Author Topic: TremZ: development and discussion  (Read 78958 times)

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
TremZ: development and discussion
« on: September 21, 2011, 06:10:56 pm »
Hi folks!

As you're probably well aware by now, our development team has been working on a project, which we've given the working name of TremZ (subject to change upon release). In this thread, I'll be posting development updates every week, possibly even bi-weekly due to the enormous amount of progress we've been making. You can also ask questions, which I'll answer as soon as possible. The projected release date for TremZ is this December.

TremZ will always remain free and open source.

And now for some expected questions:

TremZ FAQ

Just what exactly is TremZ?

To put it simply, it is the evolution of Tremulous. Having grown frustrated with the stagnant state of the game, we have taken it upon ourselves to provide the update that everyone has been waiting for, to save the community from extinction at the hands of those that care little for it. With our can-do attitude, we've been making enormous strides, doing everything from overhauling the engine to providing you with shiny, cool new models and even providing new gameplay features and other exciting things. What has been taking the original developers many uneventful years, we are accomplishing in three months.

What are some of the development goals?

  • Actual VoIP support, team based.
  • Achievements and awards.
  • New maps with a commercial feel.
  • Updated, modern interface.
  • SQL-based admin system to interface with web applications.
  • Updated sounds.
  • Awesome gameplay features.
  • Brand new web features.
  • Updated engine, client and server.
  • Development toolkits.
  • Updated install files.
  • Cleaning up game code.
  • New weapons and classes!
  • Female models!

Will TremZ be compatible with 1.1 and GPP?

No. TremZ has an updated engine, along with new binaries and a new master server. It will not be compatible with previous versions of Tremulous, but we will still include a "classic" mode so that you can play a properly balanced GPP using the same gameplay mechanics that you are used to.

Are you affiliated with Darklegion Development?

No. We are a completely distinct development team. Having pooled our efforts together, we make enormous leaps of progress that will be documented in this thread.

Can I join your development team?

Yes! We are very welcome to suggestions from the community, and if you have a useful skill, you can join us. We currently have 2-6 people in each task, but if you can contribute at our rapid pace, feel free to send me an email at kharnov@gmail.com.  I am the project's head of public relations, and I can discuss your admission with Volt. The tasks, by the way, are: engine coding, game coding, bot coding, mapping, modeling, 2D texturing, sounds, and story. There is no hard limit on how many people can contribute.

Will you have a new site up?

Yes, and a new forum as well. The site and forums have already been designed, but they won't be made public until after we've made our public release this December. Moderator applications will likely be set up a couple of weeks before we're finished.

Will TremZ be on Steam?

Yes, we have contacted Steam representatives. Once we work our way through some checkpoints, the game will be very likely downloadable from Steam.

Do you have an IRC channel?

Yes, we have one private one for development, and a public one that has just been set up. Feel free to lurk on #tremz on Freenode.

Progress update, 09/21/11

The engine overhauls, finished by this coming Sunday:
  • Modern OpenGL 3.2 renderer, based on XreaL
  • MySQL relational database management system
  • Ruby support for system administrators
  • Newton game physics
  • Built-in IRC lobby
  • Dynamic OpenSSL libraries
  • OGG Vorbis audio decoding
  • OpenAL sound API support
  • OGV Theora compression format
  • In-engine VoIP support
  • Mumble positional audio support
  • Localization for other languages
  • Dropping of the QVM format, support for a .dll and .so architecture

Screenshot of the week:

« Last Edit: September 21, 2011, 09:57:21 pm by kharnov »

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: TremZ: development and discussion
« Reply #1 on: September 21, 2011, 06:14:27 pm »
Who is "we"?
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

GeneralScott

  • Posts: 291
  • Turrets: +3/-8
Re: TremZ: development and discussion
« Reply #2 on: September 21, 2011, 06:23:35 pm »
Whoah! I just saw the word "Steam." Wow. I really didn't see that coming. That's really really ambitious. You guys should also have a website for TremZ so you won't have to send everyone to a million links and etc.

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #3 on: September 21, 2011, 06:25:54 pm »
Who is "we"?

We haven't come up with a name for our development team, but at the moment, our developers would like to stay a little secret because of the enormous amount of emails they'd be getting.

However, I can give you this hint: if someone is a long-time modeler or mapper in this community, or has been involved with earlier projects for Tremulous, they're likely already on our team. I believe at last count, we have about 20 developers, all of them working in teams on each component of the game.

GeneralScott

  • Posts: 291
  • Turrets: +3/-8
Re: TremZ: development and discussion
« Reply #4 on: September 21, 2011, 06:26:02 pm »
So you guys completely overhauled the q3 engine in what... a week? People have spent more than a week arguing in forum posts about how impossible doing that was....

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #5 on: September 21, 2011, 06:28:11 pm »
Whoah! I just saw the word "Steam." Wow. I really didn't see that coming. That's really really ambitious. You guys should also have a website for TremZ so you won't have to send everyone to a million links and etc.

All in the works.

So you guys completely overhauled the q3 engine in what... a week? People have spent more than a week arguing in forum posts about how impossible doing that was....

We don't argue. We do.

Haraldx

  • Posts: 373
  • Turrets: +15/-69
Re: TremZ: development and discussion
« Reply #6 on: September 21, 2011, 06:43:51 pm »
Hah, checked those pictures in Volt's post. What's with these slightly... well... somehow looking screenshots?



Doggy style in the last picture?

And what is this? Somekind of turret that comes from the ground when aliens appear on site?
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #7 on: September 21, 2011, 06:48:35 pm »
Haraldx, those first two screenshots are the priestess that one of our developers made for the old Unvanquished project. Just some silly playing around with models.

The turrets are a concept we've been playing around with. We'll have more to report on them in a few days.

ziplocpeople

  • Posts: 346
  • Turrets: +23/-20
Re: TremZ: development and discussion
« Reply #8 on: September 21, 2011, 07:06:35 pm »
So you guys completely overhauled the q3 engine in what... a week? People have spent more than a week arguing in forum posts about how impossible doing that was....
Quote from: kharnovbro
We don't argue. We do.
From my understanding it's not the fact that it would be impossible to overhaul ioq3, but rather that if the Tremulous dev team were to do so they'd also need/want new/better assets to accompany them; something that takes a lot of skill and time to do. The TremZ team is apparently doing all of that, and are able to do so because they picked up a lot of skilled people in a rather short amount of time. Meanwhile Darklegion is standing by the proven to be solid/stable ioq3 engine, with very few modifications.
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation

SPK

  • Posts: 58
  • Turrets: +2/-0
Re: TremZ: development and discussion
« Reply #9 on: September 21, 2011, 07:40:05 pm »
TremZ making it into Steam... awesome, that's the best thing I could hear

cron

  • Donators
  • *
  • Posts: 197
  • Turrets: +22/-22
    • GrangerHub
Re: TremZ: development and discussion
« Reply #10 on: September 21, 2011, 08:04:00 pm »
Sorry bro, but there's no open source games on Steam for now.

