Author Topic: Tremz - A mod for tremulous(Screenshots included)  (Read 103019 times)

Volt

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Tremz - A mod for tremulous(Screenshots included)
« on: September 16, 2011, 06:30:18 am »
Hello behold the end all of all tremulous Mod's

Link to Development shots

We've been in development for less than 2.5 months and we're moving fast, we might not be 1.2 but we're sure as hell trying to keep the game alive.


*Discussion starts now*

This project aims to bring modern First Person Shooter Elements to the
quake 3 engine and that of Tremulous.

The main features that we want to bring to Tremulous are listed bellow

1. Actual VOIP (team based)
2. Achievement/Award based system
3. New maps with a commercial feel
4. Updated UI system to mimic modern FPS
5. Admin system that is based on sql so it's easily compatible with
web applications
6. Updated sounds
7. Some new gameplay (New aliens,New weapons)
8. Brand Spanking new web features
9. Updated cgame, game, client, server
10. Development ToolKits
11. Updated install files
12. House cleaning of tremulous code and project file

Estimated Released Date: 12/31/2011 *-2 months cuz we're ahead of development *


« Last Edit: September 20, 2011, 08:53:58 pm by Volt »

jm82792

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #1 on: September 16, 2011, 07:03:32 am »
I have one key suggestion, and I don't use(I don't know how  :o) IRC.
Don't initially change the gameplay, do that last since I see it as the most difficult portion.
If you get down to animation or something you'd like to sub me, PM me and I'll do what I can.
Can be as simple as a list of what you want and the models.
I've only done bipeds, but I'll figure it out -- perhaps after I rip all my hair out :D
« Last Edit: September 16, 2011, 07:05:51 am by jm82792 »

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #2 on: September 16, 2011, 07:05:43 am »
I have one key suggestion, and I don't use(I don't know how  :o) IRC. Web irc Clicky mezzzz
Don't initally change the gameplay, do that last since I see that as the most difficult portion. Not so difficult, change something and if it feels overpowered it's most likely overpowered then change again and repeat until you get it right.


jm82792

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #3 on: September 16, 2011, 07:06:42 am »
I have one key suggestion, and I don't use(I don't know how  :o) IRC. Web irc Clicky mezzzz
Don't initally change the gameplay, do that last since I see that as the most difficult portion. Not so difficult, change something and if it feels overpowered it's most likely overpowered then change again and repeat until you get it right.

I understand, your not into radical change but some freshness.
I like that!
Anyways I'll be watching and waiting for work to be done if you want me to do so.
« Last Edit: September 16, 2011, 07:09:20 am by jm82792 »

ULTRA Random ViruS

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #4 on: September 16, 2011, 10:07:10 am »
wow, for once, someone ACTUALLY TRIED HARD in his spare time.

Also, don't you think the head is a little distorted?
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5633090788342940770

The suits reminds me of dead space. I like it.

Also, the saw, i'd rather it be two-hand held, but i think its a little too late. Since there's only one hand holding it, could you make it show two hands holding two saws?
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5651418320239655362

This needs to be fixed somehow:
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5648095586892808210
In my opinion, it looks like the spider crab from half-life, and doesn't look deadly. Well, i guess this was already meansioned in the other topic.

Who holds a chaingun like this?
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5632736588678218050

The hand is meant to go on the handle, which is on the top of the gun in first-person view. I think the proper trem devs should have put the model slightly lower so it doesn't look like a gun that is held at the shoulder.

_________________________________

I can't wait till this mod comes out!
« Last Edit: September 17, 2011, 08:35:19 am by ULTRA Random ViruS »

amz181

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #5 on: September 16, 2011, 11:42:47 am »
5 dubloons says 1.2 comes out first.

I noticed you were using "we". Who else is working on it?
Who is going to be making the commercial feeling maps?

And heres the nub question, so please dont shoot me down too hard for my nubbiness. If your going through all this trouble to update trem, surely you have the know how and skills to port trem to a newer game engine?

Also you may want to change the topic title, it reads as "a mod for tremulous screenshots" making it sound like a screenshot mod.

Nux

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #6 on: September 16, 2011, 03:37:15 pm »
I wish you luck, which you'll need in taking on such a tall order. I hope your enthusiasm takes you far.

CreatureofHell

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #7 on: September 16, 2011, 05:12:50 pm »
And heres the nub question, so please dont shoot me down too hard for my nubbiness. If your going through all this trouble to update trem, surely you have the know how and skills to port trem to a newer game engine?

From looking at the forums all thoughts about porting Tremulous to a newer engine get shot down so it seems most people don't want a newer engine.
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Meisseli

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #8 on: September 16, 2011, 05:30:12 pm »
And heres the nub question, so please dont shoot me down too hard for my nubbiness. If your going through all this trouble to update trem, surely you have the know how and skills to port trem to a newer game engine?

