Author Topic: Where did TremZ Go?  (Read 108075 times)

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: Where did TremZ Go?
« Reply #60 on: November 11, 2011, 04:37:18 pm »
I see you added some pics.

https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5673392565038355618
https://picasaweb.google.com/103667496703540471106/TREMZ?authkey=Gv1sRgCMCUq-TG0e2vtQE#5673392560222385922

Are these your new "commercial" maps?
And why all the random pics of default trem maps?

Those are maps from Urban Terror and Wolfenstein: Enemy Territory, respectively. What the screenshots are showing is that we are capable of loading maps from any other Quake 3 game flawlessly.

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: Where did TremZ Go?
« Reply #61 on: November 11, 2011, 06:56:01 pm »
so, is your renderer this one http://www.moddb.com/mods/etxreal or something else?
my knees by my face and my ass is being hammered

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: Where did TremZ Go?
« Reply #62 on: November 11, 2011, 06:59:56 pm »
so, is your renderer this one http://www.moddb.com/mods/etxreal or something else?

I'm not sure, I'll have to ask the engine people. I think it might be.

Celestial_Rage

  • Posts: 636
  • Turrets: +120/-8
Re: Where did TremZ Go?
« Reply #63 on: November 11, 2011, 07:45:24 pm »
so, is your renderer this one http://www.moddb.com/mods/etxreal or something else?

Essentially. Although, we've modified it so that it can load q3 maps.
"The reports of my death are greatly exaggerated" ~Mark Twain

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: Where did TremZ Go?
« Reply #64 on: November 12, 2011, 01:23:32 am »

Chomps123

  • Posts: 341
  • Turrets: +4/-15
Re: Where did TremZ Go?
« Reply #65 on: November 22, 2011, 03:48:51 pm »
I just recently looked at the screen shots of the main menu and ingame menu and I think something else should be added to the ingame options menu:

Code: [Select]
Bloom effects:
off    \
low     \
normal   )these would be the selections
high    /
So, what do you think about it?
Don't just live life with work.
Find some time every day to have some fun. ;)

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: Where did TremZ Go?
« Reply #66 on: November 22, 2011, 07:33:01 pm »
Sorry we don't support bloom currently, also there is a scroll bar for a reason :P

we now support bloom
« Last Edit: November 23, 2011, 02:24:19 pm by Volt »

Chomps123

  • Posts: 341
  • Turrets: +4/-15
Re: Where did TremZ Go?
« Reply #67 on: November 29, 2011, 02:12:25 pm »
just looked at more of the pics posted on the website.

the helmet looks like one from halo 3 odst.
Don't just live life with work.
Find some time every day to have some fun. ;)

Kasofa

  • Posts: 69
  • Turrets: +5/-2
Re: Where did TremZ Go?
« Reply #68 on: November 29, 2011, 08:39:19 pm »
According to http://uncannygaming.com, TremZ will be Mac compatible, but according to http://www.moddb.com/games/openwolf it's only Windows and Linux compatible. Explain, plz.

-K

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: Where did TremZ Go?
« Reply #69 on: November 29, 2011, 09:11:20 pm »
According to http://uncannygaming.com, TremZ will be Mac compatible, but according to http://www.moddb.com/games/openwolf it's only Windows and Linux compatible. Explain, plz.

-K

according to http://www.moddb.com/games/openwolf
Full x86-64 architecture support (Windows, Mac and Linux).

Gregstein

  • Posts: 64
  • Turrets: +2/-1
Re: Where did TremZ Go?
« Reply #70 on: November 29, 2011, 09:26:19 pm »
Also, Volt didn't know, but Mac builds will support PPC architecture.
I'm not rude. This is heavy sarcasm.

TheDushan

  • Posts: 26
  • Turrets: +0/-666
Re: Where did TremZ Go?
« Reply #71 on: November 29, 2011, 09:47:58 pm »
Technically how I see this. (I can be always wrong ...)
There is no differences between GPP, 1.1.0 and TremZ, only advantage what TremZ is offering so far is possibility that with one client, you can play both versions.

Basically whole (98%) TremZ gamelogic part (cgame, game and ui) are based on GPP rev. 2260.
Only advantage what TremZ can offer over GPP are better game assets (models, sound ...) stuff like that, and ofc you can share game assets between versions.

Other advantages what TremZ can offer are more engine based and shared between game logic, so you can use Newton Dynamics, SQL, Ruby, IRC ... (stuff like that) on GPP and Tremulous 1.1.0 without problem ...

I can even share some info about that.
XreaL engine have "Bullet Physics" as collision detection, body dynamics ... So far how I see that, its used only on "shooting box" test.

