Author Topic: Tremz - A mod for tremulous(Screenshots included)  (Read 103013 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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/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. 

ziplocpeople

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #30 on: September 18, 2011, 12:57:53 am »
Honestly, the work being done here looks great. Keep up the good work, etc etc. It really looks like this is going somewhere.
Best wishes.
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kharnov

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #31 on: September 18, 2011, 01:07:18 am »
Activity on #tremulous: connect, disconnect, connect, disconnect, "hi fleurka", disconnect, connect.
Activity on #tremulous-dev: connect, disconnect, connect, disconnect, chanserv has given operator status to ____, disconnect, connect.
Activity on the private TremZ development channel: constant discussion of new models, new gameplay ideas, exciting ways to take the game to its limits, a very lively energy to everything.

Sorry, but I care little for the cargo cult of Stannum. He comes by, drops off a teaser screenshot, disappears for another few months while everyone salivates for years and years over something that will never come before the community dies. I don't mean to offend his talents as an artist, and I understand that he's probably very busy IRL, but that doesn't cut it. I do think that Stannum is a good artist, and I'd love to see more of his material in the future, but I don't believe he's accomplishing his task at anything approaching a reasonable pace.

To give you an example, here's something that we have accomplished in a single day, a new marauder. All it needs is a texture slapped on it.

« Last Edit: September 18, 2011, 01:13:44 am by kharnov »

Darkgusgus

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #32 on: September 18, 2011, 01:42:00 am »
Some people need to stop clinging to their baby when it's about to grow up.

I'm an admin on Xservers and AA and I do confirm the fact that this project has been well received by
our communities.

The amount of work done in the amount of time proves that this project is doable and the number of players supporting the project assures a player base.

All I see is a good future for this project, heck I'm even thinking about implicating myself (even though my skills for modelling and developing are not up to that).
« Last Edit: September 18, 2011, 03:55:20 am by Darkgusgus »

kharnov

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #33 on: September 18, 2011, 01:44:54 am »
Those trolling this topic are just too attached to their little baby, who is about to get grown up.

I'd like to alter your analogy, if you don't mind. The "little baby" these people cling to is, in fact, a senior citizen, who is about to pass away.

Twizzel

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #34 on: September 18, 2011, 01:54:11 am »
Tremz isn't even yet finished and allready, the flamers come. Cmon guys be open minded. Am looking at the pics and it seems pretty good, I'd be pretty happy to try a new tremulous. Mabey tremulous will revive and we will actually have more than 5 clans.

I can't wait to play! :laugh:
« Last Edit: September 18, 2011, 01:58:50 am by Twizzel »

Creative1

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #35 on: September 18, 2011, 02:07:27 am »
Omg hawtness.

A quick thing about the blaster ( Atleast that's what I presume this is )

The blaster seems to be rotated a bit to where he's holding it at a slant. Perhaps this was just because the time the screenshot was taken as the animation was going and caught it at a funny frame., but that's just my nitpick.


One question about aliens: Are you planning to incorporate chompers on them when you view them in first person too?

Otherwise, I'm definitely looking forward to this. The new HUD is orgasmic and the weapon models make me fuzzly on the inside when I look at them. It's about time something new and fresh came along, there hasn't  been anything this awesome in Trem for like..never.

Anyways, good luck and I'll be checking the devs shots everyday until New Years!  :D
i could possibly make a server on windows then switch back to linux and use that same server

c4

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #36 on: September 18, 2011, 02:33:34 am »
To All of you who are trying to take this project down:

What the fuck has gotten into your heads?  When people come here and give suggestions for mods, you tell them to code it themselves.  When they do, you flame their ass until they leave.  No wonder this game has no players anymore;  It's because most people don't want to tolerate your bullshit.  The game is not being killed off because of the devs or the lack of work being done on the game, it's being killed off because of people here taking out their mental instabilities in real life both on these forums and ingame.  There are plenty of games older than trem that are still played plenty.  For example, CoD2, released almost a year before trem, and even with a new CoD game being released every year, it's still played.  

You people are fucking terrible.  2 months into development, we have more shit than Tremulous has been able to churn out in half a decade, and you're already flaming?  There have been countless threads saying:

"Hey guys, lets put trem on a modern engine, it might start being played again"

to which you guys say

"If you want that, go code it yourself, noob."

And then, when somebody actually steps up to the plate, and does something, _this_ is the response?  

Unbelievable.