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #11 on: September 21, 2011, 08:15:29 pm »
Sorry bro, but there's no open source games on Steam for now.

For now.

If we can't do it by then, we'll have something else figured out.

RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #12 on: September 21, 2011, 08:19:46 pm »

What are some of the development goals?

  • Achievements and awards.
  • New maps with a commercial feel.
  • Awesome gameplay features.
  • Brand new web features.
  • Female models!

  • you'll want to be careful about that.  those can easily lead to bad gameplay, depending on what the goals are set as. at best expect a couple of players to be playing "loltastically" for the objective of an achievement, rather than "properly, focused on the objective of the team.  at worst expect servers full of idlers.  i've never played tf2, but i have heard "horror stories" all stemming from achievement type mechanics.
  • "commercial"?  what do you mean?  as in more "professional" or less "hobbyist"?   why havent these people been flooding the trem we have with more "commercial" maps?  do you mean the maps will be more balanced?  more complex?  what?
  • like what?
  • like what?
  • force models option for those of us that do not want, please.


Will TremZ be on Steam?

Yes, we have contacted Steam representatives. Once we work our way through some checkpoints, the game will be very likely downloadable from Steam.

expect a flood of players for 4~6 months, then a trickle comparable to what trem gets now with being included in repositories and such.  i, personally, would not want to be in such "proximity" to the kinds of users steam will bring.  steam accepts mods made in q3 based engines rather than their own q3 mod - source?  it's been about two years, granted, but the last time i browsed the selection of "free games" on steam, they were all source mods.  pvkii and eternal silence come to mind.

aside from the questions and concerns above, and the (in my personal opinion) mostly bad alien concepts, i'll likely be giving this a try upon release.  it is also good to see how much some dedicated individuals can do when they put their mind to it.  it is a damn shame that the productivity of your team has not really been allowed to help speed up our current trem's development.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: TremZ: development and discussion
« Reply #13 on: September 21, 2011, 08:24:21 pm »
Sorry bro, but there's no open source games on Steam for now.

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

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #14 on: September 21, 2011, 09:13:35 pm »
Commercial as in more professional looking maps with interesting gameplay. Yes, more balanced and complex. We're not going to have garbage joke maps like Megaprocyon. The gameplay features we can't reveal just yet, but we'll be teasing you with them over the coming months. Same with web features.

Quote
it is a damn shame that the productivity of your team has not really been allowed to help speed up our current trem's development.

Our development team has an open, meritocratic model. If you can contribute something, have the time, are not burned out, and can work in a team, we'll take you. We are not separate from the community. We will listen to all concerns, and base gameplay decisions not off some spreadsheet, but rather off of what you folks are interested in, as long as it can be balanced.

Also, here. Have a work-in-progress granger. We'll likely be making the tusks blunt and the legs shorter and fatter. What a granger.




And here's a special bonus, a turret concept we just made today!

« Last Edit: September 21, 2011, 09:59:32 pm by kharnov »

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: TremZ: development and discussion
« Reply #15 on: September 21, 2011, 09:23:36 pm »
Commercial as in more professional looking maps with interesting gameplay. Yes, more balanced and complex. We're not going to have garbage joke maps like Megaprocyon. The gameplay features we can't reveal just yet, but we'll be teasing you with them over the coming months. Same with web features.
You're going to enforce strict rules on maps unlike the open-minded Darklegion Development?
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #16 on: September 21, 2011, 09:25:49 pm »
You're going to enforce strict rules on maps unlike the open-minded Darklegion Development?

I'm referring to our default maps.

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #17 on: September 21, 2011, 09:41:55 pm »
guys you are funny.
Dark Legion Development is no more.
It is disbanded years ago.
Tremulous is currently maintained(derp...) by Mercenaries Guild(aka we-rock-you-suck-procrastinate-all-day-ignore-everyone) Development and their minions.

RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #18 on: September 21, 2011, 09:49:21 pm »
default maps for current trem being: ACTS, Nivius, Nexus, Nano, and Tremor?

acts, the most popular, is basically a killbox slightly modified to take advantage of the strengths of both teams.  it is simple and fun, no one really has a glaring advantage because of this map.  i am not sure how it could be made more "commercial", or professional.

nivius and nexus are both good.  they are not as "balanced" as atcs, but they are good, and asymmetrical.  my only real issues are the extra fluff on the walls and ceilings that like to send you flying off in a random direction when wallwalking.  hard to see room for improvement there.

nano has the same issue to a greater degree, in addition to being another symmetrical killbox variation.  it seems to me to be slightly biased towards the humans by way of its large, unbroken by cover, space in the middle.  this is in contrast to the atcs bunker which provides quite a bit of cover.

tremor needs the most work because not only do both default bases really suck, the long hallways, shit on the walls and ceilings, slow doors, and large rooms are really biasing in the human's favor.

except in the case of tremor, or any other maps that are considered default that i did not list, i do not see how you can make more professional default maps.  this is barring overall improvements such as adding shaders and overall improvements to the engine.  all trem maps can be vastly improved with such.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

Lecavalier

  • Posts: 227
  • Turrets: +17/-5
Re: TremZ: development and discussion
« Reply #19 on: September 21, 2011, 09:55:35 pm »
Commercial as in more professional looking maps with interesting gameplay. Yes, more balanced and complex. We're not going to have garbage joke maps like Megaprocyon.
Just promis not do do-away with the very simple maps and that's great 8)

That looks like a pokemon
I wanted you to see me before I killed you.

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #20 on: September 21, 2011, 09:58:53 pm »
Lecavalier, that is a hermit crab

ACKMAN

  • Posts: 342
  • Turrets: +9/-20
Re: TremZ: development and discussion
« Reply #21 on: September 21, 2011, 10:03:30 pm »
you'll want to be careful about that.  those can easily lead to bad gameplay, depending on what the goals are set as. at best expect a couple of players to be playing "loltastically" for the objective of an achievement, rather than "properly, focused on the objective of the team.  at worst expect servers full of idlers.  i've never played tf2, but i have heard "horror stories" all stemming from achievement type mechanics.

Idling in TF2 and it's achievements aren't related in any way. People idle to get new items. Achievements only grow your e-pen. There are "achievement servers" which some people use to get them quickly, on these servers you can find bots to kill with ease or maps that have some elements that can be helpful.

expect a flood of players for 4~6 months, then a trickle comparable to what trem gets now with being included in repositories and such.  i, personally, would not want to be in such "proximity" to the kinds of users steam will bring.  steam accepts mods made in q3 based engines rather than their own q3 mod - source?  it's been about two years, granted, but the last time i browsed the selection of "free games" on steam, they were all source mods.  pvkii and eternal silence come to mind.

Steam started supporting free games since TF2 went free to play. Now you can find several free games besides Source mods(there are only a few, tho).

Lecavalier

  • Posts: 227
  • Turrets: +17/-5
Re: TremZ: development and discussion
« Reply #22 on: September 21, 2011, 10:06:01 pm »
Yes, its design was based on the hermit crab. Very good :)
I wanted you to see me before I killed you.

