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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12549946 views, last view: 11/05/2024 11:55 |
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#11762: .. |
by Julius
on 03/05/2009 17:56
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Peeps, this is the SVN version, so it is obviously WIP.
The models are actually quite good, but some still lack a skin.
And the new 3rd person anims are great! (Btw there is no quad damage effect anymore... probably a bug).
IMHO as soon as the current admittably horrible relative position (!) of the weapons is fixed, they will be fine.
But I agree that the pistol and the sniperrifle look really out of place in a game like sourebraten :-/
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#11763: vista home premium problems |
by vassago
on 03/05/2009 18:19
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yeah i have downloaded multiple versions of sauer none work correctly first one wouldnt access the server right the second one dint have an edit menu the third one kept popping up with unknown command showmenu everytime i pressed the escape button that is the mrnu button right i mean it is on mac
i never had any problems on mac pls help and thanx in advance
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#11764: running server on a machine with multiple network interfaces |
by w23
on 03/05/2009 21:36
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i'm trying to setup a new dedicated sauerbraten server on a freebsd-7.0 machine with multiple network interfaces. i want and expect sauer_server to listen on all interfaces when i run it without the -i option. however, this does not happen -- it listens only on one (first) interface. looking into the source (and sockstat -4l) gives that it properly listen()s on INADDR_ANY, but somehow refuses to accept any connection coming through another interface. this is not likely to be a server misconfiguration, as there is plenty of other stuff running without similar issues. is there anyone with understanding of enet engine who could help?
also, i could not find any place in enet sources, that would call to enet_socket_accept(). how does it even manage to work?! :D
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#11765: Re: .. |
by a~baby~rabbit
on 03/05/2009 21:43, refers to #11762
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yeap - svn is work in progress, it means change, and constructive criticism would be more appreciated...
see: http://fernlightning.com/sauer/buds.jpg
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#11766: Re: LOL |
by tentus_
on 03/05/2009 22:58, refers to #11765
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Nice comic! :)
My constructive input would be that we should stick to the more sci-fi look that the previous guns had. I like that the guns are smaller and more realistically held, but I liked the glowing bits and felt that the old animations generally worked just fine.
(Aw man, this reminds me that I need to reprocess those screenies I took a little while ago and never posted: the "shots" sections is now what, 3 hudgun generations old?)
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#11767: Re: LOL |
by SheeEttin
on 03/06/2009 00:13, refers to #11766
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Yeah, the textures are also a bit too "clean"... Given how dirty Cube 2 envrironments usually are, I don't think the weapons should be that clean, y'know?
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#11768: Re: LOL |
by eihrul
on 03/06/2009 02:19, refers to #11767
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The point of the hudguns is that, having looked at hudguns in other games lately, I noticed a distinct lack of clearly identifiable guns. Every deathmatch game you pick up has these sci-fi or hyper-modern guns where each is this overly complex art vomit and interchangable looking with respect to what it shoots out.
Sauerbraten has always been about rather simple weapon archetypes, and about old school deathmatching, so I wanted the guns to reflect this, and they do. They are novel by the fact that they are ordinary, stereotypical looking weapons - really, a rarity these days!
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#11769: Re: running server on a machine with multiple network interf |
by eihrul
on 03/06/2009 02:30, refers to #11764
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Sauerbraten does not use TCP. It uses UDP, which is connectionless, and so depends on identifiable addresses for any given message.
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#11770: Message censored by administrator |
by oversimplestic=fail
on 03/06/2009 02:54
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#11771: Re: running server on a machine with multiple network interf |
by w23
on 03/06/2009 12:02, refers to #11769
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oops, my bad. i'm sorry for being such a inattentive retard.
as i had some doubts, a huge lack of experience and knowledge, i've just wrote a simple pair of client/server to test, whether the response from server would come from the same ip, where client sent his packet. and it does not! the response is sent according to the routing table. however, this happens only when i listen to INADDR_ANY. when my server is bound to specific interface, it responses through the same (bound) interface, through which the packet came in, even if the routing table has a different route for the recipient.
so, binding to INADDR_ANY will work only for clients, who connect using proper interface (through which will routed pakcets go). this seems to be my case, because the server i intend to run sauer_client on is connected to several LANs with non-intersecting local address spaces. so the main question keeps unchanged: how to force enet engine to receive packets on all interfaces? this is an ugly, but will-work-for-me solution.
the proper solution for multi-interface problem, from my point of view, is to make several differents sockets for each interface, and keep track of what client came through which socket. this shouldn't break current protocol or client code. if the developers are not against it, i could look into implementing that.
