Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - -Archmage-

Pages: 1 2 3 4 5 [6] 7 8 9 10 ... 236
126
MegaGlest / Re: Very Slow Download of 3.11 - Beta2?
« on: 29 December 2014, 00:39:04 »
I would suggest putting up mirrors and mentioning the limit next to the download link.

http://gyazo.com/b34f16f2a6e6402cf3a2bbbb59291a47

1MB/s download would be acceptable, but that's not what I'm getting.

127
MegaGlest / Very Slow Download of 3.11 - Beta2?
« on: 28 December 2014, 22:32:09 »
I've been getting a speed of around 100KB/s.
Is something wrong with the server?
Speedtest.net shows my internet is fine.

128
Off topic / Re: Cryengine is announcing Linux support!
« on: 22 March 2014, 02:17:57 »
I would have to agree with MoLAoS, that's paranoia. Besides Crytek is based in Germany, and the founder is Turkish, so it's quite unlikely they'd be involved in anything of the sort.

Quote
It’s always possible to recreate features, but closed source software can‘t use GPL code, if they do that, that would be a copyright infringement → you can sue them.
It's mainly the fact that they can see all the tricks used to create the competitive feature which means it can be recreated easily or even better.

You forgot to mention Unreal Arch. It has a similar program now.

I prefer Cryengine to Unreal, Cryengine is fully real-time dynamic, and is much better optimized. Also, Cryengine has extremely impressive visuals that Unreal hasn't been able to beat.

129
Off topic / Re: Cryengine is announcing Linux support!
« on: 20 March 2014, 05:30:31 »
Um John... a LOT of people have their hands on the Cryengine source code. Same with Unreal and other big engines.
These things may be true of a lot of programs I don't know, but Crytek could never get away with it.

Maybe an engine like the one behind CoD could do that, but not an engine like Cryengine. There's a huge huge difference between those two engines. Cryengine is out in the open, whereas the CoD engine is behind closed doors.

Not to mention, there's a very good reason for closed source which I mentioned before. Crytek, Epic, and a few other of the top competitors are just that, competitors. Notice how none of the biggest engines are open source? That's because open source engines can't compete, their open source code just gives away anything that could possibly make them competitive.

Name one anti-feature that Cryengine has(that doesn't have a reason for existing, such as anti-piracy)?

You're pulling up all these examples that have nothing to do with Cryengine. Not only is most of what you said generic conspiracy theory about anything not open-source. SecuROM in particular is a publisher choice that could easily be put onto any game(that sells).

130
Off topic / Re: Cryengine is announcing Linux support!
« on: 19 March 2014, 01:38:44 »
Actually... you're allowed to modify it through gamedll modification. There are a lot of C programmers that use Cryengine, that aren't affiliated with Crytek at all.
Basically the only issue you could possibly have with Cryengine is that they make money. If they gave their source code away they simply wouldn't be able to compete at the level they do, and that's just not fair to them. They give a hell of a lot of stuff away already with the FreeSDK and it's constant updates.

Honestly, very very few people who play your game will care if your game is "free" or "free". I can understand the Glest engine being completely open, because it's not a competitive engine at all. I've gone from Linux to Windows, and Open Source to the best I can get. I still love Linux and appreciate things being completely free. But in the end it just doesn't matter at all(to me).

I'd rather make the game closed-source(only on the main engine side, which no one would need to touch anyway because you can modify stuff through the gamedll), and have the game be superior in every way.

Philosophy is great, but in the case of "free software philosophy" that's really just looking down on developers that don't give away everything. Sure it's good to share everything with other people, but it's not bad to make money in the field of gaming, just likes it's not bad to make money is just about any field. It's trying to apply right and wrong to something that has no right or wrong. This kind of high-end software competition also helps the economy. Crytek employs well over 700 people, a lot of other people do contract work for specific games(this is great for people that aren't established in the game development scene), and they have produced a lot of AAA quality games both paid and free-to-play. They also take in a lot of people trying to get into the development scene.

Based on some of the amazing things I see being done on the Cryengine(hell even the Cryengine 2 still has some jaw-dropping content) I'd say it's far more important for them to push the boundaries and continue to do so, than it is for them to give the source code away.

131
Off topic / Re: Cryengine is announcing Linux support!
« on: 17 March 2014, 00:13:06 »
No, you misunderstood. Most people on this forum haven't actually used Cryengine or developed with it.
It's a pretty big deal for an engine of this magnitude to be ported to Linux.
I haven't been active here cause I'm busy with other things.

