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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Mon Aug 09, 2010 7:59 pm    Post subject: Reply with quote

Urre wrote:
Why is everyone always dissing bloom?

Mostly because it tends to be overdone, that's all. But those screenshots do look quite neat, seems like a fun game going on there. Very Happy
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leileilol



Joined: 15 Oct 2004
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PostPosted: Mon Aug 09, 2010 8:43 pm    Post subject: Reply with quote

The best bloom IMO is subtle, wide bloom that only appears on the shiniest, whitest of pixels.
Combined with subtler motion blur and the shadowmapping with high smoothing, that can be effective at conveying immersion

Bloom and cartoony things shouldn't mix, unless it's dark and dramatic.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Aug 10, 2010 3:33 am    Post subject: Reply with quote

Urre wrote:
Why is everyone always dissing bloom?

Anyway, looks cool! What's the game about?


Because all bloom, no matter how subtle, looks awful, and it has since day one. Not the least because additive RGB colour saturates in a really ugly fakey way (for example many blues capping at bright cyan).
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dreadlorde



Joined: 24 Nov 2009
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PostPosted: Tue Aug 10, 2010 7:56 pm    Post subject: Reply with quote

I'm 'working' on a software engine for lunix. Right now I'm still getting to know the engine, so not much has been done. I'm also in the design stage of a quake server for the best OS that you've never heard of, which John Carmack used long ago.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Tue Aug 10, 2010 8:18 pm    Post subject: Reply with quote

But plan 9 sucks
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dreadlorde



Joined: 24 Nov 2009
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PostPosted: Tue Aug 10, 2010 8:19 pm    Post subject: Reply with quote

leileilol wrote:
But plan 9 sucks
Laughing
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mh



Joined: 12 Jan 2008
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PostPosted: Tue Aug 10, 2010 8:39 pm    Post subject: Reply with quote

dreadlorde wrote:
I'm 'working' on a software engine for lunix. Right now I'm still getting to know the engine, so not much has been done. I'm also in the design stage of a quake server for the best OS that you've never heard of, which John Carmack used long ago.

Ahhhh, good old DOS 3.3 Twisted Evil
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dreadlorde



Joined: 24 Nov 2009
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PostPosted: Tue Aug 10, 2010 8:45 pm    Post subject: Reply with quote

mh wrote:

Ahhhh, good old DOS 3.3 Twisted Evil
Razz

No, it's Plan 9. I'm not sure if I will actually work on it in the next year or not, but it's going to be a fun project.
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SamUK



Joined: 17 Dec 2008
Posts: 98
Location: United Kingdom

PostPosted: Wed Aug 11, 2010 2:29 pm    Post subject: Reply with quote

http://www.youtube.com/watch?v=q9u3gDWXmmM

All models, textures, skyboxs, animations, sound and maps are made by us, the muzzle flashes are temporary.

Edit: Oh yeah, the rocket launcher reload is temp too.
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gnounc



Joined: 06 Apr 2009
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PostPosted: Wed Aug 11, 2010 8:51 pm    Post subject: Reply with quote

Looking pretty polished at this point. I'm impressed.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Wed Aug 11, 2010 9:27 pm    Post subject: Reply with quote

my god using a crappy halflife muzzleflash and not even blending it is so lazy or even neglecting to turn off cl_bob making the flash look even stupider (halo did not have view bob), also the death animations (with strange lack of IK use in animation leading to very oddly bent spines) being offset of model origin is sloppy and prone to ugly clipping. These aren't 'glitchs', it's just a lack of attention to effort.
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GiffE



Joined: 08 Oct 2006
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PostPosted: Wed Aug 11, 2010 10:29 pm    Post subject: Reply with quote

gnounc wrote:
Looking pretty polished at this point. I'm impressed.


I disagree, polish is the one thing it looks to be LACKING. It seems complete, but very unpolished. Just to mention a few thngs that give it an unpolished appearance:
the unblended muzzle flash, the lights being in ungodly places, weird deaths, lack of hiding the crosshair on on death, and the needler firing off null models.

Everything has the "its implemented" just not finished appearance. And I say this the least offensive way possible because it looks like its coming along very well! Very Happy You guys just got alot of work still ahead of you.
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Downsider



Joined: 16 Sep 2008
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PostPosted: Thu Aug 12, 2010 4:53 am    Post subject: Reply with quote

When I work on something, I usually make it in very small portions and polish that part until it shines. I think that works best, at least for me, especially when I remember to consider how it'll interact with all the other parts of my engine/artwork.

Eh, and also the gameplay in the video doesn't resemble much Halo I've played, although I've only played Halo 3, and didn't enjoy it at that.

Also, I really like the map.
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gnounc



Joined: 06 Apr 2009
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PostPosted: Thu Aug 12, 2010 6:13 am    Post subject: Reply with quote

Halo1 was the only one I liked...I own halo3 and wont touch it.

Also yes, polished was not the right word. It looks like its coming together with everything implemented as you said.
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SamUK



Joined: 17 Dec 2008
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PostPosted: Thu Aug 12, 2010 10:26 am    Post subject: Reply with quote

leileilol wrote:
my god using a crappy halflife muzzleflash and not even blending it is so lazy or even neglecting to turn off cl_bob making the flash look even stupider (halo did not have view bob), also the death animations (with strange lack of IK use in animation leading to very oddly bent spines) being offset of model origin is sloppy and prone to ugly clipping. These aren't 'glitchs', it's just a lack of attention to effort.


Like I mentioned, muzzleflashes are temporary: been 'lazy'. No excuse for leaving cl_bob on, I completely forgot about it. If the death really looks that bad I could add a few more frames in, I thought we could get away. Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.
Thanks for the criticism anyway Smile

@Giffe, I completely understand. We've only just about finished implementing everything. And thanks Smile
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