From looking at the forums all thoughts about porting Tremulous to a newer engine get shot down so it seems most people don't want a newer engine.
Just look at some of the still unfinished source mods for example. It is not an easy or one-man task. It requires a *very* enthusiastic, talented and a big team of individuals with a lot of free time, something that simply doesn't exist. Porting to a modern engine that is being actively supported would require coding from scratch, it would be far easier and better to make a completely new game. It would also take years to develop. There's so much unnecessary discussion about it, at the moment and with 95% probability in the future as well: It is not going to happen. Period.
« Last Edit: September 16, 2011, 05:33:21 pm by Meisseli »

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #9 on: September 16, 2011, 06:15:35 pm »
wow, for once, someone ACTUALLY TRIED HARD in his spare time. Not trying hard, a few hours a day.

Also, don't you think the head is a little distorted? Thus the reason for the new human model.
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5633090788342940770

The suits reminds me of dead space. I like it.

Also, the saw, i'd rather it be two-hand held, but i think its a little too late. Since there's only one hand holding it, could you make it show two hands holding two saws? Note that alot of the stuff there is WIP or not being used, saw is still being worked on position wise.
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5651418320239655362

This needs to be fixed somehow: Brown spider in pictures before are what the dretch is going to be like, note it was intentionally made smaller than it's bbox. 
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5648095586892808210
In my opinion, it looks like the spider crab from half-life, and doesn't look deadly. Well, i guess this was already meansioned in the other topic. Hatterz gonna hate.
_________________________________

I can't wait till this mod comes out! :P

5 dubloons says 1.2 comes out first. We'll see about that.

I noticed you were using "we". Who else is working on it? The developers know who they are, they can speak for themselves.
Who is going to be making the commercial feeling maps? 3-4 Mappers some of them are known in the community some of them aren't.

And heres the nub question, so please dont shoot me down too hard for my nubbiness. If your going through all this trouble to update trem, surely you have the know how and skills to port trem to a newer game engine? The problem with a new engine "which I've tried to get accomplish on other dev teams is this "you spend too much time fixing the engine and not enough time fixing the game."

Also you may want to change the topic title, it reads as "a mod for tremulous screenshots" making it sound like a screenshot mod.The name of the mod is tremz i think there is no problem with the tittle.

I wish you luck, which you'll need in taking on such a tall order. I hope your enthusiasm takes you far.When you have as many people as i do working on this it's no longer such a tall order.

/dev/humancontroller

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #10 on: September 16, 2011, 06:32:02 pm »
Link to Development shots
aliens are fugly.
about
,
which is a model for the following concept art:
:
are you adding the Renegade Stealth Trooper to Tremulous?

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #11 on: September 16, 2011, 06:35:22 pm »
Link to Development shots
aliens are fugly. hatterz gonna hate.
about
,
which is a model for the following concept art::
are you adding the Renegade Stealth Trooper to Tremulous? One of the modelers in the project made that model and donated it towards project, we were originally going to use it until we decided to just make a new one.
Was thinking about it, but it was to high poly for tremulous so we just made a new human model. Again some stuff in there is being used some stuff isn't.
« Last Edit: September 16, 2011, 06:47:11 pm by Volt »

Chomps123

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #12 on: September 16, 2011, 07:29:02 pm »
this stuff looks awsome. ;D

just wondering when it will be released. ::)
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Find some time every day to have some fun. ;)

/dev/humancontroller

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #13 on: September 16, 2011, 07:33:11 pm »
Quote from: Volt
I prefer to falsify quotes from other people.

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #14 on: September 16, 2011, 08:11:56 pm »
this stuff looks awsome. ;D

just wondering when it will be released. ::)


Estimated Released Date: 12/31/2011 *-2 months cuz we're ahead of development *

Tremulant

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #15 on: September 16, 2011, 08:21:20 pm »
So, where did the two really nicely crafted and skinned human models come from?
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Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #16 on: September 16, 2011, 08:43:05 pm »
So, where did the two really nicely crafted and skinned human models come from?
Well the guys behind the human models put those together originally. But they proved to be to detailed and couldn't be put into tremulous so, additions to their portfolios i guess. They use a various amount of concept art to model, they'll look at other games and use different ideas they see and then adapt into their models. We go through a lot of different concepts for the humans but what we've figured out is the more sick we make it= Less performance ingame so we're starting to cut back on detail and shaders.