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #23 on: September 21, 2011, 10:17:13 pm »
Here's a pulse rifle! You can see the hand attached too, it's part of the model. Now you can see the hand while you wield your gun.


SPK

  • Posts: 58
  • Turrets: +2/-0
Re: TremZ: development and discussion
« Reply #24 on: September 21, 2011, 11:11:33 pm »
Is it possible to avoid change the current granger model??  T_T
It wont be the same anymore without it. It was so cute...

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #25 on: September 21, 2011, 11:12:15 pm »
Is it possible to avoid change the current granger model??  T_T
It wont be the same anymore without it. It was so cute...

Well, since GT is involved in the project, I can assure you, the new granger will be absolutely adorable. You will want to meet that granger.

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: TremZ: development and discussion
« Reply #26 on: September 21, 2011, 11:26:20 pm »
Is it possible to avoid change the current granger model??  T_T
It wont be the same anymore without it. It was so cute...

Well, since GT is involved in the project, I can assure you, the new granger will be absolutely adorable. You will want to meet that granger.

I am sorry but is TremZ about to indulge in fan service?
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #27 on: September 21, 2011, 11:27:38 pm »
I am sorry but is TremZ about to indulge in fan service?

Granger is NOT for what you're thinking of.  >:(

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: TremZ: development and discussion
« Reply #28 on: September 21, 2011, 11:33:31 pm »
So you guys completely overhauled the q3 engine in what... a week? People have spent more than a week arguing in forum posts about how impossible doing that was....

We don't argue. We do.
Well, that was enlightening... ::)
my knees by my face and my ass is being hammered

RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #29 on: September 21, 2011, 11:41:25 pm »
I am sorry but is TremZ about to indulge in fan service?

Granger is NOT for what you're thinking of.  >:(
granger is for platonic friendship.

i like that granger model btw.  i'd "de-cone" the abdomen, but overall, it's nice.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

SPK

  • Posts: 58
  • Turrets: +2/-0
Re: TremZ: development and discussion
« Reply #30 on: September 22, 2011, 12:04:51 am »
Is it possible to avoid change the current granger model??  T_T
It wont be the same anymore without it. It was so cute...

Well, since GT is involved in the project, I can assure you, the new granger will be absolutely adorable. You will want to meet that granger.

Oh, well, I hope so : D

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #31 on: September 22, 2011, 12:11:52 am »
Oh, well, I hope so : D

We're animating the granger to be very jiggly when it walks. People that shoot it will feel very guilty!

StevenM

  • Posts: 292
  • Turrets: +40/-33
Re: TremZ: development and discussion
« Reply #32 on: September 22, 2011, 12:20:40 am »
Steam is a pretty good marketing strat. As you can see these forums and trem itself are dead. good shit. Hopefully you guys are great success!

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: TremZ: development and discussion
« Reply #33 on: September 22, 2011, 12:42:09 am »
Oh, well, I hope so : D

We're animating the granger to be very jiggly when it walks. People that shoot it will feel very guilty!
I sense a bias.

Steam is a pretty good marketing strat. As you can see these forums and trem itself are dead. good shit. Hopefully you guys are great success!
These forums are nowhere near dead. I would say they're even more active than the game itself.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

StevenM

  • Posts: 292
  • Turrets: +40/-33
Re: TremZ: development and discussion
« Reply #34 on: September 22, 2011, 02:57:00 am »
I think if they really want to push the limits of this game and perhaps even make a career out of it. They are going to need much more than these forums and steam may offer that.

I sense a bias.

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #35 on: September 22, 2011, 02:59:23 am »
We won't be making a career out of it. TremZ will stay free and open source.

And yes, you should feel TERRIBLE for shooting at poor friend granger.

bleach

  • Posts: 164
  • Turrets: +121/-40
Re: TremZ: development and discussion
« Reply #36 on: September 22, 2011, 04:10:51 am »
default maps for current trem being: ACTS, Nivius, Nexus, Nano, and Tremor?

acts, the most popular, is basically a killbox slightly modified to take advantage of the strengths of both teams.  it is simple and fun, no one really has a glaring advantage because of this map.  i am not sure how it could be made more "commercial", or professional.

-snip-

A.T.C.S.  -- Get out.

RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #37 on: September 22, 2011, 04:12:42 am »
running on minimal sleep  here, i transposed two letters and didnt catch it when i quickly proofread.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

/dev/humancontroller

  • Posts: 1033
  • Turrets: +1002/-383
Re: TremZ: development and discussion
« Reply #38 on: September 22, 2011, 04:30:00 am »
acts, the most popular, is basically a killbox slightly modified to take advantage of the strengths of both teams.  it is simple and fun, no one really has a glaring advantage because of this map.  i am not sure how it could be made more "commercial", or professional.
ATCS is one big piece of shit box map. simple and boring (at least after you've played a considerable number of games in Tremulous). the only way to make it more professional is by removing it.

StevenM

  • Posts: 292
  • Turrets: +40/-33
Re: TremZ: development and discussion
« Reply #39 on: September 22, 2011, 04:37:31 am »
We won't be making a career out of it. TremZ will stay free and open source.

And yes, you should feel TERRIBLE for shooting at poor friend granger.

YOU might not want make a career out of it and it may not come in the form of TremZ, but this project may lead to other things you seeeeeeeeee.

edit: the biggest balance issue was always shitty maps imo. they werent designed with balance in mind.
« Last Edit: September 22, 2011, 04:39:16 am by StevenM »

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: TremZ: development and discussion
« Reply #40 on: September 22, 2011, 04:41:58 am »
Progress update, 09/21/11

The engine overhauls, finished by this coming Sunday:
  • Modern OpenGL 3.2 renderer, based on XreaL
  • MySQL relational database management system
  • Ruby support for system administrators
  • Newton game physics
  • Built-in IRC lobby
  • Dynamic OpenSSL libraries
  • OGG Vorbis audio decoding
  • OpenAL sound API support
  • OGV Theora compression format
  • In-engine VoIP support
  • Mumble positional audio support
  • Localization for other languages
  • Dropping of the QVM format, support for a .dll and .so architecture
Half of this shit was already in XreaL(or in Trem), you shouldn't take credit for the following:
  • OGG Vorbis audio decoding
  • OpenAL sound API support
  • OGV Theora compression format
  • In-engine VoIP support
  • Mumble positional audio support
  • Dropping of the QVM format, support for a .dll and .so architecture
Dropping of the QVM format is a massive mistake, by the way. I doubt it was your decision though considering XreaL dropped it about 700 commits ago(probably 2 years?).

I have a feeling you added those because it makes your list look bigger.

RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #41 on: September 22, 2011, 06:55:53 am »
acts, the most popular, is basically a killbox slightly modified to take advantage of the strengths of both teams.  it is simple and fun, no one really has a glaring advantage because of this map.  i am not sure how it could be made more "commercial", or professional.
ATCS is one big piece of shit box map. simple and boring (at least after you've played a considerable number of games in Tremulous). the only way to make it more professional is by removing it.
removing it because you are bored with it is silly.  it is more than just a box, it has a few slight variations to the whole box format.  things like the bunker, and the side tunnel.  moreover, it is a great map for beginners, it allows them to learn the game rather than deal with spend a lot of time lost in more complex maps.  the map itself does have a good number of options.  there are many ways you can build.

it seems to me more professional to have at least one such standard and default map, to me.

i'm just a user, though, not a developer.  all i have to offer are my opinions.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

jm82792

  • Posts: 630
  • Turrets: +9/-34
Re: TremZ: development and discussion
« Reply #42 on: September 22, 2011, 06:59:14 am »
Oh, well, I hope so : D

We're animating the granger to be very jiggly when it walks. People that shoot it will feel very guilty!
Aaah! It's the end of the world as i know it,
I've only animated bipeds! Not quadrupeds :(
I'll get over it eventually.

/dev/humancontroller

  • Posts: 1033
  • Turrets: +1002/-383
Re: TremZ: development and discussion
« Reply #43 on: September 22, 2011, 08:58:07 am »
ATCS is one big piece of shit box map. simple and boring (at least after you've played a considerable number of games in Tremulous). the only way to make it more professional is by removing it.
removing it because you are bored with it is silly.  it is more than just a box, it has a few slight variations to the whole box format.  things like the bunker, and the side tunnel.  moreover, it is a great map for beginners, it allows them to learn the game rather than deal with spend a lot of time lost in more complex maps.  the map itself does have a good number of options.  there are many ways you can build.
ATCS does have that small value that it's hard to get lost on the map. but that is basically the only advantage that ATCS has over other maps like Niveus. the advantages of such other maps are: they give a deeper impression, there are much more ways to build, and the fun lasts longer. these advantages are due to better graphics, larger map sizes, unique areas, and greater complexity. and when it comes to impressing new players, ATCS's shitty design fails, despite ATCS's "ability" to "be easy on n00bs". furthermore, with the introduction of minimaps, even that one advantage of ATCS goes away.

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #44 on: September 22, 2011, 09:37:14 am »
Dropping of the QVM format is a massive mistake, by the way.

It is actually one of the first things to do.
Pure check is obsolete, no use for QVM
You can download Native modules(.dll & .so) files from the server instead of QVM

(Though a warning is required to inform the player about possible malicious use of .dll .so before each DL,
Or you can implement mod signing
Or the client can DL a list of checksums of trusted mods)

Native modules are considerable faster than QVM
Native modules can implement scripting languages for easy modification.

There is no reason to keep it.

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: TremZ: development and discussion
« Reply #45 on: September 22, 2011, 10:50:48 am »

There is no reason to keep it.


Security.

/dev/humancontroller

  • Posts: 1033
  • Turrets: +1002/-383
Re: TremZ: development and discussion
« Reply #46 on: September 22, 2011, 10:54:29 am »
Dropping of the QVM format is a massive mistake, by the way.

It is actually one of the first things to do.
Pure check is obsolete, no use for QVM
You can download Native modules(.dll & .so) files from the server instead of QVM

(Though a warning is required to inform the player about possible malicious use of .dll .so before each DL,
Or you can implement mod signing
Or the client can DL a list of checksums of trusted mods)

Native modules are considerable faster than QVM
Native modules can implement scripting languages for easy modification.

There is no reason to keep it.
the strengths of QVMs are portability (compatibility, easy deployment of mods) and security. these are lost when dropping QVM support. one can regain these traits by hard-coding the game logic modules into the engine, adding support for a scripting language, and slowly rewriting parts of the modules in the scripting languages, allowing a new method for modding. but this is just an indirect way of transitioning from QVMs to portable, sandboxed programming languages and plugins. this transition does not come with a gain in performance, but allows for more preferred and productive developming later on.

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: TremZ: development and discussion
« Reply #47 on: September 22, 2011, 11:05:10 am »
Progress update, 09/21/11

The engine overhauls, finished by this coming Sunday:
  • Modern OpenGL 3.2 renderer, based on XreaL
  • MySQL relational database management system
  • Ruby support for system administrators
  • Newton game physics
  • Built-in IRC lobby
  • Dynamic OpenSSL libraries
  • OGG Vorbis audio decoding
  • OpenAL sound API support
  • OGV Theora compression format
  • In-engine VoIP support
  • Mumble positional audio support
  • Localization for other languages
  • Dropping of the QVM format, support for a .dll and .so architecture
Half of this shit was already in XreaL(or in Trem), you shouldn't take credit for the following:
  • OGG Vorbis audio decoding
  • OpenAL sound API support
  • OGV Theora compression format
  • In-engine VoIP support
  • Mumble positional audio support
  • Dropping of the QVM format, support for a .dll and .so architecture
Dropping of the QVM format is a massive mistake, by the way. I doubt it was your decision though considering XreaL dropped it about 700 commits ago(probably 2 years?).

I have a feeling you added those because it makes your list look bigger.

lol's i'm not taking credit for inventing this shit, but none of that has been in upstream ever. Yea you see some of it in Tremfusion/FSM-trem but meh out of date. A lot of that stuff like VoIP wasn't complete, no UI triggers, no Menu stuff ect.. I plan to maintain the engine after release and add in stuff I feel is useful. The main reason we chose not to use xreal is because that shit is bloated and the render is meh we don't need all of the features of xreal but some of them are nice. I'd like to point out for future reference, we're using a forked ioquake3 engine with features I find useful from OpenWolf,Xreal,Ioquake3, and other quake based engines.
  
Dropping of the QVM format is a massive mistake, by the way.

It is actually one of the first things to do.
Pure check is obsolete, no use for QVM
You can download Native modules(.dll & .so) files from the server instead of QVM

(Though a warning is required to inform the player about possible malicious use of .dll .so before each DL,
Or you can implement mod signing
Or the client can DL a list of checksums of trusted mods)

Native modules are considerable faster than QVM
Native modules can implement scripting languages for easy modification.

There is no reason to keep it.

LOL'D at Odin's response, thanks for replying saved me the trouble.

There is no reason to keep it.


Security.

Yup :) Also we dropped the md5 code and updated it to sha1 how you like them apples? Not going to have to worry about a well known purification exploit to load custom vm's O.o hehe so hackers are going to have to try harder.

Dropping of the QVM format is a massive mistake, by the way.

It is actually one of the first things to do.
Pure check is obsolete, no use for QVM
You can download Native modules(.dll & .so) files from the server instead of QVM

(Though a warning is required to inform the player about possible malicious use of .dll .so before each DL,
Or you can implement mod signing
Or the client can DL a list of checksums of trusted mods)

Native modules are considerable faster than QVM
Native modules can implement scripting languages for easy modification.

There is no reason to keep it.
the strengths of QVMs are portability (compatibility, easy deployment of mods) and security. these are lost when dropping QVM support. one can regain these traits by hard-coding the game logic modules into the engine, adding support for a scripting language, and slowly rewriting parts of the modules in the scripting languages, allowing a new method for modding. but this is just an indirect way of transitioning from QVMs to portable, sandboxed programming languages and plugins. this transition does not come with a gain in performance, but allows for more preferred and productive developming later on.

