I make things. Lots of things. Mostly...I make no sense.

Comment History  (30 - 60 of 210)
Irritant_new
Irritant_new Apr 22 2012, 9:38am says:

There is supposed to be a video, it's not showing up for some odd reason.

+2 votes     article: Extermination - one of the new levels in Alien Arena: Reloaded.
Irritant_new
Irritant_new Apr 13 2012, 12:15pm says:

Will have another article and update soon about a new map, and some other cool stuff.

+3 votes     game: Alien Arena
Irritant_new
Irritant_new Apr 1 2012, 2:00pm says:

It is, just get it from Red.planetarena.org, or download it from MODdb.com, or use SVN.

+2 votes     article: What's new in Alien Arena
Irritant_new
Irritant_new Mar 31 2012, 10:46am says:

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.

+2 votes     article: What's new in Alien Arena
Irritant_new
Irritant_new Mar 31 2012, 10:12am says:

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.

+2 votes     media: What's new in Alien Arena
Irritant_new
Irritant_new Mar 26 2012, 10:29am replied:

Did you change the max_fps settings? AA is capped at 60 fps. cl_maxfps is the cvar you would need to set. Just type cl_maxfps 500 in the console. Also make sure vsync is disabled if you want it to go over the monitor refresh rate(usually 60 fps). (But, the game runs best when capped at 60 fps). Nexuiz also has far less detailed environments than AA, so it's not a totally fair comparison.

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Mar 8 2012, 10:52am replied:

Make sure you install OpenAL, otherwise the sound will not work.

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Mar 6 2012, 10:25am says:

Re-uploaded with some tweaks :)

+2 votes     media: Alien Arena: Reloaded Trailer
Irritant_new
Irritant_new Mar 4 2012, 12:57pm replied:

We have applied, and are waiting back from them.

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Feb 17 2012, 3:08pm says:

Updated the shaders a bit. Now you can see the gore slide over the bricks, which are not build with brushes, but with parallax mapping.

+1 vote     media: Dripping blood/gore shader.
Irritant_new
Irritant_new Feb 11 2012, 10:10am says:

Yeah it was kinda a quicky texture I made to test with. I could probably make something a little nicer and more "gorey".

+3 votes     media: Dripping blood/gore shader.
Irritant_new
Irritant_new Jan 20 2012, 2:27pm replied:

Well I found something that was able to make the transition a bit smoother. I tried the two light source idea, but the problem is that I have to pass too many things from the vertex shader to the fragment shader, and ATI has a stupid bug on some drivers that restricts that too much. I think if we switch to pure opengl lights we can get around it, but for now, this will have to do. (I reuploaded the video with the smoother transition)

+1 vote     media: Subsurface light scattering effect.
Irritant_new
Irritant_new Jan 20 2012, 10:12am says:

I really don't know why more games don't have it to be honest. It's not terribly performance costing.

+1 vote     media: Godray shader test.
Irritant_new
Irritant_new Jan 18 2012, 5:54pm says:

Yeah, I noticed that, it's basically because we only consider one light source when lighting the mesh(for speed consideration). So when the dynamic light fades out, it quickly switches back over to the static light. I'm going to work on something with this, to either minimize it, or to split dynamic and static lighting sources in the shader.

+2 votes     media: Subsurface light scattering effect.
Irritant_new
Irritant_new Jan 6 2012, 12:04pm replied:

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.

+1 vote     media: Sudden Impact main area
Irritant_new
Irritant_new Dec 25 2011, 10:22am replied:

It is, it's open source :)

+3 votes     article: Alien Arena 7.53 update
Irritant_new
Irritant_new Dec 19 2011, 11:17pm replied:

What video chip, driver, etc?

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Dec 8 2011, 12:02am replied:

This one is free, what other one are you talking about?

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Dec 6 2011, 10:05am says:

Note - we have these off by default, not on. This is a server side setting.

+1 vote     media: Dm Lights
Irritant_new
Irritant_new Nov 26 2011, 7:23pm replied:

Do you have OpenAL installed? What OS are you using?

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Nov 1 2011, 12:20pm replied:

Check the README file for the dependencies list.

7.52 does in fact say 7.51 when dropping the console, this was an error on our part.

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Oct 18 2011, 11:10pm replied:

It's already there :)

+2 votes     article: Alien Arena 7.52 has been released!
Irritant_new
Irritant_new Oct 17 2011, 12:08am replied:

Look for an package called GNUtls, I think that is different than GNUutils.

+2 votes     game: Alien Arena
Irritant_new
Irritant_new Oct 17 2011, 12:06am says:

Oh, and try changing to one of the true type fonts, it should be quite readable.

+2 votes     article: Alien Arena 7.52 has been released!
Irritant_new
Irritant_new Oct 17 2011, 12:06am says:

Yeah, the menus are one of the top priorities. The guy that was working on them took ill, so his work was never completed. Currently we are waiting for idtech4 to come out, and will likely poach that menu system into our engine.

+2 votes     article: Alien Arena 7.52 has been released!
Irritant_new
Irritant_new Sep 19 2011, 6:38pm replied:

It can be compiled for Mac, we just don't supply the pre-compiled binaries. However, there are glitches running under MacOS that are being ironed out.

+1 vote     article: Version 7.52 of Alien Arena is coming soon!
Irritant_new
Irritant_new Aug 18 2011, 1:34am says:

Well calling it idtech 2 is a bit misleading, the renderer has been vastly rewritten with much more modern techniques.

+1 vote     media: Sudden Impact 2
Irritant_new
Irritant_new Jun 19 2011, 2:26am says:

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.

+2 votes     media: Sudden Impact lighting
Irritant_new
Irritant_new Jun 18 2011, 12:49pm says:

There really isn't much about the renderer that is id Tech2 anymore, pretty much everything has been rewritten. The only thing that really remains is the bsp map format.

+2 votes     media: Sudden Impact 3
Irritant_new
Irritant_new May 2 2011, 10:21pm replied:

Check this thread - Corent.proboards.com

Also, I am not sure, but what version does the Ubuntu Software center have? If it's 7.50 or higher, the following would apply:

It's likely that libXxf86vm did not get linked. The xf86vm option is required for full-screen support. Use the configure option --with-xf86vm to check that; this will cause configure to fail if that library cannot be found.

+3 votes     game: Alien Arena
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