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Unlocked CQB
YES 92%  92%  [ 33 ]
NO 8%  8%  [ 3 ]
Total votes : 36
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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Tue Aug 25, 2015 4:46 pm 
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Master
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Joined: Fri Jun 12, 2009 4:01 pm
Posts: 466
Wow, in-game .map support (amongst other things), that sure sounds great!


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Tue Aug 25, 2015 7:12 pm 
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Master
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Location: Belfast, Northern Ireland.
I was gonna add him to the cqb dev group, but should wait and see what Cor has to say about sharing code etc first. But what Dusan is offering is probably way way way beyond what Cor has time to do with etl/et..

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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Tue Aug 25, 2015 7:13 pm 
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Marksman
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Joined: Sun Oct 16, 2011 9:23 am
Posts: 6
Dim$tar wrote:
I was gonna add him to the cqb dev group, but should wait and see what Cor has to say about sharing code etc first. But what Dusan is offering is probably way way way beyond what Cor has time to do with etl/et..


if you want I can give you FULL FULL list :)


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Fri Sep 18, 2015 12:17 pm 
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Marksman
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Joined: Sun Oct 16, 2011 9:23 am
Posts: 6
Little update :)

This is one of TCE maps (I believe that is "closecombat") in my engine.
All this is done with Dim$tar's help :)

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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Fri Sep 18, 2015 1:32 pm 
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Master
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Joined: Fri Mar 25, 2011 10:11 pm
Posts: 272
Location: Latvia
Fixed the BBCode for you:

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Also...
Are those real time shadows being cast by map geometry?
Been a while since I saw something interesting like that being done to the good ol' iDtech.


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Sat Sep 19, 2015 4:16 pm 
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Master
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Joined: Fri Jun 12, 2009 4:01 pm
Posts: 466
Or is it a lightmap + realtime shadows combo? Pretty impressive either way.

How are framerates holding up?


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Sun Sep 20, 2015 9:24 am 
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Master
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Joined: Mon Mar 08, 2010 12:52 pm
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Location: Belfast, Northern Ireland.
This is just real time shadows from .map, no bsp/lightmaps used but still a lot of work needed on the engine and features and effects to implement.

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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Wed Sep 23, 2015 2:23 am 
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Sharp Shooter
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Joined: Tue Oct 22, 2013 3:01 am
Posts: 25
I miss UA0. TC .45 Best maps ever!


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Tue Jul 19, 2016 2:36 pm 
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Master
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Joined: Wed Aug 19, 2009 12:36 am
Posts: 433
Location: tri(p) city
Alpha 0.224 4/12/2015 Internal Release
* Fixed missing akimbo skins for terrorists
* Hint icons are no longer shown if dead
* Fixed weapons model distortion during sprint
* Increased spread for left akimbo weapon by a factor of 4
* Removed changes of mouse sensitivity depending on aiming and scoped mode
* Fixed red-dot appearing outside sight housing on small fall heights and damage kick
* Recon class now adds one extra design point
* Special class now costs one more design point
* Added USAS-12 and Saiga12S auto shotguns to Special class
* Moved extended free climb ability to lightweight
* Partly cleaned up code and assets for stand-alone release
* Integrated Marze's player model
* md3_headwear now defines head attachments in player .skin files (md3_hat and md3_rank are now obsolete)
* Unlocked sv_official, sv_pure, gametypes, and maps


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Mon Jul 25, 2016 11:50 pm 
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Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
What's that $omator? is the the change log for the upcoming update? Is it official?


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Tue Jul 26, 2016 6:35 pm 
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Master
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Joined: Mon Mar 08, 2010 12:52 pm
Posts: 324
Location: Belfast, Northern Ireland.
I have had a server running with this build for some time, Coroner has been afk and hasnt replied to any recent emails, so if you want to check it out contact me @steam . unfortunately with out his permission I cant really make these files 'public' but i am willing to share with a select few for dev/testing purpose only.

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Add me on steam mrdimstar/CowStar.
http://steamcommunity.com/id/moomoocowpower/

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Last edited by Dim$tar on Thu Aug 04, 2016 3:13 am, edited 1 time in total.

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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Thu Aug 04, 2016 12:34 am 
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Sharp Shooter
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Joined: Mon Sep 19, 2011 7:08 pm
Posts: 53
Location: Venezuela
Sure, i'll add you right away. I'd like to test that build. BTW where does coroner lives? does he lives under a rock? Case you know, everybody has a smartphone or tablet connected to the internet these days. it doesn't matter if you have a job or a family. The whole world is connected. He could at least make some blog posts directly from an ipad or something :(


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Fri Aug 19, 2016 4:29 pm 
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Expert
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Joined: Fri Oct 18, 2013 12:28 pm
Posts: 163
Location: Poland
I think Coro has had enough with this project. Its an old, outdated engine so no wonder he has no motivation to work on it. I also lost all my work (3d software, projects, textures, models and other stuff)
Maybe one day if Coro back, we will work together on this game again maybe with some new developement environment. who knows :)


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Sun Aug 28, 2016 8:02 am 
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Groove Six Studios
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Joined: Wed Apr 27, 2005 2:24 pm
Posts: 317
Hey guyz,

I am still around. I just do not find any time, which I do not like.
I think after all this years the retro look of CQB actually becomes really cool, and we are better off then ever before. I think we now do not need to consider anymore about upgrading graphics at all. The visual style of TC is cool as it is. Maybe it's just me with this opinion.

I just fired up CQB again. The only problem I have on my old machine is that with Marze's excellent new player models the polycount gets to high. On my CPU (Core 2 duo) (ET is still using the CPU for part of the graphics transformations) the framerate drops dramatically with more then 2 players in the view. That might be less of a problem with newer CPUs which easily double the FPU power in one core. Any experiences.

Otherwise I give my blessing to distribute the internal test version more openly, something has to happen.

How is the situation with ETL?
Are there still master servers for ET?
Are there still ppl out who would care?

Cheers, cor


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 Post subject: Re: CLOSE QUARTERS BATTLE
PostPosted: Sun Aug 28, 2016 8:39 am 
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Marksman
Marksman

Joined: Fri Mar 29, 2013 2:35 pm
Posts: 13
Location: Finland
Even after all these years, TC:E remains my all-time favourite multiplayer game in the realisticish style (UT99 takes the all-time shooter cake). People keep raging and wailing about TF2 and Overwatch, but all I can do is long for the days of dozens of full to the brim TC:E servers and the gutwrenching intensity.

The graphical style of TC:E, and even TC, is just fine, I don't care. IMHO, it's the technology and mechanics that become a problem. Porting, or even doing a spiritual remake, of TC:E using an open-source engine that better utilises different hardware would make it easier to develop and maintain the game. W:ET isn't terrible, and it can certainly look good, but it's hardly optimal.

Tough work, and someone would probably have to redo a lot of maps and other stuff, but I'm thinking long-term. With a technologically better engine it would also be easier to work on mechanics and fine-tuning different game modes and rules. In a worst case scenario it would be enough if it just manages to use the old stuff in a slightly updated codebase, new engine or not.

However, anything that can get TC:E back on its feet is good. What puzzles me is what to do now with punkbuster gone, is someone willing to write a simplish anti-cheat system? Or is there something else available?

I've been slowly working on my own thing, but it's so far off from what others do so I've kept it mostly secret. I haven't exactly had much time to work on it either.

But yeah, I'm sure a lot of people still love TC:E, and there are probably quite a few working on projects of their own to continue the "feel" of TC:E — still not quite willing to let it go.

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