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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Thu May 23, 2013 3:22 pm 
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Posts: 138
Guns ;-)

A Makarov and SW Colt
2nd row is not really suited for TC
3rd row, except from the top gun, the rest are MP5
4rd row M4,AK47,AK47,M4,M4
5th Row M60 (not suitable) and a PSG1

Haven't got a screenshot for the guns that are in Max yet,
but it's a start. From the above only the handguns,
PSG1, the top AK47, top gun from 3rd row, 2 MP5 and
a M4 and M4Sopmod have made it to the next round.

Next stop for our guns is to make them ready for ingame use.
Materials are added in a later stage.

Image


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Fri May 24, 2013 9:28 am 
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Marksman
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Joined: Thu Feb 21, 2013 7:24 pm
Posts: 21
Caesar77 wrote:
The guy in those last pictures does look a bit feminine with his babyface, but luckily
that's the standard face and won't be used. From what game are the characters you
posted, Grandad ?


I don't think its from a game. Just replica model toy. :(


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Mon May 27, 2013 4:16 pm 
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Posts: 138
Small Update:


Got the right sort of bridge for the WIP scene. Bridges are good to tune a lot of
shaders, materials and other sort of stuff that makes for a pretty game.
Not to mention it's something that can also be used for an intro aswell ;-)

http://imageshack.us/a/img835/9369/bridge2k.jpg


Worked on the first-person-view gun import and positioning this weekend. Got basic
code for 4 guns ready, Muzzleflash, correct gun sound and impact graphics is something
that will be added later. Also will redo textures, as they are only 256x256 at the
moment.

Some things are still missing, like the hands, the cockclipper(lol) and the ammo clip,
but was only interested in seeing the gun placed in the right angle. Now adding the
missing things and finishing up the rest of the gun's animations. It already can shoot
and sways while walking, only have to implement Iron sights. Don't mind the crosshairs,
it's for testing purposes only.

http://imageshack.us/a/img842/6100/gunthingr.jpg


Re Grandad .... That explains the large seams, still nice tho. They don´t sell
those around here, else I´d go scan one with my Kinect. For now we´ll have to
do with the ones on hand but will update them regularly, specially their
faces and clothing.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Mon Jun 03, 2013 3:20 am 
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Joined: Fri May 03, 2013 12:42 pm
Posts: 138
Didn't spent as much time as I would like to on the game this week, bought a car
and needed to do some minor work on it.

Still made progress on gun texturing and gun animations. M4 and MP5 are about done,
just not 100% happy with the reload animation, tweaking that some more. This week I'll be
tweaking gun scripts, adding muzzle flashes, sounds and materials. As far as 1st person
animation goes, I can see the end of the tunnel. Then back to finish 3rd person animations ...

When all moves needed for 'basic' gameplay are all done, it's WIP time ;-)

Thought about doing a script to convert all textures in a certain directory to basic UDK material,
could save some work seeing that my texture directory is rather big. The general content
library for this game is already nicely sized, but hoping to expand this with more professional
content at a certain stage of development.

Played a bit with the Kinect vs UDK and starting to get how and where to connect the
code for Kinect and how to tie it in with any character... It's experimental and not promising
it as a game feature until it does what I had in mind. It also might not really work with a
small screen... It might not work at all....It might be completely useless.....
Or it might be a lot of fun. Who knows ?

Will post some new characters tomorrow, they can now grow hair on their babyfaces.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Mon Jun 03, 2013 3:49 pm 
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Sharp Shooter
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Joined: Mon Jun 03, 2013 1:34 pm
Posts: 64
I don't mean to be a killjoy, but I'm nonplussed for a few reasons. Of course the amount of work demonstrated by Caesar is impressive, but:

    - True Combat has always been the id Software tactical shooter (with Urban Terror if you can call it tactical). Counter-strike and others on Valve engines. Tactical Ops and Strike Force on Epic's Unreal Engines

    - TCE was especially popular in the Linux/Free Software community. Having a part of the game closed-source is an acceptable restriction, but moving away to a wholly proprietary solution, what's more without Linux support, seems like a step backwards.

    - There are already a few UDK Tactical shooters in development. They tend to all get a use-all-the-colors-of-the-rainbow, play-doh feel, like here: http://www.youtube.com/watch?v=eE15QZomY0c or here: http://www.youtube.com/watch?v=ITDj0Fqu1vU ... or in the screenshots you posted.

    - Getting to the gameplay of TCE 0.49 took a long time, recreating the mechanics in a new engine will probably take a long time and many testing version - why start anew?

