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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, 195476 views, last view: 09/29/2024 20:16

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."

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#159: ..

by scasd on 02/05/2008 17:29

100% silenced... http://www.coilgun.org/

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#160: ..

by sfhjdhsconorjkfhdsjk on 02/06/2008 00:16

100% Silenced, 3000 Rounds per microsecond, atomb bomb like explosive rounds, built in ipod dock. http://doesntexist.com/

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#161: big gun

by Captain_Ahab on 02/06/2008 00:16

how about this?
( too futuristic looking for my mind's eye, though

http://www.hkpro.com/oicw.htm

http://www.globalsecurity.org/military/systems/ground/oicw.htm

sabres and percussion caps
That would be a cool game

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#162: Re: big gun

by SheeEttin on 02/06/2008 03:51, refers to #161

Just scanned those, and it doesn't look like that'd be a viable weapon in real life.

In a video game, though, it'd be pretty neat.

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#163: re:big gun

by ezombie on 02/06/2008 04:06

It would make a rather effective club once you ran out of ammo... and I thought the USAS-12 was a bulky gun.

The M32 might make a nice heavy weapon choice. Two nades per second, with a limited range (stick some gravity on them buggers - just use the Sauer RL as a base). I can imagine that we would give it a seriously long reload time though. ;)

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#164: ..

by ezombie on 02/06/2008 04:34

I think this will make it into the game though:

http://gray.ap.teacup.com/kazslog/timg/middle_1187089404.jpg

But only as a scoped weapon. Hehehehe.

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#165: ..

by scasd on 02/06/2008 17:29


http://en.wikipedia.org/wiki/Javelin_surface-to-air_missile

http://picasaweb.google.com/backdraft57/WarAircraftMilitaryPt2/photo#5138061078862998930

Man - it looks so unreal. This system is surface-to-air only so dont jump or fart :P

What about that 'tiny cubes' - Would it be possible to create destructable terrain for explosives ? The terrain is burned at the destructed area so in theory you would not have to recalculate the lightmap there...

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#166: ..

by ezombie on 02/06/2008 18:05

Well, we actually have no 3D programmers on staff. We are guys that work in boring things like banking services, printing companies, and online ecommerce.

This does give us gobs of DB and network experience. But destructable cubes are a bit out of our league at the moment.

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#167: ..

by scasd on 02/06/2008 22:28

Yea, but maybe dot 3 labs will take this idea further and tweak the light map code a bit so it will not be messed up everywhere when you modify some cubes. Currently using a part of the editing code will not work because of this issue. Otherwise it would be easy I think. You dont need light maps where rocket impacts occur - everything would be black and burned there.

As far as I can see everything is translated into vertex/texturecoord arrays etc. If you change something somewhere the corresponding parts get buggy. But I am not sure.

Just an idea...

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#168: Re: ..

by demosthenes on 02/07/2008 00:22, refers to #167

You still need lightmaps there, else they'd be fullbright or fulldark.

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#169: ..

by scasd on 02/07/2008 01:20

If the area is blackened with soot from the explosion fullbright would be enough I think. But I dont know how complicated (time consuming) it would be to fix the lightmap bugs which occur everywhere after geometry modification.

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#170: Re: ..

by demosthenes on 02/07/2008 01:24, refers to #169

If patchlight was quick enough, it would be usable. The problem is lighting looking good when you make holes between rooms. Would look terrible, as if there was still a wall there.

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#171: Re: ..

by SheeEttin on 02/07/2008 01:25, refers to #169

Well, you could always just do a really, really fast calclight...
Turn the quality settings way down and don't show the progress indicator and it'll hardly be noticeable.

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#172: Re: ..

by a`baby`rabbit on 02/07/2008 01:45, refers to #170

Yes, its not just the issue or removing cubes and preserving the existing lightmap - it also that the removal of cubes means more light can reach other areas of the lightmap.

Patchlight is a bit slow for gameplay - though you could distract the player with a massive explosion for a few minutes :-)

Maybe eihrul could comment on the first (and hopefully more simple) issue of preserving lightmaps when geometry changes so that newly exposed faces are dark?


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#173: Two lightmaps?

by conorkirkdjfahsd on 02/07/2008 06:30

If the destructable walls would always blow up the same way, then you could have two lightmaps, one with all the walls blown up, and one with them all intact. Then if one blew up, you could just take that section of the lightmap.

Another way could be to have the wall be "glowing" Or, casting a dynamic light that matched that area of the lightmap, then if the lightmap were mucked up, it would still look decent. :D

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#174: Weapons

by JadeMatrix on 02/07/2008 14:44

Coilgun = railgun
Odd enough, ET had railguns, even though it was WWII. Actually, just one...

I just saw the M29 for the first time a few days ago. It is the ugliest gun I have ever seen, despite how much I like HK.

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#175: Re: Two lightmaps?

by RealNitro on 02/07/2008 15:30, refers to #173

Having multiple lightmaps like conorkirkdjfahsd said would do for ET I think. When a well is blown up in W:ET, the hole always looks the same.

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#176: Re: Weapons

by Julius on 02/07/2008 18:06, refers to #174

That was a railgun as in train-rails :p

But seriously folks... when did descructable walls ever improve the actual gameplay of a game?
Quite the oposite is true for the most part.

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#177: ..

by RealNitro on 02/07/2008 19:39

Julius: In ET some of the base classes' main task is to blow stuff up... Engineers blow stuff up. (And repair other stuff.)

(I love playing engineer class, hence my nick.)

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#178: ..

by scasd on 02/07/2008 20:04

Worms is very popular and has destructable level geometry. It is an essential gameplay part there. It just came into my mind when I heard ezombie talking about tiny cubes and rocket launcher.
The problem for my opinion is only the destroyed lightmap in other places. The level designer could adjust the light behind and before a destructable level part to have the same brightness.

Realtime shadows would be nice but you need actually three render passes instead of one. You could have a flag in the shaders menu saying \'shadow maps on/off\' but that would be a lot more work then fixing the lightmap inconsistence and using the (existing) editing code to remove some cubes somewhere.

@ JadeMatrix: I like the fancy big capacitors on some of the coilguns. Others are looking ugly for sure.

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