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#11772: Re: LOL |
by Julius
on 03/06/2009 15:12, refers to #11768
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I think it would be cool if the sniper would stay a crossbow, and the pistol should be a modern semi automatic. Otherwise I am fine with the new weapons in principle.
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#11773: .. |
by Fischkopf
on 03/06/2009 18:34
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I dont like the new Weapons at all. They look too realistic for a Quake style game like Sauerbraten. AND they look a bit small.
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#11774: Re: .. |
by Julius
on 03/06/2009 20:54, refers to #11773
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"AND they look a bit small."
That is purely a question of relative position in the hud.
Currently they are positioned IMHO really badly. First they are positioned way to far to the right and too low, and thus have this strange angle towards the crosshair, and then they might also benefit from being closer to the "screen", but that has to be tested.
@ But actually I wonder why this new art direction (which in general isn't a bad idea) is not reflected in the new player-model at all :-/
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#11775: .. |
by Geartrooper
on 03/06/2009 21:34
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too realistic, bad anims, bad skins. If I please one of you the rest will suffer. So screw all of ye. :D
Too realistic? Is that a complaint?
Bad anims. Bad how? How are they worse than the previous anims?
Unfinished skins. What would you do to improve them?
The difference between this set of guns and the previous set is there is a direction for the art. Some of you may understand with a single title of a movie. 'Army of Darkness'. Others may understand with the return to Doom style weapons.
At least give feedback.
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#11776: Re: .. |
by MovingTarget
on 03/06/2009 22:15, refers to #11775
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The pistol animation:
The entire hand + pistol goes backwards, neither moving relative to the other. The barrel of the gun is so much higher than the joint of the guys wrist, the barrel should move more back than the hand.
The shotgun animation:
The other guns have much more recoil... what does this gun move, an inch?!? The reload animation is cool.
The rifle animation:
I like this one, especially the reload.
The rocket launcher animation:
It goes backwards too smoothly and slowly.
The grenade launcher animation:
See above.
The chaingun animation:
Nothing wrong.
The fist animation:
Nice.
Did I miss any?
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#11777: .. |
by Julius
on 03/07/2009 00:35
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About the skins:
The chain-gun, the grenade-launcher and to a certain extent the shotgun give you the impression that they do not actually have a skin other that a solid grey texture with some noise applied.
In fact this is what I thought when I said these are obviously WIP, but a quick look at the actual texture .pngs did show me that you actually painted the skin this way.
And this simply does not work/look good in a game as a real world metal surface would have a subtle chrome like reflection which can not be rendered properly in game (yet).
To make it look good vary the lightness of the grey much more in bigger surfaces, not just at the edges sort of like this example:
http://media.teamxbox.com/games/ss/1321/1201227114.jpg
Also notice how certain parts have a more blueish hue and others (to a lesser extent) a greenish. You can also experiment with red or yellow ones.
Overall I would also say that you should break up the bleak grey look with some black "plastic" surfaces, or add some (worn off) paint, especially more towards the back/grip of the guns. The barrels can stay more or less grey like that.
Example of a real world weapon with paint applied:
http://rat-hunter.com/stories/2006/grenade-launcher/grenade-launcher.jpg
Or this one which shows both black plasics and parts painted black:
http://www.crewchiefpb.com/mega_gallery/albums/gallery/work/normal_work041.jpg
But varying the hue a bit will probably already do wonders.
Also as a general suggestion to blend the realistic weapon look with the otherwise more futuristic style, one could add little screens showing "stuff" to the weapons.
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#11778: .. |
by Julius
on 03/07/2009 00:38
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P.S.: Please consider making a nice crossbow sniper instead, as the rifle looks currently way to small, but increasing the size would make it way to long (as a real rifle actually is... impossible to run around with it like that).
Something simple with a scope like this:
http://upload.wikimedia.org/wikipedia/commons/7/76/Recurve_crossbow_with_bolts.jpg
would be perfect.
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#11779: .. |
by Julius
on 03/07/2009 00:49
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P.P.S.: A quick tutorial I found on the hue issue:
http://www.game-artist.net/forums/spotlight-articles/412-tutorial-scar-l-rifle.html
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#11780: .. |
by Julius
on 03/07/2009 01:00
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P.P.P.S.: Rendering out an ambient occlusion texture overlay will probably also work really nice.
tut:
http://donaldphan.com/tutorials/xnormal/xnormal_occ.html
with xnormal:
http://www.xnormal.net
It is also possible to "bake" ambient occlusion maps directly from Blender AFAIK.
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#11781: .. |
by Julius
on 03/07/2009 01:00
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Tut for blender here:
http://wiki.flightgear.org/index.php/Howto:_Add_smooth_(%22Ambient_Occlusion%22)_shadows_in_Blender
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