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[q1] Ozymandias: Sim City Qlone. (Forums : Development Banter : [q1] Ozymandias: Sim City Qlone.) Locked
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Tei
Tei Enginecoder
Apr 27 2003 Anchor

Thanks.

- Edited By Tei On Thu 15th, May 2003 @ 11:33:37am

leilei
leilei The person who doesn't like anything
Apr 27 2003 Anchor

NIce shots, but I don't think people here would be interested in building games much O_o

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Apr 27 2003 Anchor

I think it would be interesting to see it done in Quake, New original idea :)

Tei
Tei Enginecoder
Apr 27 2003 Anchor

If the project become interesting enough, can be moved to standalone. I suspect all models will be need to generate from scrachs. And maps, and textures. But is not too much: animation is not needed. A Standalon FREE GPL Sim City Qlone??.. cool!

leilei
leilei The person who doesn't like anything
Apr 27 2003 Anchor

I thought there were plenty of free Sim City clones. Screw heightmaps Tei, go for some REAL terradeforming, like Froogz! I'd like a 3D Liero clone better.

Remakes.org

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PsychoFarmer
PsychoFarmer modDB King
Apr 27 2003 Anchor

sandworm desert ala dune?

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Apr 27 2003 Anchor

Hmmm. Interesting idea. I would want to see it done on quake.

PsychoFarmer
PsychoFarmer modDB King
Apr 27 2003 Anchor

esp if it was the full terradeform thingie

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Tei
Tei Enginecoder
Apr 28 2003 Anchor

Thanks.

- Edited By Tei On Thu 15th, May 2003 @ 11:37:12am

leilei
leilei The person who doesn't like anything
Apr 28 2003 Anchor

Isn't it a bit slow? (35fps on a 1.4Ghz w/ GF4)

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PsychoFarmer
PsychoFarmer modDB King
Apr 28 2003 Anchor

looks like 75 to me...

and is this going to be a dune universe style game?

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INtense!
INtense! End Boss
Apr 28 2003 Anchor

I only really have one question. Is their anything you quake 3 coders cannot do? I mean honestly :rolleyes:

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leilei
leilei The person who doesn't like anything
Apr 28 2003 Anchor

Quake1!

It took Tei a bazillion of slow unoptimized hacks to make that though, 2GHZ machine recommended.

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PsychoFarmer
PsychoFarmer modDB King
Apr 28 2003 Anchor

q1 will own everything, eventually

i want to see a game developer make a new game using quake

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Tei
Tei Enginecoder
Apr 28 2003 Anchor

The latest version use display list to be 14x times faster or to have 14x more quality (heighfield resolution).

Its much faster than BSP models. Some of the screenshots have 135 FPS. And is much easy to finne control you speed: you can scale the resolution to have whatever resolution you want.

The actual code doest not utilize LOD control, but is something usual in the heighfields engines. With LOD control the FPS will be CPU limited. But I will not had LOD control because I like the actual simplist code.

If you have a heighfield based map, you will able to fully disable all the BSP thingy, and the engine will become a pure heighfield engine. As the heighfield collision code is faster than BSP clipping, a theorical Quake-Heighfield will be a lot faster than anithing.

I optimize for TNT2 and GeForce MX serie.

- Edited By Tei On Mon 28th, Apr 2003 @ 7:22:16pm

leilei
leilei The person who doesn't like anything
Apr 28 2003 Anchor

I don't like heightfields. Try terraforming so we can tunnel us a new one (Like Froogs mentioned earlier)

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PsychoFarmer
PsychoFarmer modDB King
Apr 28 2003 Anchor

sweetness!

still havent answered my question though...

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Tei
Tei Enginecoder
Apr 28 2003 Anchor

tunnels? easy, use a tunnel model that his upper texture mach the terrain sourround and merge in break in the heighfield. This way you can have tunnels in the Battlefield 1942 Heighfield engine.

Its not dune related, but will have Ornicopters-alike ships, Spice, SandWorms, and gray-golden citys. This is a Sim City clone with space colonys.

My nick Tei, is the shot for Tleilaxu.

- Edited By Tei On Mon 28th, Apr 2003 @ 7:27:25pm

PsychoFarmer
PsychoFarmer modDB King
Apr 28 2003 Anchor

so we could do sneak attacks?

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Tei
Tei Enginecoder
Apr 28 2003 Anchor

sneak attacks? wtf is that? My english is very bad.

This is a Sim City clone. I doubt you will use real ships to defend from disasters (Piracy Attack, SandWorm attack, etc.. ), but is posible. The only problem is that will make the mod big, and big mods suck.

PsychoFarmer
PsychoFarmer modDB King
Apr 28 2003 Anchor

stealth attacks... sneaking around to attack

thats cool though to take some of the neater aspects and put it into the mod...

the tunneling could also make ur city several layers deep too..

- Edited By PsychoFarmer On Mon 28th, Apr 2003 @ 10:31:55am

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leilei
leilei The person who doesn't like anything
Apr 28 2003 Anchor

I don't mean model tunnels, I mean actually interacting with the land to create tunnels like Froogz (I've mentioned it more than 3 time sokay?)

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Tei
Tei Enginecoder
Apr 28 2003 Anchor

Well, the sandworm code will be easy to code. I think will be cool to spawn smoke here and there. your army ships will launch to search and kill the worm. The worm will emerge to eat some mininfactorys. As usual. Will not the better or beaty code for worms. I suck as a coder. My power where graphics.

As in Sim City, the disasters will occur randownly, and your mission will be to command forces to solve the disaster. But the main interest of this game will be to build a huge colony, not to figh or something similar.

PsychoFarmer
PsychoFarmer modDB King
Apr 28 2003 Anchor

and once its built, u have fun destroying it :devious:

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___________________________
Today seems like a good day to burn a bridge or two
I am the freakiest man in the world!!!!
I beg to differ, on the contrary, I agree with every word that you say

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Tei
Tei Enginecoder
Apr 28 2003 Anchor

I am think about to move from 8 bits heighfields to 16 bits. This way mountains will be smoother and cooler, and the memory waster is very small.

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