I make things. Lots of things. Mostly...I make no sense.
Just a quick note - if you're a windows user, because Icculus got slashdotted today because of this release, Galaxy takes longer to load than normal due to it trying to grab a news feed from Icculus. So you can just launch crx.exe(or click on the "quickplay" icon), and use the in-game browser, which is now better than the one in Galaxy anyway.
You could use SVN, and then compile the linux binaries from the sources.
The url is Svn.icculus.org
Note, though, that icculus is currently down, due to the game getting slashdotted today.
You can set any resolution you want, just advance the preset settings up till it hits "custom", and then set anything you want in the fields below :)
It doesn't yet, but the plan is to have them implemented sometime this year.
Release is looking good for later this week! Just wrapping up a few odds and ends, we are really excited to get this out there :D
There are no plans for one, but we do plan on eventually improving the campaign mode against bots to be a little more elaborate.
It uses a custom engine that was built from the id tech2 source, though much of it has been rewritten.
It actually already does that, and for this release we've also added voice taunts with UT3 style notifications :)
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.
I've gotten GLSL postprocess framebuffer shaders working now, very cool effects!
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.
There is always a good number of people to play, and there will be a guaranteed surge when AA2k9 is released to be sure.
The physics are a mix of Quake 2 and Unreal Tournament, with several bugs in the original Q2 physics fixed. In other words, you can strafejump, doublejump, slide jump, as well as do double tap dodging like UT. There are also a couple of mutators that affect physics(lowgrav, speed, joust).
What are your specs? I have a 9800GTX on a dual core 2.8ghz, which IMO is a pretty modest rig, and the game runs very comparably, if not faster than Nexuiz when both games are set on their highest settings(or at lowest as well). At this point the engines are very similar in what they do overall, and not to knock Nexuiz, but AA's media is much more intricate and detailed. Any feedback is appreciated, it's always good to have people test this stuff so I can find where performance drops may occur. Knowing your specs might help me determine where problems may occur for your specific chipset.
I can say that on my modest rig, as well as on my laptop running a ATI XP1400, that on the highest settings(which has per-pixel lighting on all surfaces), that the game went from being fairly unplayable to actually being something that I leave it on 99% of the time even during large FFA matches. It's amazing how much faster that GLSL is than fixed function Opengl, and how much you gain from rendering meshes with GL_TRIANGLES rather than GL_TRIANGLE_STRIP(though we left legacy code in for unfortunate souls with pre-2003 era cards than need this).
You should get the game via SVN - the url is Svn.icculus.org and that way you can get all the new features that have been added and stay up to date with things as they happen.
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
I'll check it out, sounds interesting :)
Thanks for the comments :)
Yes, check Red.planetarena.org in the forums under the "Mapping and Modeling" section, and there is a ton of info and files that can help. There is also a map editor that comes packaged with the windows version of the game as well.
Yep, it does, and they are very configurable.
I know man, the frustration level is at a boiling point with me regarding him. I get one excuse after another, going on over six months now. He promised it would be ready for 7.20, but obviously it is not. I've openly put it out there that I am looking for a Mac developer. Otherwise, since I don't own a Mac, I have no way to port it myself.
There's been some major optimizations, plus most of the new effects are done on hardware. I've gotten as much as a 50% increase in FPS from version 7.0
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.
Oddly enough, I got an email last night stating that it is ready to be uploaded, so expect it within a few days, I hope.
There is an unofficial Mac port at Red.planetarena.org
As for the official port, I've been promised "it'll be done this week" for four months now, and the guy never comes through.
There is an unsupported Mac port available on our webpage Red.planetarena.org and, believe it or not, the official Mac port is any day now, so I've been promised :)
Latest word on Mac Port - the dev is telling me that it should be ready by the end of the week. He's got a few minor issues he's working out(he's a bit of a perfectionist). I think it'll be well worth the wait from what he is telling me.
It wasn't called Qfusion because of what I wrote above. Reading comprehension 101 please. As far as which engine is better, I didn't realize this was some kind of contest. Maybe if people like you(among others) didn't try to make it such, and trollbait projects like you're infamously famous for, there would be greater cohesion between game communities. I suggest you get a new perspective on this and grow up a little.
It should be any day - the guy doing the port said that he was packaging it yesterday and would get it to me today...keeping my fingers crossed.
But of course :)