Once again, I do value your work, and anything done in the interest of the TCE community is welcome, I wonder what the other forum lurkers think... (The forum registration system is working again, so signup/login!)

_________________
Missing .pk3 file? Find it here:
Over
5GB of TCE custom content!


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Mon Jun 03, 2013 8:01 pm 
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Master
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The engine is really a non issue as long as it can do whatever the developer needs it to. Linux is a good point though but nothing major if you think about it.

I've seen Takedown for the first time now and it really doesn't seem like your average FPS.

Critical Point: Incursion or whatever they're calling it nowadays is said to be a CS like game and shouldn't even be mentioned when talking about tactical games.


Why start anew you ask? Well, if Caesar succeeds, the community will get a fresh moddable game, on a constantly updated engine with constantly updated features and it seems a lot of effort has already been put into it.
This means that there is a great potential for creating a game which will get upgraded and better with time.

Let's face it, if you want to use IdTech, you are faced with the problems of using half finished unstable engines and are forced to distribute your work as open source. At this point the best way to go would be create a custom engine build and run the game as a mod with remade HD / next gen content which would be utter nonsense.

The problem with CoD is that the remaining community is mostly not interested or even against modded content, no matter the quality. So as a mod, TC's biggest audience would be former TC:E players who aren't on Linux and own the game. And that is a small crowd.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Mon Jun 03, 2013 11:31 pm 
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Sharp Shooter
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Joined: Mon Jun 03, 2013 1:34 pm
Posts: 64
Damien wrote:
Linux is a good point though but nothing major if you think about it.
Says you. Many people playing TCE on Linux seem to think otherwise, just as well as Valve, who's in the process of porting its game portfolio to Linux or id Software, which has been doing so for more than 10 years...
Quote:
etc..

The arguments you present of idTech vs UDK can be turned exactly the other way around. From all the mods which were created at the same time as True Combat (on quake 3), or since then, which of them still exist?

    · Those bought by Valve, which got attached to a 20$or€ price tag and the system hog that Steam is, so that to play Counter-Strike, which used to turn on a 100 MHz CPU, you now need at least 1GHz. Talk about efficiency, or fair behavior, selling a 15-year-old mod at that price...

    · Those made for UT, UT2003 or UT2004, praised back then, have today simply disappeared. Strike Force, Tactical Ops, anyone? Who would go through the hassle of installing them nowadays, let alone modify them?

    · Those made for Quake 3 ?

    Heck, as Overdose, Warsow or Nexuiz show, even the Quake I and Quake II engines are still more relevant than most of those that have been released since then...



tl;dr : Shiny new engines come and go, but if True Combat had been based on another engine than quake3, i don't think it would still be around after ten years; should it switch to a closed-source alternative, I bet it won't stick around for long...

_________________
Missing .pk3 file? Find it here:
Over
5GB of TCE custom content!


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Tue Jun 04, 2013 12:54 am 
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Joined: Fri May 03, 2013 12:42 pm
Posts: 138
As already has been said about Linux : it can be done, it's no standard option, but it's
not of such importance at this point to spend a lot of time on. It already ports to mobiles,
Mac, PC, Xbox and PS3 and 4, so that's a start. It will come up at a later point, just not
now.

Quote:
tl;dr : Shiny new engines come and go, but if True Combat had been based on another engine than quake3, i don't think it would still be around after ten years; should it switch to a closed-source alternative, I bet it won't stick around for long...


COD 10 years, Battlefield 11 years.

What's up with bringing in engines from 10 yrs ago ? lolz wake up, it's 2013 and my
graphics card is a hungry beast that wants pretty stuff to process.
We can haz Tessellation ? Yes we can !

It's not the engine... it's the game, movements, gameplay, quality and the ease to
add content as a user... What made TC is what set it apart : it's a realism shooter using
real life textures and it has 'signature' movements and at the time the only one with
ironsights. Not to mention that as a player it was relatively easy to make an own map,
something that you don't see too often.

~But we are not looking 10 yrs back or forwards, or comparing apples to oranges, let's live in the now for a moment... or at least until the beta is launched~

You're right that game mechanics like movement and animations are something that would
take a long time to get it to mimic True Combat the right way. But do we want the precise
animation for ALL sequences...? That's why mocap for the third person view is used. Things
like climbing in 1st person view also have been changed a bit, walking, running, aiming,
shooting, crouching and gun position are derived from the original, though might have some
slight deviations. Besides True Combat animations, some of the animations meant for another
game will also be added in due time, maybe in part 2 ? ;-)


Todays progress, added some more guns to the content library ::
Uzi
Smith&Wesson Handgun
2 shotguns*
Druganov sniper
4 x AR10
Sig552
.38 handgun
M200 Sniper
3 nade models and 1 low poly smoke nade

Haven't had the time to identify the brand and make of the ones with * yet.
Will post the faces tomorrow, haven't found the time to do that today.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Tue Jun 04, 2013 3:18 pm 
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Master
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Joined: Fri Mar 25, 2011 10:11 pm
Posts: 269
paul wrote:
Urban Terror
Not that played anymore, actually. Used to be a lot more lively.

