system, but that could just mean they were focused on demonstrating the graphics and not the gameplay.
« Last Edit: January 25, 2011, 05:33:31 am by Nux »

smeagle

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Re: ATCS on a better engine (Screenshots)
« Reply #31 on: January 25, 2011, 05:33:08 am »
Blender game engine anyone?
Not that bad.
Seriously? Why's the BGE version of Yo frankie so unbelievably half-arsed and shitty, then? are there any decent games out there that use it?


Blender game engine and Unity have the same problem. Basically, it is the fact that many script kiddies go to them to be an "epic haxxor dood" who makes games.

Unfortunately for them, they are much more complex and flexible products than point, click then play.


There have been many brilliant games made with the BGE, and most likely with Unity, the only reason noone considers using them is because they have a bad reputation of being used by "script kiddies" and not major indie developers.



To see some of the amazing things done with BGE:
http://www.youtube.com/user/mpan3#p/u/8/RHBEJLlHz04

Everything with the title "game engine" in above channel.

And all game engine files in below link are amazing examples of what GE can do:
http://mikepan.com/files.php

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #32 on: January 25, 2011, 05:45:51 am »
Thanks for broadening and elaborating on my key point.
First you see a "crapton" of bad games because Blender Game Engine is extremely good at rapid and easy prototyping.
Secondarily you need to refine and add detail, UI only(narrow thinking, UI only is a tar pit) noobs will fail :(


I am one of those UI people who has gone somewhere with logic however true scripting is what I wish to do.
I'm learning Python, it's irritating since I know what I wish to do numerically(Most 3D concepts are permanently branded into my brain) and my former(bleh just micro-controllers) programming knowledge conflicts.
Anyways a TON can be done without coding or logic bricks,
but to get nice shaders, a clean game and great performance you can't use logic bricks/hacks/whatever.
I am currently working on learning the inns and outs(got 2 years into Blender so far) of the game engine,
this will take months if not a year with what I need to learn to go from noob to semi decent.

I plan on doing something with it, game-play is my initial focus as making stuff look good(models, animations, materials, textures, lighting. Mostly my cup of tea minus modeling) is something that won't be a horrible task.
Getting a human running around can be done in a flash,
aliens well I have yet to see how Trem handles it and how to implement it.

Blender game engine anyone?
Not that bad.
Seriously? Why's the BGE version of Yo frankie so unbelievably half-arsed and shitty, then? are there any decent games out there that use it?


Blender game engine and Unity have the same problem. Basically, it is the fact that many script kiddies go to them to be an "epic haxxor dood" who makes games.

Unfortunately for them, they are much more complex and flexible products than point, click then play.


There have been many brilliant games made with the BGE, and most likely with Unity, the only reason noone considers using them is because they have a bad reputation of being used by "script kiddies" and not major indie developers.



To see some of the amazing things done with BGE:
http://www.youtube.com/user/mpan3#p/u/8/RHBEJLlHz04

Everything with the title "game engine" in above channel.

And all game engine files in below link are amazing examples of what GE can do:
http://mikepan.com/files.php
« Last Edit: January 25, 2011, 05:55:25 am by jm82792 »

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #33 on: January 25, 2011, 02:25:54 pm »
Yo frankie looks nice for real-time rendering! The gameplay sux, yes. So it didn't do much to promote the game logic system, but that could just mean they were focused on demonstrating the graphics and not the gameplay.
Oh, indeed, it's a very pretty game, but I got the impression that it was a game developed by artists and could have done with a programmer or two. Getting stuck in the ground with no way to escape without quitting the game, from just walking around the level, got a bit old.

First you see a "crapton" of bad games because Blender Game Engine is extremely good at rapid and easy prototyping.
No i don't, i see Yo frankie and that old hoverboard demo, which i actually quite liked, performed fairly well even on the hardware i had at the time, but was more "just a graphical demo" than hey frankie should be.

Blender game engine and Unity have the same problem. Basically, it is the fact that many script kiddies go to them to be an "epic haxxor dood" who makes games.
So that's what the Apricot open game project consisted of, script kiddies who wanted to make a game?

