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Re: Sauerbraten / Cube II [Re: broozar] #99852
12/01/06 10:15
12/01/06 10:15
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline
Senior Member
maybenew  Offline
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
Quote:

anyone tried this? screens look superb, and look at the fps counter... WOOOOOOW! plus, editing seems to be simple through in-game editing.
thoug i played "cube" some years ago and the predecessor didn't look so pretty, but this seems promising.






i played it and i have to say i am not impressed!

the good fps has a reason: look at the outdated graphics...
the level design is not detailed at all, more like the old UT than like any recent shooter game...

Re: Sauerbraten / Cube II [Re: maybenew] #99853
12/01/06 10:29
12/01/06 10:29
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

i played it and i have to say i am not impressed!

the good fps has a reason: look at the outdated graphics...
the level design is not detailed at all, more like the old UT than like any recent shooter game...




Yes, that is true. The textures in their demos are very low resolution. But nevertheless you will not achieve the same in A6 no matter how small the textures are. You will get FPS values below 10 when you use the auto-material function to add shaders to level geometry. Then add a water shader and bloom and see how good you can play it with 1-2 fps

When this is old-school like old UT. What is A6 then?

But hopefully these problems will be solved with the next update. That is our all reason to stay here.


Models, Textures and Games from Dexsoft
Re: Sauerbraten / Cube II [Re: Machinery_Frank] #99854
12/01/06 12:43
12/01/06 12:43
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
"But hopefully these problems will be solved with the next update"

Not to tease you Feank_G not at all
but what problems do you mean ?
speed will not increase dramatically,levels based on models ? when ?
- terrain editor as easy as use as BV engine (all visually by interface) :
never.
- real light management for shaders ,shadows and lightmapping for levels made
of models : all mixed ? hummm ......

hhéééééhhé

for the engineCube 2 : optimisation is really good ,and core display
is not old or pollued by bad things so it can run smoothly
people using FPS creator should take a look at it

Re: Sauerbraten / Cube II [Re: TheExpert] #99855
12/01/06 13:33
12/01/06 13:33
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
I know, it´s offtopic...

Quote:

speed will not increase dramatically,levels based on models ? when ?





When it´s done. Currently the speed improves very well in the beta versions.

Quote:

terrain editor as easy as use as BV engine (all visually by interface) :
never.





You can see it in GameEdit...

Quote:

real light management for shaders ,shadows and lightmapping for levels made
of models : all mixed ? hummm ......





The new lightmanagement is nearly finished.

Quote:

hhéééééhhé




Dito

What I want to say with this?

1. You have absolutely no glue what´s going on in the newest Beta.
2. You´ve said yourself, that it´s better for you to shut up.
3. You can´t tell me that you´ve much experience with Gamestudio.
4. Otherwise you would know what you can achieve with some code that deals with lightning.

Enough said. For "Sauerbraten": I have not enough time to look at it, but at least the name sounds cool.

Btw: How bad that your stars can´t have a negative value, like -3...


no science involved
Re: Sauerbraten / Cube II [Re: TheExpert] #99856
12/01/06 13:48
12/01/06 13:48
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
1. true, the image does not offer too much detail. i used only the octree blocks of the engine and some lights. but even at this state, try to achieve the same in a6 in say, 4 or 5 hours, including learning the tool.
2. adding detail is no problem, as i can include static meshes which will have the same behaviour to light as the blocks, plus will have full collision detection, you will not be able to differ em from the normal geometry.

@ello: this was built with the latest exe, so maybe try it. shaders are on on default.
@vartan_s: actioncube is based on the prior engine, cubeI, so of course it looks and feels worse.
@Frank_G and maybenew: the texture resolution is defined in the engine, it does not szupport texture rotation, scaling, flipping nor other functions, you have to do it before you insert it or do it per script. a texture definition would look like this, including shader and specularity:

setshader bumpspecmapworld

setpixelparam 1 3 3 3

texture 0 dexsoft/floor4_d.jpg
texture n dexsoft/floor4_local.jpg
texture s dexsoft/floor4_s.jpg

if you wanted to rotate it, add a "1" behind the textures. this all may seem restrictive, but it's packed with advantages, e.g. speed, and the textures always fit. the tiles on the ceiling have only a resolution of 128², a wall is 256². do you see it? no, not really.

@expert: "people using FPS creator should take a look at it" true, for something different the engine is too unflexible.

i am not here to defend it, as it is not really a versatile game creation kit like a6, but i think it does very well _what_ it does, and i will use it instead of a6 for my shooter project(s) [if i ever come across one].

PS: to frank's advice, i reworked the lighting a lil.

see the lightmaps? rendered in 5 seconds.

Re: Sauerbraten / Cube II [Re: fogman] #99857
12/01/06 14:55
12/01/06 14:55
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
i use it from perhaps 3,4 years and like some old boys here :
we've waited 2 or 3 years without any updates ...
you do'nt have experienced what some of us have ....

