When will 2.4 come out?

Developer discussion of experimental fixes, changes, and improvements.

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Tue Aug 28, 2007 8:11 pm

  • ai wrote:I actually played on ultimate quality today on RBI ctf server. Went actually really nice, it is playable. But I think it was that map, as when I tried mike I had between 10-100 fps depending what area I was at.


    that's hal_palindrome
    my new laptop has 50fps everywhere
    10 in the middle zone of hal palindrome
    with full effects
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    Blµb
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Tue Aug 28, 2007 8:25 pm

  • Blµb wrote:that's hal_palindrome
    my new laptop has 50fps everywhere
    10 in the middle zone of hal palindrome
    with full effects


    Huh? You meant that's how hal_palindrome is for you? Cause the one I played wasn't that map. At first that map was awesome and went fine, then all of a sudden (or perhaps with a version change without me realizing) it started to lag. Every map whatsoever I get like 300-999 fps except that map on the lowest quality. I don't know what happend. I always too get around 50-100 on that map, plus ping around 97 :P
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    ai
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Fri Sep 07, 2007 4:20 pm

  • is it possible to create a model which looks like a big fat hooligan? :lol:
    (not a joke!)
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Fri Sep 07, 2007 5:35 pm

Fri Sep 07, 2007 6:22 pm

  • ai wrote:
    Mirio wrote:is it possible to create a model which looks like a big fat hooligan? :lol:

    Yes it is.

    i need it! :DD cus i want to be the hooligan when they play footi (PB server) 8)
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  • exactly why don't we get working. the thing about the effects we have written over is that there is no (at least) .txt file to download with nex that tells you all the function you can set yourself in the console. What nex 2.4 should really be about is redoing players/bots/characters models because they look like the ones from Quake II and thats not nice when the weapons and textures look so good. And most of all the movements of the models look more natural (people don't run like chickens normally) and there should be some extra work on audio paying some extra attention to many possibilities like support for many audio systems like stereo, 5.1 and 7.1 . Also allow people to take the full adventage of surround from their audio systems (HI-FIs etc.). This would help if one day in nexuiz 3.0 someone decided to do splitscreen (audio would be useful because lots of people have stereo speakers) so both players don't have to check if they are about to get hit by a rocket, if the left side of the speakers was assigned to the top part of the screen and the player that plays on the top part of the screen would sit on the right side. Anyway getting back on the track, i would like that there is completely no movement of the model above its legs things like reloading and complex rolling would look nice. Those are my concerns about the models I also have some about water. Water should be transparent up to 1 metre if clean up to 10 and its surface is supposed to be reflective (or reflectant don't know how to write it) on the waves but transparent inbetween, and there should be radial waves on the surface when you jump in. As well as those qualities water has few more like being completly dark in the night (if there is no source of light nearby) and splashy. Also explosions, bullets, rockets' tails and the front of a weapon should be treated as a Dynamic Source Of Light.
    I only made isotromic games, websites an unfinishe flash game!
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    DeVsh
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Sun Sep 09, 2007 4:44 pm

  • New content is too far out of reach. There is nobody who makes us models.

    As for sound, 5.1 and 7.1 already are supported.

    Rocket lights and explosions already ARE dynamic light sources - what is missing about that?

    Water needs large engine changes that nobody here seems to be able to do. This especially holds for reflections, as they would need the engine to render the scene multiple times - this is simply not possible with the current fps (which are also caused by the old and overly complex models).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sun Sep 09, 2007 8:10 pm

  • divVerent wrote:New content is too far out of reach. There is nobody who makes us models.

    As for sound, 5.1 and 7.1 already are supported.

    Rocket lights and explosions already ARE dynamic light sources - what is missing about that?

    Water needs large engine changes that nobody here seems to be able to do. This especially holds for reflections, as they would need the engine to render the scene multiple times - this is simply not possible with the current fps (which are also caused by the old and overly complex models).

    Is anyone making models for Zymotic? Or is that even being worked on?
    Ares
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Sun Sep 09, 2007 9:17 pm

  • divVerent wrote:New content is too far out of reach. There is nobody who makes us models.

    As for sound, 5.1 and 7.1 already are supported.

    Rocket lights and explosions already ARE dynamic light sources - what is missing about that?