There have been many brilliant games made with the BGE, and most likely with Unity, the only reason noone considers using them is because they have a bad reputation of being used by "script kiddies" and not major indie developers.
Go on then, name them. This is the first i've heard of BGE's script kiddy reputation, personally.

To see some of the amazing things done with BGE:
http://www.youtube.com/user/mpan3#p/u/8/RHBEJLlHz04

Everything with the title "game engine" in above channel.

And all game engine files in below link are amazing examples of what GE can do:
http://mikepan.com/files.php
Um no, i want games, not graphical demos that amaze me.

So, if the excuse with hey frankie is that it was only supposed to be a graphical demo, why on earth did they bother? They even charged for pre-orders on DVD, surely someone was expecting a playable game at the end of that?

maybe we need to be split away from this topic, btw, mods.
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Drag222

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Re: ATCS on a better engine (Screenshots)
« Reply #34 on: January 25, 2011, 04:15:01 pm »
Blender game engine anyone?
Not that bad.
Seriously? Why's the BGE version of Yo frankie so unbelievably half-arsed and shitty, then? are there any decent games out there that use it?

I know what you mean, it was a demo kind of thing that was done 2(?) years ago and it doesn't look bad but it's a bad idea going for organics when you can make inorganic (trem stuff, indoors, metal, glass, etc) look much better with more ease.

No gameplay for YoFrankie that's worth mentioning, for games there have been a few commercial ones...
From what I've noticed from my testing(and hours of online reading) it can run fast on a newer computer(or disable settings), it does have networking capacity and finally it can look really good.





Wel, I actually Tried the game, I don't know about the current BGE version, but YoFrankie, is bugged, collision system doesn't work well, It's full of aliasing, and it's not so "nice looking", textures are flat, it just fit the style they are having. However, I did see some games with Blender Engine that looked good, but still, just good. Wel actually, that game http://www.blendernation.com/2011/01/04/dead-cyborg-a-donation-based-sci-fi-adventure-game/

But Hey, the point of this topic is not to talk about BGE =O I'm not even thinking than anyone is going to implement trem in any other engine, I just wanted to show/see what ATCS would look like, I'm going to try to improve the lighting maybe this weekend, and then maybe i'll repost some screenshots :)

Patriotpie

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Re: ATCS on a better engine (Screenshots)
« Reply #35 on: February 26, 2011, 11:36:25 pm »
@Drag222 that map looks amazing. Wish I could play it. I preordered NS2 a few months back and it's been exciting watching it become a better and better game (from a technical standpoint)

Unfortunately, its network code is horrible and most rounds are still noticeably impeded by lag. It's getting better though with each successive beta.

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #36 on: February 27, 2011, 06:56:59 am »
Yeha I've known about BGE's capacities for a long time.
It takes a coder to get anywhere, basically lots of time for a bonehead like myself to learn proficiently.
Documentation sucks for the API, lots of brick walls to get anywhere.

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #37 on: February 27, 2011, 12:26:29 pm »
So, do you recall any of that ""crapton" of bad games" yet?
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OhaiReapd

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Re: ATCS on a better engine (Screenshots)
« Reply #38 on: February 27, 2011, 03:23:07 pm »
This is a good concept of another, possibly better, FREE Trem. However, if I were to ever pay for Tremulous, as you would have to with NS2, I would want it on a different engine. It would have to look and feel much better than how it does now. The best engine for something like this would probably be the Halo engine or the original CoD4 engine, although, I don't know how anyone would get that kind of engine for Tremulous. No, I hate CoD and Halo, but the graphics and physics of the game are amazing.

+ OPTIMUS +

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Re: ATCS on a better engine (Screenshots)
« Reply #39 on: February 28, 2011, 09:26:33 am »
as our developers are doing the project for free in freetime and just for fun (so as the communtiy), moving to something contemporary would just make things more useful to use as a reference in their future.
like, i could paint in photoshop with the mouse instead of tablet, to say how cool i am to push the limits, even if the result is crappy.
just to say.
success is the ability to go from failure to failure without losing your enthusiasm

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jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #40 on: March 01, 2011, 07:07:20 am »
as our developers are doing the project for free in freetime and just for fun (so as the communtiy), moving to something contemporary would just make things more useful to use as a reference in their future.
like, i could paint in photoshop with the mouse instead of tablet, to say how cool i am to push the limits, even if the result is crappy.
just to say.
As in a more modern engine?
I understand that, Quake is really old and not many people know how to develop it.

