Well given the stuff I've done with it I'd call it molestein ;)
apegomp at
I wanted to build the castle much higher, but the voxel volume was not big enough :(
Tom Dobrowolski created the CaveDemo, he is an experienced C programmer! :o maybe he will add cool features to Voxelstein if I show him my stuff :P I just have to create some enemies first! :o
EDIT I made a leg, lol! :o http://i225.photobucket.com/albums/dd202/highwingx3/leglol.png
Edited by apegomp at
Maren at
I don't think you're getting anywhere with this, but re-modding your own mod, borrowing voxels from third parties and a low-poly leg that looks like kindergarten origami...pal, get your ideas sorted ;D
apegomp at
http://i225.photobucket.com/albums/dd202/highwingx3/lolol.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/lololol.png Next up, a soldier! :o :P
Edited by apegomp at
apegomp at
http://i225.photobucket.com/albums/dd202/highwingx3/soldier.png 8) http://i225.photobucket.com/albums/dd202/highwingx3/blarg.png Aaagh, mein Gott im Himmel! :P
Edited by apegomp at
apegomp at
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-2.png http://i225.photobucket.com/albums/dd202/highwingx3/KVX50003-1.png http://i225.photobucket.com/albums/dd202/highwingx3/KVX50004.png Now where did I put my flamethrower? :P
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-9.png :o Looks like someone left in a hurry :D
The map needs music. I made a music file that I want to loop in-game. On a second thought, my music sucks :-[ Maybe I could borrow some music from Ken's Labyrinth? :P OMG, I loved that slot machine ;D
wow I love everything, except the wall textures. Make them more like the original wolf textures! that would be awesome. When can we expect a demo ?
apegomp at
Hugo Smits said at
wow I love everything, except the wall textures. Make them more like the original wolf textures! that would be awesome. Yeah.. well.. I'll see what I can do ;)
Hugo Smits said at
When can we expect a demo ?
Tomorrow! :o
apegomp at
http://rapidshare.com/files/80424375/Voxelstein_3D.rar ACHTUNG! This is the cool version (swastikas included) ACHTUNG!
Here's the retarded/censored version (no swastikas): http://rapidshare.com/files/80425428/Voxelstein_3D_retarded.rar
INSTALLATION
a) download the mod/.zip
b) unzip to desktop
c) run game.exe
Edited by apegomp at
Hazard at
Re: Voxelstein 3D *NEW DOWNLOAD!!111oneoneoneonehundredandeleven* (page 2)
Thanks for doing a version that is not illegal by german law. i suppose the "retarded" is your special way to say you like me. ;D
When I play Voxelstein 3D, I see a photorealistic world except that the resolution is low. When I see a "censored"/"voxelizated" object (eg. a tree/bush in Voxelstein 3D or a "pixelizated" soldier in Wolfenstein 3D), I use my imagination to "uncensor"/"devoxelize" the object. The object has been "compressed" and I use my supercomputer/imagination to "decompress" it. It's like reading a book, you create all the graphics inside your head.
In Halo, GTA III/IV, Half-Life 2, however, the resolution is much higher, so there is nothing preventing me from seeing the vector games' flaws, flaws such as flat walls, all the edges on people, flat terrain, flat-chested teen co-eds :P And of course, all the data is stored on the surface/outside, which means that you can only interact with the surface/outside. Everything is static, lifeless and empty on the inside :(
To summarize: Gameplay over graphics! Polygons have only cons. Voxels is teh roxelz! (Help me, what rhymes with voxel(s)? :P)
EDIT Here's another example of why low resolution is not necessarily a bad thing: http://upload.wikimedia.org/wikipedia/commons/5/5d/Pixelization_mosaic.jpg INDISPUTABLE FACT: You know there is a photorealistic face behind those enlarged pixels the same way you know that there is a photorealistic Imp behind those pixels in Doom :D Ignorant people don't appreciate 320x240, instead they whine and complain that they can't see shit, so they increase the resolution and apply smoothing/blurring, but the original sprite can be seen perfectly clear now and to your surprise it does not look like the photorealistic imp that you imagined, 'cause it's just a shitty-looking cartoonish drawing.
