home home

downloads files

forum forum

docs docs

wiki wiki

faq faq

Cube & Cube 2 FORUM


Enemy Territory + Cube 2 = wOOt?

by ezombie on 01/19/2008 16:25, 258 messages, last message: 04/03/2008 21:39, 195455 views, last view: 09/29/2024 17:31

I made an actual thread for this, since we are still yacking about it. To bring the others up to speed:

"Some of us weirdos have been kicking around the thought of making a community edition of Enemy Territory (the FIRST one). I suggested the Cube 2 engine might be a good base...

This would be a straight port of ETPro gameplay to a standalone open source game, using new 'HD' assets. Nothing too fancy, just better graphics and netcode are what we would be looking for."

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages

#139: Re: ..

by tentus_ on 02/02/2008 15:28, refers to #134

Nice texturing! I always like seeing a brick that doesn't look flat and washed out ( http://sauerbraten.sourceforge.net/newer/screenshot_463706.jpg ). It's kind of odd actually, brick textures are ridiculously common, but rarely very good.

reply to this message

#140: Re: ..

by SheeEttin on 02/02/2008 16:32, refers to #134

Hmm.
It might just be the screenshot, but I think they have the same problem that AssaultCube's textures have... I can't put my finger on it, but it just seems that there's something fundamentally unrealistic about it. Maybe because they aren't *mapped?

reply to this message

#141: Re: ..

by jbuk2k7s cookie has gone on 02/02/2008 18:32, refers to #134

Nice textures, but the specularity is far too high. Bricks aren't shiny IRL are they?

reply to this message

#142: Re: ..

by tentus_ on 02/02/2008 18:40, refers to #141

Depends. If it's outside then it's fine: even bricks are shiny in a wet area. Inside it's a bit less appropriate, but for a place without a door they can still get damp and therefore shiny.

reply to this message

#143: ..

by ezombie on 02/02/2008 21:01

I am still playing with the pixelparam on the textures. These are actually from the artist 'method', here is how they look when properly setup:

http://www.methodonline.com/temp/meth_test.htm

I just have to import them corrrectly first :D

reply to this message

#144: Re: ..

by SheeEttin on 02/02/2008 21:25, refers to #143

Wow. He is really, really good.

reply to this message

#145: ..

by ezombie on 02/03/2008 21:07

Yes he is, and I have obtained permission to include them in the base install :D

Update: Interfacing a VM into the Sauer code - without gutting it - has been challenging. I had to try a couple different ways before I found one that works nicely. Using proxy classes w/templates has resulted in a clean, very fast implementation that disturbs the original source very little. Now that this is figured out, we are porting most of the client game logic into the VM.

This allows many benefits, one is that it provides a prototype for creating fully interactive mapmodels, two is that is allows us to stream most of the game itself (besides engine and assets) as bytecode from the master servers when a player first connects. This is a godsend when it comes to development time, creating/distributing updates, reduces the HD footprint, and helps discourage casual cheating.

Given the non-fluid nature of CVS, and the number of times I have had to refactor the VM code to fit (it's originally from a high speed print processor), I won't be checking this major change into the SF repository until after it's cleaned up a it.

Onward and upward, eh?

reply to this message

#146: why not use svn?

by freegamer on 02/04/2008 01:14

You should use SVN instead of CVS on Sourceforge?

http://sourceforge.net/docman/display_doc.php?docid=31070&group_id=1

reply to this message

#147: Re: ..

by Quin on 02/04/2008 01:48, refers to #115

I'm glad people are starting to see that pack mentality. I came across it the first time I arrived here, and it almost made me turn away from Cube 2 altogether. Look at me now though.

As eihrul said, even us smaller developers communicate and give back what we can to Cube 2. I would personally be lost without the ideas, suggestions, etc. he gives us on Blood Frontier. In return, I like to help the community how I can, because in the end, we all rely on each other to make fantastic games.

Think about it, its about having fun guys.

Apologies to ezombie for the off topic post, but I feel people should stop underrating Cube 2. As you've already found out, it's a wonderful engine to work with, and I look forward to seeing more from you in this community :)

reply to this message

#148: ..

by ezombie on 02/04/2008 02:30

Yeah, I know we should use SVN. Just need to get everyone's Eclipse updated now that it's subversion plugin is on par with the built in CVS support.

Quin:

I spent an extra week of some long nights, just so we can have the lightest possible footprint on the existing Sauer code. This allows us to enjoy future enhancements from Sauer, but also makes our work much more portable in case someone wants to use them elsewhere.

