Author Topic: half-life 1 engine!  (Read 14976 times)

krakensden

  • Posts: 24
  • Turrets: +0/-0
half-life 1 engine!
« Reply #30 on: August 07, 2006, 11:35:57 pm »
Quote

Dude. I was totally kidding

Me too :). Although AssciateLinuxProgr-[SOUP] has me confused. Is he insane or is his English just not so hot?

And I don't know about real-time raytracing. That sort of thing has been Real Soon Now since the early 90s, no?

phaedrus

  • Posts: 104
  • Turrets: +1/-1
half-life 1 engine!
« Reply #31 on: August 07, 2006, 11:47:39 pm »
Quote from: "krakensden"
Quote

Dude. I was totally kidding

Me too :). Although AssciateLinuxProgr-[SOUP] has me confused. Is he insane or is his English just not so hot?

And I don't know about real-time raytracing. That sort of thing has been Real Soon Now since the early 90s, no?


I don't know how long it has been on the RSN(tm) list, but there have been some very good looking announcements recently from actual research groups, the rundown I saw is here.

With some dedicated hardware, it really does sound like it is honestly in the 3-5 year range.

Jeff
owered by Slackware.  Dare to Slack.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
half-life 1 engine!
« Reply #32 on: August 07, 2006, 11:53:27 pm »
Quote from: "phaedrus"
Quote from: "krakensden"
Quote

Dude. I was totally kidding

Me too :). Although AssciateLinuxProgr-[SOUP] has me confused. Is he insane or is his English just not so hot?

And I don't know about real-time raytracing. That sort of thing has been Real Soon Now since the early 90s, no?


I don't know how long it has been on the RSN(tm) list, but there have been some very good looking announcements recently from actual research groups, the rundown I saw is here.

With some dedicated hardware, it really does sound like it is honestly in the 3-5 year range.

Jeff


so it will come out next year. seriously.

phaedrus

  • Posts: 104
  • Turrets: +1/-1
half-life 1 engine!
« Reply #33 on: August 07, 2006, 11:57:32 pm »
Quote from: "SLAVE|Mietz"
Quote from: "phaedrus"
Quote from: "krakensden"
Quote

Dude. I was totally kidding

Me too :). Although AssciateLinuxProgr-[SOUP] has me confused. Is he insane or is his English just not so hot?

And I don't know about real-time raytracing. That sort of thing has been Real Soon Now since the early 90s, no?


I don't know how long it has been on the RSN(tm) list, but there have been some very good looking announcements recently from actual research groups, the rundown I saw is here.

With some dedicated hardware, it really does sound like it is honestly in the 3-5 year range.

Jeff


so it will come out next year. seriously.


Totally, and DNF is going to be the first game to use it.

Jeff
owered by Slackware.  Dare to Slack.

Dustin

  • Posts: 111
  • Turrets: +0/-0
    • http://alaric.ath.cx/~dustin/cms/index.php
half-life 1 engine!
« Reply #34 on: August 07, 2006, 11:58:44 pm »
Quote from: "AssciateLinuxProgr-[SOUP
"]Well I had many thougth on h1 engine becased gravity gun is so greate.  Also maybay use african womans for new femaled marine modles?  So many ideas.

One think I make for idea is to have bumped mapper effects all over wals.  That way we make alien boogers on walls for extra atmosphericy.  It can be done cause i programmars it in old quake engine game I make long time ago (SPACE FIGHTER 2 go check out sometimes)

Oh anothar think I make for big open levesls with lots of clouds.  Alians hide in clouds than come downs in rain?  Like thar space ships is made from clouds on home planet (like big smelly cloud?).  I dunno just ideas ok.

EDITS FOR SPALLING ERRARS


WHAT THE HELL!
*explodes*

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
half-life 1 engine!
« Reply #35 on: August 08, 2006, 12:40:25 am »
Where was my herring...? Aaaah, there it is!



Danny
url=http://www.tremulous.info][/url]


Great&GentleOrangeOfG

  • Posts: 20
  • Turrets: +0/-0
half-life 1 engine!
« Reply #36 on: August 08, 2006, 12:42:35 am »
Quote from: "Dustin"
WHAT THE HELL!
*explodes*


I hear the sounds of tremulous laughing . . .

pingo

  • Posts: 9
  • Turrets: +0/-0
    • http://dittnett.com
half-life 1 engine!
« Reply #37 on: August 08, 2006, 03:07:31 am »
if (trem['engine'] == 'h1') {
      trem = die();
}

Taiyo.uk

  • Posts: 2309
  • Turrets: +222/-191
    • Haos Redro
half-life 1 engine!
« Reply #38 on: August 08, 2006, 03:38:59 am »
Quote from: "AssciateLinuxProgr-[SOUP
"]Well I had many thougth on h1 engine becased gravity gun is so greate.  Also maybay use african womans for new femaled marine modles?  So many ideas.