--- TremZ with "Newton Dynamics" is providing "func_dynamic" for dynamic entity what are controlled by realtime physics simulation. In that way mappers can create in DarkRadiant (or what they are using for creating maps) special map object what are controlled via Newton physics. Rest object at map will be controlled on standard way.
Downparts of that are that at this moment, full support is done with Newton 2.00 and beside Linux (both x86 and x86-64), only x86 versions of MacOS and Windows are supported.

--- SQL. SQL is based on some previous work what somebody provided here (I really do not remember who that was and I apologize for that). His approach for was that SQL was server based, so I have changed that and prepared it for global centralized database.
To provide more info about that...
It may look like then "admin" will have ultimate power. Whole idea was that player can create his profile and use it in game like in some PHPBB based site.
While creating his game profile, he need to add common info (nick, email ...). With creating profile, MySQL write that in table along with players other details (XP, K/D ratio, levels ...), as dawn part of all this I wanted and planned that SQL record other stuff and provide in user details (how much he was kicked/banned/warned) so others can just use find and read on his userinfo page.
Other advantages of MySQL are that you can also send friend request and messages over system.
So far what its done with MySQL, is that game can connect on some specific address, create tables if they are not present alreay, write player name, GUID, ban/mute status ...
Downpart of all this is because of OpenSource spirit whole code "must" be released, and if I provide my MySQL password and server location, bad things can happen. Currently I am not too much happy with that, so if something will be changed there, is that whole MySQL stuff will be relocated in separate plugin and only source code to be shared on request.

--- MacOS support. It's hard for me at this moment to support client for MacOS. I don't have MacOS and VmWare and AMD Phenom what I have do not cooperate how I would want, and because of that somebody other will need to provide compiled files for MacOS X. Also code was updated to support iPad version, but I never tested it and see is it really working.
All iPad code was based on "Alexander Pick" work on Quake3, so it should work.

http://www.youtube.com/watch?v=2PBpxQKtSTA

--- Ruby. Is used for better server management, don't get too excited. In future all that will be moved in separate plugins (along with LUA).
Currently I am having problems with x86-64 Windows version, because I cannot find library files for ruby-1.8.6.

--- OpenAL. Whole sound system at latest revision is based on ioQuake3 and Tremulous. Sound system for ETMAIN is broken in favor of Tremulous GPP and 1.1.0. Only thing what's different from ioQuake and Tremulous is that OpenAL is relocated in separate plugin (snd_openal.dll). If it is present in system, engine will load it automatically (no more cvar to set to 1), if not, system will use old.

--- IRC. Well it's interesting at least for me. I liked idea that you can automatically connect from game to some IRC server and chat chatroom <> game. All settings are ofc engine based. Client can choose random cl_IRC_server (irc server), cl_IRC_channel (what channel he want to connect), cl_IRC_port (port), cl_IRC_nickname (nickname for IRC channel) ... stuff like that. Ruby was added mainly for this. With ruby I can add some crappy script where you can be auth. and use RCON commands from IRC channel.

--- Internet shoutcast. Most interesting stuff at least for me. While playing ET I was really interested in possibility that while you are playing, you can listen some internet radio station. Currently its poorly added and only for Windows. Whole shoutcast it's done via BASS library and at this moment radio is hardcored in engine (in future it will be changed for sure).

Kasofa

  • Posts: 69
  • Turrets: +5/-2
Re: Where did TremZ Go?
« Reply #72 on: November 29, 2011, 10:33:17 pm »
But there will be a Mac version, right?

-K

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: Where did TremZ Go?
« Reply #73 on: November 30, 2011, 02:00:16 am »
just looked at more of the pics posted on the website.

the helmet looks like one from halo 3 odst.
Well, there's a pretty good reason for that:

http://www.bungie.net/Forums/posts.aspx?postID=38303219
http://mikejensen.deviantart.com/gallery/
and for the "battlesuit":
http://jensen.cgsociety.org/gallery/

Volt, any chance you could divide the gallery into original assets and concepts and borrowed, maybe even with attribution? People seem to be getting confused, and i'm sure you don't want that.
my knees by my face and my ass is being hammered

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: Where did TremZ Go?
« Reply #74 on: November 30, 2011, 02:36:54 am »
The model was based on the zbrush handsurface DVD, and under those conditions it can be used. It's not present in any game at the moment, and the person that donated the model to us recreated it using the aforementioned DVD. It will be worked on until it's low poly enough to be used in-game.
« Last Edit: November 30, 2011, 03:46:36 am by kharnov »

Volt

  • Posts: 256
  • Turrets: +66/-54
Re: Where did TremZ Go?
« Reply #75 on: November 30, 2011, 04:41:03 am »
just looked at more of the pics posted on the website.

the helmet looks like one from halo 3 odst.
Well, there's a pretty good reason for that:

http://www.bungie.net/Forums/posts.aspx?postID=38303219
http://mikejensen.deviantart.com/gallery/
and for the "battlesuit":
http://jensen.cgsociety.org/gallery/

Volt, any chance you could divide the gallery into original assets and concepts and borrowed, maybe even with attribution? People seem to be getting confused, and i'm sure you don't want that.