The main reason for dropping the current vm system was to make a few well known hacking exploits that Quake/Trem has obsolete. Yea there's still .dll injection but hackers are going to have to start from scratch now if they want to cheat. Even a year or two without any aimbots will allow the community to flourish. We lose some portability and easy development of mods like you said, but we gain some time to deal with hacks and come up with smart deterrent's to players wanting to hack/cheat.
« Last Edit: September 22, 2011, 11:14:49 am by Volt »

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: TremZ: development and discussion
« Reply #48 on: September 22, 2011, 12:15:56 pm »
lol's i'm not taking credit for inventing this shit, but none of that has been in upstream ever. Yea you see some of it in Tremfusion/FSM-trem but meh out of date. A lot of that stuff like VoIP wasn't complete, no UI triggers, no Menu stuff ect.. I plan to maintain the engine after release and add in stuff I feel is useful. The main reason we chose not to use xreal is because that shit is bloated and the render is meh we don't need all of the features of xreal but some of them are nice. I'd like to point out for future reference, we're using a forked ioquake3 engine with features I find useful from OpenWolf,Xreal,Ioquake3, and other quake based engines.
Using, as in using at present, or hope to be using in the future when it actually exists, what's the current status of your engine(and i do mean your engine, the one that you've forked from ioq3 and added this stuff to, not someone else's that already happens to have the features you want)? Do also note that kharnov mentioned a "Modern OpenGL 3.2 renderer, based on XreaL", which you're saying it isn't.
As for you planning to maintain the engine after release, that's something you personally are capable of, or you hope someone you've convinced to join your team will maintain it after release, having done all the work on it up until that point too?
my knees by my face and my ass is being hammered

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #49 on: September 22, 2011, 12:37:50 pm »
Dropping of the QVM format is a massive mistake, by the way.

It is actually one of the first things to do.
Pure check is obsolete, no use for QVM
You can download Native modules(.dll & .so) files from the server instead of QVM

(Though a warning is required to inform the player about possible malicious use of .dll .so before each DL,
Or you can implement mod signing
Or the client can DL a list of checksums of trusted mods)

Native modules are considerable faster than QVM
Native modules can implement scripting languages for easy modification.

There is no reason to keep it.
the strengths of QVMs are portability (compatibility, easy deployment of mods) and security. these are lost when dropping QVM support. one can regain these traits by hard-coding the game logic modules into the engine, adding support for a scripting language, and slowly rewriting parts of the modules in the scripting languages, allowing a new method for modding. but this is just an indirect way of transitioning from QVMs to portable, sandboxed programming languages and plugins. this transition does not come with a gain in performance, but allows for more preferred and productive developming later on.
if you have no client/server for a system/os then your QVM will not work on that system
Of course it would be PITA for a modder to create all native modules for each system that has a client/server.

Scripting is nice. (lua jit would be my first choice :) ). But exactly what you said...

security is not a real issue if you have a central server that can provide a list of trusted module packages.
you might need a team to test mods for nasties.

QVM was id's second try on quakeC. And they dropped it. I am yet to see a new game using VM.

Take a look at warsow. They are using native modules. A mod comes with an archive(pk3) of modules for different platforms ( which counts for pure check)

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: TremZ: development and discussion
« Reply #50 on: September 22, 2011, 12:50:21 pm »
Dropping of the QVM format is a massive mistake, by the way.

It is actually one of the first things to do.
Pure check is obsolete, no use for QVM
You can download Native modules(.dll & .so) files from the server instead of QVM

(Though a warning is required to inform the player about possible malicious use of .dll .so before each DL,
Or you can implement mod signing
Or the client can DL a list of checksums of trusted mods)

Native modules are considerable faster than QVM
Native modules can implement scripting languages for easy modification.

There is no reason to keep it.
the strengths of QVMs are portability (compatibility, easy deployment of mods) and security. these are lost when dropping QVM support. one can regain these traits by hard-coding the game logic modules into the engine, adding support for a scripting language, and slowly rewriting parts of the modules in the scripting languages, allowing a new method for modding. but this is just an indirect way of transitioning from QVMs to portable, sandboxed programming languages and plugins. this transition does not come with a gain in performance, but allows for more preferred and productive developming later on.
if you have no client/server for a system/os then your QVM will not work on that system
Of course it would be PITA for a modder to create all native modules for each system that has a client/server.

Scripting is nice. (lua jit would be my first choice :) ). But exactly what you said...

security is not a real issue if you have a central server that can provide a list of trusted module packages.
you might need a team to test mods for nasties.

QVM was id's second try on quakeC. And they dropped it. I am yet to see a new game using VM.

Take a look at warsow. They are using native modules. A mod comes with an archive(pk3) of modules for different platforms ( which counts for pure check)

The quake engine has a platform-independent QVM interpreter.

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: TremZ: development and discussion
« Reply #51 on: September 22, 2011, 01:27:13 pm »
lol's i'm not taking credit for inventing this shit, but none of that has been in upstream ever. Yea you see some of it in Tremfusion/FSM-trem but meh out of date. A lot of that stuff like VoIP wasn't complete, no UI triggers, no Menu stuff ect.. I plan to maintain the engine after release and add in stuff I feel is useful. The main reason we chose not to use xreal is because that shit is bloated and the render is meh we don't need all of the features of xreal but some of them are nice. I'd like to point out for future reference, we're using a forked ioquake3 engine with features I find useful from OpenWolf,Xreal,Ioquake3, and other quake based engines.
Using, as in using at present, or hope to be using in the future when it actually exists, what's the current status of your engine(and i do mean your engine, the one that you've forked from ioq3 and added this stuff to, not someone else's that already happens to have the features you want)? Do also note that kharnov mentioned a "Modern OpenGL 3.2 renderer, based on XreaL", which you're saying it isn't.
As for you planning to maintain the engine after release, that's something you personally are capable of, or you hope someone you've convinced to join your team will maintain it after release, having done all the work on it up until that point too?

Using it presently. The status of engine is now uses .dll+.so files instead of qvm's, updated render system to support iqm+md5,Mysql stuff works, and we can manage bans and admins via ruby on rails. I'm working on getting more features from openwolf into trem it should be done by Saturday hopefully. The only issue i'm running into now is the project won't compile under gcc environments. Because of all the visual studio changes, it takes reworking the makefile which is tedious but possible.  We have the render from xreal but we also have the old render as a fallback on if they can't use the new xreal one. I didn't say it wasn't from xreal what i meant is we're choosing engine features/code from more than just xreal. Currently I'm the one working on the engine and i'm capable of updating it. The stuff I'm adding in now is from xreal+openwolf and some other forks I found. I also got the visual studio build file that has been sitting in trunk to work it has been broken for a long,long time (450 errors that I had to fix to get it working with gpp code). The engine tremz will be running on will take advantage of all the community achievements that have been done in the ioquake3 universe, there is just too much cool code within the community that tremulous should have adopted years ago. I'm lucky to have the help and support system I currently have with the engine stuff. There's some stuff I don't understand engine wise but my support system in ioquake community is strong. Whenever I run into something I don't understand I have people I can go to who can explain it to me, also whenever I get errors I can't fix i have friends who will help me fix the errors. I have people from (openwolf,ioquake3,xreal) helping me port things over  So I'd just like to point out that although I'll be maintaining it I have alot of people to help me when things go wrong It is how opensource is meant to function after all :)

Also here's a list of the most recent devteam standings

Kharnov- Community outreach  
Story board, Game plot,Documentation, responsible for direction
towards back story and storyboard


Volt -Project Lead, Ui Lead, Programming Lead
Code,Ui,Web,Server,Sound,2d assets,Particle System,
Client, Lobby system,Interface Design,Sound Effects, Interlinking of
subsystems.


