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Forum: All Forums : General Gaming Topics
Category: General Gaming
General chat about gaming and such.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Engine annoyances
Stannum~rb
General Member
Since: Dec 23, 2006
Posts: 428
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: General Gaming
Posted: Wednesday, Feb. 5, 2003 06:59 pm
Quote (Nith Sahor @ Feb. 05 2003, 3:19 am)
Quote (Stannum @ Jan. 17 2003, 3:35 pm)
Be able to add new anims for the ghoul2 model format. If you want new anims you have to redo everything from scratch.

Oh new animations are possible.

Wudan (from Lucasforums) has looked into the .gla format and ASk has created a program which can add a new GLA file to the _humanoid.gla file.

However - in order to create the new GLA file, you need a skeleton. The skeleton supplied with the JK2 sdk is not the same one used for the animations - apparently the linking/hierarchy was not the same.

Now that I'm thinking about it, could the skeleton that came with the SOF2 SDK be different to the JK2 one and be the one Raven used for the animations? If it's the one used for the animations... then we will have new animations. If it isn't, then hopefully we can ask Raven for the real skeleton. If we can't get that, then we could try making a new skeleton. ASk has the exact hierarchy-link data of the skeleton, all you need to do is get in touch with him, make it, and then if it works well, we have animations.

For my annoyance, I would also have to say the animations in JK2.

Hmm. I'll look into that. Thanks!
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Blacksmith1~rb
General Member
Since: Dec 23, 2006
Posts: 2026
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: General Gaming
Posted: Thursday, Feb. 6, 2003 07:41 am
Quote (Hector_Infector @ Jan. 23 2003, 1:19 pm)
Having to compile and load the map before I realize there is an error. Like an imbedded spawnpoint. Or a lighting error.
The only thing that's checked is leaks. And thank God there's a little red line showing you the leak.  I have to open the junk.txt and check, then load the map and check to see that all is good. Would be nice to have a diagnostic tool to help this. Like the 'purge evil poly' option. 'Remove bad entities' would be cool. Or am i asking the impossible? Or should I just stop complaining?

I would prefer "flag/identify bad entities" so I could just move them as opposed to having to replace them if it were several.

Quote
Yadnar:
Brush and lighting limits are (mostly) a tool-related issue. If you're hitting them, consider using Q3Map2 to compile your maps. Besides compiling them much faster, it generates much smaller BSPs.

OOOH yeah baby! I love your compiler it let me compile a map that made EFRadiant throw up(puke, barf, blow chunks, ectc.).
most limits you can get around with the right tools and a little imagination, now all I need is a BSPC that can handle curves in mass quantity.(my new map needs this.)
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djbob~rb
General Member
Since: Dec 23, 2006
Posts: 12
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: General Gaming
Posted: Saturday, Feb. 8, 2003 12:00 am
Quote (Hector_Infector @ Jan. 23 2003, 6:19 pm)
The only thing that's checked is leaks. And thank God there's a little red line showing you the leak.  I have to open the junk.txt and check, then load the map and check to see that all is good. Would be nice to have a diagnostic tool to help this. Like the 'purge evil poly' option. 'Remove bad entities' would be cool. Or am i asking the impossible? Or should I just stop complaining?

Someone needs to try gtkradiant ;)
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UniKorn~rb
General Member
Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Level 8
Category: General Gaming
Posted: Saturday, Feb. 8, 2003 12:18 am
He hasn't heard of the bobtoolz, I wonder who made them  :laugh: ;)
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Timbo~rb
General Member
Since: Dec 23, 2006
Posts: 6
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: General Gaming
Posted: Saturday, Feb. 8, 2003 01:17 am
Purely from a Q3 perspective:

  • Dynamic light - this has been analysed to death...
  • Sound subsystem isn't great. No attenuation control (yes you can hack around that, but still). It'd be nice to be able to playback PCM from a buffer as well as disk, but that's really more a wishlist thing than a limitation.
  • Relatively rigid C/S comms. There is a means to communicate the majority of "information types" you'd ever want, but it would be beneficial to expose some of the lower level operation.


These are all pretty minor gripes - ultimately I'm very attached to the Q3 engine. It has a nice clean, secure architecture and is relatively hack free (c.f. Q2 or HL for example).

