Poll: Cube Mod 1.0 :D what should be started with?
You do not have permission to vote in this poll.
Animated Skymaps
0%
0 0%
Global Illumination
10.00%
1 10.00%
Texture Improvments
10.00%
1 10.00%
Server Improvements
0%
0 0%
Weather
20.00%
2 20.00%
Direct X
10.00%
1 10.00%
Voice Chat (With Mics)
20.00%
2 20.00%
Player Model Interaction ( pointing, yelling,pushing)
10.00%
1 10.00%
Prone
0%
0 0%
HD Textures
20.00%
2 20.00%
Total 10 vote(s) 100%
* You voted for this item. [Show Results]

Cube Mod 1.0
2014-08-13, 09:28 AM
#1
Cube Mod 1.0
This is pretty hard for me to say, and I will do my best to back up everything I say....
I do belive the cube engine needs a "major" upgrade
When I say major, I mean MAJOR.
As some of you may know, our current engine does not support many things
( to name a few )
Dual Frames ( not a big deal )
Maps in excess of 255 cubes high ( I may be wrong on that number)
Weather System ( Ruler mentioned that ACR can support rain, and in my mind if there's a reason it's not there already then it probably shouldn't be
Irregular Shapes
Physics ( yea there are physics but they are not to good)
Some major lighting problems (I think implementatation of global illimination could increase our publicity)
PlayerModels very basic (our player models are very capable although we don't see their full potentional
Moving Map Models ( there's a fan but that's it -.-)
I heard Directx 11 looks pretty nice these days c;
And ACR is almost laughable on monitors larger than 24"
Texture Minification ( if it's there u can't see it )
That sounds like a lot but really we could kill 2 birds with one stone with a simple engine upgrade
I'm not saying a full scale 2 year project to create a longer standing engine, I'm mean basic parameter upgrades, new functions, more complex geometry....
The idea is to make ACR run around a basic 60-200 fps, there is no reason we should be running acr at 400-1000 frames
Consider Playing a game like battlefield, my PC can run bf4 on ultra at 213 fps avg ( still need major software upgrades but u get the point ) I run ACR at damn near 1000 fps "AVERAGE" not even maxed out , which tells me 2 things , it's old. and it's not pushing the limits of anything except my 2002 Windows XP desktop I found at a yard sale -.-
The point is the way ACR is running is noting compared to the things we can handle today ( I bet if I made a poll on fps no one would pick <60 )
Now of course this is a lot of stuff to be done and Is just a recommendation ( for instance consider a half life mod with upgrade graphics and physics blah blah blah)
So the idea is
•Increase the Map size perimeters ( which may need adjusting of so core functions to process larger numbers)
•Major Physics upgrades ( which I plan to help with 100% where as physics is my best knowledge)
•new functions to process Particles ( which in trade allows the implementation of flying depree, storms, rain snow smoke flying dust etc)
•new blending functions ( more on the weather and explosive side allows the ability to simulate a snowy ground, explosion marks etc.
•destruction perhaps? a bit more major but worth it, perhaps simple stuff like being able to shoot a box and it collapses or moves or something
•the bullet holds remove themselves to fast.....
Getting into the major stuff
•ability to place something on the ground even after the map has loaded ( for instance a turret kill streak?
•animated sky maps? Even a simple gif skymap would be nice , ( hopefully if we can get the timing right we can get it to match with the weather.....
So Because this is a lot I didn't expect it to be done anytime soon so I think it's a good Idea to do one thing at a time, so I will make a poll on what the people want to be changed first :D hopefully no trouble ( in the poll I will not include bigger maps because it would be a overkill option and I will explain later :D