That being said.. Enjoy my Ted Bundy tribute video! :o :P http://youtube.com/watch?v=OtQeLp7o14c 8)
Edited by apegomp at
Maren at
First off, happy new year everyone ;D
That demo looks promising already, keep on improving it!
apegomp said at
When I play Voxelstein 3D, I see a photorealistic world except that the resolution is low. When I see a "censored"/"voxelizated" object (eg. a tree/bush in Voxelstein 3D or a "pixelizated" soldier in Wolfenstein 3D), I use my imagination to "uncensor"/"devoxelize" the object. The object has been "compressed" and I use my supercomputer/imagination to "decompress" it. It's like reading a book, you create all the graphics inside your head
Lost you there pal ???
apegomp said at
In Halo, GTA III/IV, Half-Life 2, however, the resolution is much higher, so there is nothing preventing me from seeing the vector games' flaws, flaws such as flat walls, all the edges on people, flat terrain, flat-chested teen co-eds :P And of course, all the data is stored on the surface/outside, which means that you can only interact with the surface/outside. Everything is static, lifeless and empty on the inside :(
I haven't played something new in ages, but I've seen footage of a video game called Crysis and I can tell you it's everything but static, lifeless or empty ;D (might be boring though)
apegomp said at
To summarize: Gameplay over graphics! Polygons have only cons. Voxels is teh roxelz! (Help me, what rhymes with voxel(s)? :P)
Hostel? what a piece of crap movie anyways ;D
Gameplay over graphics?, well, since I have this lil fetish for 256-color spritey looking stuff, I'd say voxels do still cut it for me, so I get both graphics and gameplay 8)
apegomp said at
EDIT Here's another example of why low resolution is not necessarily a bad thing: http://upload.wikimedia.org/wikipedia/commons/5/5d/Pixelization_mosaic.jpg INDISPUTABLE FACT: You know there is a photorealistic face behind those enlarged pixels the same way you know that there is a photorealistic Imp behind those pixels in Doom :D Ignorant people don't appreciate 320x240, instead they whine and complain that they can't see shit, so they increase the resolution and apply smoothing/blurring, but the original sprite can be seen perfectly clear now and to your surprise it does not look like the photorealistic imp that you imagined, 'cause it's just a shitty-looking cartoonish drawing
Doom was 320x200, and increasing the resolution without applying billinear interpolation helps people "see shit" without compromising that photorealism you speak of ;D
apegomp said at
That being said.. Enjoy my Ted Bundy tribute video! :o :P http://youtube.com/watch?v=OtQeLp7o14c 8)
Are you sure you don't have Asperger's? ;D
Awesoken at
Hi Apegomp,
Your latest map looks nice with your extensive use of clip-art. It's funny having to axe down all the doors (except the entrance of course). Too bad the rooms are all rectangular. You might be able to do better with the sector and lathe tools in Voxed.
Other comments:
* In your "credits.txt", please list your name first. Use your nickname if you wish. It is misleading to only put my name there, when you did all the map design and artwork.
* That vertical line wall texture is horrible. Surely, you can find something better.
* In your KV6 directory, you have extra files: *.3DS, *.PCX, and *.PNG. Do not hesitate to remove them for your next distribution.
apegomp at
I replaced woodboard.kv6 with bush.kv6 and used weapon number 3 to insert vegetation to my map. With just one mouse-click, I could insert a bush on the ground and if necessary, rotate the bush with my mouse. It was so easy, I just clicked the mouse-button and BAnG! a bush had been placed on the ground..