If you can show me one example of anyone in this community getting as much as we have done in such a short time then please reply back and post that right now. If not respect that old golden rule "If you have nothing good to say then don't say anything at all."
« Last Edit: September 18, 2011, 02:35:06 am by c4 »
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
 :basilisk: FTW![wiki]basilisk[/wiki]

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #37 on: September 18, 2011, 03:03:50 am »
I don't know when it happened, but these forums use to be a place where ideas weren't shot down where people helped each other and encouraged each other. That seems to have changed, it's very apparent now that regardless of what the community wants "More development" they tend to chase away people who try to better the game. Here's a few good examples

Amaneiu Smartest kid I've ever seen, came into this community with a bunch of ideas and actually went and coded them. He helped started tremfusion which produced a really amazing client and some really cool features. The community chased him away and Urban Terror picked him up and now he's on their offical dev team adding all sorts of cool features.

Forqur3 Someone who use to enjoy modding and doing fun stuff to this game, they trolled his tremx into oblivion. Honestly I didn't see what was wrong with it, he made a mod added new stuff and gave it another name yet people flamed it constantly without even giving it a chance. Now he has completely given up on this game and dishes out that same medicine that was given to him while he actually gave two fucks about this game. He has become and is the #2 troll on these forums.

Paradox someone who was great at producing art and coding, but was chased away by trolls. Luckily I was able to work with him before he left and he gave me all the psd files to the stuff he was working on, which if you cannot tell is now working ingame. Radial menus working, His serverScreen concept working, His other concepts working His sql patch working.

Jex yea here's a good example someone who produced assets for the new Hud that is currently not being touched.  Have any of the coders/developers actually tried getting his stuff to work? Has anyone even tried using his chargeBar assets instead of the ugly ones in GPP now? Is there any roadmap of getting Jex's 1.2 hud concept to work? I doubt it, no problem I'll integrate it into tremz this is opensource after all.

Log from irc, TL:DR "Someone who is an animator/modeler wanting to help with the development of tremulous"
Judging by his Site  you can tell he's a very skilled modeler. How the hell does the community let someone like him just slip away? The official development team has what 1artist stannum and you're telling me you guys let this guy just slip away? where the hell is are the people in charge of the community "Khalsha,Ingar" how do you allow someone with this kind of skill to slip through?
Code: [Select]
<Iciban> hey is any of the admins here?
<philh> Iciban, why?
<Iciban> i have a question regarding a job
<philh> a job?
<philh> what kind of admin are you after, not a server admin, i take it?
<Iciban> ya, like...
<Iciban> programmer
<Iciban> animator
<Iciban> modeler
<Iciban> who ever is in charge
<Iciban> do u know who i can contact?
<Who-[Soup]> khalsa timbo or lakitu would be a good start
<Iciban> alrigth thanks
<Iciban> do they have like an email
<Iciban> ?
<Iciban> ?
<Who-[Soup]> you can pm them on here or on the forums
<Who-[Soup]> that's probably the easiest way
<Iciban> i see
<Iciban> thanks
<Iciban> is there a way to see all the admins names?
<Iciban> so it makes it easier to find them?
<Who-[Soup]> admins where?
<Iciban> like
<Iciban> khalsa
<Iciban> timbo
<Who-[Soup]> not sure

Anyways there's a pattern here, this community has created a Paradox. They want active development, but they also chase away anyone wanting to help in that respect. I will be shooting that Iciban a friendly email because I will not let talent like that slip away, someone who is that good and willing to help should be given a chance.

Edit: Sent him an email and he replied, he was thankful that someone talked to him. He will be helping with modeling and some animation with tremz. -updated 9/18/2011


In conclusion I think some of you need to greatly rethink how you carry yourself on these forums, you've chased away enough talent away from this game. Before you bash this project any further ask yourselves a very important question which is "Do I want a active community that develops shinny new things and keeps this game alive? or Do i want this game to endup like gloom with only 3-5 players on at any given time?"

Also if you didn't know Active Players <200 for a long time now we are in the final days of this game, it's either we act now or watch our game die.



And here is some positive encouragement that has kept this project going

From my friends from Down Under
Quote from: Khaoz  link=topic=xxx date=xxxx
Posted 25 June 2011 - 12:42 AM
I came....
Looks very nice

Quote from: Drifter  link=topic=xxx date=xxxx
Posted 25 June 2011 - 12:54 AM
Looks the sex. Can't wait for it to be released

Quote from: .Minimum  link=topic=xxxx date=xxxxx
Posted 25 June 2011 - 01:25 AM
Its the real volt. woo.

Looks very amazing, very fluid, very modern. Would fit in Crysis.

(Speaking of Crysis, you can't make the hud wobble when you turn, like in Crysis? I can find a vid if you haven't played it)


Quote from: Falcon  link=topic=xxxx date=xxxxx
Posted 25 June 2011 - 01:26 AM
Hey Volt, loved your HUDs. :)
This one's looking sexy as.

Quote from:  link=topic=xxxx date=xxxxx
Posted 25 June 2011 - 02:00 AM
They need people like you on the dev team. This looks sex. Ill be downloading it as soon as its available.