Kitsune - Customer Support
Cgame,Server,Client, Customer Support, Hosting


Qrntzz - application coding, lobby system, european server hosting

`Ishq - bot coding,Newbie training

gimhael - rendering lead

F1rst19 - Modeling Lead
Human weapon models,Human buildable models,Animations, and human
player models,mapping


Gregstein - Alien Team Head, modeling, Texturing, Annimations

Iciban- modeling/texturing powerhouse with modeling software (guy they ignored)

Karvajalka - 2d art, textures

Redsky - concept art, Painting,Sculpting,Low Poly Modelling (ITS THE FAMOUS REDSKY RETURNED)

Iron1e- Promotional videos (also was ignored)

Duck "c4" - Mapping

Vortexxian - sound engineer (also you'll be hearing his voice in Vsay menus!)
Various sound submissions, is overall just really pro!


ImQ009 - sound engineer
Various promotional sound loops, sound effects, ambient loops


cron - Jack of all trades, does a lot helps out where it's needed.


Contributors

Cow- Bots

jm82792 - can annimate, unwrapp, uv, and texture

Clark - various 2d+web programming

f50 - codding,input

the_medstation - contributor

kynes - contributor

Nux - Modeling,concept art

Seeeker - Modeling and animation

kdude63 - contributor

a_Spork - contributor

Dracone- Providing gameplay ideas - contributor

donated models from cg soceity+ those people - contributors

people from (openwolf,xreal,ioquake3) who help with questions -contributors


There's 2-3 people who have chosen to be left off list until release, but with this powerhouse of talent I don't see why we'd have any trouble getting anything we want done.
« Last Edit: September 22, 2011, 09:53:01 pm by Volt »

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #52 on: September 22, 2011, 01:39:15 pm »
The quake engine has a platform-independent QVM interpreter.

And your point is .... ???

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: TremZ: development and discussion
« Reply #53 on: September 22, 2011, 04:03:52 pm »
The quake engine has a platform-independent QVM interpreter.

And your point is .... ???

if you have no client/server for a system/os then your QVM will not work on that system

Using DLLs the maintainer of the game server decides which architectures are supported. With QVMs the user can decide this. I understood that you implied the opposite, but I'm no native speaker so maybe I just misunderstood you.

Cadynum

  • Posts: 222
  • Turrets: +29/-13
Re: TremZ: development and discussion
« Reply #54 on: September 22, 2011, 04:37:29 pm »
Uncensored first impressions straight from my mind:
Models look worse than what's currently in 1.1. I would not spend very much time replacing the current models, just use the models planned for 1.2 when they get released.
HUD looks polished, but it's not something I would use in game. Too much irrelevant obscuring the view. Inventory looks weird too.

MySQL, Built in irc lobby, ruby for admins - These things matter very little. They might matter when the game has about 1000 active players. Wait until then before wasting time on it when it can be spent doing better things.


OGV Theora compression format - What's this good for?
OGG Vorbis audio decoding - Is this really needed? Who wants lossy?
Dynamic OpenSSL libraries - What purpose does SSL have in a game like tremulous?


The following features are already in the engine:
Mumble positional audio support
OpenAL sound API support



These are the changes that could matter. Focus on them instead:

Modern OpenGL 3.2 renderer, based on XreaL
Newton game physics
In-engine VoIP support
More maps

   
Dropping of the QVM format, support for a .dll and .so architecture - What are the advantages to this approach?

/dev/humancontroller

  • Posts: 1033
  • Turrets: +1002/-383
Re: TremZ: development and discussion
« Reply #55 on: September 22, 2011, 06:36:37 pm »
OGG Vorbis audio decoding - Is this really needed? Who wants lossy?
OGG-compressed audio files are much smaller in size, and provide a quality that is close to high-quality raw wave files. most audio files in Q3-derived games have a rate of like 22kHz (because 22kHz is an acceptable trade-off with file sizes in mind). use of lossy audio compression can significantly reduce file sizes AND boost quality to, say, a "mid-22kHz-44kHz rate", provided that a high-quality (ie., >=44kHz) file is used as the source of the compressed file.
Dynamic OpenSSL libraries - What purpose does SSL have in a game like tremulous?
1337ness. secure authentication even if the server address changes. security for rcon access with both password-based and public-key-based access granting methods. authentication of code.
« Last Edit: September 22, 2011, 06:38:28 pm by /dev/humancontroller »

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #56 on: September 22, 2011, 08:02:59 pm »
The quake engine has a platform-independent QVM interpreter.

And your point is .... ???

if you have no client/server for a system/os then your QVM will not work on that system

Using DLLs the maintainer of the game server decides which architectures are supported. With QVMs the user can decide this. I understood that you implied the opposite, but I'm no native speaker so maybe I just misunderstood you.


X is the developer of the game.
X needs to compile his game for each platform he wants his game to run on.
X can compile the DLL files for each platform as well.
X actually doesn't really need QVM.

Y is a server side modder.
Y might need to compile his own server for his platform.
Y can compile the DLL files for his platform as well.
Y actually doesn't really need QVM.

Z is a client side modder.
Z needs to compile DLLs for each platform X's game runs on.
Z begs people(including X) to compile his code for a specific platform.
Z actually needed QVM.
Z has a painful life.




Chomps123

  • Posts: 341
  • Turrets: +4/-15
Re: TremZ: development and discussion
« Reply #57 on: September 22, 2011, 08:12:13 pm »
Z is a client side modder.
Z needs to compile DLLs for each platform X's game runs on.
Z begs people(including X) to compile his code for a specific platform.
Z actually needed QVM.
Z has a painful life.
I thought this part was pretty funny.
Don't just live life with work.
Find some time every day to have some fun. ;)

your face

  • Community Moderators
  • *
  • Posts: 3842
  • Turrets: +116/-420
Re: TremZ: development and discussion
« Reply #58 on: September 22, 2011, 08:32:15 pm »
Your face - Mapping Lead
Creating official maps, responsible for direction towards mapping


excuse me? ::)
spam spam spam, waste waste waste!