I mention it because from my perspective I see no reason for Glest not to use an engine like Cryengine.
It's not commonly used for RTS games simply because it wasn't initially developed for that, and licensing has only recently become a lot cheaper and easier. Cryengine is more capable of handling an RTS than the Glest engine is.

132
Off topic / Re: Cryengine is announcing Linux support!
« on: 16 March 2014, 23:33:52 »
Why all the gratuitous comparisons to Glest? Of course an opensource warcraft clone engine that started as a student project is going to be inferior to an engine that has had tens or hundreds of millions spent on development with the top game programming and graphics talent in the industry working on it.

Because few people on this forum know anything about Cryengine.

133
Off topic / Cryengine is announcing Linux support!
« on: 16 March 2014, 21:16:38 »
Source

I'm currently developing with Cryengine using the Cryblend exporter. I'm almost considering developing a little sample version of glest running on Cryengine. They only 1 thing that the Glest engine has over Cryengine, is that it's open source. Although in Cryengine this doesn't really matter because C++ plugins, Lua scripts and even in-editor flowgraphing can manipulate the engine to an unbelievable degree. I made a ledge climb entity, a hud, money system, and more all just with flowgraphing(which is the least powerful method by far).

Benefits of Cryengine?
-Everything is real-time.
-Support for the most advanced DX11 features(realistic shadows, tessellation, displacement mapping, and more).
-Extreme optimization. I placed down 3200 rocks that I made and I still had over 60fps on my laptop. That was about 700,000 polygons, with normal mapping, DX11 shadowing, and real-time GI.
-Advanced physics: Ragdoll, rigidbody(particles can even use this), rope(rope bridge, leaf of vegetation, rope hanging from character), cloth(placed as an entity or attached to a character), wind, rain, mass particle physics from basic collision to full rigid-body.
-Editor: All maps could be made and tested instantly.
-Vegetation system: There would be no cell limit to stop you from creating truly dense and realistic forests, that look and perform much better. Not to mention that physics could be added to the bushes and grass to make them react to wind and physical entities.
-Lighting: All lights in Cryengine are dynamic and destructible, it can be point, ambient, spot, area and more along with fully custom lens flares for each and every light.
-Sky: Cryengine can do a photo-realistic sky. Plain and simple.
-Characters: Could be done the same as glest using a .cga instead of a g3d. OR they could be done with full IK systems(means feet actually interact realistically with the ground) and exported as .skins and .chrs with fully custom body parts and texture changes on the fly.
-PBR: Many times beyond what Glest has, this feature is coming to the FreeSDK with Linux support(or before it). Physically Based Rendering uses real physical values to create much more realistic looking material and light interaction.
-Water: On the lowest setting the water can be flat with basic sky reflections and flat refractive ripples generated upon physical interaction(from ANYTHING). On the highest setting you get either paralax 3D waves or DX11 tessellated waves with automatic foam creation, water caustics(can be caused by water interaction ripples too), tessellated water ripples, reflections, refraction, subsurface scattering. Water volumes are also available to compliment the ocean with most of the same abilities and settings. And again to compliment those there is a river tool.
-AI: Cryengine has amazing AI, with a lot of options and great pathfinding abilities.

You may think I mention this just for the graphical abilities it would present, but honestly Cryengine could do a lot more than the Glest engine in any other field. Look at Crysis 1, 2, and 3. If you're still not impressed, look at Star Citizen and what they're doing.

Now for the porn:
Cryengine 2012
Cryengine 2013(Crysis 3)
Cryengine 2014(Ryse: Son of Rome)

134
Feature requests / Re: A switch to limit texture size of models
« on: 16 December 2013, 02:08:41 »
I also think the engine should be able to control it, and throttle it based on VRAM usage.

135
Mods / Re: Techtree Barillion
« on: 8 December 2013, 07:42:49 »
I see a StarshipTroopers mod here. :P

136
Tools / Re: wanted: g3d models with normals map for testing
« on: 1 December 2013, 23:51:16 »
I gotchu man! 8)

I made a simple but 2K polygon model, with a 9 frame animation. The high poly count and the animation are to make performance issues and any problems with animation show up more obviously.

Inside:
-2 diffuse textures(medium and high res)
-2 specular(generated from edited height maps)
-2 normal maps(matching res of diffuse)
-the blender file
-animated g3d

Download(2MB)

137
Even if there is no rendering going on the computer still has to calculate for the AI and pathfinding and lots of other stuff. What hardware are you using?

138
Mods / Re: several new texture pictures on burningwell
« on: 19 November 2013, 03:04:17 »
I use burningwell often for my in-progress Cryengine project, thank you for continuing to add high-res material!