Quote from:   Dan  link=topic=xxxx date=xxxxx
Posted 25 June 2011 - 03:08 AM
Awesome hud!
I've never changed mine in my 6+ years of tremming, I'll be sure to do so once yours in out.

Quote from: Pwnage  link=topic=xxxx date=xxxxx
Posted 25 June 2011 - 08:34 PM
Hello Volt!

This looks really great!

Edit: Geo, you are lulz.


Quote from: .Minimum  link=topic=xxxx date=xxxxx
Posted 25 June 2011 - 08:46 PM
I like the Pulse Rifle.


Quote from: jimzombie  link=topic=xxxx date=xxxxx
Posted 03 July 2011 - 06:54 AM
Drifter said:
Looks the sex. Can't wait for it to be released


WOW that looks awesome, thanks for sharing :>



Quote from: Irfan*  link=topic=xxxx date=xxxxx
Posted 04 July 2011 - 09:11 PM
pff.. i can do better...

lol jokes nice HUD BRO can you show me how you made it!! :)

anyway i use default.. cbf changing lol



Quote from:  jimzombie  link=topic=xxxx date=xxxxx
Posted 04 September 2011 - 01:24 AM
These look pritty sweet, dretch looks a little scary now more like a spider 0.o alot less cute :/



Quote from: Forty-Two  link=topic=xxxx date=xxxxx
Posted 04 September 2011 - 04:37 PM
The dretch looks a bit too... clean for my liking.
But apart from that, sure!



Quote from: Pwnage  link=topic=xxxx date=xxxxx
Posted 04 September 2011 - 05:52 PM
I just checked out your album and looks cool.
Only thing I need to ask though: The helmet pictures where it has some 'film' grain overlaying it, is that from being low HP or just a static pic.
Might be a bit annoying as a static picture all the time.


Also, i hope you're working with the Trem devs and that this is 1.2.


Quote from: Khaoz  link=topic=xxxx date=xxxxx
Posted 04 September 2011 - 06:00 PM
Checked out the album. I like the model dretch not the coloured in one (looks like it's got red lipstick).

Also I think that the 'neoaliens' are far too different, they are starting to look too insect-like. Other than that the rest looks awesome.


Quote from: Falcon  link=topic=xxxx date=xxxxx
Posted 08 September 2011 - 06:17 PM
New buildables look sweet as.

Quote from:  Leighrex  link=topic=xxxx date=xxxxx
Posted 12 September 2011 - 01:58 AM
It all looks hot.
I'll come back to Tremulous once I see some changes :3


From my friends @ XserverX community

Quote from: commander scrooge    link=topic=xxxx date=xxxxx
I love the new gun graphics, although on the pulse rifle it looks like you need to change the pose of the human, since it does split his forearm down the middle. Is the first picture what you plan to make the default human look like?

Also, the HUD looks a bit cluttered, in the full release will there be an option to use a less-cluttered HUD?

Quote from: admin    link=topic=xxxx date=xxxxx
RE: Screenshots of the mod i'm working on
Im all jelly just now



Quote from: JudgeHershey    link=topic=xxxx date=xxxxx
Awesome!!! Incredible!!! The hud is cluttered there. The goggles feel is not pleasant. Maybe put it only on the very edges and very small.

And the spider.... looks like a spider. I would expect something more like the newer Lost in Space movie-like spider. Those actually looked menacing.

Quote from: InDeX    link=topic=xxxx date=xxxxx
Nias I want it lawl, I just think that the hummies menu is a little large but other than that i love it

edit:Yea I know IDK why though probably just not used to seeing a big circular menu like that for weapons . I still think its awesome though :>
*edit o wait thats the armory menu >.< ( I feel like an idiot)
Quote from: DeathReaper    link=topic=xxxx date=xxxxx
Wow thats bad ass!!!

Quote from: Steven 0049    link=topic=xxxx date=xxxxx
HOLY S***!!!! I LOVE IT SOOOOO MUCH! Thats the 1.2 version right? I LOVE IT!!!! Can you actually have the 1.1 and 1.2 version at the same time and be able to choose from both which one you want to play? I want both!!!
Quote from: HermXIV    link=topic=xxxx date=xxxxx
Nice work Volt.

@Steven, it is volt HUD 1.2, but for 1.1.

Look at the server list.


From my friends at AA(usa)
Quote from: Vizzy link=topic=xxxx date=xxxxx
Flawless bro I love them.
Quote from: TimeMan link=topic=xxxx date=xxxxx
nice
Quote from: LuckyCharms link=topic=xxxx date=xxxxx
I swear my pants were blue before I checked this thread out, now they're white!  
Quote from: Bah! link=topic=xxxx date=xxxxx
Impressive stuff. I especially like the skinny, spidery dretches.