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: TremZ: development and discussion
« Reply #59 on: September 22, 2011, 08:46:20 pm »
Your face - Mapping Lead
Creating official maps, responsible for direction towards mapping

excuse me? ::)
What should it read?
my knees by my face and my ass is being hammered

your face

  • Community Moderators
  • *
  • Posts: 3842
  • Turrets: +116/-420
Re: TremZ: development and discussion
« Reply #60 on: September 22, 2011, 09:03:33 pm »
Your face - Mapping Lead
Creating official maps, responsible for direction towards mapping

excuse me? ::)
What should it read?
your face - IRC lurker
responsible for never doing anything and making other people feel useful


if you guys want to use some of my old .map files that's fine, but I never agreed to do any actual work.  sorry but the mapping ship has sailed for me. :P
spam spam spam, waste waste waste!

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: TremZ: development and discussion
« Reply #61 on: September 22, 2011, 09:07:00 pm »
if you guys want to use some of my old .map files that's fine, but I never agreed to do any actual work.
that's slightly troubling, i take it the rest of the list is entirely accurate?
my knees by my face and my ass is being hammered

Celestial_Rage

  • Posts: 636
  • Turrets: +120/-8
Re: TremZ: development and discussion
« Reply #62 on: September 22, 2011, 09:25:51 pm »
It's accurate for me at least.
"The reports of my death are greatly exaggerated" ~Mark Twain

Qrntz

  • Posts: 847
  • Turrets: +204/-12
Re: TremZ: development and discussion
« Reply #63 on: September 22, 2011, 09:28:36 pm »
I approve of this this.

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

gimhael

  • Posts: 546
  • Turrets: +70/-16
Re: TremZ: development and discussion
« Reply #64 on: September 22, 2011, 09:33:11 pm »
Well, as far as it concerns renderer / OpenGL stuff, I'm game.

Vape

  • Posts: 254
  • Turrets: +30/-87
Re: TremZ: development and discussion
« Reply #65 on: September 22, 2011, 09:53:18 pm »
Hopefully there aren't any Euro faggots in TremZ  ::)
-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 !!!!

ziplocpeople

  • Posts: 346
  • Turrets: +23/-20
Re: TremZ: development and discussion
« Reply #66 on: September 22, 2011, 09:59:44 pm »
OGG Vorbis audio decoding - Is this really needed? Who wants lossy?
Most games use lossy formats for sound. They're smaller, and to be blunt if the bitrate is decent you're an idiot if you think you can hear the difference between the two (or, unless you have a sound system worth hundreds of dollars at least.) Even then, with the best equipment money can buy, you still won't hear every detail a lossless format has. There's a reason for this: The human ear sucks.
Quote from: Sir|Periculosus
yes yes spam a little more and heyll understand! yes yes
मैं स्पैम बॉट समर्थन
मैं हिन्दी का समर्थन
~The Medistation

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: TremZ: development and discussion
« Reply #67 on: September 22, 2011, 10:02:51 pm »
Hopefully there aren't any Euro faggots in TremZ  ::)

lol a good majority of the development team is european, but they're not fags so I guess not :)
if you guys want to use some of my old .map files that's fine, but I never agreed to do any actual work.
that's slightly troubling, i take it the rest of the list is entirely accurate?
I've updated list to reflect more accurate standings. I've also asked the people I've listed there to confirm themselves here. Me and your_face joke around a lot he's also on our development channel, I should have known when to take him seriously. But the list is now more accurate to reflect the changes.

Twizzel

  • Posts: 193
  • Turrets: +1/-32
Re: TremZ: development and discussion
« Reply #68 on: September 22, 2011, 10:05:34 pm »
Will the gameplay be closer to 1.1 or 1.2?

Nux

  • Posts: 1778
  • Turrets: +258/-69
Re: TremZ: development and discussion
« Reply #69 on: September 22, 2011, 10:05:59 pm »
I can confirm that I've asked to be demoted to contributor and contribute is what I shall do!

Firstinaction

  • Posts: 638
  • Turrets: +18/-131
    • F1rst16
Re: TremZ: development and discussion
« Reply #70 on: September 22, 2011, 10:07:12 pm »
I really dont see the problem...  

Some of you people are arguing over dumb shit because a group of people decided to make tremulous better...

Yea I dont see the problem....

Updated tremulous and as well as the engine, Think this should be a thanks not a gay response to some remake of star wars character (I mean really Get the fuck out) You guys are flameing  this topic because were helping tremulous

Yea like I said I dont see the problem...

With my new buildables/ weapons/ and human model I think this project has potential...

And really I think I just waisted my time telling some grown men sitting on there computers at home too look at whats being happend to trem...


If you think you can do better then do better... For now Get THEEEEE fuck out....

F1rst19




c4

  • Posts: 554
  • Turrets: +9/-22
Re: TremZ: development and discussion
« Reply #71 on: September 22, 2011, 11:09:02 pm »
+1
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
 :basilisk: FTW![wiki]basilisk[/wiki]

Pazuzu

  • Posts: 987
  • Turrets: +50/-12
Re: TremZ: development and discussion
« Reply #72 on: September 23, 2011, 12:29:59 am »
^^There wasn't a problem until you said there was. Gtfo.

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

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: TremZ: development and discussion
« Reply #73 on: September 23, 2011, 01:06:27 am »
I really dont see the problem...  

Some of you people are arguing over dumb shit because a group of people decided to make tremulous better...

Yea I dont see the problem....

Updated tremulous and as well as the engine, Think this should be a thanks not a gay response to some remake of star wars character (I mean really Get the fuck out) You guys are flameing  this topic because were helping tremulous

Yea like I said I dont see the problem...

With my new buildables/ weapons/ and human model I think this project has potential...

And really I think I just waisted my time telling some grown men sitting on there computers at home too look at whats being happend to trem...


If you think you can do better then do better... For now Get THEEEEE fuck out....

F1rst19
You're not making a great deal of sense, more modelling less unprovoked rage, k?
my knees by my face and my ass is being hammered

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #74 on: September 23, 2011, 03:16:16 am »
Progress update, 09/22/11

  • Our bots are now able to build in-game, making specified layouts.
  • Engine overhaul is nearly complete, ahead of schedule.
  • All models are unwrapped and are now awaiting textures.

Here's another sneak peek. Try to guess for yourselves what classes these are. The first is being worked on, the second is nearing completion.



RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #75 on: September 23, 2011, 04:27:02 am »
snip*
first goon, with that silly looking headshield.  i'll feed you to s3 if you give the option to have a shieldless goon with larger mandibles/tusks.

second, friend mara.  friend mara looks nice.  a question, is it supposed to be chitinous or meaty?  head suggests chitin, but the shape of the arms suggests meaty muscle. the only (admittedly minor) thing i would change is i'd have the first pair of legs be the largest, not the second.  the choppers are the business end of the mara after all.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: TremZ: development and discussion
« Reply #76 on: September 23, 2011, 09:15:24 am »
Your face - Mapping Lead
Creating official maps, responsible for direction towards mapping

excuse me? ::)
What should it read?
your face - IRC lurker
responsible for never doing anything and making other people feel useful


if you guys want to use some of my old .map files that's fine, but I never agreed to do any actual work.  sorry but the mapping ship has sailed for me. :P
This. We all boarded (with)the Supertanker(in a way this was the Odintanker back in the day) a while ago when we realized 1.2 was taking forever and we gave up on it. In a way I'd rather Trem just die off instead of 1.2 finally coming out some day because it's way past dying and 1.2 is just the beating of the horse.

vcxzet

  • Posts: 467
  • Turrets: +21/-13
Re: TremZ: development and discussion
« Reply #77 on: September 23, 2011, 09:23:24 am »
I like how all of you thought I was trolling when I said tremulous was dead.
That was about 4 years ago.
WHERE IS YOUR GOD NOW!
:D

RAKninja-Decepticon

  • Posts: 843
  • Turrets: +14/-679
    • Stupid Videos
Re: TremZ: development and discussion
« Reply #78 on: September 23, 2011, 09:33:29 am »
I like how all of you thought I was trolling when I said tremulous was dead.
That was about 4 years ago.
WHERE IS YOUR GOD NOW!
:D
in the window room building eggs.
Note 4: The best, although not always easiest, way to deal with trolls is thus: do not respond at ALL in the thread.
Main Rules
4.) No spamming or advertising (includes useless multi-posts and bumps.)
6b.) Do NOT harass other members.
  6c.) Do NOT troll!

TANK

  • Posts: 54
  • Turrets: +0/-0
Re: TremZ: development and discussion
« Reply #79 on: September 23, 2011, 10:12:10 am »
It can be fine I think.
What about simple shader reflections on water? :basilisk:
p.s.: default marauder model is more charismatic personality :) .
but this model is not bad.
« Last Edit: September 23, 2011, 11:36:52 am by TANK »
Long live Official EU SerVer :basilisk:

Celestial_Rage

  • Posts: 636
  • Turrets: +120/-8
Re: TremZ: development and discussion
« Reply #80 on: September 23, 2011, 11:20:33 am »
This. We all boarded (with)the Supertanker(in a way this was the Odintanker back in the day) a while ago when we realized 1.2 was taking forever and we gave up on it. In a way I'd rather Trem just die off instead of 1.2 finally coming out some day because it's way past dying and 1.2 is just the beating of the horse.

Many of us disagree. We love this game and hope to breathe some new life into it with an updated engine and some new models released within a reasonable timeframe.
"The reports of my death are greatly exaggerated" ~Mark Twain

Khaoz

  • Posts: 8
  • Turrets: +1/-0
Re: TremZ: development and discussion
« Reply #81 on: September 23, 2011, 12:34:43 pm »
My god this is awesome.

I think these guys should be developing trem, they seem to actually get stuff done, instead of claiming all these awesome features the next trem (1.2) is going to have.... and then not doing anything except change a few of the settings.

I believe this project here looks very promising, and am amazed at some of the work they have been able to produce (the modeling is awesome).

I hope the gameplay is similar to 1.1, I still find 1.1 a lot more fun than 1.2. I'm not actually sure why they had made all of those changes in 1.2, there was never anything wrong with 1.1. Just a few more features and some better models is all I really wanted.

Good luck 'Volts Wonder Team' I hope you succeed in this project, can't wait to play it.
 *Image Removed*

Falcon

  • Posts: 17
  • Turrets: +0/-1
Re: TremZ: development and discussion
« Reply #82 on: September 23, 2011, 01:24:04 pm »
I'd have to agree with you on this Khaoz.
This is looking really nice for the amount of time it's been developed.
:)

GeneralScott

  • Posts: 291
  • Turrets: +3/-8
Re: TremZ: development and discussion
« Reply #83 on: September 23, 2011, 04:57:23 pm »
Agree. What really gets me hyped is the engine overhauls... I know it won't make much difference but that's really one of those "barriers" that nobody else (including Darklegion) were willing to cross. As the gun models go, I still much prefer Stannum's, even though they took like....5 years.

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: TremZ: development and discussion
« Reply #84 on: September 23, 2011, 06:01:02 pm »
Thanks for your support everyone!

a question, is it supposed to be chitinous or meaty?  head suggests chitin, but the shape of the arms suggests meaty muscle. the only (admittedly minor) thing i would change is i'd have the first pair of legs be the largest, not the second.  the choppers are the business end of the mara after all.

A sort of mix of chitin and meaty. Chitin armor plating over the more meaty portions. As for the pairs of legs, think about the mara jumping. Surely it's going to have pretty strong jumping legs! If the choppers are smaller, they're more maneuverable to allow for faster cutting. Alternatively, it could just be the perspective making that second pair look bigger.  :P

Here's another picture. Now the dragoon has legs!



We'll also probably be using this planet in the background of things, like the main menu screen. It'll be animated, of course, with cloud effects. We'll have a new render by then, probably. A work in progress.


Haraldx

  • Posts: 373
  • Turrets: +15/-69
Re: TremZ: development and discussion
« Reply #85 on: September 23, 2011, 07:29:00 pm »
I like the last two pictures :)
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

Vape

  • Posts: 254
  • Turrets: +30/-87
Re: TremZ: development and discussion
« Reply #86 on: September 23, 2011, 08:05:40 pm »
why a planet?
-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 !!!!

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: TremZ: development and discussion
« Reply #87 on: September 23, 2011, 08:45:11 pm »
why a planet?
So i can have a rotation model in mainmenu to go with animated stars.

also update



bleach

  • Posts: 164
  • Turrets: +121/-40
Re: TremZ: development and discussion
« Reply #88 on: September 23, 2011, 08:59:53 pm »
That's gonna be badass in-game.  Keep it coming gents.

Dr. A. Goon

  • Posts: 40
  • Turrets: +2/-0
Re: TremZ: development and discussion
« Reply #89 on: September 23, 2011, 09:39:30 pm »
This is looking great fast.  Keep up the epic work.  I also approve of new and old granger alike.

c4

  • Posts: 554
  • Turrets: +9/-22
Re: TremZ: development and discussion
« Reply #90 on: September 23, 2011, 09:58:20 pm »
Can't wait to get some map screenshots in here.  Just not ready enough atm :)
eh, i prefer gregorian.net chat better than this. NO download and its LIVE!
 :basilisk: FTW![wiki]basilisk[/wiki]

Pazuzu

  • Posts: 987
  • Turrets: +50/-12
Re: TremZ: development and discussion
« Reply #91 on: September 23, 2011, 10:57:49 pm »
These pictures are amazing. Still, you can't play a screenshot.

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

Haraldx

  • Posts: 373
  • Turrets: +15/-69
Re: TremZ: development and discussion
« Reply #92 on: September 24, 2011, 08:45:03 am »
These pictures are amazing. Still, you can't play a screenshot.
Have a cookie, my friend!
*Gives cookie to Pazuzu*
...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: TremZ: development and discussion
« Reply #93 on: September 24, 2011, 08:35:59 pm »
This thread has been locked on the direct and unsolicited request of its authors, who wish that the discussion be continued elsewhere.
« Last Edit: September 24, 2011, 08:37:38 pm by Lakitu7 »