Author Topic: Open Dev  (Read 4213 times)

DarkStorm

  • Posts: 104
  • Turrets: +0/-0
    • http://tremulous.sourceforge.net
Open Dev
« on: October 15, 2001, 03:24:00 pm »
Like I said before; I don't mind Tremulous being an open development modification.

Yet... I don't see much of anything really open for the time being.  How am I supposed to decide if I map for this or not when I don't even know minor details like:
What textures can we use?
What entities can we use?
Are there new entities?
How do we use these new entities?
Does the new Tremulous support MP3 playback?
If so, does Tremulous interprit MP3 just as it does WAV meaning that I can have MP3 sound effects or music in my level?
Is there a reccomended light level?
Are we required to smooth clipping surfaces out more than usual, or do we not have to clip at all?
What's being done with the dynamic lights, if anything?

More than mapping, you should make available details about models, skins etc...

You both keep saying "Well why don't you go finish up your work and prove you were working this whole time?"

Well I say "How the fuck are we going to adapt our work to your mod when we don't know the damndest thing about it except it supposedly has a good amount of media done already?"

Keep in mind some of us can't be present in the channel.  
 have seen the light...
...and it burns.

Timbo

  • Administrator
  • Posts: 447
  • Turrets: +155/-161
Open Dev
« Reply #1 on: October 15, 2001, 07:31:00 pm »
Quote

On 2001-10-15 07:24, DarkStorm wrote:
Like I said before; I don't mind Tremulous being an open development modification.


No one has actually used the term "open development" except you. You are putting words in my mouth. The only thing that has changed from before is the team section has gone from the website. That is all.

Quote

What textures can we use?


Whatever you like.

Quote

What entities can we use?


Ditto.

Quote

Are there new entities?
How do we use these new entities?


Nothing new at the moment. New entity notes from old plan:

Quote

4.9 Misc entities

4.9.1 misc_spriter

This entity is a crude "particle" creation entity for mappers.

angles: The direction the sprites will move in initially. Special attention should be paid to the roll angle - this governs the rotation of the sprites. Setting this to 360 or greater will produce random rotations on the sprites.

speed: The speed at which sprites are launched. This will remain constant unless acted upon by an acceleration (see below).

acceleration: This is a vector that specifys the acceleration that sprites launched will be subject to. This is not a normalised vector, magnitude is incorporated.

wait: The lifetime of sprites launched in 1000ths of a second.

bounce: A value reflecting the proportion of velocity that is carried through by the sprite when it collides with a surface. e.g. 1.0 means all velocity is reflected, 0.5 means half. A value of 0.0 (or no bounce key at all) results in sprites that do not collide with brushes.

alpha: Two numerical values giving the start and end alpha values for the sprites. e.g. a value "255 0" gives sprites that start 100% opaque and end up transparent.

radius: Similar to alpha, this gives the start and end radii of the sprites. "16 64" will give sprites that start 16 units big and end up 64 units big.

random: The angle about "angles" that the launch vector is randomised by. Maximum 180 degrees.

count: The number of sprites to launch every second. Defaults to 1.

targetShaderName: The full name of the shader to use for the sprites.

spawnflags: 1 - This turns overdraw protection off. With overdraw protection on sprites too close to the client's viewport are culled to prevent excessive fps loss. 2 - Sprites are rendered with the ambient light value, otherwise sprites are fullbright. 3 - Spawn disabled.

Triggering this entity toggles it on and off.

4.9.2 misc_anim_model

This is a little like misc_model except that it isn't a "map object" per se since it remains an entity and does not become part of the bsp tree. An instance of this entity will draw an arbituary md3 in the world with an arbituary frame or with an animation. It uses the following keys:

radius: The scale of the model compared to its original size. Defaults to 1.0.

animation: The guts of the entity. This is identical to an entry in an animation.cfg - Start Frame, Number of frames, Looping Frames, Frame rate. For example 0 30 30 20 will play frames 0 through 30 continously at 20 fps.

model: Exactly like misc_model, the path to an md3 file relative to the tremulous dir.

Triggering this entity has a different effect depending on the state of the first spawnflag. If it is off then the animation is toggled on and off with the trigger. If the first spawnflag is on triggering the entity toggles the md3 all together.

4.9.3 misc_lens_flare

A simple lens flare entity using the following keys:

targetShaderName: The name of the shader of the lens flare.

radius: The size of the lens flare. The radius is calculated by taking the distance of the viewer from the lens flare and dividing by this key, so the larger the key value, the smaller the flare.

Pay attention to the angle/angles keys, they dictate where the lens flare is pointing.


Quote

Does the new Tremulous support MP3 playback?


It has done since July.

Quote

If so, does Tremulous interprit MP3 just as it does WAV meaning that I can have MP3 sound effects or music in my level?


Only music. And I haven't ever gotten around to implementing a decoder on map load.

Quote

Is there a reccomended light level?


Dark, but not so dark that you cannot navigate.

Quote

Are we required to smooth clipping surfaces out more than usual, or do we not have to clip at all?


Yes. The wall walking code hasn't changed.

Quote

What's being done with the dynamic lights, if anything?


Uh? Nothing. That is all locked away in the engine.

Quote

You both keep saying "Well why don't you go finish up your work and prove you were working this whole time?"


Do I?

Quote

Keep in mind some of us can't be present in the channel.  


You can't really blame me for that.

DarkStorm

  • Posts: 104
  • Turrets: +0/-0
    • http://tremulous.sourceforge.net
Open Dev
« Reply #2 on: October 15, 2001, 07:47:00 pm »
So how many classes are there?  This would affect the number of spawns.  What is the nature of the aliens.  Are they completely melee?  Are they melee with a limited degree of projectiles like the droids of old?  This would affect the placement of such spawns.  Will the humans still be upgrade based?  Are the upgrades the same as before?  This affects both number and placement of spawns.  How quick are the aliens?  This would effect size and layout of rooms.

My point to these questions isn't to get a straight answer out of you on the forums, but rather to encourage documentation.  When you document your progress and list changes you answer questions that haven't even been asked yet.  If I really wanted to make an effective map I would have to compile a list of at least some 70 questions off the top of my head, and during development of my map I would have to come back and ask you more.  It's a waste of time, especially considering you'd only be answering one mapper's questions.

And you can't exactly blame me for not being able to be present in the channel either.  Even if I wasn't behind a very well monitored firewall (oh yes, they're watching me right now.  IRC would just be going too far),  I don't think anyone would blame me for not being present in that channel under the circumstances.  It used to be my favorite place on the internet.  Now I consider it quite hostile
 have seen the light...
...and it burns.

Carcinogen

  • Posts: 88
  • Turrets: +1/-0
Open Dev
« Reply #3 on: October 17, 2001, 12:32:00 pm »
Quote
On 2001-10-15 11:31, Timbo wrote:

No one has actually used the term "open development" except you. You are putting words in my mouth. The only thing that has changed from before is the team section has gone from the website. That is all.

The concept docs are missing from the page also, I would suggest that you finish the (new) concept docs and put them up. If not, fine, but there's no reason to be secretive... and people won't know what to expect of Tremulous now.

Quote
On 2001-10-15 11:31, Timbo wrote:

Quote
On 2001-10-15 07:24, DarkStorm wrote:

Keep in mind some of us can't be present in the channel.  

You can't really blame me for that.

You could at least be somewhat understanding about it, although.
avid "Carcinogen" Wyly
Lead Modeller, Team Reaction