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GE Demo Videos And Pics

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #65

    I will try doing that, it was one of the methods I had intended on testing, since it works for you then I know it’s possible. I had attempted to restrict rendering to a portion of the texture but it wasn’t working as intended. It still rendered to the entire texture. I haven’t messed with stencils much so I need to look into using them…

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  • N Offline
    N Offline
    NeXoSE
    wrote on global:last_edited_by,
    #66

    Speak of your game engine in other topic, LS, I wonder why you genius guys don’t work together for this project?

    Because i know let one people keeping a large & complicated project is hard, but more people may make greater success. Isn’t it?

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  • SkottyS Offline
    SkottyS Offline
    Skotty Wiki Contributor
    wrote on global:last_edited_by,
    #67

    NeXoSE wrote:[…] but more people may make greater success. Isn’t it?

    Only if they share the same views.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #68

    Skotty summed it up fairly well. Plus there are very few people I would trust to have the ability to work on the engine, FF would be one though.

    Most of the coding is done at this point, I mainly want to overhaul the AI handler and FX system to be more robust. The additional graphics stuff is really just extra icing on the cake. Mainly trying to finish up the code so I can focus on the MP side of the game. That part is still very much in the basic stages.

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  • F Offline
    F Offline
    FriendlyFire
    wrote on global:last_edited_by,
    #69

    The biggest hurdle is that I have no interest in doing a space sim 😉

    I’ve done a lot of the graphics for Freeworlds, but if I can make my own game from scratch it probably won’t be a space sim, or at least it wouldn’t be my first choice. There are enough quality games in that genre coming soon (hopefully!) that I would just be jumping in late and without any distinguishing feature.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #70

    Actually I’m kinda the same way. I completed most of the space part of the game long ago. It was at about 10% as difficult to do that part as handling the FPS side of the game. When dealing with a ship there is only so many things you can add for it (hp’s, equipment, storage, missions, movement etc) but when dealing with a playable character added to the mix the possibilities expand exponentially. In that case you add personal interactivity, model animations, point and click pickup, personal storage, animated cut scenes (even FL has this in SP), secondary storage, crafting, hardpoint handling on animated meshes and so much more. If it hadn’t been for my many years of working with FL I probably wouldn’t have even bothered with the space portion of the game. But I felt it was needed to complete the game experience. In GE the main focus though is the first person aspect of it, not the ships. I wanted the player to feel connected to their character so that is what it revolves around, not an impersonal ship. Ships are property, the player isn’t. You can fight battles with your ship but you can also do that with your character. Anyways, I’m rambling, hope all of you enjoy it when I finally release the full version…

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  • T Offline
    T Offline
    Timmy51m Historic Supporter
    wrote on global:last_edited_by,
    #71

    You must be taking the piss LS, you need a massive team of people to produce a game on that scale surely. Nutter!

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  • N Offline
    N Offline
    NeXoSE
    wrote on global:last_edited_by,
    #72

    Timmy51m wrote:

    I agreed with the point, The scale may too large for a one man project, you at less need 5 people working full time for this to make the project successfully finish.

    Look the Battlefield 3, it’s just a FPS game, but still take years to make.

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  • T Offline
    T Offline
    Timmy51m Historic Supporter
    wrote on global:last_edited_by,
    #73

    It wasn’t a criticism, I was admiring how crazy he is 🙂

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #74

    LOL, I agree Timmy, if I hadn’t been programming for more than 30 years I doubt I would even attempted this project. As far as building it, I do all of the coding but I’m not the only one who has put stuff into it. Sol Command & Fur Ball have contributed most of the models, Mathew Pablo and Rich Douglas have contributed the music (114 & 23 songs respectively). Also various other contributions from the users here as well, such as Alucard and Romuald.

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #75

    This is a test from the latest 2 day old project - deferred rendering. This is a map I converted from a free Quake 3 map from Trak. I’ve already added light ambient, light diffuse, normal mapping, glow mapping. Specular mapping isn’t cooperating even though its the exact same one I use in the forward shader.

    Top

    Bottom

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #76

    New shots with the completed deferred renderer, click on the images for a full size pic

    Sol Commands SciFi city buildings and pyramid spaceship, also the new lens flare code has been completed

    New main menu

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #77

    I made an interior scene using one of Sol Command’s asteroid station models, check it out

    http://www.youtube.com/watch?v=MAeh6VGMPWw&feature=youtu.be

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  • S Offline
    S Offline
    SolCommand
    wrote on global:last_edited_by,
    #78

    Reminds of the asteroid base interiors from Freelancer. Nice job !

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  • K Offline
    K Offline
    Kuze
    wrote on global:last_edited_by,
    #79

    Nice nice, it only needs a concrete floor and roads 🙂 Place the buildings upside down and it will look like an Ix city from Dune 🙂

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  • ? Offline
    ? Offline
    A Former User
    wrote on global:last_edited_by,
    #80

    Tribes+Freelancer!!1 And metal music - Excellent!

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  • T Offline
    T Offline
    Timmy51m Historic Supporter
    wrote on global:last_edited_by,
    #81

    Do it again, but this time blow some #$%% up! 🙂

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  • L Offline
    L Offline
    LancerSolurus
    wrote on global:last_edited_by,
    #82

    Thx, that base is the last one shown in the ‘Sol Command Showcase’ video. Since he recently did the building set, it seemed a perfect time to make it. I did consider using roads and such but since every vehicle is a flying craft there seemed no need for them.

    @Timmy, lol, I had to intentionally disable the NPCs due to them constantly trying to kill me. If I had undocked from that station then that is what would have ensued.

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  • W Offline
    W Offline
    wasabitoy
    wrote on global:last_edited_by,
    #83

    This game will be a competitor for SC & ED… 😉 Looks awesome! Great job again Lancer.

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  • S Offline
    S Offline
    SolCommand
    wrote on global:last_edited_by,
    #84

    With the level of unrestricted playground you have here none of those games can match it, so you’ve got your > unique < feature right there, to make it stand out in the crowd.

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