The next update |
by legodt
on 05/06/2011 01:24, 333 messages, last message: 10/18/2012 04:52, 145219 views, last view: 12/09/2021 04:10 |
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What are the sort of things that the playerbase can expect from the next Sauerbraten update? Gamemodes, user interfaces, or graphical updates?
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#101: .. |
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by Pieter
on 08/02/2011 02:14
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I'm sorry for spamming, but this is what I mean:
http://www.keenleveldesign.com/pimp/crap/whyyoushoulduse4xmodulate.jpg
4* allows you to do lighting that's difficult with 2*
For instance, it's hard to get convincing looking sunlight with Sauer's texturesets, because they're pretty dark.
Modulating *2 typically isn't enough to get enough contrast out of it.
Now you get albedo brightness at 128, with overbrightening *4 you'd get it at 64.
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#102: Re: .. |
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by suicizer01
on 08/02/2011 20:53, refers to #101
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Ever tried using the "mad" option?
An example of that is just here:
http://quadropolis.us/node/1978
Another option is to use the diffuse texture as glowmap.
So for example in a map configuration-file:
setshader "glowworld"
setshaderparam "glowscale" 4 4 4 (first value is red-channel, 2nd is the green-channel and the 3th parameter is the blue-channel).
This brightens the diffuse texture 4 times, just all colours equal.
I've tested it myself just another time to make sure I wasn't talking nonsense and it did worked.
I would take the 2nd option, because that's the most easy one, if you never script neither code.
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#103: questions and ideas for the next update. |
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by suicizer01
on 08/02/2011 21:11
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I have another idea which would fit to the skybox updates next release:
- Add shader-settings to skyboxes, just like textures for geometry have.
I've tried myself by using the "london" skybox of shmutzwurst as normal texture and found out it actually looks way better when bump-, glow-, parallax- and specularmaps are added to it.
I managed to get the dark clouds have a small "glow", so they really look like it's going to struck some lighting fast.
Of course, settings like "bumpenv" or just "envworld" aren't that great to add, because that would mean the skybox is reflecting itself (which makes no sense at all).
Another idea is:
- Add spinning option to textures.
Why does only skyboxes have the option to spin around, while textures simply just can't?
I'm also wondering why it is possible to rotate skyboxes in 360 different ways, while textures only can rotate in 4 ways?
Why can't such code for the skybox not be used for textures?
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#104: Re: questions and ideas for the next update. |
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by Q009
on 08/02/2011 21:17, refers to #103
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"Why can't such code for the skybox not be used for textures?"
Looks like you don't know how skybox is being rendered. It's NOT one surface but 6 - Cube. You're inside that cube. So when skybox rotates, it doesn't rotate it's textures but the whole cube.
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#105: Re: questions and ideas for the next update. |
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by suicizer01
on 08/03/2011 00:20, refers to #104
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-.- true I was forgotten that, my mistake...
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#106: Re: .. |
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by Pieter
on 08/05/2011 12:57, refers to #102
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Thanks, I checked out the map too and it's quite creative.
However, I don't simply want brighter textures as much as more contrasty lighting. This method would be brighter, but it would also brighten shadows.
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#107: variable speed |
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by AlternateLives
on 08/05/2011 22:35
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Nothing is more annoying in edit mode than trying to get exactly the right angle to view the cubes your about to deform, only to have the view shoot one way or the other when the directional keys are pressed. this often results in about 10 different attempts at the angle, resulting in a wave of nausea for those prone to motion sickness (read: me).
If there was a way to adjust the movement speed in edit mode in the next release, I would be quite happy!
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#108: Re: variable speed |
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by eihrul
on 08/05/2011 23:03, refers to #107
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floatspeed
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#109: Re: variable speed |
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by Sub-Zero
on 08/05/2011 23:05, refers to #108
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you stole what i was going to say.
AL: /floatspeed "number"
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#110: Re: variable speed |
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by AlternateLives
on 08/06/2011 00:24, refers to #109
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okay, that's pretty handy!
thanks eihrul and Sub-Zero!
