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UniqueOne

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Everything posted by UniqueOne

  1. A lot of the stuff is automatic. You should find all the maps you load have reflections, etc (if cubemapping is on in settings - increase the cubemap size option for better quality reflections). A few things you could play with at the moment are: g_gametype 11 - This is our mod's main gametype. Others all work but will be removed in the future and combined into a single gametype (eg: there will be arenas on the map and queue for duels, etc). npc_minplayers <how_many_npcs_you_want_here> - Keeps the game stocked with this many NPCs from the spawnGroups lists (defaults are rebels and imperials, on mandalore also mandalorians for a 3 faction battle). npc_pathing 0 - for npcs that spawn in random spots and just patrol their spawn point. npc_pathing 2 - to make NPCs act like bots and run around the map killing each other, or enemy team players. Load a map with /devmap and "/give all" to play with the new guns, etc that have been added for future use. Try mandalore map (or mandalore2 if your FPS in mandalore is good) if you want to check out the foliage/grass/tree system. Try the /genfoliage command if you want to add grasses/trees/etc to any map with grass or dirt surfaces. Try the /awp command if you want to add AI support to any unsupported map. You might also need to use "/awc extrareach" and then "/awc pathtest" to clean up the waypoints. Join our IRC channel if you want more info. I can't think of everything we have added off the top of my head.
  2. Thanks to @eezstreet, We now have a forum section set up for Star Wars: Warzone on JKHub here.
  3. [EDIT] These are the old foliage system. Look at the latest posts in the tread for more up to date pictures. Foliage system video. Dense foliage/tree map with Nvidia GTX 760. Notes: * (in before comments) Obviously actual in game FPS is much better when not also encoding video. * The map is 32768 x 32768 x 32768 in size and contains nearly 900,000 plants/grasses/trees. * Adding grass/plants/trees to any map is a single /genfoliage command. It may be required to add q3map_material shortgrass or q3map_material longgrass to the ground shader, but it will mostly be auto-detected. * There are 3 cvar options to adjust quality vs speed. cg_foliageDensity - removes plants within this range of eachother. cg_foliageGrassRangeMult - Sets the max distance at which to draw grass.cg_foliagePlantRangeMult - Sets the max distance at which to draw plants. cg_foliageTreeRangeMult - Sets the max distance to draw background trees. Screenshots
  4. Well we now have test builds on our github for people to test things out. This is just to play around with and see what we are working on. Expect bugs and incomplete stuff as we are not even in an alpha release yet. Github page is here: https://github.com/Stoiss/WZassets Setup Instructions are here: https://github.com/Stoiss/WZassets/blob/master/INSTALL-HOWTO.txt Discord channel is: https://discord.gg/SMGN62R IRC channel is: #warzone on irc.arloria.net (same server #jacoders is on) You can download the asset git repository as a zip, or via a git client if you know how. Git is recommended to save downloading the whole repo again for updates. I will update builds from time to time. No specific schedule. The test builds will be release but with debug info for those capable of debugging issues. They should run at close to release build speeds. See my previous video post to adjust foliage settings to match your computer's abilities. If you have any interest in helping us out, we will accept help from just about anyone. We have a lot to do and too few resources. The plan at the moment is to get the project to a point (where we have added a lot of generic and graphical features) that other people can base their mods on. Once we get to that point we will branch and start work on the MMO components.
  5. A lot of the stuff is automatic. You should find all the maps you load have reflections, etc (if cubemapping is on in settings - increase the cubemap size option for better quality reflections). A few things you could play with at the moment are: g_gametype 11 - This is our mod's main gametype. Others all work but will be removed in the future and combined into a single gametype (eg: there will be arenas on the map and queue for duels, etc). npc_enemies <how_many_npcs_you_want_here> - Keeps the game stocked with this many NPCs from the spawnGroups lists (defaults are rebels and imperials, on mandalore also mandalorians for a 3 faction battle). npc_pathing 0 - for npcs that spawn in random spots and just patrol their spawn point. npc_pathing 2 - to make NPCs act like bots and run around the map killing each other, or enemy team players. Load a map with /devmap and "/give all" to play with the new guns, etc that have been added for future use. Try mandalore map (or mandalore2 if your FPS in mandalore is good) if you want to check out the foliage/grass/tree system. Try the /genfoliage command if you want to add grasses/trees/etc to any map with grass or dirt surfaces. Try the /awp command if you want to add AI support to any unsupported map. You might also need to use "/awc extrareach" and then "/awc pathtest" to clean up the waypoints. Join our IRC channel if you want more info. I can't think of everything we have added off the top of my head.