There is a reason why in the album i put this as album description "To clear up some confusion, these are random development shots."

The bsuit is from a instructional dvd called zbrush hard surface, the person who donated it created the model following the instructions in the video course. The license that came with the DVD clearly outlines nothing against this. Trust me I can pull up a ugly render without the fancy (Vray) lighting but I don't have time/(computer)power to let that model render. It's much simpler to use the amazing renders that come preset with the dvd linked in picassa in the meantime.

Additionally i don't see this model animated or present anywhere else (gaming wise). The work being done to that model is ridiculous just to give you a few details on what is being done
high poly < --> low poly ,then animated and reskinned
The many hours of work that have been done to model to lower it's poly count and the many more hours required to get it low enough for the engine..

trust me low poly version when complete(WIP) will be something entirely else.

We're trying to make this game modern and as such when I see something modeling or concept wise that catches my eye I encourage my model artists to use it as concept art and create their interpretation of the model for the tremulous universe. I don't see the issue with this modeling process

Go on cghub look at current modeling trends get some ideas based on some community concept art. Then proceed to model based on the designs you like. After all this is what artist do they go look for inspiration to use in their art.

Here some examples of ideas we've reused

Concept art of a futuristic energy weapon from cgsoceity


Our recreation of the weapon





we also liked the energy saw(Plasma cutter) weapon from deadspace2 so much that we based our psaw design on it


our recreation



We also felt that we could make the line gun (deadspace) function as a ckit so we based our ckit model on concept art from deadspace



our recreation


As you can see from the examples above we're not misleading/confusing anyone intentionally. That album is used for my personal linking to other devs; as well as random development shots that are currently being worked on or are relevant to development process in someway. Those shots are relevant I have the source files, permission from the artist who recreated them to use them and to be frank the ability to do with them as I please. Also since you are one of many Tremz project fans feel free to join us on #tremz on irc that is where everyone else seems to directly contact us about concerns,confusions, and conclusions they might have jumped to incorrectly.  


Just to paint a picture
this is a chaingun you can find by searching "minigun" on deviant art, I wonder who's highpoly tremulous chaingun model it shares characteristics with?

Note the location of ammo belt and handle bar.. using design aesthetic from another creation that are appealing isn't wrong..


« Last Edit: November 30, 2011, 05:15:29 am by Volt »

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Where did TremZ Go?
« Reply #76 on: November 30, 2011, 09:38:12 am »
Just to paint a picture
this is a chaingun you can find by searching "minigun" on deviant art, I wonder who's highpoly tremulous chaingun model it shares characteristics with?
So do I. Could you tell us plox?
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Chomps123

  • Posts: 341
  • Turrets: +4/-15
Re: Where did TremZ Go?
« Reply #77 on: November 30, 2011, 10:13:22 pm »
I have a chaingun model with textures that i found that i can give to you.

I got it to work in both 1.1 & 1.2 so it should work for you.
Don't just live life with work.
Find some time every day to have some fun. ;)

Tremulant

  • Spam Killer
  • *
  • Posts: 1039
  • Turrets: +370/-58
Re: Where did TremZ Go?
« Reply #78 on: December 01, 2011, 02:37:30 am »
There is a reason why in the album i put this as album description "To clear up some confusion, these are random development shots."
That really doesn't clear up anything, i would expect development shots to be shots of the actual development process, not cool images harvested from around the web to serve as inspiration, it also fails to excuse your use of such harvested images on tremz.com's front page, very much passed off as the work of your team.
The bsuit is from a instructional dvd called zbrush hard surface, the person who donated it created the model following the instructions in the video course. The license that came with the DVD clearly outlines nothing against this. Trust me I can pull up a ugly render without the fancy (Vray) lighting but I don't have time/(computer)power to let that model render. It's much simpler to use the amazing renders that come preset with the dvd linked in picassa in the meantime.
*snip distracting noise and further pointless excuses*
Can't say that much of this is making sense, but ok, how about the halo helmet, what's the explanation for that one? You must understand that it's frustrating for us to see you lying through your teeth about what assets are actually available to you, when the project seems to have potential in some areas.
my knees by my face and my ass is being hammered

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: Where did TremZ Go?
« Reply #79 on: December 01, 2011, 03:12:18 am »
I think there's been a major lapse in communication here, with some very loaded words being thrown around.

