Author Topic: ShinyTrem(v12)  (Read 40219 times)

Odin

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Re: ShinyTrem(v9)
« Reply #30 on: October 17, 2008, 08:31:10 am »
If you have to use Vertex light to actually play the game, ShinyTrem is not for you.

Lakitu7

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Re: ShinyTrem(v9)
« Reply #31 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.

Syntac

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Re: ShinyTrem(v9)
« Reply #32 on: October 17, 2008, 10:04:27 pm »
[DEL] Never mind.
« Last Edit: October 17, 2008, 10:05:59 pm by Syntac »

Foe of Eternity

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Re: ShinyTrem(v9)
« Reply #33 on: October 17, 2008, 11:50:29 pm »
but i luv how cool vertex looks :) the spawns look like teleporters, and everything just looks cooler

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

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Re: ShinyTrem(v9)
« Reply #34 on: October 18, 2008, 12:11:44 am »
I think using low quality lighting defies the point of shiny trem.

Odin

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Re: ShinyTrem(v9)
« Reply #35 on: October 18, 2008, 03:26:15 am »
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

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Re: ShinyTrem(v9)
« Reply #36 on: October 18, 2008, 06:12:32 am »
Ok, I fixed the problem. Version 10 is now up. This calls for a new screenshot :).
« Last Edit: October 18, 2008, 06:25:35 am by Odin »

rotacak

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Re: ShinyTrem(v10)
« Reply #37 on: October 22, 2008, 06:20:54 am »
Good work!

Edit: construction kit looks amazing!
« Last Edit: October 22, 2008, 06:23:39 am by rotacak »

UniqPhoeniX

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Re: ShinyTrem(v10)
« Reply #38 on: October 30, 2008, 08:56:45 am »
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

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Re: ShinyTrem(v10)
« Reply #39 on: October 30, 2008, 01:51:07 pm »
Probably because they're meshes or whatever it's called. Anyway, lookin' good Odin! Pipes look really hi-res with ShinyTrem enabled.

Odin

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Re: ShinyTrem(v10)
« Reply #40 on: November 01, 2008, 04:11:01 am »
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

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Re: ShinyTrem(v10)
« Reply #41 on: November 01, 2008, 08:28:45 am »
Version 12 released, with a modified shader. This should fix the darkening problem.

Archangel

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Re: ShinyTrem(v12)
« Reply #42 on: November 01, 2008, 08:50:13 am »
Code: [Select]
Sys_Error: recursive error after: Couldn't load scripts/niveus_shiny.shader

Odin

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Re: ShinyTrem(v12)
« Reply #43 on: November 01, 2008, 10:06:45 am »
You should probably remove the old versions of the mod.

Archangel

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Re: ShinyTrem(v12)
« Reply #44 on: November 01, 2008, 08:45:50 pm »
I did. :<

Chronoslicer

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Re: ShinyTrem(v12)
« Reply #45 on: November 03, 2008, 10:54:23 am »
hmm, maybe it should be made according to light sources so that it makes trem having glow effect..

Dante

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Re: ShinyTrem(v12)
« Reply #46 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?

rotacak

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Re: ShinyTrem(v12)
« Reply #47 on: November 04, 2008, 01:12:40 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

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Re: ShinyTrem(v12)
« Reply #48 on: November 04, 2008, 07:45:44 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

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Re: ShinyTrem(v12)
« Reply #49 on: November 04, 2008, 05:58:57 pm »
Very nice.
Perfect in Brasil Regular (game.qvm Lakitu)

Ops, post in mod work (Superpie's kkkkk)
« Last Edit: November 04, 2008, 06:06:09 pm by israroot »

{M}IsrarootTdT

mooseberry

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Re: ShinyTrem(v12)
« Reply #50 on: November 10, 2008, 04:30:23 am »
Works on any unpure server...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Einstein

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Re: ShinyTrem(v12)
« Reply #51 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?

E-Mxp

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Re: ShinyTrem(v12)
« Reply #52 on: November 11, 2008, 08:16:30 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

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Re: ShinyTrem(v12)
« Reply #53 on: November 11, 2008, 08:55:53 am »
"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. :)
« Last Edit: November 11, 2008, 08:58:21 am by Lakitu7 »

smurftyous

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Re: ShinyTrem(v12)
« Reply #54 on: November 25, 2008, 05:48:59 am »
how do you install this lolz do u just put the pk3 in your base folder?
u Just got smurfted :dretch:

Odin

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Re: ShinyTrem(v12)
« Reply #55 on: November 25, 2008, 06:22:51 am »
Yes.

smurftyous

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Re: ShinyTrem(v12)
« Reply #56 on: November 25, 2008, 05:42:30 pm »
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

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Re: ShinyTrem(v12)
« Reply #57 on: November 26, 2008, 01:31:40 am »
The server you're playing on must be sv_pure 0 or have that pk3 uploaded on it to allow its optional use.

smurftyous

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Re: ShinyTrem(v12)
« Reply #58 on: November 28, 2008, 06:28:44 pm »
i cant see  the difference so how do i know its working.
u Just got smurfted :dretch:

Lakitu7

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Re: ShinyTrem(v12)
« Reply #59 on: November 28, 2008, 07:00:33 pm »
Some of the weapons (las, MD) look pretty different, so you ought to be able to just buy one of those and see.