Quote from: Vizzy link=topic=xxxx date=xxxxx
Now you know you have to bring these Huds out now damn i love em
Quote from: Darc link=topic=xxxx date=xxxxx
Yeah, they definitely look really nice, would be much cooler to fight those than the meaty ones that are in the game by default.
I wasn't a huge fan of the guns, looks too... Not sure "Bulky" is the right word... But they seem to maybe take too much space, maybe it's just me though.
I love the view as if you're looking through your helmet glass, looks amazing.
All in all, great work, wondering what the exact look for the other aliens will be, but not like it's really important, it's awesome so far.
Loved the armor top and bottom for humans I guess? Picture #198. Looked pretty bad-ass.
Really good job.



« Last Edit: September 18, 2011, 01:54:13 pm by Volt »

Tremulant

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #38 on: September 18, 2011, 03:16:01 am »
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"?
You do realise that those enthusiastic groups are the ones who cry "Yes, make the tyrant explode and fire laser atom bombs from its eyes, also give it wings!!", is it any surprise that they're jumping up and down almost incontinent with excitement the moment anyone posts any kind of mod?
We may not be quite as excitable but I for one am certainly not against your mod, if anything i'm just sad that you don't feel there's any way to realise optimus' concepts with the existing engine.
please leave your negative comments for the trash-bin. 
I really don't think anyone's comments have been intended as purely negative, a couple of us are curious about the origins of the awesome player models and the reasons for not using them, you're not being trolled, i'm sure some of your modellers are good but the two models we picked on are of remarkable quality, and the skins are lovely too, that's the reason it seems so strange that you'd discard them, your reluctance to mention the identity of the artists involved also feels just a little odd. Will you at least stick the models and textures up somewhere for those community modellers not involved in tremz to have a play with(i've no idea if nux would be interested but it seemed like he might be)?

C4, fuck off, seriously, don't attempt to stir up additional trouble, i'm sure we all wish volt and his team every success, we just happen to have a couple of concerns here and there, it's really nothing major and there are certainly no trolling or takedown attempts to be seen.
my knees by my face and my ass is being hammered

Pazuzu

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #39 on: September 18, 2011, 03:22:52 am »
All I see is a competent developer who's near to the community post something about a neat-looking mod he's working on, and a few people giving some positive feedback. Nobody is "taking anything down". Nobody is being negative, even.
So, I might as well play the part. Just kidding. This whole thing looks amazing, but until there's a final product, I'm still a bit skeptical.
Volt, please listen to any feedback anyone has, some of it seems useful. And if you need any help with the whole thing (music, maybe?) in some way, holla at me.

ok, can you give me the tool thingy app that can code?

c4

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #40 on: September 18, 2011, 03:28:48 am »
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"?
You do realise that those enthusiastic groups are the ones who cry "Yes, make the tyrant explode and fire laser atom bombs from its eyes, also give it wings!!", is it any surprise that they're jumping up and down almost incontinent with excitement the moment anyone posts any kind of mod?
We may not be quite as excitable but I for one am certainly not against your mod, if anything i'm just sad that you don't feel there's any way to realise optimus' concepts with the existing engine.
please leave your negative comments for the trash-bin.  
I really don't think anyone's comments have been intended as purely negative, a couple of us are curious about the origins of the awesome player models and the reasons for not using them, you're not being trolled, i'm sure some of your modellers are good but the two models we picked on are of remarkable quality, and the skins are lovely too, that's the reason it seems so strange that you'd discard them, your reluctance to mention the identity of the artists involved also feels just a little odd. Will you at least stick the models and textures up somewhere for those community modellers not involved in tremz to have a play with(i've no idea if nux would be interested but it seemed like he might be)?

C4, fuck off, seriously, don't attempt to stir up additional trouble, i'm sure we all wish volt and his team every success, we just happen to have a couple of concerns here and there, it's really nothing major and there are certainly no trolling or takedown attempts to be seen.


This pretty much sums you up:

Quote
<your_face> tremulant has a quick tongue
<your_face> but with nothing logical
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
 :basilisk: FTW![wiki]basilisk[/wiki]

your face

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #41 on: September 18, 2011, 03:34:38 am »
o gee thanks for using that quote

tremulant you're a cool fish
spam spam spam, waste waste waste!

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #42 on: September 18, 2011, 03:35:52 am »
We may not be quite as excitable but I for one am certainly not against your mod, if anything i'm just sad that you don't feel there's any way to realise optimus' concepts with the existing engine.
The goon,Rant,New class under rant are being based on optimus's work. When Optimus has more time irl he said he'd submit more concept art for us to use.
I really don't think anyone's comments have been intended as purely negative, a couple of us are curious about the origins of the awesome player models and the reasons for not using them, you're not being trolled, i'm sure some of your modellers are good but the two models we picked on are of remarkable quality, and the skins are lovely too, that's the reason it seems so strange that you'd discard them, your reluctance to mention the identity of the artists involved also feels just a little odd. Will you at least stick the models and textures up somewhere for those community modellers not involved in tremz to have a play with(i've no idea if nux would be interested but it seemed like he might be)?