Tremulant, the Picasa album is primarily used for internal development functions, which includes concept art and showing other developers the cool things we have going on. If you would like to hear actual news and see progress, you are more than welcome to read the content on the UncannyGaming site, join our IRC channel, or visit our Twitter. I will also take any questions that you have regarding the production of TremZ. So far, I haven't noticed you making any effort to communicate with us besides the occasional reply to one of our forum posts. While I will be happy to talk with you, I am clearly not telepathic, and thus you must approach me with whatever you have in mind.

The "Halo" helmet you have been referring to is part of an instructional DVD used by one of our modelers. When you complete the DVD, you end up with a model that resembles the helmet in question. Our helmet will somewhat resemble that, but not exactly. The same thing goes for the battlesuit, which was also created by the same modeler. We have models for both the helmet and battlesuit. They are being made progressively more low-poly at the moment, so that they can actually be displayed in-game. When they're ready in a week or so, they will be displayed on the Picasa. Please be patient.

TremZ.com is currently inactive due to difficulties in contacting Duck. We're going to be getting another source of hosting, and we'll have a new site up before release. The current state of the site is extremely outdated, please pay no attention to it.

Hopefully, I have addressed at least some of your concerns. I am aware that you may have some doubts, which can be natural considering the fates of prior Tremulous projects. Thus, there is little more to say, besides "wait for it". After our release on New Year's Eve, I'd love to hear from you.

Chomps123

  • Posts: 341
  • Turrets: +4/-15
Re: Where did TremZ Go?
« Reply #80 on: December 01, 2011, 02:25:13 pm »
*Stares at the computer's clock/calendar impatiently wishing time could fast forward* :-\
Don't just live life with work.
Find some time every day to have some fun. ;)

GeneralScott

  • Posts: 291
  • Turrets: +3/-8
Re: Where did TremZ Go?
« Reply #81 on: December 01, 2011, 07:33:29 pm »
All these people are raging you where in reality one shouldn't give a shit where the stuff came from, as long as it looks good ingame I'm happy. Why is everyone raging TremZ?

kharnov

  • Spam Killer
  • *
  • Posts: 626
  • Turrets: +47/-791
    • Unvanquished
Re: Where did TremZ Go?
« Reply #82 on: December 01, 2011, 07:41:12 pm »
Why is everyone raging TremZ?

Because the majority of the Tremulous community has a very curious case of Stockholm syndrome.

Celestial_Rage

  • Posts: 636
  • Turrets: +120/-8
Re: Where did TremZ Go?
« Reply #83 on: December 01, 2011, 09:12:35 pm »
Meh, this is the Tremulous's community's understandable reaction towards any attempt at trying to push Tremulous beyond it's current boundaries. Such attempts are always met with skepticism because, historically, none of these have ever gone anywhere. Even TremZ has not made any official alpha release. However, unlike any other attempts, TremZ has an organized and comprehensive dev team of artists and coders who are very active and very determined to reach the New Year's release goal. In short, start your 1 month countdown clocks, because TremZ is happening.
"The reports of my death are greatly exaggerated" ~Mark Twain

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Where did TremZ Go?
« Reply #84 on: December 04, 2011, 02:50:28 am »
Why is everyone raging TremZ?

Because the majority of the Tremulous community has a very curious case of Stockholm syndrome.

You analogy doesn't work as Tremulous hasn't held anyone hostage from what I know.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

/dev/humancontroller

  • Posts: 1033
  • Turrets: +1002/-383
Re: Where did TremZ Go?
« Reply #85 on: December 04, 2011, 01:07:15 pm »
Tremulous hasn't held anyone hostage from what I know.
srsly, you have no idea xD

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
Re: Where did TremZ Go?
« Reply #86 on: December 04, 2011, 11:38:59 pm »
All these people are raging you where in reality one shouldn't give a shit where the stuff came from, as long as it looks good ingame I'm happy. Why is everyone raging TremZ?
Why is everyone so hyped up about it? It's some three weeks to go and yet there's almost no progress to be seen at all. One can't tell what's stolen, what's concept art, what's way too high-poly to be in the game, what's made with photoshop, etc... only thing that seems to be certain is there's going to be an ugly lipstick dretch and untextured, worse looking alien + human building models than what the current ones are. One nice pulse rifle.