"You can´t tell me that you´ve much experience with Gamestudio"
calm down , take a breath , go to street and look at some gorgeous girls
it will make you less serious about game making

i speak in terms of game making not coding :
it means script only effects and some LOD , and game logic ,nothing else.
any coding on tools , shaders etc .. all that should be existing

i use others 3D engines and my main thing is 3D art making , so we can't really speak about experience, i talk in tersm of
EXPERIENCE OF USING 3DGS and WORKFLOW no
on coding missing things (compare to Torque Tools or LawMaker or BV engine to
see what lacks in 3DGS)

like i said , take a breath, don't take all that too seriously , if we
was in forums of Lawmaker Pro (hight price) and both of us in real serious teams , than ok .. serious... but not the case ... its 3DGS ... héhéhé

Well don't worry , we don't need another flame war , i was just questionning
Frank_G not you , caus i know like me he knows 3DGS limits in workflow and tools
domain , he is very informed on things going on some engines

And he's the guy with open mind not fixed on a engine , that's why i really appreciate him. i hope an answer from him caus he knows what he says if he talks about some improvements on 3DGS

Last edited by TheExpert; 12/01/06 15:11.
Re: Sauerbraten / Cube II [Re: Machinery_Frank] #99858
12/01/06 16:19
12/01/06 16:19
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I think it would give way better results in 3dgs when you'd use a model only level, compared to Sphere + 3dgs, I'd say these sauerbraten screenshots aren't that impressive at all.
Frank_G yes, shaders on block geometry is a fps killer, but that doesn't prevent us from taking the 'model only approach', right? We don't need Sphere to get shaders on wall models and the like either. I think that fps will be a tad lower indeed in 3dgs,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Sauerbraten / Cube II [Re: Machinery_Frank] #99859
12/01/06 16:22
12/01/06 16:22
Joined: Feb 2006
Posts: 324
Germany
M
maybenew Offline
Senior Member
maybenew  Offline
Senior Member
M

Joined: Feb 2006
Posts: 324
Germany
Quote:

Quote:

i played it and i have to say i am not impressed!

the good fps has a reason: look at the outdated graphics...
the level design is not detailed at all, more like the old UT than like any recent shooter game...




Yes, that is true. The textures in their demos are very low resolution. But nevertheless you will not achieve the same in A6 no matter how small the textures are. You will get FPS values below 10 when you use the auto-material function to add shaders to level geometry. Then add a water shader and bloom and see how good you can play it with 1-2 fps

When this is old-school like old UT. What is A6 then?

But hopefully these problems will be solved with the next update. That is our all reason to stay here.




oh, dont get me wrong, it was not my intention to discredit the cubeII engine in favor of A6, i think A6 is pretty cra*** (especially since the 6.50.2 update is out), but cubeII also does not seem to be a real alternative compared to other up to date engines (torque,vision,lawmaker). if cubeII can do more than shown in sauerbraten, the developers are pretty stupid to release engine demos which dont show the full potential of the engine...


Quote:

I think it would give way better results in 3dgs when you'd use a model only level, compared to Sphere + 3dgs, I'd say these sauerbraten screenshots aren't that impressive at all.
Frank_G yes, shaders on block geometry is a fps killer, but that doesn't prevent us from taking the 'model only approach', right? We don't need Sphere to get shaders on wall models and the like either. I think that fps will be a tad lower indeed in 3dgs,

Cheers




I am with you on that, bsp levels are not usable with A6

Re: Sauerbraten / Cube II [Re: TheExpert] #99860
12/01/06 17:53
12/01/06 17:53
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Quote:

i use it from perhaps 3,4 years and like some old boys here :
we've waited 2 or 3 years without any updates ...
you do'nt have experienced what some of us have ....

"You can´t tell me that you´ve much experience with Gamestudio"
calm down , take a breath , go to street and look at some gorgeous girls
it will make you less serious about game making

like i said , take a breath, don't take all that too seriously , if we
was in forums of Lawmaker Pro (hight price) and both of us in real serious teams , than ok .. serious... but not the case ... its 3DGS ... héhéhé





You don´t know what I´m doing, or will do seriously apart from these forums (with 3dgs).
I use 3dgs since two years, and I don´t have the time to switch between engines. Because that I can say, that I´ve some experience with 3dgs.

For pure artists the engine can be horrible. But as a beta tester I can say, that it will be much better, when static meshes are included.
Oh, and I have already a very nice girl and I can look at her whenever I want.

But I don´t take you too seriously, really. You don´t have to care about that.

Edit: This was my last post in this thread, because all I´ve to say about "Sauerkraut" is: "Lecker!"

Last edited by fogman; 12/01/06 17:55.

no science involved
Re: Sauerbraten / Cube II [Re: maybenew] #99861
12/01/06 18:05
12/01/06 18:05
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
In fact someone (or me if i had time) could create a standard 3D scens with normal maps textures and a god amount of polygons
and we should test it as it under each 3D engine in a simple
3D app that would be a simple scene with a camera and some key for camera

it would not be a real test (animated bodies and particles) bu a good one for beginning

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