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #41 on: March 01, 2011, 02:03:34 pm »
Quake is really old and not many people know how to develop it.
Thank god we've got the q3 engine, then.
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Odin

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Re: ATCS on a better engine (Screenshots)
« Reply #42 on: March 07, 2011, 05:45:24 am »
Quake is really old and not many people know how to develop it.
Thank god we've got the q3 engine, then.
God, as in John Carmack.

Haraldx

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Re: ATCS on a better engine (Screenshots)
« Reply #43 on: March 07, 2011, 04:00:52 pm »
Don't want to start engine wars, but if you want a better engine, then choose Quake 2 :P Not the vanilla of course, I mean Berserker@ Q2.
Berserker is a Russian guy who made an EXTREME graphics mod for Quake 2, it includes many things that are seen in 2009 and 2010 titles. These features are - Bump-mapping (however, never liked it), real time shadows (walls and everything else has real time shadows too), higher quality textures and models, distortion, reflections and other things! Basically, it's the most beautiful mod for Quake 2 ever made. I heard Berserker is also making Berserker@ Q3, however, I don't understand Russian, so I just skipped his forum.
You can take a look at this video to see the power of it, everything is adjustable - on or off.
http://www.youtube.com/watch?v=02sCWmly60Q
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I JUST MINED ANIMATED CREATURES

Qrntz

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Re: ATCS on a better engine (Screenshots)
« Reply #44 on: March 07, 2011, 08:54:27 pm »
I don't understand Russian, so I just skipped his forum.
Well, I do.
The Q3 Berserker mod is already public, but (I believe) it's still being developed. A bit picky to graphic drivers.
I'm not sure if it's stable enough already, but those are the features:
- unpure (sv_pure 0)
- uses GLSL instead of ARB fp/vp as in vanilla q3 (the minimum requirement for GPU is something along the specs of GeForce 6xxx - supports 4 color buffers, a lower amount won't do)
- no symmetric multi-processing
- shadow maps
- per-pixel dynamic lighting via pre-light pass deferred shading
- parallax maps and (micro-)bump maps
All I got from around 7 pages, was too lazy to skim over the rest.

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #45 on: March 07, 2011, 09:45:04 pm »
A better title for this thread would have been "look wot i did with NS2", it seems to have confused a few people.
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jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #46 on: March 08, 2011, 04:34:14 am »
Hmm.
In the end we need a GAMEPLAY port to a capable engine that's free/open source?, and overall works.
The charismatic leader or small team would show off the simple GP version(gameplay with old assets or cheapo fillers) that would hopefully get people like myself and other fired up. They'd make assets(this forum has a few gem people but advertising on the Blender forums or CGartists might be wise), and we could have a full port that looks pretty decent.
That's how I see this happening if it ever does.
I want Trem to live for a long time and this is the only way to give it more lifetime.

« Last Edit: March 08, 2011, 04:35:48 am by jm82792 »

Drag222

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Re: ATCS on a better engine (Screenshots)
« Reply #47 on: March 08, 2011, 04:57:35 pm »
A better title for this thread would have been "look wot i did with NS2", it seems to have confused a few people.
I don't write like that, but anyway lots of trem players don't even know about NS2, and since it's about a remake of ATCS on a better engine, any title would probably have started the same thing...

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #48 on: March 08, 2011, 05:15:00 pm »
A better title for this thread would have been "look wot i did with NS2", it seems to have confused a few people.
I don't write like that, but anyway lots of trem players don't even know about NS2, and since it's about a remake of ATCS on a better engine, any title would probably have started the same thing...
I didn't mean to imply that you do, it just seems that the thread's getting hijacked by engine top-trumps enthusiasts again. How's the ATCS remake going, are you still working on it?
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