C4, fuck off, seriously, don't attempt to stir up additional trouble, i'm sure we all wish volt and his team every success, we just happen to have a couple of concerns here and there, it's really nothing major and there are certainly no trolling or takedown attempts to be seen.


The models all of them, that we're not using will be put up on on http://opengameart.org/ and blendswap.com and excess assets and psd files will make it there as well. The artist for those two models can be found somewhere on http://www.cgsociety.org/ thats where i obtained them after sending some pm's I'd have to dig at my email for their handles but you can narrow the search down by using "UDK" "Solider model" ect..  Those models are great but  they need too much work to get put into this engine, I've seen Nux's attempt but his model isn't segmented when you get into actually getting that thing segmented cutting it up then animating things get hard. So we chose to just discard them. The reason they have not been removed from album is because they are apart of development, and someday in the future people will want to see the early stages of development and the different concepts we ran through. Again that album has "Random Development shots" different things we've tried, different ideas we've considered.  


Edit:

In retrospect I thought I'd Apologize to Nux,Tremulant, and anyone else who I thought was flaming.

Powa gave me an analogy that helped me see things differently :P
 
Code: [Select]
Powa: it's like you're building a hut, and you spent a lot of work into it, but you know it's far from finished
Powa: it's missing an entire wall even
Powa: and someone is like
Powa: where is the wall?
Powa: and instead of saying
Powa: "Oh it's a work in progress the wall is planned for tomorrow"
Powa: you say "fuck you asshole I have 14 people I can build a good damn wall"

I got defensive and thought people were attacking the quality of work my modelers were producing but they weren't. Anyways I hope we can put that behind us and get back ontopic.

 
« Last Edit: September 18, 2011, 03:57:41 am by Volt »

Firstinaction

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #43 on: September 18, 2011, 06:41:32 am »
Omg hawtness.

A quick thing about the blaster ( Atleast that's what I presume this is )

The blaster seems to be rotated a bit to where he's holding it at a slant. Perhaps this was just because the time the screenshot was taken as the animation was going and caught it at a funny frame., but that's just my nitpick.


One question about aliens: Are you planning to incorporate chompers on them when you view them in first person too?

Otherwise, I'm definitely looking forward to this. The new HUD is orgasmic and the weapon models make me fuzzly on the inside when I look at them. It's about time something new and fresh came along, there hasn't  been anything this awesome in Trem for like..never.

Anyways, good luck and I'll be checking the devs shots everyday until New Years!  :D
Well Creative thats the Psaw actually
The blaster is more placed like in normal fps games played today...
O forgot to post new shots ingame of new position,,,   

Firstinaction

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #44 on: September 18, 2011, 07:17:15 am »
There you go-   

Uploaded with ImageShack.us

bleach

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #45 on: September 18, 2011, 09:18:42 am »
Good for you Volt for posting this on here.  It shows a large amount of faith and trust you have for the people who still post on here.  If you need funds for anything I'm your man.  (Within reason of course)  I want you to keep up the good work.  This is very exciting and I look forward to it.

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #46 on: September 18, 2011, 10:06:20 am »
Good for you Volt for posting this on here.  It shows a large amount of faith and trust you have for the people who still post on here.  If you need funds for anything I'm your man.  (Within reason of course)  I want you to keep up the good work.  This is very exciting and I look forward to it.

Thanks, for the encouragement, also i just updated album with a few shots from today.

CreatureofHell

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #47 on: September 18, 2011, 10:14:14 am »
Now this is awesome:

{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #48 on: September 18, 2011, 10:15:39 am »
Now this is awesome:


when it's done it will look more like this

CorSair

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #49 on: September 18, 2011, 10:17:54 am »
This stuff looks awesome. And that mara begs for proper skin.

I hope you're keeping up the work. It's a shame if this work is wasted away. Really.
Like this one:

Or:

By the way, have you or any of your crew shots of that suit being modelled? :p

Too bad that real life takes big amount of my time. Not even time to play even. Otherwise, I would start to learn modeling (which I have tried to do for over year now ,And yes, I fail!!), and start to contribute to projects like this.

Best of luck to you, Volt! :)

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #50 on: September 18, 2011, 10:46:37 am »
This stuff looks awesome. And that mara begs for proper skin.