One think I make for idea is to have bumped mapper effects all over wals.  That way we make alien boogers on walls for extra atmosphericy.  It can be done cause i programmars it in old quake engine game I make long time ago (SPACE FIGHTER 2 go check out sometimes)

Oh anothar think I make for big open levesls with lots of clouds.  Alians hide in clouds than come downs in rain?  Like thar space ships is made from clouds on home planet (like big smelly cloud?).  I dunno just ideas ok.

EDITS FOR SPALLING ERRARS


Could you *PLEASE* leave at least 24 hours after coming off of the crack pipe before posting?  :wink:

gareth

  • Posts: 710
  • Turrets: +38/-89
half-life 1 engine!
« Reply #39 on: August 08, 2006, 11:20:59 am »
Quote from: "AssciateLinuxProgr-[SOUP
"]

EDITS FOR SPALLING ERRARS


 :D

Teiman

  • Posts: 286
  • Turrets: +0/-0
half-life 1 engine!
« Reply #40 on: August 08, 2006, 12:29:16 pm »
AssciateLinuxProgr, you made me laugh!, you are BRILLANT WITH INTENSE COLOR AND FLAVOUR!



Quote from: "Stof"

Didn't you say you'd play tremulous without textures ?

Btw, I think you can do that with a "r_picmip 60". It should reduce all textures to a 1 pixel texture



Anyway. Yes.  People play games withouth textures and love it:

http://qexpo.quakedev.com/uploaded/35/radar.jpg
http://qexpo.quakedev.com/uploaded/35/drawflat_fastturb_multiview.jpg

About the use of light. I am all about AGREE with the use of light. But all about NOT the use of shadows.

Coronas can really enhance the eyecandy and braincandy of a game:
 - rockets coronas
 - blip coronas on grenades
 - corona on CTF flag
 - flashlight with a corona
 - tag games (it)
 - tag "the king of hill"
 - etc

The gamecode can control a corona, but can't control a shadow, and shadows push for gimmicky gameplay, while a corona can be for good.

SLAVE|Mietz

  • Posts: 672
  • Turrets: +2/-0
    • http://blasted.tremulous.info
half-life 1 engine!
« Reply #41 on: August 08, 2006, 12:32:15 pm »
Quote from: "Teiman"
AssciateLinuxProgr, you made me laugh!, you are BRILLANT WITH INTENSE COLOR AND FLAVOUR!



Quote from: "Stof"

Didn't you say you'd play tremulous without textures ?

Btw, I think you can do that with a "r_picmip 60". It should reduce all textures to a 1 pixel texture



Anyway. Yes.  People play games withouth textures adn love it:

http://qexpo.quakedev.com/uploaded/35/radar.jpg
http://qexpo.quakedev.com/uploaded/35/drawflat_fastturb_multiview.jpg

About the use of light. I am all about AGREE with the use of light. But all about NOT the use of shadows.

Coronas can really enhance the eyecandy and braincandy of a game:
 - rockets coronas
 - blip coronas on grenades
 - corona on CTF flag
 - flashlight with a corona
 - tag games (it)
 - tag "the king of hill"
 - etc

The gamecode can control a corona, but can't control a shadow, and shadows push for gimmicky gameplay, while a corona can be for good.


yes i agree, pong with shadows would look ridiculous and with corona the ball would just be awesome!

Teiman

  • Posts: 286
  • Turrets: +0/-0
half-life 1 engine!
« Reply #42 on: August 08, 2006, 12:47:57 pm »
Quote from: "SLAVE|Mietz"

yes i agree, pong with shadows would look ridiculous and with corona the ball would just be awesome!


Its a bad example, but hell!...anyway:

Pong with glow:

Play


Pong with shadows:

Play

just kidding! :D

Stof

  • Posts: 1343
  • Turrets: +1/-1
half-life 1 engine!
« Reply #43 on: August 08, 2006, 01:47:53 pm »
Quote from: "Teiman"
About the use of light. I am all about AGREE with the use of light. But all about NOT the use of shadows.

That's exactly what I said : Quake 3 could use a better lighting model, especialy for models ( not the same word ;) ) There is so much more to lighting than pitch black shadows.
Quote from: "Teiman"
Coronas can really enhance the eyecandy and braincandy of a game:
 - rockets coronas
 - blip coronas on grenades
 - corona on CTF flag
 - flashlight with a corona
 - tag games (it)
 - tag "the king of hill"
 - etc

The gamecode can control a corona, but can't control a shadow, and shadows push for gimmicky gameplay, while a corona can be for good.

Shadows were a good element for Doom 3 gameplay, no doubt. But good looking dynamic shadows do not need to be a gameplay element, it's just some more eye candy. I've activated the Quake 3 shadows and I like it like that, despite the horrible bugs in some situations. That and the fact that it helped me spot a trapper behind a closed door a few times 8)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.