  6. The first page of the thread has a list of some of the long term goals, but in general at the moment we are just trying to: * Make JKA look modern (without map makers needing to update maps, or modellers needing to update models - many of these people no longer even play the game so a rend2 update will never come). * Show off what rend2 can actually do! ... and make it do a little more. * Add systems to make it as easy as possible for people to mod the game to try to rebuild the community with new members. * Add systems to speed up mapping, modeling, etc, without having to create q3 shaders, etc to make things look good in rend2 - in warzone need to create shaders is rare unless you want to do something specific. * Extend rend2 and make it use all its current features through backward compatibility (for pre-rend2 maps/models/etc). * Make rend2 a it bit faster through various tweaks. * Add a complete, modern-looking foliage and tree system that doesn't kill game speed. * Add various systems for people to make use of on their servers (AI enhancements, auto-spawning from lists, etc). * Other stuff I can't think of right now. Long (long, long, long) term goals: * Full MMO. Interlinked servers each hosting a "world" instance, with inventory/etc handled by an account server. * Replace the crappy JKA UI. * Weapon/item tiers with randomized stat bonuses, and upgrades (like scope types). * Other stuff I can't think of right now.
  7. Yeah. That's why I asked for the shader log. I've looked through all the shaders and they all seem to be set in the vert shaders. I guess it could be an #ifdef problem in lightall, (possibly due to lacking extension) but i'm not sure how that could happen. Need more info.
  8. hehehe. I thought it might have been an intel thing. Hadn't seen this with NV and ATI.
  9. Did it print the shader above that? Also, what graphics card do you have?
  10. Hmm generally IRC would probably be better so we can get more details as needed (and not clog up the tread with bugs we probably already know about), but we will be looking here as well of course.
  11. Well we now have test builds on our github for people to test things out. This is just to play around with and see what we are working on. Expect bugs and incomplete stuff as we are not even in an alpha release yet. Github page is here: https://github.com/Stoiss/Rend2 Setup Instructions are here: https://github.com/Stoiss/Rend2/blob/rend2/TEST-BUILD-INSTALL-HOWTO.txt IRC channel is: #warzone on irc.arloria.net (same server #jacoders is on) You can download the git repository as a zip, or via a git client if you know how. Git is recommended to save downloading the whole repo again for updates. I will update builds from time to time. No specific schedule. The test builds will be release but with debug info for those capable of debugging issues. They should run at close to release build speeds. See my previous video post to adjust foliage settings to match your computer's abilities. If you have any interest in helping us out, we will accept help from just about anyone. We have a lot to do and too few resources. The plan at the moment is to get the project to a point (where we have added a lot of generic and graphical features) that other people can base their mods on. Once we get to that point we will branch and start work on the MMO components.
  12. Would just need the tree models and textures, and plant textures (which i'm pretty sure I would already have). The code would do it fine - in fact from what I see, the witcher trees would use less FPS then the big tropical hogs. I plan to have various default climate options, just doing tropical first. Will see after that if we can get our hands on more models.
  13. I'm not too sure how that could be done without a pretty massive hit to FPS. Might be possible, but would take someone with better opengl knowledge then I. We could sure use someone on the team with good opengl skills. I assume your issue is with lighting? We use r_sunlightmode 1 because sun shadows (r_sunlightmode 2) are just too big of a hit to FPS. We do have sceen space shadows for foliage, however, which I have improved since this video. If that isn't the issue you are speaking of, the plan is for maps to specify their own list of grass/plants/trees textures/models. The code is set up to do this now, but I need to enable reading a config file for the map. I'm not sure how this would run on vanilla or rend2. My guess is vanilla would be ok, but rend2 would probably struggle without some of our tweaks. On a side note. The grass and tree models were created/converted for us by @Maui (the grass/plant textures come from random sources). Without his help, none of this would be possible with reasonable FPS.
  14. You are more then welcome to merge the AI code (or any of the code for that matter) into JKG. Although I plan to get back to AI at some time in the future.
  15. lol anything greater and the fps would be even worse.
  16. This is a mod using a modified version of rend2.
  17. Foliage system video. Dense foliage/tree map with Nvidia GTX 760. Notes: * (in before comments) Obviously actual in game FPS is much better when not also encoding video. * The map is 32768 x 32768 x 32768 in size and contains nearly 900,000 plants/grasses/trees. * Adding grass/plants/trees to any map is a single /genfoliage command. It may be required to add q3map_material shortgrass or q3map_material longgrass to the ground shader, but it will mostly be auto-detected. * There are 3 cvar options to adjust quality vs speed. cg_foliageDensity - removes plants within this range of eachother. cg_foliageGrassRangeMult - Sets the max distance at which to draw grass and plants. cg_foliageTreeRangeMult - Sets the max distance to draw background trees.
