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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, 195231 views, last view: 09/29/2024 06:27

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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#66: Re: ..

by yoopers on 01/25/2008 17:14, refers to #65

<must...hold...tongue......mustn't...throw...Molotov ;->

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#67: Re: ..

by SheeEttin on 01/25/2008 20:33, refers to #65

What's he do? (For Microsoft, that is... But for your project too, I guess.)

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#68: simple help offered

by Captain_Ahab on 01/26/2008 01:01

I'd like to do what little contributions I can in modelling. I have familiarity with blender and one can see a few samples of my work on my DeviantArt page,

http://fluffy-tiger.deviantart.com/

Anything thats not blatantly related to sauerbraten ( screenshots and take-offs of Orgo ) is what I am capable of.
I also have a couple of things in the Blenderartists forums under 'Captain_Ahab'

I'm nowhere near as good as geartrooper, but maybe I can do simple things to free up talent to do other more complex models.

how many tris in the poly budget for a model?

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#69: Re: ..

by yetanotherdemosthenescomputer on 01/26/2008 03:09, refers to #60

Uh, the splashscreen on that forum, in one of the topics... It says Sauerbraten on it, but Sauerbraten is the name of the FPS mode built on the Cube 2 engine, not the C2 engine itself. Last I checked, anyway. :)

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#70: ..

by ezombie on 01/26/2008 06:51

I'm still confused on that point... could someone official clear it up please?

I would like to pimp the engine in the artwork, any thoughts?

Also, starting to get some assets done: (image)

http://www.usef-et.org/forum/attachments/etce1.jpg

I'm trying to go for a bit more realistic/gritty look then Sauer.

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#71: ..

by ezombie on 01/26/2008 18:40

Cool beans. Should I slap Mr Cube (the orange logo) up there?

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#72: ..

by ezombie on 01/26/2008 20:03

Here is a test I did with all textures at 512x512 and scale set to 0.5 with bumpmaps:

http://www.usef-et.org/forum/attachments/test3.jpg

This really crisped it up, but am I pushing the texture resolution too hard? Would this slow everything down on older machines?

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#73: ..

by ezombie on 01/26/2008 20:40

Yeah, I started with those :)

The engine started bucking like a bronco when editing. It seems OK at 512x512. I'm thinking to make the base set ground textures at 512, since they look so darn nice. Then add about 10 common wall and floor textures at that level, with the rest at 256. This would let most maps fit into a 64-128MB video card footprint.

We can add menu options for compression and some of the other texture controls, so older cards wouldn't be left in the dust.

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#74: SourceForge project site

by ezombie on 01/26/2008 21:07

https://sourceforge.net/projects/etce/

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#75: Gor Textures

by asdfadsfconorfhdjsk on 01/26/2008 21:48

The "Gor" texture set has a 2048x2048 one...

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#76: ..

by ezombie on 01/27/2008 00:35

So I'm getting 'shimming seams' in medium sized open areas off in the distance on the ground (using CVS).

Is this a known thing, or should I put it on our list to ferret it out?

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#77: ..

by ezombie on 01/27/2008 01:25

I indicated the effect, since it is not very noticeable when standing still.

http://www.usef-et.org/images/temp/seams.jpg

When you are moving, it creates a crawling line effect along the cube seams.


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#78: ..

by ezombie on 01/27/2008 01:28

BTW, I'm using a 'caulk' texture for the map defaults. It's a grided, matte image that stands out against the regular textures. This makes editing much easier.

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#79: ..

by ezombie on 01/27/2008 02:56

Caulk is great to have, since it tells you when the cube edges are nicely equal (like when deforming cubes).

In the screenshot, I circled it with bright red. This is a flat, smooth surface. Those little squigly lines keep popping up as I walk around.

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#80: ..

by RealNitro on 01/27/2008 11:48

I think he means something like the black 'sparkles' that appear when running around some maps. (I thought this was ATI-only?)

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#81: Darkplace

by Temp user on 01/27/2008 16:58

Just wanted to make a last point for darkplace. In darkplace the mappers can use the same technique to create terrain as in ET. Look at that video to see the first terrain created with this technique in nexuiz (saying first means also that it's just a quick test).

http://youtube.com/watch?v=9JXVaV9ec0o

and i can only say again that typical ET gamers come from the Quake world, so will have a much easier task to find quake developers than whatever else developers.

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#82: ..

by ezombie on 01/27/2008 16:58

Well, I have my nVidia OpenGL render setting on 'performance', let me switch it to 'normal' and see what happens.

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#83: ..

by ezombie on 01/27/2008 17:07

I do agree with that statement.

But Nexuiz is just so relatively slow on typical hardware. I mean, it's about the same as ET:QW! If I wanted to buy a new vid card to play a game at decent FPS, I would just play that...

This project was first spurred on due to haveing ALL my long time teammates not being able to 'penny up' to the current batch of games out there. Everyone would just say "You can always just keep playing ET", which is what we are doing right now. But after 5 years, we all want something new, but still ET (in gameplay). AKA - objectives, no combat vehicles, fast and smooth melee, less or equal lag at a given ping and slow speed connection friendly.

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#84: ..

by Temp user on 01/27/2008 17:15

ezombie:
Nexuiz realy isnt slow, at least not in the latest svn version, you can find nightly builds here:

http://emptyset.endoftheinternet.org/~polzer/nexuiz/builds/

Of course you have to watch out for a few resource hungry options (dynamic lights), but the advantage of nexuiz (or darkplace, because a darkplace based game can have a much better performance than nexuiz), is that it can look like quake 1 (ok, better, but no effects etc) for low end pcs, or like doom 3 for high end pcs

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#85: Re: ..

by tentus_ on 01/27/2008 18:13, refers to #84

You say that as if this is something Sauer can't do. Forgive my impertinence, but we're talking about the *Cube* 2 engine: Cube was famous for running on the lowest end pcs, while Sauer takes off from there and goes all the way up to today's standards. Turn everything off in Sauer and you'll be surprised just how low-end it can go.

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