I hope you're keeping up the work. It's a shame if this work is wasted away. Really.
Like this one:

Or:

By the way, have you or any of your crew shots of that suit being modelled? :p

Too bad that real life takes big amount of my time. Not even time to play even. Otherwise, I would start to learn modeling (which I have tried to do for over year now ,And yes, I fail!!), and start to contribute to projects like this.

Best of luck to you, Volt! :)

Give us about 2weeks with the bsuit, we're focusing on getting the base human textured along with the rest of the human stuff, then we'll work on segmenting the bsuit and then lowering poly count so it gets ingame I'll post screenshots into that album when the bsuit gets put ingame.

Meisseli

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #51 on: September 18, 2011, 12:59:44 pm »
Good luck! Here's some good advice you should in my opinion follow:

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.

You should group images to "concept art", "alien models -> dragoon", etc., it would help a lot.

Also, if you plan to make a project like this, an entirely new website with forums, screenshots, videos, etc. would be very much appreciated, almost a requirement even.

Volt

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Re: Tremz Introduction - A mod for tremulous Screenshots
« Reply #52 on: September 18, 2011, 01:19:48 pm »
Good luck! Here's some good advice you should in my opinion follow:

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.

You should group images to "concept art", "alien models -> dragoon", etc., it would help a lot.

Also, if you plan to make a project like this, an entirely new website with forums, screenshots, videos, etc. would be very much appreciated, almost a requirement even.
Grouping images is something on the back burner of things to do. We have a dev website with forums setup but it's not open to the public. A website is in development but the only thing keeping it from going live is some database issues with linking of achievement/award system within trem to web pages.Here is a image of the website design. We're making progress, I'll see if i can get someone to work on grouping images so they're more friendly. Thanks for the input.

Nux

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #53 on: September 18, 2011, 02:04:04 pm »
Sorry if I came across as a hater. What you guys are doing is the kind of thing I'd love to be doing myself and I really do hope the project keeps it's pace and luster because it looks like you'll go far.

If I do have negative things to say, it's because I want the project to succeed and am offering what I can to help. I can understand it's not nice to be called 'deceptive' so take consolation in my choice of words because I don't believe you have outright lied, and if you're guilty of anything it's of being proud of your project. :)

vcxzet

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #54 on: September 18, 2011, 02:15:48 pm »
I will wait for a demo before joining the hype wagoon

OhaiReapd

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #55 on: September 18, 2011, 02:30:27 pm »
+1, and lulz at the haters.

Aelita

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #56 on: September 18, 2011, 02:54:10 pm »
5. Admin system that is based on sql so it's easily compatible with
web applications

11. Updated install files
12. House cleaning of tremulous code and project file

Adding SQL support to tremded was probably the best thing I ever did back when I ran a server. Integration ftw! I'm also curious to see how much cleaner your source tree is.

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #57 on: September 18, 2011, 03:01:43 pm »
Sorry if I came across as a hater. What you guys are doing is the kind of thing I'd love to be doing myself and I really do hope the project keeps it's pace and luster because it looks like you'll go far.

If I do have negative things to say, it's because I want the project to succeed and am offering what I can to help. I can understand it's not nice to be called 'deceptive' so take consolation in my choice of words because I don't believe you have outright lied, and if you're guilty of anything it's of being proud of your project. :)
Thanks, I appreciate it.

 Well word on the street is you're a good artist, want to do some concept art? hit me up on #voltdev on irc we'll talk :)

I will wait for a demo before joining the hype wagoon
Your signature is cute, you can't positively be as grumpy as you come off as :) and if you are "f0rqu3" thanks for the help a few years ago when i was asking 100million questions on how to do stuff to trem on irc. I was newbie then but those answers lead to many great things. Judging by my email it was on 12/16/08 I think i emailed one of your buddies looking for a patch that did something to server browser to which he got you to come on irc to try and help me. The newbie filled question&Answer session judging by the logs was irritating to re-read seeing as I was asking very basic questions that shouldn't have been asked. But you answered them anyways, This is prob. the reason why i try to answer peoples questions when I see that they're having problems with anything related to trem. Just wanted to say, that I'd prob. wouldn't even been doing this mod if i didn't get those questions answered that day, so Thanks!

If you aren't f0rqu3 then disregard the post above, but i still think you have a cute signature.


Edit: I'd just like to say posting here was prob. the smartest idea. Since posting here we've picked up 2more model artist, an engine render expert and an amazing texture artist. This community still has hope!
« Last Edit: September 18, 2011, 03:49:48 pm by Volt »

Nux

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #58 on: September 18, 2011, 03:33:32 pm »
I'll be on later today to chat.

As for the low-poly model, I'm currently trying to figure out the best way to make the model segmented without losing it's smooth look. Not easy.

Fun fact: The current human player model for tremulous has exactly 1337 faces.

Julius

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #59 on: September 18, 2011, 04:13:13 pm »
That looks really nice... and awesome speed of development (I wish I was that productive :( ).