    Water needs large engine changes that nobody here seems to be able to do. This especially holds for reflections, as they would need the engine to render the scene multiple times - this is simply not possible with the current fps (which are also caused by the old and overly complex models).

    it's not caused by the complexity of the models
    it seems to be a cpu problem
    if a model is rendered, drops shadow, and is lighted, then there's too much done on the CPU for this model, the model rendering is on the maximum
    disabling the DrawLight function of models gives me the same boost as setting r_drawentities to 0
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    Blµb
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Mon Sep 10, 2007 12:41 pm

  • what about this:
    an own weapon switch :shock:

    i mean.. now its laser,shotgun,machine gun...hager,rocket. .
    n with your own u can do .. laser,machine gun,electro or sth.! lolz..

    i hate it when i want to switch from rocket. to nex n i have a hager :?
    ginseng
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    Mirio
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Mon Sep 10, 2007 5:33 pm

  • A good idea actually, hey! I'd like to quote Mirrio's request.
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    Urmel
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Sat Sep 15, 2007 4:27 am

  • divVerent wrote:New content is too far out of reach. There is nobody who makes us models.

    As for sound, 5.1 and 7.1 already are supported.

    Rocket lights and explosions already ARE dynamic light sources - what is missing about that?

    Water needs large engine changes that nobody here seems to be able to do. This especially holds for reflections, as they would need the engine to render the scene multiple times - this is simply not possible with the current fps (which are also caused by the old and overly complex models).


    damn it. you guys would get more models if you just had some easy way for artists to import and animate them. i've had a new model made just for nexuiz sitting on my desktop doing nothing because i have no clue how to get it imported.

    here it is without textures

    less than 800 polygons.

    Image
    Image
    rufsketch1
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Sat Sep 15, 2007 1:39 pm

  • It does look cool, but I don't have an idea how to import it either. Is it skeletal? Does it use the .smd format? Once it's .smd, it can be converted to Nexuiz's formats (with some extra conventions, but IIRC the only actually USED part is that there has to be a bone "bip r hand" to hold the weapon. Once you have it in .smd format and animations done, I think I can help you. But I have no idea how to go to the .smd format from your input.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sat Sep 15, 2007 3:24 pm

  • divVerent wrote:It does look cool, but I don't have an idea how to import it either. Is it skeletal? Does it use the .smd format? Once it's .smd, it can be converted to Nexuiz's formats (with some extra conventions, but IIRC the only actually USED part is that there has to be a bone "bip r hand" to hold the weapon. Once you have it in .smd format and animations done, I think I can help you. But I have no idea how to go to the .smd format from your input.


    that's exactly the problem, it shouldn't be that complicated. nexuiz should have it's own animation program, and it should have much larger support for different model and animation formats.

    the guy is currently in .an8 format. i can export to .3ds and .obj, from there it's up to you, i'm not going to bring this guy back and fourth through 9 programs just to get him into a game.

    i'll start working on his texture though, he'll look much cooler textured.

    and i was thinking about redoing some of the other models so they're lower poly and don't look like crap, but again, i'm way too busy to learn so many programs to do that. so i'll just be submitting textured models every now and then, what you guys do with them is up to you.
    rufsketch1
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Thu Sep 20, 2007 9:27 pm

Thu Sep 20, 2007 9:59 pm

  • rufsketch1 wrote:
    divVerent wrote:It does look cool, but I don't have an idea how to import it either. Is it skeletal? Does it use the .smd format? Once it's .smd, it can be converted to Nexuiz's formats (with some extra conventions, but IIRC the only actually USED part is that there has to be a bone "bip r hand" to hold the weapon. Once you have it in .smd format and animations done, I think I can help you. But I have no idea how to go to the .smd format from your input.


    that's exactly the problem, it shouldn't be that complicated. nexuiz should have it's own animation program, and it should have much larger support for different model and animation formats.

    the guy is currently in .an8 format. i can export to .3ds and .obj, from there it's up to you, i'm not going to bring this guy back and fourth through 9 programs just to get him into a game.

    i'll start working on his texture though, he'll look much cooler textured.

    and i was thinking about redoing some of the other models so they're lower poly and don't look like crap, but again, i'm way too busy to learn so many programs to do that. so i'll just be submitting textured models every now and then, what you guys do with them is up to you.


    Its own animation program? You do know how complex a 3D modeling+animation app is? And why should an artist learn a new animation program just for Nexuiz?

    Larger format support - tell that to LordHavoc. But there is simply no viable other format out there to use.