Adding vegetation in Voxed without using weapon number 3 is a time consuming process, especially when using small building blocks (ie. bush.kv6). First you have to press KP button 4 and browse through all the voxels and then after you have selected your voxel, you must use the keypad-buttons to move the voxel into the correct position and then you must rotate the voxel in order to make it look realistic/random.. And then you will have to repeat that process again and again..
apegomp at
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-11.png http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-12.png Please do not shoot any holes in my beautiful old vintage wallpaper :P
This is a pixelizated/censored photorealistic photo: http://upload.wikimedia.org/wikipedia/commons/5/5d/Pixelization_mosaic.jpg You know that there is a photorealistic face behind those enlarged pixels and that if the resolution in that area had been higher, then you would have seen a photorealistic face.
Now let's assume that the following image is a pixelizated/censored photorealistic duck: http://i225.photobucket.com/albums/dd202/highwingx3/pixel.png You know/imagine/assume that there is a photorealistic duck behind those enlarged pixels and that if the resolution in that area had been higher, then you would have seen a photorealistic duck.
HOWEVER, if we increase the resolution in the image above, we will see that it is not a photorealistic duck at all: http://i225.photobucket.com/albums/dd202/highwingx3/poop-4.gif
I don't know about you, but I want to believe that the game I'm playing has photorealistic graphics (except that the resolution is low :P)
I feel fatigued.. all that time spent on that map, and for what? What was it good for? Absolutely nothing? ??? :P Nvidia sucks. Ati sucks. god damn
EDIT I feel a little better now, after having rated all of YouTube.com/mememolly's videos 1 star ;) But now I am tired.. :(
Edited by apegomp at
apegomp at
Re: Voxelstein 3D
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-16.png I'm not gonna release a new demo until you make that blue vase 50% transparent! >:( :P
holy shit dude.. that looks awesome. I demand a new demo.
apegomp at
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50002-3.png Auschwitz is episode 1's last level (the boss is Josef Mengele 8)) Due to the non-linearity of the game, you will be able to kill EveRY-ONE/thing!! ;D which means that you will basically be able to rewrite history (eg. it wasn't the nazis who burnt all the jews after all, it was just BJ Blazkowicz who went berzerk with his flamethrower!! ;D :-[)
Edited by apegomp at
apegomp at
NOOOOOOOOOOOOOO!! I forgot to write the letter 'h' :'( No worries, we'll just pretend that the german nazi soldier who wrote it was dyslexic :P
http://i225.photobucket.com/albums/dd202/highwingx3/poo9-1.png His hands/arms are smaller now :) And he has a potato masher! :D GREEEEEEEEENAAAAAADE!!! :P
dynamic lights in this game would be sweet ;D http://i225.photobucket.com/albums/dd202/highwingx3/VXL50000-5.png http://i225.photobucket.com/albums/dd202/highwingx3/VXL50002-1.png
apegomp at
added more vegetation: http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-17.png http://i225.photobucket.com/albums/dd202/highwingx3/KVX50001-6.png
applied lightning/shadows in Voxed: http://i225.photobucket.com/albums/dd202/highwingx3/VXL50000-6.png
Here's a screenshot from episode 1's last level (Auschwitz): http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-18.png It's from the gas chamber lol ;) :P
apegomp at
Thanks to your wonderful support, the Voxelstein 3D "Community" project has been put to sleep - permanently! :P The Wolf3D scene is dead :'(
EDIT On a scale from one to ten, how hard will it be to add transparent water/glass/flame voxels? Is it really that hard? :( My map could really use some windows :) That would be sweet. And the blue vase needs to be transparent too :)
Transparent voxels<3 And rain.. rain would be beautiful :) hundreds of 3D rain droplets falling from the sky, making soft water splash sounds upon impact with the ground :) Yeah...
:'( :'( :'( //soft piano music on
Imagine there's no polygon It's easy if you try No flat floor below us Above us only sky Imagine all the voxels Living life in-game...
Imagine there's no Carmack It isn't hard to do Nothing to kill or die for And no Quake too Imagine all the voxels Accelerated by GPU...
You may say I'm a dreamer But I'm not the only one I hope someday you'll join us And the world will be as one
Imagine no polygons I wonder if you can No need for greed or hunger A brotherhood of man Imagine all the voxels Accelerated by GPU...