Nobody knows what the game is going to look or be like even a month before a supposed release. Here, let me give you an example, I'm going to try and figure out how a human soldier is going to look in TremZ:

Hmm, they could be going for this ugly-looking hunchback bald-head.

Or perhaps a cartoonish elf-warrior from RPGs of the 90s?

Wow, we're suddenly going for a ninja assassin?

A very odd-faced bald now is it?

Bald women too? Ugh.

This the human? Or is it a battlesuit?

Or are battlesuits going to be replaced with mechas?

Each of the screens are very different and the quality differs a ton, which one(s) are they actually going to use? What can they actually use? What's too high poly for the game?

The way it's handled, there being no actual in-game screenshots of the good stuff, (a lot of bad stuff though: robot goons, the aforomentioned, infamous lipstick dretch, reactor and philh's take on it, which sums it up nicely) no certainty whatsoever what goes in the game, what doesn't, there not being an official list of developers (do they have modellers or are these all borrowed? if, who are they? what kind of previous work have they done?) really makes me wonder why should i be so overjoyed about this project. I believe the only textured model so far I've seen is the lipstick dretch? You have three weeks to texture when the models aren't even done yet, better hurry up.

Now, I'm not against the project, far from it. But please fix things up if you really want everyone to be happy about it, instead of only GeneralScott and you yourself. Give a list of developers, screenshots and information of what's actually going into the game, information about your first release, make an official site with content, make your own forums so you don't have to hi-jack the Tremulous ones and so on, and maybe you'll actually convince people into thinking you're going to make awesome things, instead of kharnov repeatedly just slamming it into your face: "IT'S GOING TO BE AWESOME, IT'S GOING TO BE AWESOME, IT'S GOING TO BE AWESOME!!!" Cool, but how would I or anyone else actually know that?

Such a piss poor way of marketing your game.
« Last Edit: December 04, 2011, 11:44:28 pm by Meisseli »

Celestial_Rage

  • Posts: 636
  • Turrets: +120/-8
Re: Where did TremZ Go?
« Reply #87 on: December 05, 2011, 12:18:52 am »
Everyone is so hyped about TremZ because for the first time in several years, a new release with new graphics and engine is actually imminent. However, it seems, that is also the reason for your caution: you think it is too good to be true. I assure you, there will be a release on New Years.

The old picasa album has been taken down and we are in the process of putting up a new one with only assets that are planned to be in game. I guess, we felt it was obvious enough which was concept art and which was supposed to be in game (obviously, a bald woman would not be in game, but is actually a WIP). In-game screenshots will be coming up shortly as well, as the engine has neared completion. The picasa album was never meant to be an advertisement of TremZ, but was meant to demonstrate that progress was alive and well. If we wanted an advertisement, we would have released a trailer on Youtube.

Also, if you dislike the dretch, tell us what you'd prefer instead. At TremZ, we're all about community involvement. The textures on the dretch aren't final, so if the community doesn't like something, we're more than willing to change it if they provide some decent rationale.
« Last Edit: December 05, 2011, 12:22:20 am by Celestial_Rage »
"The reports of my death are greatly exaggerated" ~Mark Twain

Kasofa

  • Posts: 69
  • Turrets: +5/-2
Re: Where did TremZ Go?
« Reply #88 on: December 05, 2011, 01:58:17 am »
Everyone is so hyped about TremZ because for the first time in several years, a new release with new graphics and engine is actually imminent. However, it seems, that is also the reason for your caution: you think it is too good to be true. I assure you, there will be a release on New Years.

The old picasa album has been taken down and we are in the process of putting up a new one with only assets that are planned to be in game. I guess, we felt it was obvious enough which was concept art and which was supposed to be in game (obviously, a bald woman would not be in game, but is actually a WIP). In-game screenshots will be coming up shortly as well, as the engine has neared completion. The picasa album was never meant to be an advertisement of TremZ, but was meant to demonstrate that progress was alive and well. If we wanted an advertisement, we would have released a trailer on Youtube.

Also, if you dislike the dretch, tell us what you'd prefer instead. At TremZ, we're all about community involvement. The textures on the dretch aren't final, so if the community doesn't like something, we're more than willing to change it if they provide some decent rationale.
Hooray! Competency!

-K

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Where did TremZ Go?
« Reply #89 on: December 05, 2011, 02:15:52 am »
Is it just me or does it seem like everyone is saying "we"? Why are there so many different people talking to the community?
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good