I would always rather be a big fish in a small pond, then a small fish in a big pond. I'm not sure anything we would do with a Q3 engine would make any real difference to anyone else.

reply to this message

#149: Instead of flamethrower

by ezombie on 02/05/2008 00:09

In ET, there is a long range 'Area Of Effect' heavy weapon (panzerfaust/RPG/rocket launcher), and a short range AOE (flamethrower). This subject came up in our forums, and I suggested this solution:

---

Until we get get a flamethrower effect in the engine (if ever), how about we use this as the short range 'area of effect' heavy weapon?

http://blog.wired.com/gadgets/2008/02/aa-12-automatic.html

It's a fully automatic 12 gauge shotgun, 300 rounds per minute. Can fire pellets, or even a mini frag grenade. The engine has the normal grenade effects, we could just scale it down to 1/4 and shoot them (with no bounce) at 5 per second and explode them on contact, or even at a given max distance if they don't hit anything.

It would have the same tactical effect as a flamethrower, but much louder. You would hold the fire button and sweep an area, the small explosions would overlap creating an arc of damage just like a flamethrower.

---

Thoughts?

reply to this message

#150: Re: Instead of flamethrower

by MovingTarget on 02/05/2008 00:29, refers to #149

Holy...

That is one h*** of a weapon!!
That would definitely be a nice alternative to a flamethrower. Possibly have both frag grenade pickups and shells?

reply to this message

#151: Re: Instead of flamethrower

by tentus_ on 02/05/2008 00:39, refers to #149

A few years ago I made a mod of Cube1 entitled Cube Legends. One of the weapons (the chaingun) was modified to look and act more like a flamethrower (a flame wand, to be specific). All I had to really do to make a decent-looking effect was amp up the amount of smoke the chaingun created, and swap that smoke out for a simple fire image. The kickback and spray from the chaingun will ensure that the flame particles spread out similar to real fire, and when you have enough stacked up it can look fairly organic.

Just so you know. If I could do it using Cube1 I have no doubt that you can make a great looking effect in Cube2.

reply to this message

#152: ..

by ezombie on 02/05/2008 02:19

Good tip. I just tested a 5 rps RL with no rocket models, no debris on explosion, and a max range of about 15 feet (the projectile explodes when it get that far even if it has not hit anything). The overlapping explosions looked sweet, very flame-like.

This worked quite nicely (once you lower the damage). The flamethrower would also have to 'burn' - as in damage would be taken if you ran into the flames while they are in the air - plus you 'burn' and take damage for a bit after you leave the flames.

This will be no small matter, and while we may still add a flamethrower later, I think we can go with the auto-incendiary-shotgun as a nice alternative.

It's really rather fun! And has a similar but slightly different tactical application (since it is completely earsplitting - I used the shotgun sound for the gun, add that to the explosion sound at 5 per sec - crap). You can use the racket to mask other sounds from teammates in the area. It is definitely a weapon of sheer intimidation and area denial.

reply to this message

#153: ..

by ezombie on 02/05/2008 02:45

Video of the proposed weapon in action, will be using a USAS-12/SH29-R for the model:

Small format - 2MB
http://www.usef-et.org/downloads/autoshotty.wmv

Large format - 6MB
http://www.usef-et.org/downloads/autoshotty_small.wmv

reply to this message

#154: Cube Size?

by sfhjdhsconorjkfhdsjk on 02/05/2008 03:19

Where in the source code did you change the size of the smallest cube?

reply to this message

#155: Re: ..

by tentus_ on 02/05/2008 04:39, refers to #153

Nice, that looks like a very fun weapon. I'm unusually excited about seeing what you end up making.

reply to this message

#156: ..

by ezombie on 02/05/2008 05:35

Re: Cube Size
It was mentioned in the map editing thread, and I believe it has been changed in the current Sauer CVS already.

eihrul:
I am using a 01/25/2007 checkout of the Sauer code as a base right now. Should I update?

reply to this message

#157: ..

by ezombie on 02/05/2008 05:44

Better update then!

I was wondering if you were in the middle of something. Those dynamic lights seemed a bit harsh...

reply to this message

#158: ..

by scasd on 02/05/2008 16:05


40mm, 250-300 rounds per minute:
http://www.dtic.mil/ndia/smallarms/Lambr.pdf

revolver based model:
http://www.defensereview.com/modules.php?name=News&file=article&sid=749

This one would be nice to see as long range weapon in addition to that shotgun ;)

reply to this message

Go to first 20 messagesGo to previous 20 messages    Board Index    Go to next 20 messagesGo to last 20 messages


Unvalidated accounts can only reply to the 'Permanent Threads' section!


content by Aardappel & eihrul © 2001-2024
website by SleepwalkR © 2001-2024
56814779 visitors requested 74744117 pages
page created in 0.064 seconds using 10 queries
hosted by Boost Digital