Haraldx

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #17 on: September 16, 2011, 09:46:08 pm »
Sounds rather promising. Looking forward for this.
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jm82792

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #18 on: September 16, 2011, 11:31:43 pm »
Perhaps a set of higher poly models and lower poly models?
Selectable with a checkbox? Perhaps this could be applied with shaders and such?
A $50 GPU seems to be capable of eating Trem for breakfast,
HD, high AA.. The works with 80 FPS.

Nux

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #19 on: September 17, 2011, 12:55:30 am »
So, where did the two really nicely crafted and skinned human models come from?
Well the guys behind the human models put those together originally. But they proved to be to detailed and couldn't be put into tremulous so, additions to their portfolios i guess. They use a various amount of concept art to model, they'll look at other games and use different ideas they see and then adapt into their models. We go through a lot of different concepts for the humans but what we've figured out is the more sick we make it= Less performance ingame so we're starting to cut back on detail and shaders.

I don't understand. If you have an available high-poly model then why aren't you creating a skin from that to be used on a matching low-poly model?

are you adding the Renegade Stealth Trooper to Tremulous? One of the modelers in the project made that model and donated it towards project, we were originally going to use it until we decided to just make a new one.

Someone from within the project donated it to said project?

Firstinaction

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #20 on: September 17, 2011, 04:42:28 am »
Nux- its complicated-  Just stick with making original models...    ;D

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #21 on: September 17, 2011, 06:00:19 am »
So, where did the two really nicely crafted and skinned human models come from?
Well the guys behind the human models put those together originally. But they proved to be to detailed and couldn't be put into tremulous so, additions to their portfolios i guess. They use a various amount of concept art to model, they'll look at other games and use different ideas they see and then adapt into their models. We go through a lot of different concepts for the humans but what we've figured out is the more sick we make it= Less performance ingame so we're starting to cut back on detail and shaders.

I don't understand. If you have an available high-poly model then why aren't you creating a skin from that to be used on a matching low-poly model?

are you adding the Renegade Stealth Trooper to Tremulous? One of the modelers in the project made that model and donated it towards project, we were originally going to use it until we decided to just make a new one.

Someone from within the project donated it to said project?

"I don't understand. If you have an available high-poly model then why aren't you creating a skin from that to be used on a matching low-poly model?"

Response to first question: The first two humans models the one with the "Really big head" and the "one with the glowing stuff" were done by  a contributor to the project and were created before the project was formed so it was donated  and the understanding was "See if you can use these in your project since i won't be using it." It turned out that it was easier said than done. Trem has no support for skeletal animations or what those models would require to work under this engine. We tried and trust me it sounds a lot easier in theory those high poly models will not make it into this engine. So we decided to recreate lower poly models of them and reskin redesign in the case of the human model. Skinning isn't the problem, we have some amazing texture people it's getting models into the game under the engines limitations  that is the issue that is proving to be the most difficult. We go through a lot of different weapon concept models and ideas i have a folder just filled with old models of "aliens,humans,guns,buildables" that were made but were denied final approval. The current human model is concept #4 after it gets textured and get put up on server to be tested in DevGames and doesn't generally tick people off then it might become the prem human, if not back to the drawing board.


"Someone from within the project donated it to said project?"

Response#2 Yes, someone who was around when i first started donated models he made previously towards the project. When he left i tried getting the new modelers who came on after him to work on them. But the new modelers didn't use the same 3d software and didn't want to work on someone else's models so they chose to make their own models instead of using his. You have to understand I outsourced from outside the tremulous community a lot for accelerated  development  early on until more permanent model artist from other quake like games were secured, mainly a ton from "Red Eclipse" and a few random people who helped from deviant art. To begin with it was just me working on this until more members joined so contributors donated stuff that we have but won't be using.  So when i say someone donated it's in regards to one of the many contributors who donated their model project files towards development during the early stages of the mod but are no longer actively working with us. Those two skinned humans listed above are from someone i found on a cg society who originally was very enthusiastic but suddenly had things come up in life so he had to leave. The bsuit + other shots are from current modelers who are in it for the long run.

Hopefully this clears some stuff up. We also plan to release excess models that we're not using on free to use sites, since they're great but might be better suited somewhere else. Also check album every couple of days it gets updated often, with new concepts, and stuff we're working on. But for the most part it's random development shots hehe.

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #22 on: September 17, 2011, 06:09:26 am »
Perhaps a set of higher poly models and lower poly models?
Selectable with a checkbox? Perhaps this could be applied with shaders and such?
A $50 GPU seems to be capable of eating Trem for breakfast,
HD, high AA.. The works with 80 FPS.
Too confusing, simple solution go with crazy graphic settings that only a few can use or stick with graphic settings everyone can use, we chose the later of the two options.

Twizzel

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #23 on: September 17, 2011, 06:34:46 am »
Amazing! Keep up the good work!