You may say I'm a dreamer But I'm not the only one I hope someday you'll join us And the world will live as one
I was checking out your stuff periodically, really good work! I was laughing while reading your version of "imagine" song a lot ;) Your stuff is really putting imagination into right direction.
As for voxel rendering vs pixel rendering, my fifty cents: Raster graphics looks nice on screen, because screen is made of pixels, also you can make all that nice manual anti-aliasing tricks (that could be visible in old games with 256 colors). Voxels are projected onto screen - that's why you have different kind of ugliness. In old 2D games there was no scaling/rotating, thus they were pretty. Voxels will look pretty on a 3d voxel display only (and I would surely want to have such display on my desk). For flat displays (or even stereoscopic) polygons are not that bad, the problem is how people overuse polygons these days: even in a modern games I am very often disgusted by some billboarding tricks, smoke-rendering (usually with many z-sorting artifacts), shadow rendering artifacts, lousy approximation of a rough surfaces (bumps/dents) etc...
IMHO it's much more elegant to make a 3d engine with less features and no artifacts, but many people just think "features = money" (which is of course not always true).
People overuse polygons, because massive industry is not enough flexible to try other things on a large scales, however I believe in many changes in real-time rendering paradigm in a near future.
PS I would surely want to play with real enemies in this nazi-castle :)
Edited by Tomkh at
apegomp at
LOL http://i225.photobucket.com/albums/dd202/highwingx3/KVX50001-7.png It's Mengele's personal chef ;)
Voxels will look pretty on a 3d voxel display only (and I would surely want to have such display on my desk).
Are 3D voxel displays expensive? ??? I want one! :P
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-24.png http://i225.photobucket.com/albums/dd202/highwingx3/VXL50000-11.png OH THE HORROR!! :P
Edited by apegomp at
apegomp at
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50001-8.png The door needs a golden door knob. We demand voxels with specular map! :P that would be awesome :o
New download: http://rapidshare.com/files/84499082/Voxelstein_3D.rar airshoot.mp3 was my first attempt at making midi music lol
Installation: download the rar and unzip to desktop run game.exe (do not press the type button or the game will crash because kasci9x12.png is not in the PNG folder)
story: rescue the innocent people and.. kill the nazis. Amazing story! :o :P Oh, you also have to collect the gold because BJ have to buy a big boat and a new villa 8)
Volumetric fog, volumetric clouds, volumetric smoke/fire/water. Transparent water/fog/fire/glass/smoke voxels. Shiny metal voxels.. All these thing are hard/infeasible to do with a polygon engine.. *throws a stick grenade at a nazi soldier* *BOOM! the enemy gets engulfed in dense volumetric voxel smoke :o* You programmers shouldn't be spending time on another boring polygon game, there are thousands of them out there already and the industry is making a hundred more of them as we type.. There are currently zero good/average voxel games out there, don't you want to be part of something special/unique/meaningful? ???
I think the reason nobody wants to use Ken's voxel engine is that they weren't impressed by the original Voxlap test game, it is soo boring, I get all depressed and sick when playing it (sorry Ken/Tom, but your map editing skills SUCK!1 :P)
C is an easy language to learn.
:o
Awesome, I can make my castle higher by editing the .vxl z dimension in Voxlap5.h, this is awesome, you guys!! :D:DD:D:D:
On second thought, I think I should continue making models/maps instead. Voxed is where I feel I belong, 'cause I'm the world's greatest Voxlap level designer! :P
Outcast sucks, it's just another boring voxel terrain engine with polygon characters on placed on top..
I just want some new Voxlap features.. It will be much more fun making maps if I can use different types of voxels (eg, water voxels in the river, fire voxels in the fireplace, gold voxels on the door knob, glass voxels in the windows, (almost) indestrutible metal/stone voxels..)
The castle needs to be higher and there should be a bunker under it. That would be cool.
