I make things. Lots of things. Mostly...I make no sense.
For now, play with GLSL disabled. At the moment, it seems this is a driver bug, but we haven't solved it yet.
Yeah this is a likely driver bug, we are looking into it.
Without any information about your system specs and drivers, nobody is going to be able to help...can't read minds :)
No, the entire model has been reconstructed. Compare the legs and arms from the previous versions, everything is brand new.
Thanks :) Might have the Overlord finished by the weekend...
Make sure that OpenAL is installed and working properly.
The idea of leaning is it gives you the ability to peak around a wall. So I am not sure what you mean by your question.
How can we help you, without providing system information, operating system, etc?
It is still based on id Tech 2, but it's completely rewritten into a modern rendering system.
We had some delays, it will be coming very soon.
Well, hard to help without any other information....
It sounds like you have a netbook with an integrated graphics chip. Those aren't really good for playing 3D fps games.
Most of it was stripped out, but could be re-added if someone was inclined to code a single player project using the engine.
All versions of Alien Arena are compatible.
Post the error in the forums at Red.planetarena.org and someone there will be able to help you.
Yup, that is the plan in the near future.
Note - the resolution of shadowmaps can but turned up by cvar, but at a performance cost of course.
If you are going to give us such a bad review, please make some constructive comments as to how we can improve.
Alien Arena reviewed on Slashdot - Games.slashdot.org
You can apply the patch, or install the standalone version.
I recall we had reasons for that, I don't remember exactly what it was though. That area of our code is on our radar though, and in the coming months we are making some changes to it. It will render incredibly fast when completed.
Alien Arena doesn't use Darkplaces, or any code from Darkplaces at all.
The vlight code is a fallback for lower settings, it's not even used much, and it's pretty damn simple to be honest. There is nothing complex at all about it. I'm not sure what you are even talking about regarding the lighting being "mixed". It either uses vlight, or it uses GLSL, depending on the settings.
Thanks, hope to keep doing it for years to come.
It's been updated several times since then. Why not just install it from Red.planetarena.org?
Disruptor to the body takes at least two direct hits(unless you're in instagib mode). Disruptor to the head is one shot, one kill, regardless of mode.
No, you cannot go prone. This game is all about fast movement and gameplay, going prone would make you a sitting duck in these arenas.
You can jump, crouch, dodge, strafe, etc. It's not like a military shooter, it's more like Unreal Tournament or Quake in regards to movement. It's a hybrid between those too, and very fast-paced.
You know, I completely forgot about the endian fixes, but I won't leave that out when we make the full release announcement. That's some pretty important work, IMO.
Btw, I was marvelling at some of the game/bot changes you've made over the years, some of it I hadn't actually run across yet until I was working on the bot CTF ai routines.
It's not really because of being based on Q2. The BSP format is used in all id tech engines. The reason it's low is because we try to keep the FPS rate as high as possible, even for lower end systems. We also compensate that by using a lot of static meshes for details, rather than tons of brushes. Actually, since we now load the entire map into one VBO, I'm interested in seeing how things run with more brushes, it theoretically should run pretty fast.
Re-uploaded with some tweaks :)
Yeah it was kinda a quicky texture I made to test with. I could probably make something a little nicer and more "gorey".
I really don't know why more games don't have it to be honest. It's not terribly performance costing.
It does, but those rough edges are mostly because of low polycount on those brushes(like the curb). I probably should have used more to round it out, but I was trying to keep it rendering as fast as I could. That's kind of the catch 22 with arena style deathmatch, we want it to be as detailed and realistic as possible, but also realize that framerates are very important to the players. With the optimizations we've made in recent months, we will be able to round out more of these edges now.
Well calling it idtech 2 is a bit misleading, the renderer has been vastly rewritten with much more modern techniques.
Thanks, lighting is something we've worked heavily on, and I think we have achieved some pretty solid effects that you don't see in many free game engines.
The playerbase is pretty stout, as far as being popular on Moddb, well that is another story I'm afraid to say...
You have to see it in-game to truly appreciate it. The MD2, even in this pic, you can see the horrendous vertex deformation, particularly in the facial area. In motion, the IQM model is much smoother, can bend at the waist for player pitch, and has no vertex swimming like the MD2 has.
Note - there are two shadows, one for the world light, which is more top-down, and the dynamic light, which extends to the left and onto the geometry of the map.
Yup, we are going to be implementing a new skeletal model format over the summer :)
Yeah it's just an updated version of the same trailer, more or less, with a few extras added in, and new renderings.
This map is subject to an update, if I think about it, when it's finished I'll update this screenshot, it's a pretty signifigant amount of changes, some of which will help with performance, even though this map isn't too bad in that regard.
Are you using linux or windows? If windows, just go into your arena folder and delete config.cfg, if Linux, then in your home directory, look for a .codered/arena folder, and do the same.
Since it's a fairly small size(200mb) we just make new installs rather than patches. Historically we've tried to keep the installation at that size, and will probably continue to do so, relegating old content to the accessory pack if it's worth keeping.
That light is coming from a weapon pad on the platform that you can't see in this pic. It does look a little strong tho.
Haha, yeah those levels were pretty skewy :) I think you'll find this to be alot more accurate, and well constructed. It's a fairly small level, but has some degree of verticality to it due to a hill and some staircases along the sides of buildings, as well as containers strewn about. There is a huge emphasis on trick jumping throughout, you can do some really fun stuff on the broken sections of jersey wall, and on some of the garbage/terrain areas. Hard to say yet, but it might be the best 1v1 level in the game to this point.
No, static meshes, those are completely different things. Static meshes are .md2 format models that get placed thoughout a map that offer much greater detail than you can get with .bsp surfaces.
Thanks, there is still alot being done with it. We were hoping to release in early September, but it's been pushed back a bit because we have the renderer ripped apart laying about in little bits :) Been alot of optimizations as well, I personally am getting nearly double the framerates since 7.0 was released.
The tourney is just about full, there are a handful of slots left. We extended the signup date to August 24th, so if anyone wants in on this, they have only a little time left.
Not so sad. This is a monumental release for this game which has received an enormous amount of work since the last version. Delaying the release a couple of days makes alot of sense given that Nexuiz and Warsow both released on the same day. We have alot of confidence in this version, and feel it could be the beginning of something very, very big in freeware gaming. I could post the details of what we have lined up, but I'd rather just let people find out as it happens. The people that love the game will be very pleased, and the people who love to hate the game(I'm pretty sure that you are one of those, correct?) are going to have to pick their jaws up from the floor.
If you want different, try the Cattle Prod or Team Core Assault modes. How many FPS have a mode in which involve cows? Or try All Out Assault, the mode that has vehicles you can jump into.
That shot was taken in a dark place on a map intentionally. The maps are all quite well lit.
LOL! Martians are a bit shorter than the standard player, so that tends to be a problem...
Thought it was a funny pic though :)