In more general terms, engines would be nicer the more low level functionality they expose. Functions like trap_R_AddPolyToScene are immeasurably useful. I guess there needs to be some tradeoff between what is perceived as IP and what can be exposed, but that's really what makes one engine good and another bad. The less encumbered the engine features are the better.

In more technical technical terms, from the id point of view a move to an object orientated paradigm is needed. I'm not an OOP protagonist by any means, but you can't deny that it makes a huge amount of sense for modelling game logic. It depends somewhat on the complexity of the game, but trying to model every single entity using the same entity "class" (gentity_t), gets messy very quickly (and yes you could tidy things up with healthy quantities of unions and function pointers, but at the end of the day that's really trying to make C something it's not). The natural move would be to C++ (and it seems like that is going to be the case with D3). I'm not a huge C++ fan or infact any C like OO language, but that's another thread I think  :;):
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Timbo~rb
General Member
Since: Dec 23, 2006
Posts: 6
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: General Gaming
Posted: Saturday, Feb. 8, 2003 11:13 pm
Oh and Q3 lacks a skeletal animation system... the segmented system works most of the time, but the seams are ugly and not being able to mix animations in a single model is a pain for certain things (e.g. non-bipedal models).
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sluggo[tod]~rb
General Member
Since: Dec 23, 2006
Posts: 16
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: General Gaming
Posted: Tuesday, Feb. 11, 2003 06:59 am
Dumb question, coming from the Halflife arena, why the heck hasn't ID added skeletal animations to Quake 2 or 3?

Quake I was modified to include that in Halflife.. so I'm confused, are they technically inferior to what Q3 uses? Or something? Or were they perceived as harder to work with for some other reason that eludes me (seeing as Max/Maya heck even Milkshape) can do animate them.

The rest of the graphics are light years ahead, so I'm curious if anyone has the 'official answer' ™. Or maybe a modeller can tell me I'm being a dumb coder, and they hate working with them :).
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Wudan~rb
General Member
Since: Dec 23, 2006
Posts: 36
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: General Gaming
Posted: Wednesday, Feb. 12, 2003 05:17 pm
Quote (Stannum @ Feb. 05 2003, 11:59 am)
Quote (Nith Sahor @ Feb. 05 2003, 3:19 am)
Quote (Stannum @ Jan. 17 2003, 3:35 pm)
Be able to add new anims for the ghoul2 model format. If you want new anims you have to redo everything from scratch.

Oh new animations are possible.

Wudan (from Lucasforums) has looked into the .gla format and ASk has created a program which can add a new GLA file to the _humanoid.gla file.

However - in order to create the new GLA file, you need a skeleton. The skeleton supplied with the JK2 sdk is not the same one used for the animations - apparently the linking/hierarchy was not the same.

Now that I'm thinking about it, could the skeleton that came with the SOF2 SDK be different to the JK2 one and be the one Raven used for the animations? If it's the one used for the animations... then we will have new animations. If it isn't, then hopefully we can ask Raven for the real skeleton. If we can't get that, then we could try making a new skeleton. ASk has the exact hierarchy-link data of the skeleton, all you need to do is get in touch with him, make it, and then if it works well, we have animations.

For my annoyance, I would also have to say the animations in JK2.

Hmm. I'll look into that. Thanks!

I'm pleased to hear that somebody cares about the little things that we try to do in JK2 (hey, that rhymed) - sounds like you're the person I've been looking for - I tried to see if anyone in SOF2 had the same problem, but couldn't.

My annoyance is the lack of a true client-rendered-particle system.  The current fx system isn't optimized for multi-player, it is meant to be triggered ...

It's not my main priority, but an annoyance ... nonetheless.  I played RTCW just a little while ago and the flares and beauty of flames and such just floored me.

Finally, why is JK2:mp so very hard on my video card, when sp (with the same settings) is flawless ... it can be frustrating ...

Anyway, just a few annoyances about JK2 to add to the list.
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Nith Sahor~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: General Gaming
Posted: Thursday, Feb. 13, 2003 09:11 am
BTW, this is Commodus from NRG and LucasForums :P
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Wudan~rb
General Member
Since: Dec 23, 2006
Posts: 36
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: General Gaming
Posted: Thursday, Feb. 13, 2003 03:55 pm
Commodus in disguise, I see ...
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