Disregard what I said earlier.
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#111: Cube engine 3 Project on Sourceforge |
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by johnyukon
on 08/07/2011 00:51
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Thats it, there's a recent Cube engine 3 Project on Sourceforge.
I found it because I was interested in make Cube 2 even better, or at least try :). While searching on Google I found it.
The project can be seen here: http://sourceforge.net/projects/cubeengine3/
But theres some discrepancies, first, it was not created by Dot3 Labs, but from KGD Studios, it says it will be in C# and Lua (Probably its wrong and its C++ and Lua), also the source code is being placed in the files section instead of the SVN?!?
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#112: Cube engine 3 Project on Sourceforge |
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by Zamwa
on 08/07/2011 02:37
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Does this mean it's an official Cube 3 for the original developers to work on or will there be a coup on the development of Cube 2 moving to a phase 3!?
I get the impression that Red Eclipse was a Cube 3! Though I know I'm wrong to think that!
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#113: Re: Cube engine 3 Project on Sourceforge |
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by johnyukon
on 08/07/2011 04:14, refers to #112
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It doesn't seem to be official, because it was not created by any of the Dot 3 Labs programmers. Also the Sourceforge user has the name KGD.Studios as you can see here http://sourceforge.net/users/kgdandcodes
Since the game is open source there's no problem in using it in another project, but I don't know what KGD Studios gonna do to the Cube Project and if this will end as an official new version of the Cube engine.
By now I sent an email to Wouter van Oortmerssen (aardappel) informing him about this project, he and the guys from Dot 3 Labs will know what to do.
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#114: Re: Cube engine 3 Project on Sourceforge |
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by srbs
on 08/07/2011 07:35, refers to #111
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The files in the files section is just a part of the enet code. It is not an official Cube 3 engine. (that I know of)
Red Eclipse is not Cube 3, but it is a total conversion of Sauerbraten, using Cube 2.
There will not be a Cube 3 unless a new system of drawing & structuring the cube is thought of. (I'm not sure how to explain it, I hope that does fine unless eihrul wants to fix it)
srbs
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#115: criticism |
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by nifares
on 08/12/2011 16:36
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you should have many take out maps and build good maps with a very good texture, man, the music by new ones, and sounds that seem totally bad, which is speed too high should be done slowly in the water you get hurt no, the maps and the figures are very much bumpmaping should do less.
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#116: Re: criticism |
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by nifares
on 08/12/2011 16:39, refers to #115
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ein spiel kann nur besser werden wenn man auf die community hoert.
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#117: Re: criticism |
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by nifares
on 08/12/2011 16:40, refers to #116
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one game can only get better if you can hear on the community.
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#118: Re: criticism |
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by Bosurgi725
on 08/13/2011 18:53, refers to #115
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sense to make this post is from one i do not so can i make the idea better to know to read how it again in ways more i think to say same things over because it says to me the one writes not as good, english bad, better is sometimes good as well, indeed i do, but for now sometimes too. you thanks.
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#119: Re: criticism |
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by Razgriz
on 08/13/2011 20:43, refers to #118
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you make no sense at all. google translator is not as helpful as they say.
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#120: .. |
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by nifares
on 08/14/2011 10:55
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Was man unbedingt machen sollte den Server Browser überarbeiten da er jedes mal Auto Updatat macht und es auf dauer nervig wird, man sollte viele Maps aus sondern da es zuviele Maps gibst und großteils schlecht gebaut sind, Sehr viele Texturen haben eine Sehr schlechte Qualität, das ganze Spiel wirk so Glänzen man es Beheben, die lauf Geschwindigkeit ist sehr Schnell sollte man anpassen, Sound und Musik haben eine Sehr schlechte Qualität, ihr bringt jedes Jahr eine Update heraus es kommen Sehr viele neue Maps aber an dem Spiel selbst wird kaum was gemacht ein Spiel kann nur gut werden wenn man auf die Spieler hört und das Spiel angenehm zu gestalten.
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