Terminal Velocity "Anyone played this game? NOT the movie starring Charlie Sheen."
#361 Posted 19 August 2015 - 06:00 PM
It also opens the gateway to soundtrack re-masters working in-game.
This post has been edited by StrikerMan780: 19 August 2015 - 06:00 PM
#362 Posted 19 August 2015 - 10:24 PM
StrikerMan780, on 19 August 2015 - 06:00 PM, said:
It also opens the gateway to soundtrack re-masters working in-game.
Great, thanks for making good news How would you say, how much or long is till some kind of "open beta" is available from you? How is now some "game ... % done"?
I play time to time that "TF640x480.EXE" version, obviously, but I am wondering, is that absolutely latest "hacked" version that existed? Here is screenshot of files that I have:
https://www.dropbox....uryOld.jpg?dl=0
This post has been edited by Juris3D: 19 August 2015 - 10:26 PM
#363 Posted 20 August 2015 - 01:32 PM
I made that TF640x480 exe file. The one you have is the latest I ever released.
This post has been edited by StrikerMan780: 20 August 2015 - 01:33 PM
#364 Posted 21 August 2015 - 09:40 PM
I looked up several tutorials, but they all fucking suck ass through a straw.
This post has been edited by StrikerMan780: 21 August 2015 - 09:42 PM
#365 Posted 22 August 2015 - 08:22 PM
#366 Posted 24 August 2015 - 12:22 AM
#367 Posted 25 August 2015 - 12:00 AM
Getting fucking pissed off to be honest. Mostly at myself. I can't bloody fucking get this piece of shit working, and the tutorials for frustum culling are complete and total crap, aiming at very specific applications and implementations... so if you're not working with their exact tutorial code as a base, they're useless shite. I can't understand it, or wrap my head around any of this despite 2 weeks of futile attempts. All I have is this very half-assed code that, while it gets the performance I need, has visual artifacts out the bloody dick.
I need a team member. Someone who's extremely experienced with OpenGL, and writing renderers in general. I can't do this on my own. What pisses me off the most though, is I can't open the source due to signing an NDA, and others who join need to sign it too.
FUCK COPYRIGHT LAWYERS.
Seriously, If I had a choice, I'd hang them all by their own entrails.
*sigh*
This post has been edited by StrikerMan780: 25 August 2015 - 12:26 AM
#368 Posted 25 August 2015 - 02:07 AM
#370 Posted 25 August 2015 - 12:58 PM
EDIT: This is the same situation as Blood's Source Code and the rights to NOLF, is it?
Have you heard any news from Frederik Schreiber a/b this StrikerMan? Any PMs from him?
This post has been edited by DustFalcon85: 25 August 2015 - 01:15 PM
#371 Posted 25 August 2015 - 01:39 PM
What Mark told me, is that while he wants to see the code be open, his lawyers won't allow it... something about how TRI licenses their engines out to other companies for profit (such as their Infernal Engine). Why the fuck their lawyers think that should still apply to an engine from 1996 that isn't even used or licensed anymore, I don't know.
I PM'ed Frederik about the possibility of working together, but I never got a response.
This post has been edited by StrikerMan780: 25 August 2015 - 01:47 PM
#372 Posted 25 August 2015 - 02:12 PM
StrikerMan780, on 25 August 2015 - 01:39 PM, said:
Try getting a hold of him on twitter: https://twitter.com/Freschism
#373 Posted 25 August 2015 - 02:26 PM
#375 Posted 25 August 2015 - 04:15 PM
MusicallyInspired, on 25 August 2015 - 03:31 PM, said:
Nope. Twitter doesn't allow you to direct message people that don't follow you.
#376 Posted 25 August 2015 - 04:54 PM
StrikerMan780, on 25 August 2015 - 04:15 PM, said:
Nope.
#377 Posted 25 August 2015 - 08:52 PM
Lunick, on 25 August 2015 - 04:54 PM, said:
That only applies if the other person has that setting enabled. Note: Receive, not send.
