Technology
The last week was a mix of pleasure and pain as we took the sound and renderer into different directions. We decided to go full OpenAL and utilize the EFX library to provide a more fit environment for sound. This allows us to apply a number of effects and create a more realistic experience.
We also started incorporating more of the renderer into the client's game, rather than keep it separate. This will open up a lot of options for modders and give a wide variety of effects at their disposal (along with creating their own). This is a huge plus and we know mod support is always appreciated.
Stun Grenade Effect
What Happens?
We wanted to demonstrate the stun grenade and explain how it works. In the video you'll notice three effects happening. The first is that a band-pass is applied to reduced the high and low frequency noises you can hear. This, along with a gain loss, creates the feeling that you are in trouble. The next effect is the distortion of your view on the renderer. A double-vision blur is applied to give the confusing look feel. The third effect is the dark-purple overlay with the tilting of the player's camera.
The next part is interesting as well. Your vision and hearing have permanently hurt, but not so much that you can't hear at all. Over a time period you will slowly regain your hearing. Your vision is going to have a slight blur to it, but will be playable. There will be a slight ring and high frequency noises will be impossible to hear. It adds a new element to what we would expect a real stun grenade to feel like. Your vision wouldn't turn white, but rather black as your eyes are basically destroyed for that time period. We have to add some fun to the gameplay, so we don't make the effect last 15 minutes.
Up Next
We are in the progress of new maps and keep working on the technologies. We would like to welcome a few new community members who will be openly contributing to the project.
- Jeroen Maton - Modeller - Jeroenmaton.net
- Brian Sage - Player Modeller
- Nicholas Singer - Musician/Composer - Nicholassinger.com
They are part of the community effort and team to move Rogue Reborn more into its reality.
Sick yo
Awsome work guys
You are working in your own engine right?
Yes and no. Everything we have presented is our work. The original engine is idTech 3. We are heavily rewriting it, but our engine started with a mix of XreaL and ioQuake3.
Great work guys, i will keep track of this
Really awesome flashbang effect! This project is really coming along well.
I hate ringing noises to simulate hearing loss in games. The objective is to demonstrate that you have lost your hearing, not to make you lose your hearing for real. I like the microphone blowing out noise it makes in Bad Company 2 to inform you your hearing is gone. It isn't realistic, but it's informative and not obnoxious. Good work, btw. :)
A big part of the ringing noise comes from our own experience. Here is a quick story.
We were out in the desert firing a Glock 23 -- I was much, much younger at the time -- and I approached a watermelon or something and fired at it point blank without ears. My hearing was literally destroyed for a week. I had a constant ringing in my head when it was quiet.
So, we know a stun grenade at 5m radius, with sound pressure at 180db~ you are going to have some form of tinnitus -- hence ringing. I am not going to verify it, but I am willing to bet a lot that you would have some form of ringing.
We made sure to keep some form of hearing, but rather than just decrease the gain in your volume, we remove frequencies and lower the gain as well, to simulate a muffled effect. Sort of like talking through a wall.
We definitely understand the concern of an overkill, but luckily items in Rogue Reborn aren't picked up to be constantly replenished. People usually get double mags and grenades anyhow :)
pretty nice:D