Qrntz

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #24 on: September 17, 2011, 12:32:18 pm »
A $50 GPU seems to be capable of eating Trem for breakfast,
Confirmed. GT240 DDR3 never goes under the 125 fps cap.
Just thought that would be useful for someone.
But yes, kudos to you, Volt.

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: Tremz Introduction - A mod for tremulous Screenshots
« Reply #25 on: September 17, 2011, 12:48:31 pm »
So, basically, the two really nice models aren't anything to do with the project in its current form, and you wont tell us who the artist was?  ::)
How about removing those images from the gallery, to avoid future confusion?
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CreatureofHell

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #26 on: September 17, 2011, 01:13:56 pm »
The gallery is very confusing in its current form because no one can tell what's being used. It makes sense if it's a random dev shot gallery but for general public viewing people prefer something they can understand.
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Dracone

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #27 on: September 17, 2011, 04:13:18 pm »
This is interesting. How fresh it's looking brings me to believe that, so long as it is built in such a way that it could maintain incoming players, this could be a much more appealing "new version/game" to those who find the advertisements (the only way Tremulous in general will come back strong).

Progressive and timely updating seems like something that could follow after with this project, something that the "main devs" have struggled to do. The game has not changed responsively enough, given how much time people have waited for 1.2 to begin with, although I don't grudgingly hold anything against the devs. I won't place blame on lack of time OR interest, since neither is deserving of a calling out here.

I was skeptical when I first heard about this project, but it looks to have a great deal of potential for boosting the game. We'll see, good luck Volt + crew.
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Nux

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #28 on: September 17, 2011, 05:34:23 pm »
the understanding was "See if you can use these in your project since i won't be using it."

To be honest, I figured this was the case. I can see you want to drum up support for the project, but you should really be more straight with the facts. For instance, don't 'preview' the project with a model you have no intention of using. If you're deceptive about that, I'm not inclined to trust you about other things.

Attached Image:
I thought I'd illustrate how simple it is to make use of the high-poly model rather than simply discard it (or let it sit in your 'preview' section) and start from scratch. In my case I had to use the picture you provided but IF you have access to the high-poly model, you should be able to do a much better job (in both the texture and the low-poly model). I spent less than an hour on this (and intend to continue it) and I have to say it was mostly to get practice for myself.

My point is, I don't see any excuse for starting it from scratch when you liked the provided model and have access to it. The hardest part is animating the md3 and I don't know if you've even gotten to that part.

Edit: Forgot to mention that this model is ~500 polys in it's current state.
« Last Edit: September 17, 2011, 05:39:57 pm by Nux »

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #29 on: September 18, 2011, 12:44:39 am »
the understanding was "See if you can use these in your project since i won't be using it."

To be honest, I figured this was the case. I can see you want to drum up support for the project, but you should really be more straight with the facts. For instance, don't 'preview' the project with a model you have no intention of using. If you're deceptive about that, I'm not inclined to trust you about other things.

Attached Image:
I thought I'd illustrate how simple it is to make use of the high-poly model rather than simply discard it (or let it sit in your 'preview' section) and start from scratch. In my case I had to use the picture you provided but IF you have access to the high-poly model, you should be able to do a much better job (in both the texture and the low-poly model). I spent less than an hour on this (and intend to continue it) and I have to say it was mostly to get practice for myself.

My point is, I don't see any excuse for starting it from scratch when you liked the provided model and have access to it. The hardest part is animating the md3 and I don't know if you've even gotten to that part.

Edit: Forgot to mention that this model is ~500 polys in it's current state.

Nux "If you're deceptive about that, I'm not inclined to trust you about other things,The hardest part is animating the md3 and I don't know if you've even gotten to that part."

I don't see whats deceptive, when i started this project when i had no one else helping but me i did what any smart thinking person would do i hit up Cg societies hard for model work. I got some models donated and given towards project and it turned out later that i no longer needed them since i got my hands on people who could actual model and understood the engine. In regards to them being animated they are, turns out animating isn't the hard part. What i find surprising is how you guys troll this project, out of the 234 images you decide to focus on 2 of them, 2images of models that we're donated to me in good spirit when i had no modelers. That we later decided to just redo from scratch. When I went and posted similar topics onto "aa's,AussieAssult,XserverX," Communities i got positive feedback, why the hell is the main forums so against any change that isn't from one of the "So called official developers"?

Hell even Dracone who doubted me in the beginning had some positive encouragement, this mod is getting completed either way the development team is strong and everyday there's good dev talks and progress. So either stand behind us or stand infront of our Dragoons and Rifles when it drops, but please leave your negative comments for the trash-bin.