    IIRC .3ds is a viable format, probably .obj too, as 3D Studio Max supposedly can save as SMD (that's IIRC exactly how the Nexuiz models were made).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Fri Sep 21, 2007 7:12 am

Fri Sep 21, 2007 12:04 pm

Fri Sep 21, 2007 2:00 pm

Sat Oct 06, 2007 5:26 pm

  • So wait let me get this straight? The dev team is lacking members? So there's not going to be any v2.4? It would be a shame as this game is good! I play in Galt's Gulch a lot.
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    Ildamos
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Mon Oct 08, 2007 1:52 am

  • I think it's a stretch to say that there won't be a 2.4, but it may be a ways off until more media can be contributed (a model rigger would be a great find, for instance)
    Shoe
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Fri Nov 02, 2007 7:05 pm

  • 2.4 ain't never coming out. Only lord Havok does any work around here. The client side programmers and divverent just say that they ain't even putting in things other peeps made for them like tzorks turrets. This thing needs to be forked or some peeps need to be let go for awhile as they blocking the path to making the game more capable and with more options. Do something or get out of the way!
    K-LorvianChant
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Fri Nov 02, 2007 7:30 pm

Fri Nov 02, 2007 7:35 pm

  • K-LorvianChant,

    Nexuiz is opensource. Why dont YOU recruit people and work on it?

    Until then, you're a very annoying person and insults won't help. This project as been in development for many years, they're doing this as a hobby and the developers are still there. I think we should praise them for that. Of course progress slows down, not much you can do about it other then finding other people, make a new team and work on it. Nothing stops anybody from making an unofficial version of Nexuiz with more features, compile it and distribute it.

    Good luck.
    nifrek
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Sat Nov 03, 2007 7:21 am

  • well 2.4 IS in work.. might take some more time but it might include a very welcome new thing


    Can you give a hint, esteeel? Very welcome new thing!! Yessss.
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    AceOfThumbs
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Mon Nov 05, 2007 3:16 pm

  • Getting rid of the extreme stuttering/lag in maps would be a VERY NICE start; I love this game's genre very much (serious sci-fi) and I'm not giving this one up.

    (I do not have this problem with Alien Arena so it's not my connection.)

    AArena has a comical feel what with the '50s Martians so I hope it 2.4 arrives soon...
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    Ildamos
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Mon Nov 05, 2007 3:45 pm

  • Ildamos wrote:Getting rid of the extreme stuttering/lag in maps would be a VERY NICE start; I love this game's genre very much (serious sci-fi) and I'm not giving this one up.

    (I do not have this problem with Alien Arena so it's not my connection.)

    AArena has a comical feel what with the '50s Martians so I hope it 2.4 arrives soon...


    I believe a lot of this is really out of the development teams hands as the maps your are refering to are probably (poorly made) custom maps. If you're having the same problem with the offical maps, try turning down your video settings.
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Mon Nov 05, 2007 8:10 pm

  • Well there will be a new map included, two new game modes (though so far without maps), several fixes, a fixed speedhack, new colors for the models so they are more visible, new water effects (real reflection, refraction), a new menu is in the works but might not make it..

    Well the lag.. would be interesting to learn more about it.. is it really lag? or bad fps? which maps? which servers..?
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    esteel
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Tue Nov 06, 2007 3:14 am

  • Glad to hear it's in production, I think the next challenge is not to find more modelers, but to make more modelers. If we can teach people that playermodel making is as easy as mapping (ok, maybe not as easy) then we could have a huge selection of models to choose from. I'm working on one right now, trying to keep it under 1000 poly, and I'm making it with 4 legs and two arms (a centaur) Could you consider releasing it in 2.4? I know there was another being made... it looked almost complete. What program did Vermeulen (I just slaughtered his name's spelling, I'm sure) use to make the original models? Wasn't it blender? or some preprietary quake-only, PC-only, 1990s-only, restricted access, governmental program?

    I also thought we could try tangent-space normal maps, UT does them already. It's where the modeler uses a high-poly mest (millions of polys) and turns it into a normal map for a low-poly model (5000 polys). The end result is amazing, and it doesn't even have to be done inside the actual program, I just thought I'd bring it up that it's a really effective technique for high quality models.
    iSuck
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Tue Nov 06, 2007 4:56 am

  • iSuck wrote:make more modelers. If we can teach people that playermodel making is as easy as mapping (ok, maybe not as easy) then we could have a huge selection of models to choose from.


    teach me
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