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more stuff to drool over...

by eihrul on 09/03/2006 11:33, 53 messages, last message: 09/11/2006 20:22, 17351 views, last view: 05/18/2024 17:21

http://tunes.org/~eihrul/water1.jpg
http://tunes.org/~eihrul/water2.jpg
http://tunes.org/~eihrul/water3.jpg
http://tunes.org/~eihrul/water4.jpg
http://tunes.org/~eihrul/water5.jpg

Note: this is just preliminary. I haven't even added in real distortion or refraction yet. Still looks pretty, but will be way prettier by release.

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#14: Re: Shit...

by shadow,516 on 09/04/2006 00:34, refers to #12

yes, Im sure. When I start sauer, it says my card doesnt support it.

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#15: ..

by marcpullen on 09/04/2006 03:57

Very nice!

How about adding sorting/clipping support for water that can see into other water? Like in my little RPG castle and cave map where you can walk behind the waterfall and see through it and the water below it? :)

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#16: ..

by Max of S2D [Fr] on 09/04/2006 17:47

/me is ready to be drowned

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#17: ..

by Pbrane101(2) on 09/04/2006 21:31

Cool beans. Keep up the good work.

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#18: ..

by chead on 09/04/2006 21:37

Any word on this being configurable at all? Will we be able to turn off certain features/effects, or is it all or nothing? Or is it all or don't play? :P

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#19: ..

by CCmachine_firefox2 on 09/04/2006 22:54

awesome!

btw, will my geforce 6600 be able to render this?

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#20: ..

by m3ep on 09/04/2006 23:19

Got a 6600GT. Its supported here
(with biiig FPS - no performance hit).

I just saw models reflected - player
too - in the current CVS Version.
Meeping Cool.


------
Only thing missing now is some dynamic
Portal thing like in Prey *jk*

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#21: ..

by Passa on 09/05/2006 00:13

While you're at it, lets see different water material types (the current type, sways etc, and a static type that doesnt move)

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#22: Re: ..

by CCmachine_firefox2 on 09/05/2006 00:18, refers to #21

how about waves(like on teh beach, big ones), rain and acid? (or maybe acid rain too, just a thought)

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#23: pwetty... (still WiP)

by Aardappel_ on 09/05/2006 01:07

http://sauerbraten.org/screenshot_180527.jpg

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#24: Re: pwetty... (still WiP)

by MeatROme on 09/05/2006 01:16, refers to #23

but coming along nicely ...

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#25: Really good.

by Greywhind on 09/05/2006 02:11

That looks really good. Keep going, and the water alone might get people to download Sauer. :-P

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#26: Re: pwetty... (still WiP)

by pushplay on 09/05/2006 05:22, refers to #23

Now it's starting to come together. For the sake of gameplay I hope you can blend with the scene below the water.

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#27: improved effects?

by jkxx on 09/05/2006 05:33

new water looks totally awesome... any plans for adding some sort of splash effect for it? it'd look kinda lame if you shot into that beautiful stuff and the bullet just passed through without any impact. hopefully some sort of graphical addition could be made to emulate splashes...?

Also, what does underwater look like now? is it still the same old dull blue, or does itlook different/better now?

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#28: Re: improved effects?

by ethan592 on 09/05/2006 06:33, refers to #27

was still the dull blue when i tried it 5 minutes ago. it really doesnt need that much more improvement when underwater other than being able to see above the water. currently it gets all freaky

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#29: Re: improved effects?

by ethan592 on 09/05/2006 06:47, refers to #28

nvm, they fixed that already!

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#30: Re: pwetty... (still WiP)

by Passa on 09/05/2006 07:30, refers to #23

Whoa, coming along nicely indeed :D

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#31: draw order

by ethan592 on 09/05/2006 21:07

while your at it the explosions are drawing on top of the water

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#32: cool

by jkxx_ on 09/06/2006 00:39

awesome... can\'t wait to try this out, hope this is released soon for us casual gamers...
(and thanks to ethan592 for answering my questions)

*drools*

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#33: ..

by m3ep on 09/06/2006 01:15

It should be no problem for a causal gamer to get the CVS-Version since there is an almost bleeding-edge, premade, binary.
So you dont have to compile anything (but its no Problem with MinGW).

I did - and I noticed that the Water gets more features every day :D

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