I make things. Lots of things. Mostly...I make no sense.
Most of it was stripped out, but could be re-added if someone was inclined to code a single player project using the engine.
Yup, that is the plan in the near future.
Thanks, hope to keep doing it for years to come.
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.
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)
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.
It is, it's open source :)
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.
Alien Force cuts damage taken by 2/3. In the future, probably next release, we'll have it also allow for rapid fire.
There is a UI, it's just not shown in the video. There are also some tutorial sites listed at Red.planetarena.org :)
UT99 didn't have a renderer even in the same ballpark as this game.
The FT may one day get an update when I go on another model binge :)
The ragdolls right now are pretty basic, but I am adding a ton of configurable parameters that will allow the modeler to edit his constraints, resistance, etc. Right now we are restricting it to humanoid skeletons, but that may change down the road.
It's not really a remake. Just one room that kind of has the same theme as a UT3 map.
They are just positioned for holding a weapon, and being kind of long, spindly fingers, they don't show well in the video. Also in the MD2 version, the vertex distortion just ruins them, much like the teeth as well.
You have to be kidding. Shrug.
Looking like two weeks till release, max :) Knocking out alot of the remaining issues...crunch time.
A big misconception is that we spend all of our time on the graphics engine, but people have to realize that this game has been developed for close to 7 years now, and the majority of the work was done on the gameplay side until recently. The gameplay has been evolved, tweaked and tuned over that period to the point where nothing drastic is going to change. I'm still curious, you never responded to my question to you about what you felt was "sluggish" in comparison to Quake 3/Live. Movement physics in this game are faster, and the weapons are more powerful making quick battles, but I am always interested in any constructive criticism that may improve the gameplay in the future. The gameplay as it stands was formed and evolved by the community, and there is no reason to stop now with that :)
One pass, using GLSL :)
Uh, there are videos and images on the moddb page. C-mon man.
You should then be able to set it to fullscreen, and 1366x768 in the video settings menu.
Then it should be running as default. What is the resolution of your desktop? If it's kicking out of full screen it's because your video card isn't liking 1024x768(the default setting).
You can also type gl_mode 1 in the console, followed by vid_restart to change it to the lowest resolution.
Check and see if it's somehow in the data1 folder. Otherwise, maybe you have explorer set such a way that it's hiding the file.
in C:/Alien Arena 7_33/arena you should have a file called config.cfg, delete that to reset the game's settings.
Crysis uses Direct3D, this uses OpenGL. You likely have a driver or setting issue. The game should absolutely scream on your rig even at high settings. However, we did discover an issue with the last two versions that causes slowdowns on some systems, so this may fix your problem, or may not, if the problem is on your end.
More detailed than this? Or do you mean more maps like this?
You'd be surprised at what it can do already. The game comes at low settings by default, and since per your pm to me you were unable to apply the video settings, you haven't quite yet gotten to see the full power of the render just yet. Hopefully we can solve your issue.
If you use SVN you can get the latest GLSL stuff and some of the new content that is near complete, or semi complete. It's so worth using SVN over standard install. URL is Icculus.org
Looking good GF!
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Thanks to everyone who voted for us, we will now be getting ported to a new digital medium!
The things you should be looking for are:
1 - The md2 looks swimmy, and jittery. The iqm is solid.
2 - Look closely at the Martian's brain and you can see how much nicer the lighting is due to the more accurate normals and tangents that are passed to the shader.
Click on "view original", and the picture will be large enough that the distortion is *very* apparent. Honestly I am a little flabbergasted that some cannot see the differences. It seems quite striking in my eye. I'm going to upload a video that will hopefully show more of this comparison.
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.
Yes, I believe you can indeed store the animations in a separate file and use them on multiple models. We didn't do so in our case just because sharing skeletons wasn't easy due to our player models being a little varied in form.
I'm not too familiar with SKM, but the main benefits I believe the IQM offers are that it stores alot more information in the model itself, like the tangents, normals and binormals, triangle neighbors, etc. Here is a site that really goes into all of it Lee.fov120.com
Well, for starters, just look at the difference in the facial area. The MD2 model on the right, the vertexes are badly distorted and deformed. Also, look at the way the skin reflects the light. The IQM has more accurate normals and tangents, and is decidedly "cleaner". Also look at the picture in which the model is bent over. MD2 cannot bend in such a manner, the entire model has to be rotated. Screenshots don't always also show all the differences. In our latest SVN version, there is a map called "iqmtest", which has an MD2 and an IQM model side by side. You can see how much smoother the IQM animates, and how bad the vertex swim is in the MD2.
Did you not see the picture of the IQM model side by side with the MD2? The visual difference is very obvious.
I updated a number of old pics/added new ones. As you might guess, we are gearing up for another news post, this one will have details of when the new release is coming, as well as some more development news/demonstrations.
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.
We are currently leading the contest, but still need votes! Digitalmancompetition.wordpress.com
Not yet, but we just implemented a new skeletal model format, and we will eventually be adding them.
We still support the .md2 format, so users can choose between the two. Also the client can switch to the old .md2 format(provided a .md2 exists for that entity) using the r_legacy cvar. There are some things I'm going to improve with the .md2 format that I learned while implementing the .iqm, and I'll probably throw in .md3 support as well since those can be loaded in the same manner as .md2 can.
As for a SP game, hehe, well maybe one day, I certainly won't rule it out :)
Yeah, that could be an issue, plus 2000 polys isn't that high compared to say UT3, but we are also trying to maintain the game's scaleability to play on older hardware. By the next release, all the player models will be using the new skeletal format, so that'll definitely improve the appearance alot. You can test the difference now if you type "map iqmtest" in the console on the SVN version. The .iqm is on the right, the old .md2 on the left. Note, these are the same model, just exported to a different format. It's a pretty striking difference.
That's not really true - our player models use polycounts of around 2000, compared to the 500 of Quake2.
Alot of news to report, regarding version 7.41 which will be out sometime soon to fix a few issues. There is also news regarding a new skeletal model format and ragdoll physics which are now under construction. I'll post a news update before the weekend.
Yup, it's far beyond Q3/Live, and beyond Q4/D3 as well in many areas.
Well the main draw, at least in what we are trying to accomplish vs QL, is that it's a far more advanced graphical experience than QL could hope to be, as well as having a specific theme and different gameplay. I'm curious as to what you might think is sluggish in comparison to QL, as the physics are faster(and include dodging moves), plus the weapons are more powerful across the board for much quicker battles.
Disable mouse acceleration. Also in the game options menu, make sure mouse smoothing is off.
Awesome :) The official announcement is expected tomorrow, though there are some complications with the timing unrelated to the game that may force me to push it back a week.
This is AA2k10, we just haven't officially announced it yet. Still waiting on some of our mirrors to update before announcing, it's expected to be tomorrow. These here just got approved faster than I expected :)
I've probably asked you before, but what are your specs, drivers versions, etc? There should be improvement.
That video, never drops below 30 fps even while using FRAPS(which sucks down performance), and it's on some pretty modest hardware (2.8 ghz dual core, NV 9800GTX). So if you're getting bad frame rate drops, it would be useful to know what hardware you are using, and what settings you have the game on.
Yup, we are going to be implementing a new skeletal model format over the summer :)
7.40 will be fine, unless you are still having the problems. If you are, would you mind posting your specs, and driver revision here?
Yeah it's just an updated version of the same trailer, more or less, with a few extras added in, and new renderings.
No, the entire model has been reconstructed. Compare the legs and arms from the previous versions, everything is brand new.
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.
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...
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 :)