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ShinyTrem(v12)

Started by Odin, September 18, 2008, 11:57:01 PM

Odin

If you have to use Vertex light to actually play the game, ShinyTrem is not for you.

Lakitu7

No, but that needs to be addressed before https://bugzilla.icculus.org/show_bug.cgi?id=3795 has a chance at happening.

Syntac

#32
[DEL] Never mind.

Foe of Eternity

but i luv how cool vertex looks :) the spawns look like teleporters, and everything just looks cooler

Quote from: player1 on February 17, 2008, 06:50:45 PM
No. Let n00bs pick overly destructive Human weapons and then use them in their own base and around their own teammates. Maybe then they'll learn that doing that is a stupid idea. Meanwhile, I will be slashing at their damaged Armoury, after I vault their smoking turrets and the scattered bodies of their TK' d teammates. N00bs: they're what's for breakfast.

tyranis

I think using low quality lighting defies the point of shiny trem.

Odin

Quote from: Lakitu7 on October 17, 2008, 03:32:45 PM
No, but that needs to be addressed before https://bugzilla.icculus.org/show_bug.cgi?id=3795 has a chance at happening.
Any ideas? I actually already discovered this ages ago but could never figure out why entities turned white and the world did not. Does the code try to use a different shader stage for vertex lighting on player models than the world shaders?

Odin

#36
Ok, I fixed the problem. Version 10 is now up. This calls for a new screenshot :).

rotacak

#37
Good work!

Edit: construction kit looks amazing!

UniqPhoeniX

Really nice mod! ;D
Just the ATCS force field looks like glass and on transit the straight ceiling support beams near h base are different then the bent ones:

Archangel

Probably because they're meshes or whatever it's called. Anyway, lookin' good Odin! Pipes look really hi-res with ShinyTrem enabled.

Odin

Well, I have made version 11. In this version, I have added a couple of the texture effects superpie added in his graphics mod. I have actually removed the map special effects as I thought they didn't actually look very good, in my opinion. They probably need a lot more subtlety(I think I overdid it a bit). If the public thinks they should stay, I will re-release version 11 as version 12 with the map shaders added back in.

Odin

Version 12 released, with a modified shader. This should fix the darkening problem.

Archangel

Sys_Error: recursive error after: Couldn't load scripts/niveus_shiny.shader

Odin

You should probably remove the old versions of the mod.

Archangel


Chronoslicer

hmm, maybe it should be made according to light sources so that it makes trem having glow effect..

Dante

This is really cool.  Are there any servers currently running this mod?  And if so, which ones?

rotacak

Quote from: Dante on November 04, 2008, 01:09:52 AM
This is really cool.  Are there any servers currently running this mod?  And if so, which ones?
R Unlimited CZ in my signature. There running also this mod: http://tremulous.net/forum/index.php?topic=9502.0

Lakitu7

Quote from: Dante on November 04, 2008, 01:09:52 AM
This is really cool.  Are there any servers currently running this mod?  And if so, which ones?

It may be used optionally on Puretrem, meaning that it will not be automatically downloaded or required, but if you have it installed, you may use it.

israroot

#49
Very nice.
Perfect in Brasil Regular (game.qvm Lakitu)

Ops, post in mod work (Superpie's kkkkk)

{M}IsrarootTdT

mooseberry

Works on any unpure server...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Einstein

On that note, is there a way to keep a server pure but allow a specific mod? Aside from purifying the ShinyTrem pk3, the likes of which the devs usually frown upon, I don't see a way to use this on any pure servers.... Can we make exceptions for certain named unpure packages if the operator so chooses, and if so, how?

E-Mxp

Quote from: Einstein on November 11, 2008, 07:08:41 AM
On that note, is there a way to keep a server pure but allow a specific mod? Aside from purifying the ShinyTrem pk3, the likes of which the devs usually frown upon, I don't see a way to use this on any pure servers.... Can we make exceptions for certain named unpure packages if the operator so chooses, and if so, how?
Semipure?

Lakitu7

#53
"Semipure" is only necessary when ui/cgame vms are involved. With this mod and others that do not contain any such executable code, "semipure" is not needed and the pk3s can be made optionally available within the existing, unmodified, default pure system.

Simply place the file in fs_basepath/base upon the server and it will become usable to whoever joins it.

Honestly, all "semipure" does is extend the logic that works for pk3s containing skins/maps/models/shaders/textures/etc. to also work for pk3s containing cgame/ui vms. For mods containing no executable code, the old system works perfectly as designed. :)

smurftyous

how do you install this lolz do u just put the pk3 in your base folder?
u Just got smurfted :dretch:

Odin


smurftyous

i cant see any difference is there a certain way u have to make a sever to make it show
u Just got smurfted :dretch:

Lakitu7

The server you're playing on must be sv_pure 0 or have that pk3 uploaded on it to allow its optional use.

smurftyous

i cant see  the difference so how do i know its working.
u Just got smurfted :dretch:

Lakitu7

Some of the weapons (las, MD) look pretty different, so you ought to be able to just buy one of those and see.