God must love stupid people. He made so many.
->unknown

[Image: 8VEZK0Q.gif]
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2014-08-13, 09:44 AM
#2
RE: Cube Mod 1.0
(2014-08-13, 09:28 AM)Fru5trum Wrote: Dual Frames ( not a big deal )
Not sure what you mean by this
(2014-08-13, 09:28 AM)Fru5trum Wrote: Maps in excess of 255 cubes high ( I may be wrong on that number)
We could raise this without too much trouble, what do we need it for though?
(2014-08-13, 09:28 AM)Fru5trum Wrote: Weather System ( Ruler mentioned that ACR can support rain, and in my mind if there's a reason it's not there already then it probably shouldn't be
I actually don't remember saying this so if you could link so I remember more that would be great.
(2014-08-13, 09:28 AM)Fru5trum Wrote: Irregular Shapes
Like what?
(2014-08-13, 09:28 AM)Fru5trum Wrote: Physics ( yea there are physics but they are not to good)
They are relatively decent, depends if we want more realistic or fun
(2014-08-13, 09:28 AM)Fru5trum Wrote: Some major lighting problems (I think implementatation of global illimination could increase our publicity)
This might be doable for 2.7.1
(2014-08-13, 09:28 AM)Fru5trum Wrote: PlayerModels very basic (our player models are very capable although we don't see their full potentional
This is a modelling issue not an engine issue
(2014-08-13, 09:28 AM)Fru5trum Wrote: Moving Map Models ( there's a fan but that's it -.-)
Again since there is a fan it is possible so this is a modelling issue
(2014-08-13, 09:28 AM)Fru5trum Wrote: I heard Directx 11 looks pretty nice these days c;
We're sticking with OpenGL because that is cross-platform and as capable as any DirectX
(2014-08-13, 09:28 AM)Fru5trum Wrote: And ACR is almost laughable on monitors larger than 24"
I play on 3x23.6" monitors and it seems fine to me
(2014-08-13, 09:28 AM)Fru5trum Wrote: Texture Minification ( if it's there u can't see it )
not sure what you mean by this.
(2014-08-13, 09:28 AM)Fru5trum Wrote: •Increase the Map size perimeters ( which may need adjusting of so core functions to process larger numbers)
•Major Physics upgrades ( which I plan to help with 100% where as physics is my best knowledge)
•new functions to process Particles ( which in trade allows the implementation of flying depree, storms, rain snow smoke flying dust etc)
•new blending functions ( more on the weather and explosive side allows the ability to simulate a snowy ground, explosion marks etc.
•destruction perhaps? a bit more major but worth it, perhaps simple stuff like being able to shoot a box and it collapses or moves or something
•the bullet holds remove themselves to fast.....
Getting into the major stuff
•ability to place something on the ground even after the map has loaded ( for instance a turret kill streak?
•animated sky maps? Even a simple gif skymap would be nice , ( hopefully if we can get the timing right we can get it to match with the weather.....
We just did a rebase so we may look into some of these things, but this is a lot of work that could be better spent elsewhere, we will accept pull requests that add some of these features, but we probably won't put too much time into them for a while
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2014-08-13, 10:05 AM (This post was last modified: 2014-08-13, 10:05 AM by Victor.)
#3
RE: Cube Mod 1.0
I think in the past, we decided that it would be easier to either backport changes from newer versions of AssaultCube or use a newer engine (Cube 2) and start a new project (like Real Eclipse) than to upgrade the Cube engine ourselves.

Best regards,
Victor
//victorz.ca
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2014-08-13, 10:05 AM (This post was last modified: 2014-08-13, 10:12 AM by Fru5tum.)
#4
RE: Cube Mod 1.0
I play on 3, 26" inch monitors but I'm only capable of using one when running acr( if it works for you then that means my gtx drivers are still fucked
The Map is 255 cubes high and about the same wide , increasing that number would allow some decent map sizes that are more favorable,
As I am more experienced with Directx I apologize of I rage on not using it,
OpenGL is just fine considering that we need cross platform support so I won't complain,
Yes Global Illumination is a beauty although I believe the functions in OpenGL don't work to well with it ( I honestly don't know)
Sorry it's not called Dual Frames ( but the topic a few months ago was the inside scope recticle being zoomed whereas the outside of the recticle was not , as far as I know the engine didn't support it
No moving models isn't a model issue it's just nobody makes any moving models.... Which seems like something that would be far visually interactive with someone so if anyone has any ideas on animated map models count me in
Wait does that mean in the future we will have more file formats? Cause Gif would be great considering we could use it for things like animated Skymaps or Maybe in my phsycopath map we can have a tv with a gif screen effect....
Texture Minification- the best way to explain is a example, takes one HD texture
Wrap it around a cube
The cube is HD from a distance of ten feet
If I walk torwards the cube the texture stretches around the cube to fit the screen
The actual effect should be that the texture gets smaller as I move closer ( but not too small to where it messes up the cube) so that when I get close up to the cube it's as HD as it was when I was standing 10 feet away.
If I move back the texture gets smaller ( Minification)
But in ACR it looks terrible because it's trying to fit a HD texture in a smaller space ( therefore u get a very chuncky looking texture from a distance and a extremly blurred texture when up close
Which is Bad.
And yea more realistic physics ( one I thought was a big deal was how a body drops on the spot)
The body should be moved a distance based on how hard hit by the bullets , ( and the grenade is also very "player throwing" a grenade will throw a player model 100 but a sniper makes him fall faceforward which tells me that the player model is incredible light in comparison to other things ( or the grenade is to powerful)
I will find a link to when I stated that ( maybe it was victor)

https://acrf.victorz.ca/thread-1190-page...ight=Scope
@Victorz well that's true :/ but red eclipse still needs a lot