About the segmentation... why not switch to a more modern model format like iqm ( http://lee.fov120.com/iqm/ )or md5? Implementations for the quake3 engine exist AFAIK and it will look a lot better and even render faster on todays (and the last 5 years) GPUs.

Another thing:

OpenWolf a WolfET source-code enhancement project is already somewhat tremulous compatible, while vastly enhancing the engines looks and features...
http://www.splashdamage.com/forums/showthread.php/29503-OpenWolf
http://forum.freegamedev.net/viewtopic.php?f=22&t=1969

Wouldn't it be an awesome idea to collaborate with those guys and base Tremz on that engine (could be very easy to do... well maybe).

Anyways... keep up the great work!

P.S.: What will be the license of the media files? Creative commons Attribution Share alike like the original tremulous assets?


Julius

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #60 on: September 18, 2011, 04:47:46 pm »
Ahh nearly forgot

I still have this model (Licensed CC-by-SA) I originally made for a Red Eclipse mod which doesn't look like it will actually materialize, but it would probably fit to Tremz also:
http://forum.freegamedev.net/viewtopic.php?f=53&t=1481&start=75 (download to latest Blend file in last post, some WIP screens earlier).

Feel free to use it, it just needs a texture (it is uv mapped and animated with the standard Red Eclipse rig).

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #61 on: September 18, 2011, 05:05:30 pm »
That looks really nice... and awesome speed of development (I wish I was that productive :( ).

About the segmentation... why not switch to a more modern model format like iqm ( http://lee.fov120.com/iqm/ )or md5? Implementations for the quake3 engine exist AFAIK and it will look a lot better and even render faster on todays (and the last 5 years) GPUs.

Another thing:

OpenWolf a WolfET source-code enhancement project is already somewhat tremulous compatible, while vastly enhancing the engines looks and features...
http://www.splashdamage.com/forums/showthread.php/29503-OpenWolf
http://forum.freegamedev.net/viewtopic.php?f=22&t=1969

Wouldn't it be an awesome idea to collaborate with those guys and base Tremz on that engine (could be very easy to do... well maybe).

Anyways... keep up the great work!

P.S.: What will be the license of the media files? Creative commons Attribution Share alike like the original tremulous assets?



Wow, thanks for the great links i'm going to check them out. We considered  iqm but I changed my mind because it would require redoing all the .md3 models. But since we're already doing that currently I might reconsider. In regards to license Tremulant talked to me on irc and raised some valid points I have to consider some things, but I want to get as close to FOSS as possible. I'll most likely pick something that allows reuse with attribution.

Julius

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #62 on: September 18, 2011, 05:19:05 pm »
I still have this Iqm model (just needs a skin, but is animated and uv mapped already):
http://forum.freegamedev.net/viewtopic.php?f=53&t=1481&start=75 (blend download in last post)

From a probably dead Red Eclipse TF mod. Might fit to Tremz as well!
License CC-by-SA.

vcxzet

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #63 on: September 18, 2011, 05:47:39 pm »
segmented ???
I hope you will not use MD3 after working a lot on those models.
Most of your work will be wasted.
Better make a sand castle on a beach, at least you could meet some hot girls.

Pazuzu

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #64 on: September 18, 2011, 06:06:05 pm »
Sorry if I came across as a hater.
Nah, what you said just sounded like constructive criticism (to me, at least).
Grouping images is something on the back burner of things to do.
I would volunteer for that, but you own the photo album, so I'm not sure how that would work.

ok, can you give me the tool thingy app that can code?

StevenM

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #65 on: September 18, 2011, 07:32:05 pm »
Like i said in a previous post, this project is rolling along at a rapid pace. I respect Volt and his team, they have taken initiative and it all looks very promising.

Obviously, once released there are still going to be issues, but in my discussions with volt, it seems as though he is willing to base gameplay changes on open discussion, and not some graph. Something that in my opinion is lacking here.

your face

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #66 on: September 19, 2011, 02:22:22 am »
this looks awesome, great job.

i hope to be able to contribute to this epic project some time!
spam spam spam, waste waste waste!

|GBA|QweefZilLa

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #67 on: September 19, 2011, 05:23:00 am »
I think I gizzed my pants when I first saw the screen shots great work volt I hope it all comes together !!! If you need someone to help you test stuff out I can be there ...I have no skills with anything computer wise but I have tons of free time to hop in a server with you if you ever need someone ... my skype is socom1989

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #68 on: September 19, 2011, 06:42:02 am »
Low poly of big head fails soo hard

Normal Map


Low poly compared vs high


another view


back


Yea I think we'll stick with the other human :P

Menace13

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #69 on: September 19, 2011, 08:52:21 am »
But that guy looks like he has a helmet on :[

but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.