Cool, 1337 views :) Perhaps I should remove this thread now.. just kidding :P
I think the reason nobody wants to use Ken's voxel engine is that they weren't impressed by the original Voxlap test game
Any serious game developer wouldn't refrain from considering a certain engine just because of a demo map, a more reasonable explanation would be the almost absolute lack of hardware support for voxels, which's a shame.
Maren at
Oh, the Mengele fridge...you could have used Manziarly ;D
apegomp at
Maren said at
Oh, the Mengele fridge...you could have used Manziarly ;D
LOL ;D I could make a female cook! :P I failed to find any pictures of her, which is a shame since she was probably HOT!! :o :P
http://i225.photobucket.com/albums/dd202/highwingx3/KVX50001-9.png Ken is being held hostage by the nazis (they allowed him to bring some of his stuff/toys with him). Your mission is to locate Ken and bring him back in one piece! :P
new download: http://rapidshare.com/files/86075076/Voxelstein_3D.rar
Awesoken at
Hi Apegomp,
I've been checking out all your latest updates. I'm impressed that you used kwalk successfully! You are the second person on earth to do so. ; ) Most people don't have the patience to use an editor that is all hotkeys and requires the reading of a text file. I noticed your cook model is oriented sideways. If you want to fix that, all you have to do is load it in SLAB6, view it the way you want (,/. or PGUP/PGDN), then press Shift+R (also under the tools menu).
apegomp at
Weapon number 1's "bullet holes" are too big :'(
This is a bullet hole! 8) http://i225.photobucket.com/albums/dd202/highwingx3/VXL50003.png
http://i225.photobucket.com/albums/dd202/highwingx3/VXL50000-13.png There is no water in the bathroom, I think we need a plumber. Oh, I forgot, there are no plumbers in this world because there are no water (voxels) here.. I guess we'll just have to use the room as a gas chamber instead then.. http://i225.photobucket.com/albums/dd202/highwingx3/KVX50000-27.png LOL!! :( :P
I now know why no-one has used Ken's voxel engine: Ken's code is so advanced that only a John Carmack can understand it.
I would call myself an experienced C programmer, still I don't have the skills to mess around with Ken's code. I've browsed through it many times to learn how he does all these amazing things so fast - unfortunately I didn't really understand anything... there is lots of assembly code for the core-features of the engine and that's where one would need to start modifying :-(
It's your fault, Ken! :P :'(
Edited by apegomp at
apegomp at
Sign my petition! :o http://www.petitiononline.com/Voxlap/petition.html
Awesoken at
Your petition is a waste of time. Water, transparency, and pretty much any other global effect would simply not be practical. If you wish to use Voxlap, you must accept it as is. That doesn't mean you can't do anything with it though. An experienced C programmer should be able to add many game-land things, such as weapons, enemies, doors, menus, and even smaller shotgun holes.
asdgdhfsg at
Awesoken said at
Water, transparency, and pretty much any other global effect would simply not be practical.
An indestructible voxel insertion-feature must be practical, though, since some of the voxels already have that property (you can't destroy the map's lowest layer of voxels in-game)
Also, how come there is only true/realistic doom 3/per-pixel lightning/shadows in the editor? ??? :( At least give us a flashlight! :o
:'(
Look, Ken! Models from your favorite DOS game, DUKE3D! :o :P http://i225.photobucket.com/albums/dd202/highwingx3/1-1.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/2-2.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/3.png I made the rug lol
Edited by asdgdhfsg at
asdgdhfsg at
Awesoken said at
transparency, and pretty much any other global effect would simply not be practical.
But Build has transparency! :'( It's unfair! >:( :( :'(
PRO TIP: :P To compensate for the .vxl map's short z dimension (256), change the resolution so that everything is stretched upwards (eg. 320x200x32(fullscreen)), then the castle/trees etc will look much higher :o
http://i225.photobucket.com/albums/dd202/highwingx3/POOP3-1.png I didn't make the Luger pistol
Ken, is it easy to make the enemy (.kv6) models deformable too? That would be sweet..
