New Release June 15th! FINALIZE CONTRIBUTIONS! |
by eihrul@work
on 05/12/2008 00:14, 173 messages, last message: 06/18/2008 03:20, 83624 views, last view: 05/19/2024 19:05, closed on 06/18/2008 03:26 |
|
It's getting about that time where the amount of stuff in CVS has reached critical mass, a boat load of good stuff in terms of the engine being prettier, faster, smoother, CTFier, etc.
So I am tentatively setting a release date for June 15. There are still things that need to get done before then, so the release may be later than that, or if everything falls into place earlier, it may be earlier, but not earlier than June 1.
In any event, if you were planning on contributing anything, please get that finalized by at least June 1, to make sure it gets in.
Among things we still need: more CTF maps. They still need to be at least release quality in playability, if not visuals (on which we may be more lenient, but please, no ugly maps either).
Also, I encourage people to hunt for any relevant bugs (by playtesting!) in the CVS stuff that need to be fixed before release. It should be mostly stable (i.e. won't blow up your computer or anything), and mostly in the state it will be at release (minus one or two things still in the works), so feel free to try it out. But do make sure your entire CVS install is up to date as of at least today before you test, so that there are no false alarms.
|
|
Board Index
|
|
#111: .. |
by {Qs}Homicidal
on 06/09/2008 21:05
|
|
still very cool and a fun game runs slow tho
reply to this message
|
|
#112: .. |
by scasd
on 06/09/2008 22:31
|
|
The idea and the screen-shots are nice except the fact that it needs directx and windows.
It is a bit off-topic so far I think. By the way if you are still searching contents such as CTF/Capture maps feel free to add some or all maps of this multiplayer-pack here http://www.quadropolis.us/node/1366. I made it together with other community members. All maps and their extra contents are GPL v3. There is a link in the maps config file to http://www.gnu.org/licenses/gpl.html
Screenshot: http://www.quadropolis.us/files/screenshot_9.jpg
reply to this message
|
|
#113: Re: .. |
by noerrorsfound-on-windows
on 06/10/2008 03:54, refers to #111
|
|
It loads a bit slow (due to the way everything's generated) but runs at a good speed. Maybe it's time to update your PC. ;)
reply to this message
|
|
#114: Re: .. |
by JadeMatrix
on 06/10/2008 04:06, refers to #113
|
|
Ah, maybe it's time _I_ get a newer Mac, so I can actually run Wine...
T.T Sadly, I'm not in charge of buying the computers at my house.
reply to this message
|
|
#115: Latest we can submit a new map? |
by marcpullen2
on 06/10/2008 04:25
|
|
I'm hurrying up with a newer Quake textured map, but I don't think I'm gonna make it in time for this release.
What's the latest we can submit something?
reply to this message
|
|
#116: SkyShip |
by L. Tempris
on 06/10/2008 15:04
|
|
I sent in a email to eihurl@work yesterday... about my new map. I was wondering if it was going to make it...
reply to this message
|
|
#117: Re: SkyShip |
by blikje bier
on 06/10/2008 19:23, refers to #116
|
|
That's usually not the way to get your map included in the newest Sauerbraten release. At least that's not how got my three maps included in previous releases.
reply to this message
|
|
#118: Motion Blur |
by prophile
on 06/11/2008 17:58
|
|
A simple copy-to-texture and render the next frame at say 20% opacity gives a very basic motion blur. That shouldn't knock framerates much apart from the pipeline stall caused by the copy, but that can be worked around with a glFlush beforehand and doing something else meanwhile, like physics.
reply to this message
|
|
#119: Re: Motion Blur |
by Quin
on 06/12/2008 01:58, refers to #118
|
|
Sure, if the game were mutli-threaded.
reply to this message
|
|
#120: Re: Motion Blur |
by a~baby~rabbit
on 06/12/2008 02:30, refers to #118
|
|
easily added via a few extra lines on the back of the fullscreenshader pass... but honestly, that sort of simple motion blur looks shite
reply to this message
|
|
#121: Re: Motion Blur |
by Max of S2D [Fr]
on 06/12/2008 12:34, refers to #120
|
|
Agreed
reply to this message
|
|
#122: Yep |
by prophile
on 06/12/2008 19:33
|
|
It works, it's efficient. The multi-threading comment is wrong, I'm afraid, multithreaded OpenGL is a very grey area which causes a lot of crashes. Best to keep it single-threaded at least for rendering.
That simple motion blur only looks really bad if the entire frame is moving very fast, otherwise it works as a relatively subtle effect, assuming you don't get screen whiteout.
reply to this message
|
|
#123: .. |
by scasd
on 06/13/2008 23:09
|
|
I think the motion-blur discussion is off-topic as long as you do not post certain code sequences you want to be implemented.
I wonder if you are still searching for content ?
reply to this message
|
|
#124: Re: .. |
by SanHolo
on 06/14/2008 00:07, refers to #123
|
|
Sauerbraten is always searching for content. ;)
reply to this message
|
|
#125: motion blur |
by hdskjfconorhfkjds
on 06/14/2008 02:25
|
|
an option to have blur when you look really fast? (Kind of like in portal)
reply to this message
|
|
#126: Re: motion blur |
by tentus_
on 06/14/2008 02:44, refers to #125
|
|
To quote myself from previously in this very thread:
"A proper motion blue only blurs objects that are moving significantly in relation to the camera: so the playermodel will not be blurred, and usually the more distant objects in their trajectory will not be blurred. On the same note, things that are supposed to be moving faster in relation to the camera will be more blurred (so if you're rotating the camera really fast, distant object will now be the most blurred)."
If you think about the actual ramifications of the above restatement, just repeating a previous render with a dropped opacity is not going to do the job at all. Here, hold out your hand and start shaking it, while turning in a slow circle. Notice that there really is a bit of a blur on your hand: but everything behind it, rotating slowly from your point of view, is still crisp.
This simply won't happen with the proposed method of motion blur. The stuff in the background would become most blurred, while the hand would probably end up with the "wheel turning backwards" effect. The effect is cheap but ugly and unconvincing.
If we're going to spend effort on something that is so clearly fluff, at least we should do it properly. With that in mind, there are a ton of things more worthwhile to focus on first.
reply to this message
|
|
#127: My new quake textured map |
by marcpullen2
on 06/14/2008 02:52
|
|
http://www.quadropolis.us/node/1386
Feedback welcomed! I'm hoping this will be good enough for the new release, so let me know if anything can be improved.
reply to this message
|
|
#128: Re: My new quake textured map |
by tman_elite
on 06/14/2008 04:11, refers to #127
|
|
I like it. Looks like it would make a nice addition to the next release. Of course its not my opinion that matters.
reply to this message
|
|
#129: Cube corner editing |
by Osbios
on 06/14/2008 19:40
|
|
A cube edited with the Q or F key will be removed if you push all corners from one side to the other.
It would be useful if the cube still exist until you release the F or Q key. So you can easily and fast correct small mistakes.
reply to this message
|
|
#130: Arena X |
by 777Jake777
on 06/15/2008 00:23
|
|
http://www.quadropolis.us/node/1353
Please comment on anything i can improve.
reply to this message
|
|
|
Board Index
|
|