Julius

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #70 on: September 19, 2011, 08:58:51 am »
So, no interest in the iqm model I did?

Although I have to admit, the Red Eclipse default weapon pose is not that great and would probably need to be tweaked.
Edit: Other head variation: http://i.imgur.com/VMufc.png
« Last Edit: September 19, 2011, 09:02:19 am by Julius »

Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #71 on: September 19, 2011, 09:09:38 am »
But that guy looks like he has a helmet on :[
Because he's s2 and actually has a helmet on, when he's s1 he doesn't have helmet and face is visible. That's the stage two human with light Armour on along with helmet.

@ Julius I'll talk to my model team and let them know you're interested in donating some assets.

Tremulant

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #72 on: September 19, 2011, 11:25:52 am »
Low poly of big head fails soo hard
why/how?
my knees by my face and my ass is being hammered

CreatureofHell

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #73 on: September 19, 2011, 12:27:22 pm »
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Celestial_Rage

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #74 on: September 19, 2011, 05:31:46 pm »
Low poly of big head fails soo hard
why/how?

I assume it is because it looks rather silly.
"The reports of my death are greatly exaggerated" ~Mark Twain

Tremulant

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #75 on: September 19, 2011, 06:05:27 pm »
Low poly of big head fails soo hard
why/how?

I assume it is because it looks rather silly.
what does? he hasn't actually posted a lowpoly high poly comparison, just different levels of render from the same model.
my knees by my face and my ass is being hammered

Celestial_Rage

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #76 on: September 19, 2011, 10:44:01 pm »
"The reports of my death are greatly exaggerated" ~Mark Twain

Tremulant

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #77 on: September 19, 2011, 11:32:55 pm »
A Chicken stood next to a donkey

It isn't true, but it's written above the image, so why not? Bear in mind that volt isn't the modeller for these, they're from one of his guys, his captioning may be a little confused, i see a flat render with skin, a render with bump and normalmaps, a wireframe, and a bumpmap on its own, i'm no expert but i'm not sure it's accurately labelled.
my knees by my face and my ass is being hammered

Err0r

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #78 on: September 20, 2011, 11:48:56 am »
Sorry for crashing into topic, but I believe that something like this would be great addon for this game/mod.

I didn't want to make confusion or problems with too many pictures posted or to brake some forum rule with this post.
If I did that, please forgive me.















Volt

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #79 on: September 20, 2011, 12:10:51 pm »
Err0r first off don't worry about the image linking, it doesn't really bother me. Secondly correct me if i'm wrong, is what you were trying to demo tremulous maps working under ET or the unscreen text with the UI to tell a player what they can do? I believe a little bit more detail is required to get your point across so please feel free to give that extra explanation.

Julius

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #80 on: September 20, 2011, 12:54:08 pm »
I think he is referring to the ability of OpenWolf to load tremulous maps.
In the thread about it on our forums:
http://forum.freegamedev.net/viewtopic.php?f=22&t=1969
I asked about it too and the lead developer thinks it might be possible but a bit more complex and something to think about later.

Overall I would say however, that Tremz (or Tremulous in general) could probably benefit from a switch to an enhanced open-source Wolf:ET engine and as it is based on Q3 too it shouldn't be too difficult to do (but not as easy as you might think either).


Vape

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #81 on: September 20, 2011, 08:43:37 pm »
get rid of granger in op pls
-If you think its a joke, it's like thinking that kicking a dog/shooting someone innocent in the leg is funny.
Meisseli is a dump face ... Telling that gpp have no cheat is like tell that Meisseli mother dont suck cock !!!!

Lecavalier

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #82 on: September 21, 2011, 06:24:34 am »
Estimated Released Date: 12/31/2011 *-2 months cuz we're ahead of development *
Release dates have hurt me so many times in the past. I don't know if I can get excited about them anymore.
I wanted you to see me before I killed you.

|GBA|QweefZilLa

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #83 on: September 21, 2011, 02:55:51 pm »
Estimated Released Date: 12/31/2011 *-2 months cuz we're ahead of development *
Release dates have hurt me so many times in the past. I don't know if I can get excited about them anymore.
+ 1
 :basilisk:
 :human:
^ who doesn't like a comfy bassy hat ??

GeneralScott

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #84 on: September 21, 2011, 06:19:30 pm »
About stuff, will you transfer to (or have some option to use) the models Stannum has made when 1.2 actually comes out? Although 1.2 has taken WAY too long (obviously) I really do like the weapons models... Somewhat a lot.

Lakitu7

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Re: Tremz - A mod for tremulous(Screenshots included)
« Reply #85 on: September 24, 2011, 08:36:25 pm »
This thread has been locked on the direct and unsolicited request of its authors, who wish that the discussion be continued elsewhere.