I hate anti-aliasing, everything gets blurred to hell. Anti-aliasing should only be used to make things look "wet"/blurry. Anti-aliasing removes the lines, but it also removes all the details (depth) as well, I would rather keep the details and have some lines here and there than to blur everything to hell just to remove some lines..
If it's not broke don't fix it. I want game.exe to look exactly like the editor, even if it runs slower
The original test game map, untitled.vxl, does not have any rough surfaces, all the floors and walls are flat and the textures' detail level is also low. Thus, anti-aliasing will not have a visible negative impact on the map's detail level because there are no detail level there in the first place! :P
Yes, it would be practical to deform KV6 sprites, however it would require a bit of engine-level programming. First of all, there would need to be a separate memory block for each sprite - they could not be shared like they are now. The KV6 format currently requires all voxels to exist consecutively in memory. The current renderer would require the whole voxel object to be re-written on any change. For the resolution that you are using (64^3), that would actually be practical. For higher resolution models, I would suggest modifying the in-memory voxel model format to allow columns to be accessed more randomly.
To disable normal lighting, simply edit GAME.C, change "vx5.lightmode = 1;" to "vx5.lightmode = 0;", and recompile. Don't know how to compile? Maybe it's time you figure it out. Even a non-programmer can make simple changes like these.
Water, transparency, and pretty much any other global effect would simply not be practical.
I wonder if it is practical to add specular/shiny voxels that change color/brightness level when you strafe left/right. My metal door could use some reflection..
Specular reflection is vital because metal is very common in Wolfenstein 3D. It is imperative that you add specular reflection Jack Bauer said at
I need you to recompile the files. I need an interrogation room prepped NOW!
:P
Here is an easy way (I hope) to create an illusion of specular reflection:
a) In Voxed, apply a PNG image over the voxels that we want to make reflective: http://i225.photobucket.com/albums/dd202/highwingx3/1a.png
c) When the player strafes to the left/right, the PNG image will also strafe to the left/right, making it look like the voxels are reflective! :o :P http://i225.photobucket.com/albums/dd202/highwingx3/1b.png
Expect a new download within the next 3 days! YEAH!! ;D
gsfhdgdsa at
NEW DOWNLOAD LOL! http://rapidshare.com/files/91383845/Voxelstein_3D.rar
Game.exe recompiled by Peter Houska ;)
Awesoken at
I absolutely love your "slimestone" texture. It must have taken a while to spray on the slime by hand in Voxed. ; )
gsfhdgdsa at
I want to DEFORM enemies NOW!! >:( :'( :(
I have asked gamedev.net, Peter Houska, Ken, Tom, and a Canadian called Kurt, but they do not have the experience and/or time needed to implement deformable enemies, etc.. :(
There are currently ZERO FPS games that allow you to deform 3D enemies realistically (In Soldier of Fortune, for example, you can only dismember some parts of their body (arms, legs) and the dismemberment is scripted, it always looks the same) :( Plus, polygons are sensitive to scene/object complexity, making it infeasible to add extra volume data into the enemies (eg., internal skeleton, lots of round organs/intestines, loungs, liver etc) with them..
The Realmatter/FastLSM demo that can simulate
bending, twisting, tearing and breaking [of] soft materials
is slow due to the high polycount needed to make the additional volume data and the idea is heavily inspired by the voxel concept which only shows that voxels are indeed the future. Voxels are slowly making a comeback, they are being used again in modern games: Crysis with its state-of-the-art polygon graphics, uses voxels because the gamers' demand for photorealism has become so high that the developers are forced to use voxels because the world is not a cube, it is a sphere lol.
The world is complex, it isn't just a bunch of flat walls and floors connected together, there's lots of clutter/debris everywhere.. Is your bedroom tidy? I think not! :P Most bedrooms are cluttered up with papers, clothes, books, etc and that's why we need to use voxels as the building block if we want to make a realistic representation of the room in a virtual enviroment, because polygons are only good at making "tidy" flat rooms and the world isn't tidy, it's a real mess, it is chaotic.