Quote:
Reaction Quake 3

Last time I checked - dead. At best you get 5 people.

Quote:
Smokin' Guns

Surprisingly undead. Still, pretty much as alive as TC.

Quote:
ZEQ2

Alright, I'll be honest, never tried this and not interested. My guess - undead.

Quote:
World of Padman

Last time I checked, wasn't flourishing. In the best case - stagnation.

Quote:
Tremulous

Aside from the numerous attempts to revive the thing (UNVANQUISHED USING XREAL BASED ENGINE OMGHAXORWTF), has a nearly identical situation to TC.

paul wrote:
Heck, as Overdose, Warsow or Nexuiz show, even the Quake I and Quake II engines are still more relevant than most of those that have been released since then...

Well... This is kinda odd. It just appears that people never seemed to try and mod the IdTech 3 as much as IdTech 2 (as in the graphical side). The oh-so-many graphical mods for Quake 2 just further reinforce this (probably the strongest example being Berserker@Quake2).


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Wed Jun 05, 2013 2:20 am 
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Joined: Fri May 03, 2013 12:42 pm
Posts: 138
MOAR GUNS !

After careful consideration, I removed 3 guns because I had better looking models
of those particular guns and added new models. Still have some on stock that need
to be converted first, but the list is growing.

And no... that sentry gun is not going to be used like in COD ;-)

http://img14.imageshack.us/img14/2554/guns2q.jpg


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Wed Jun 05, 2013 1:36 pm 
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Posts: 269
Alright, what the hell is the TF2 sentry gun doing there?

Also, more shotguns please. :wink:


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Wed Jun 05, 2013 9:40 pm 
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Marksman
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Joined: Thu Mar 28, 2013 11:58 pm
Posts: 17
I am excited to see more, I will be following progress quietly.

Also,

Bow = very yes.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Thu Jun 06, 2013 1:01 pm 
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Think the compound bow will make for a nice addition, though adding it's
correct animation is going to be somewhat of a hell, but well worth it.

The sentry gun was something I downloaded from a free library, was uploaded
by it's creator, who used it for TF2... Pitty, I really could have used that one.
The sentry gun was going to be used on a particular map for a new OBJ gameplay.
It's more of a tactical thing, that forces players to work together in order to
get past the sentry gun alive.

GUNS GUNS GUUUUUNS
Guns... well.... I added 'some' and the gun directory is now
over 3.9GB in size.... The total size of the model directory is
now at 14GB Also adding a dashing 4.6GB in character resources,
but that's still downloading atm. Errr, how much data can we put
on a Blueray disc ? LOL

Image
HOLY SH!!!!!!!7, that's just models, not even playermodels or textures.

63 guns in directories and 197 unchecked, freshly downloaded
ones...... Also have guns that are so detailed that 100MB+
is no exception, largest being 180MB.


Think we really got enough guns right now....
Time to get a cold brewski and chill out for a few hrs.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Sat Jun 08, 2013 7:25 pm 
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Joined: Fri May 03, 2013 12:42 pm
Posts: 138
Plants, trees, buildings and cars.

He who asks around, shall receive ?

125+GB in game models and textures have been added over the last 48 hrs
and stuff is still pouring in. Thank you to everyone who's contributing
their 'old' stuff, it's very much appreciated. Adding an upload feature
for others to upload textures to the library in the next two weeks.

**Don't worry, not packing the game with 100gig, only the
things that are used will be packed along with the game. For
mappers we will issue a seperate MDK (map developers kit).***

I spent way too much time on getting resources while I should
be rounding up the WIP. Then again, using a professional library
to make this game will make a big difference in it's end results.

Still haven't unpacked/installed everything for the character as
it needs about 14 more installers to go and kinda didn't feel like
it... The content library needed the attention, so doing it
later today.

Although I'm disappointed that I'm lagging behind on schedule a bit for
the WIP, I'm very stoked that the library contains this much already.
Will render some of the character's animation this week and put it
online for you guys.


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 Post subject: Re: 2013 TC:E NextGen edition !!!
PostPosted: Sun Jun 09, 2013 3:43 am 
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Fiddled around with the new character to get different faces.

Image

Image

Image

Image


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