  18. Been doing some updates to the tree and foliage system on our test mandalore map. Thought I might as well post some updated screenshots.
  19. The negative values for volumetric thing was removed in a newer faster version of volumelight shader a few months ago. All lights are now volumetric if volumetric light is turned on. Not sure what negative value lights would do with this. Probably would get volumetric black lights I guess...
  20. If you are talking about MP here, in warzone a while back I experimented with adding the bot waypoints to the NPC nav system (in warzone, we auto generate waypoints, but the same code would add normal ones the same way if we used them) . I found the nav system way too slow with the numbers of waypoints our system uses (and we use our own faster pathfinding anyway), but this code is easy added to any mod - and if it was just adding normal JKA waypoint lists, speed wouldn't be an issue. The code to do it is here: https://github.com/Stoiss/Rend2/blob/rend2/codemp/game/ai_dominance_wpnav.c#L501 If you are not doing this for MP, I guess you could waypoint the map in MP, let it save the .nav file, then load it in SP. I think SP loads .nav file, right?
  21. The answer here for the sp/mp thing is to combine the things people like from sp into mp code. Separation of the two just makes extra work long term. What I plan to do in warzone mod is sort of a mix between open worlds (skyrim style), dungeons (coop/sp - sub-maps), and open world event system (similar to defiance mmo - if you have not checked it out, i suggest you take a look to get an idea what this means, its free to play). Other then the dungeons, all this stuff would just be randomly placed around the map. Dungeons would be randomly generated sp style missions... anyway, the point I am making is all this is a single map - a "world". Other then having pvp areas on map (like arena queue system), have not thought too hard about pvp (but I would probably allow server owners to enable world pvp if they wish - or use a pvp event area system like defiance does). Most of this stuff would be simple with a proper map format, but much harder (possible, but harder) with the current bsp system. JKA's ui system also makes it hard, but I have been playing with awesomium as a replacement. I for one can only hope someone here is capable of doing something like what archangel posted. Or maybe just a map system capable of loading/unloading map cells as required.
  22. I tend to think of the choices the cells system (map within map within map) is most suited to star wars universe. Cell based, not only for planetary environments, but also the options there for large scale space based maps - think eve online style system when you have a universe map, with a cell inside that for solar system map, etc down to whatever scale is needed. Semi-inifinite possibility there on scale. Imagine if old bsp's could be even loaded as the lowest level cells - allowing all the older maps to still be used as part of a huge universe. Not saying this would be easy, but it is possible, and would be fracking amazing and blow any previous (and most likely future) star wars games out of the water. Sure some of the other methods could do similar in theory, but I am guessing this would be the easiest to implement. Agreed on cleaning up bsp into some sort of module system. Would be a good move long term - maybe even make it api compatible with something like ogre? That would outsource format updates. I would love to also see this done for model formats (much less important then map format - glm is ok), but there are other issues there like bone compatibility between formats. In theory bones between humanoids in most games should be fairly compatible and in some cases, convertable - eg: my looking into skyrim humanoid nif skeletons look to be almost 1 to 1 complatible bone structures with glm, but with different names - there are many body mods made by the skyrim community that are free to use in other games as well - not to mention all the non-body community stuff like clothes, foliages, trees, textures, sounds we could be using. The permissions to use them all are listed on the download pages of mods on nexusmods. Could be a massive boost of resources to modders in JKA if we could support this stuff. Why reinvent the wheel when its already freely available to us On a side note, was chatting with xycaleth earlier about the possibility of enhancing detail on close range objects/terrains by subdividing and smoothing, and he found this library created by pixar and microsoft http://graphics.pixar.com/opensubdiv/docs/intro.html . Could be interresting? When I think about how amazing JKA could be with the underlying limitations removed it blows my mind. With the right tools, the community could do what no game company will ever do right - a true star wars universe. We have a license and no deadlines. All we need is one person (who has better knowledge of this low level geometry code then I) to step up and create the building blocks.
  23. Only thing that worries me about selecting D3/Q4 formats is they are very heavily biased to the old corridor running maps. They would overcome a lot of limits I imagine, but are not really suited to anything like a large star wars universe. When JKA was created there really wasn't anything better, but now I think we could find something more generic and yet common.
  24. Ah yeah. Figured it would be something like that. The problem is getting reasonable detail as well as size. Just so many limits that can be easily broken. I think the brush size I used was 1024 (still rather crappy - although fortunately the foliage system does hide it somewhat), but i'm not sure. I had to screw around so much with it to get it within the limits... I also had to remove all the caulk and skip surfaces in notepad *sigh*.
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