This post has been edited by StrikerMan780: 25 August 2015 - 08:53 PM
#378 Posted 28 August 2015 - 12:28 PM
export function makePerspective(fieldOfViewInRadians:number, aspect:number, near:number, far:number): number[] { var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians); var rangeInv = 1.0 / (near - far); return [ f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, (near + far) * rangeInv, -1, 0, 0, near * far * rangeInv * 2, 0 ]; };
This is in javascript but i am sure it can be converted into C with ease
#379 Posted 28 August 2015 - 04:07 PM
I tried code almost identical to that before, and it doesn't work well for how TV's engine handles things. Besides, I don't need to construct a matrix. The perspective matrix is *already made*, custom-made by Mark Randel himself. I thought I was clear about this a LONG time ago.
What I need, is the math to make sure that a polygon is within the frustum, and takes the correct shape and size of the frustum area / planes into account, all utilizing information from the matrix. This isn't easy, and the tutorials don't take into account having a custom projection matrix. It also doesn't help that I'm completely unfamiliar with the concept. I have no reference to go by. The only reason I've gotten so far is that I've always had some sort of direct, applied reference or concept to extrapolate from. I was able to get into C for example so quickly because I've already had a basic concept of it formed by over 10 years modding experience. I don't have that this time. This is completely alien/foreign territory.
Be that as it may, I'm already working on alternatives, have been for the last few weeks. Also, Mark has still been helping me out. It's nice having someone who helps you without having everything laced with an insulting/belittling undertone. It's also nice not being misunderstood all the time.
This post has been edited by StrikerMan780: 28 August 2015 - 05:50 PM
#380 Posted 30 August 2015 - 01:16 AM
StrikerMan780, on 28 August 2015 - 04:07 PM, said:
Be that as it may, I'm already working on alternatives, have been for the last few weeks. Also, Mark has still been helping me out. It's nice having someone who helps you without having everything laced with an insulting/belittling undertone. It's also nice not being misunderstood all the time.
I am sure with your skillz and with help from good people, there will be amazing results. And that includes new skillz and coding experience you will acquire on the way.
#381 Posted 03 September 2015 - 07:47 PM
Is everyone ok with this?
#382 Posted 03 September 2015 - 08:28 PM
StrikerMan780, on 03 September 2015 - 07:47 PM, said:
Is everyone ok with this?
Totally fine. I think anyone who likes 3D games keeps his hardware if not super powerful, then at least capable to run fresh modern stuff.
Strikerman, how it went with that "Z-buffer problems"? And anything else?
#384 Posted 04 September 2015 - 03:09 AM
#385 Posted 04 September 2015 - 03:34 AM
Anyhow, here's another shot:
This post has been edited by StrikerMan780: 04 September 2015 - 03:34 AM
#386 Posted 04 September 2015 - 04:03 AM
Additionally: thank you for screenshots, I enjoy any news on progress, and visual news are the best
This post has been edited by Juris3D: 04 September 2015 - 04:16 AM
#387 Posted 04 September 2015 - 09:19 AM
Juris3D, on 04 September 2015 - 04:03 AM, said:
Not directed at you, but I don't understand the "kill the pixels!" mindset. I'd rather see some squares than a smear on lowres textures.
#388 Posted 04 September 2015 - 10:45 AM
Hendricks266, on 04 September 2015 - 09:19 AM, said:
Well, I kinda tried to explain It is historical "mindset" from the beginnings of 3D-acceleration era. It was "filtered (smeared) textures = good, cool stuff, 3D-accelerated, advanced". So, for some "old-aged kids" like me, who experienced transition from blocky and slow 320x240 to "fast and smooth textures" amazing 640x480, seeing pixelated textures rings some "bad!"alarm in brain. Probably it really is just an artifact of thinking clishé from past. It is nice to have discussion about that too, and hear other opinions.
#389 Posted 04 September 2015 - 11:44 AM
But with passage of time it becomes apparent that low res textures better left with nearest neighbor filtering to preserve visual crisp and let the mind fill the gaps, rather than blur it out and get a blurry mess out of everything.
That or replace them with near-solid color analogues which can be resized and filtered freely (Planetary annihilation did that)
That or use advanced filtering, which half of the time looks like garbage on nearly colored textures (hq2x/4x, super eagle, etc)