139
Closed feature requests / Re: tilesets should set shadow intensity ?
« on: 21 September 2013, 01:22:04 »
Or maybe just in options menu? Personally I like the darker shadows better, (especially now that we can do 1024 resolution).
You can set shadow intensity for the whole game already.

I'm all for this is would help a lot.

140
Quote
As loading is still a bit slow, did you try it with half  resolution for the ground textures ? Does it make a really visible difference ?
I want it the way it is, this tileset is supposed to be HD.  :P

Quote
What do you think about of having this in the ingame mod center ?
All for it! ;D

141
That's strange, for me the grass is the best of all!  :scared:

I mean the grass model, it looks very spiky and unnatural to me. :look:

142
Screenshot looks great, I will download and play with it later. :)
Only thing I don't like is the grass, it's really ugly compared to the rest.

143
First of all, congratulations, :D!  this looks much better than old version.

I did not look at the shadows yet ( I will do it tomorrow ),

A problem I saw was that some ( all ?) animations were much too fast for my opinion.
I have put some different numbers here: http://titi.megaglest.org/jungle_hd_2-0b.xml .
Try them maybe you like it.

Something I saw too was that it took quite long to load a bigger map with this tileset. The reason ( I think its the reason ) is that all textures are in one texture image. This has the disadvantage that all objects in fact use a part of a 2048x2048 texture.
But I will ask someone at work how much this affects performance.

Thanks! :)

The tree's may have been a little fast, but the bushes are actually a couple times too slow in my opinion. Your changes would make the bushes look way too slow. I have yet to fine-tune the animation speeds because I haven't yet animated everything.

@Map loading issue: I have a long 'unloading map' at the end of my loads. I think this is because of the terrain textures. I had this issue on 1.0.1 too and I noticed when I made the textures 128*128, unloading map flew by in about 1 second. Update: Just tested it by changing the surface partsize values and playing. 64 = 1 second unloading map. 256=5-10 seconds.

144
Here's an almost complete 2.0! :)

Download Links

Approximate Changelog:

-2 new trees
-1 palm tree remodeled, both animated
-80% of bushes reworked and improved immensely, plus a couple new animations
-Modified stump and stone models to look more natural.
-NO TGA TEXTURES, all textures are highly compressed, high resolution PNGs and JPGs.

I have announced the early release cause I'd like some feedback, and also because I don't think shadows agree with my models. The textures have only been partially color corrected and there is still work to be done on them.

@Titi: Would you try the tileset with shadow mapping and then projected, the more accurate shadowing on shadow mapping seems to have a lot of trouble and kinda just makes all the models look dark. Is this perhaps because I have double-sided vegetation?

145
I like it, but the cliff texture looks a little dark and it has too much shadowing on it.

146
any updates ? I am curious! :D

Yes!

-2 new trees
-1 palm tree remodeled, both animated
-80% of bushes reworked and improved immensely, plus a couple new animations
-Modified stump and stone models to look more natural.

Now I'm going to go through and modify all the default models like hanged and stuff, replace the textures with pngs and jpgs.

147
Mods / Re: Old Stickman Mod
« on: 3 September 2013, 21:25:46 »
It's also better not to revive old topics, but just to start a new one and link to the old one.

It's actually less confusing to bring this one back, cause this is it. Creating a new one means two topics about the same thing. All it really does it help my topic count go up. ;)

148
Archmage: The video you uploaded doesn't show any lag switching techtrees. Are you saying you are still having lag switching techtrees but the video does not show it?
I was kinda showing overall laggyness of it on a fast system. When I switch techtrees at first it's a bit laggy then it stops. I thought that was what ishmaru was experiencing, only a lot worse. I'll put it on an HDD and test it again. For now it looks like it's just anti-virus.

Why does loading stuff slow down the video rendering?

149
Nice work Arch, looks great with the new ground textures  :thumbup:

Thanks Wciow, I'll hopefully have some new screens soon. :)

150
Quote
Quote from: Ishmaru on September 02, 2013, 23:12:23
I just want to note, the lag seems to be a one time issue (at least till i shut down my computer/restart).

This is a very strong indication that the virus scanner is involved. Here at work I have for example an anti-virus program called "Sophos" and its VERY slow with this when you read things the first time. This happens because the settings say that it should  scan all read files for viruses and thats not really fast ...

Ishmaru check antivirus settings, you can usually tell the antivirus where not to scan.

Quote
and @archmage: I see no lag in your video, for me this looks amazingly fast!  :P  I know there is a small lag because loading the faction images takes some time.
That's because it's on an SSD, with no antivirus running. There's probably not anything faster running MG and there is still lag. :look:

Pages: 1 2 3 4 5 [6] 7 8 9 10 ... 236