God must love stupid people. He made so many.
->unknown

[Image: 8VEZK0Q.gif]
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2014-08-13, 10:14 AM
#5
RE: Cube Mod 1.0
(2014-08-13, 10:05 AM)Fru5trum Wrote: I play on 3, 26" inch monitors but I'm only capable of using one when running acr( if it works for you then that means my gtx drivers are still fucked
I personally wrote the multimonitor code(which is even better in 2.7
(2014-08-13, 10:05 AM)Fru5trum Wrote: The Map is 255 cubes high and about the same wide , increasing that number would allow some decent map sizes that are more favorable,
Sounds like a simple enough thing to change. Submit a pull request for it an we'll review it.
(2014-08-13, 10:05 AM)Fru5trum Wrote: Yes Global Illumination is a beauty although I believe the functions in OpenGL don't work to well with it ( I honestly don't know)
OpenGL Does support this, like I said we can look into it for later releases.
(2014-08-13, 10:05 AM)Fru5trum Wrote: Sorry it's not called Dual Frames ( but the topic a few months ago was the inside scope recticle being zoomed whereas the outside of the recticle was not , as far as I know the engine didn't support it
That would be quite difficult to implement for not that much benefit.
(2014-08-13, 10:05 AM)Fru5trum Wrote: Texture Minification- the best way to explain is a example, takes one HD texture
Wrap it around a cube
The cube is HD from a distance of ten feet
If I walk torwards the cube the texture stretches around the cube to fit the screen
The actual effect should be that the texture gets smaller as I move closer ( but not too small to where it messes up the cube) so that when I get close up to the cube it's as HD as it was when I was standing 10 feet away.
If I move back the texture gets smaller ( Minification)
But in ACR it looks terrible because it's trying to fit a HD texture in a smaller space ( therefore u get a very chuncky looking texture from a distance and a extremly blurred texture when up close
Which is Bad.
This is usually accomplished by having more HD textures. If people want to submit those I'd be glad to merge them in.
(2014-08-13, 10:05 AM)Fru5trum Wrote: And yea more realistic physics ( one I thought was a big deal was how a body drops on the spot)
The body should be moved a distance based on how hard hit by the bullets , ( and the grenade is also very "player throwing" a grenade will throw a player model 100 but a sniper makes him fall faceforward which tells me that the player model is incredible light in comparison to other things ( or the grenade is to powerful)
Grenades and the RPG are the only things that add a significant amount of force to their victims so realistically the victims should just fall, not fly back.
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2014-08-13, 10:14 AM
#6
RE: Cube Mod 1.0
Yea but nobody picked a engine, I personaly wanted to use cry engine 3 , and we can since this isn't a commercial game

God must love stupid people. He made so many.
->unknown

[Image: 8VEZK0Q.gif]
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2014-08-13, 10:15 AM
#7
RE: Cube Mod 1.0
If we change the engine we need to stay open source. Cry Engine 3 is not open source.
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2014-08-13, 10:16 AM (This post was last modified: 2014-08-13, 10:17 AM by Fru5tum.)
#8
RE: Cube Mod 1.0
Well then player models should be falling not flying ?

What's better about cube 2? As apposed to the current

God must love stupid people. He made so many.
->unknown

[Image: 8VEZK0Q.gif]
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2014-08-13, 10:18 AM
#9
RE: Cube Mod 1.0
They would fall based on how they were standing more so than the bullets

Quote:REVISITED: A body struck by a bullet will be propelled violently backwards. (From Episode 25)

re-busted

Even a .50 Caliber bullet does not have the momentum to knock a person backwards. If it were possible, the shooter would be knocked backwards as well – as per Newton’s Third Law.
http://mythbustersresults.com/episode38
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2014-08-13, 10:19 AM (This post was last modified: 2014-08-13, 10:19 AM by Fru5tum.)
#10
RE: Cube Mod 1.0
Does that mean the RPG is power excessive? Because when hit with it bodies hit the ceiling

God must love stupid people. He made so many.
->unknown

[Image: 8VEZK0Q.gif]
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