Edited by gsfhdgdsa at
gsfhdgdsa at
Alternately, we could make a really scary Silent Hill(PSX)/Clock Tower(PSX)-inspired voxel game! :o D: Gritty/grainy voxel graphics is scary, chaos/mess/clutter/complexity in general is scary, because we want to have control: When you walk into an empty clean room with flat walls, it takes little time to analyze your enviroment. If there had been lots of debris and clutter in the room, however, it would take much longer time to analyze the room looking for potential dangers.
FLAT ISN'T SCARY! CURVES ARE SCARY! :P
I just want a decent voxel game, but all the pro programmers are pro-polygon :P they spend their time on meaningless vector game projects..
Maybe Voxlap would have had transparency if Ken had used C++ instead of C? IJ is using C++.. I think that Ken had to optimize his code because voxels don't have hardware-support and when optimizing the engine became really hard to "open". Here's an analogy: Ken made a laptop :P It is difficult to upgrade a laptop's hardware.. :(
I want to create a really old mansion.. I could use the slimy stone wall textures as building bricks for the basement :) But nodody wants to use Voxlap and that makes me furious! >:(
Q: Why do people still play Doom, Duke3D, Wolf3D, and Blood? A: Because polygon games are boring! >:(
Edited by gsfhdgdsa at
JonoF at
Maybe Voxlap would have had transparency if Ken had used C++ instead of C?
I'm sure Voxlap would have transparency if it wouldn't have killed rendering performance and made things absurdly more complex computationally. The fact Ken wrote Voxlap in C instead of C++ has absolutely nothing to do with it what the engine could do.
I think that Ken had to optimize his code because voxels don't have hardware-support and when optimizing the engine became really hard to "open".
If you consider that Voxlap began life on modest Pentium 3 hardware (that is correct isn't it Ken?), you might appreciate the limitations that present themselves when trying to write something that runs with performance better than a slideshow.
But nodody wants to use Voxlap and that makes me furious! >:(
The reality is that a lot of money and effort has brought polygon rendering to a point where programs (shaders) running on highly parallel vector processing engines (modern GPUs) can produce spectacular visual results. The trick is wrapping it all around a good game concept, which is something entirely separate from the rendering technology used to present the game.
Q: Why do people still play Doom, Duke3D, Wolf3D, and Blood? A: Because polygon games are boring! >:(
The irony of this statement is that the Doom and Build engines are polygon renderers anyway, though of a slightly different form. Their worlds are built from polygons defined by intersections of floors and walls which render out to flat textured shapes.
Edited by JonoF at
Awesoken at
Actually, I started writing Voxlap on a Pentium II, but that's not the point. Apegomp / asdgdhfsg / or whatever your name is today (btw, a consistent callsign would be nice), if you want to convince people to use voxels, then make a convincing demo. I like what you're doing with Voxelstein3D and that's a good start. I believe the only thing separating you from a great demo is a supporting programmer. As for your daily rants about voxels vs. polygons, that's a complete waste of time. Do you use Voxlap because of my demo or because of my text description of it?
ConsistentCallsign at
Congratulations on your 666th post, Ken! D:
Awesoken said at
I believe the only thing separating you from a great demo is a supporting programmer.
Do you know any? I have to find a supportive programmer, Ken! But how?? Where should I look? ???
Do you use Voxlap because of my demo or because of my text description of it?
Well, both actually. If the text description had been a little different, for example something like this: readme.txt said
Voxlap was my failed attempt at making a cool voxel engine. I wanted to add lots of awesome stuff, stuff like transparency, water, reflection, physics, etc, but I was too busy playing on the slot machine in my Labyrinth.
Anyway, I have decided to include the source code as it is a piece of garbage. Enjoy!
I would probably not have used Voxlap ;)
Edited by ConsistentCallsign at
ConsistentCallsign at
Is it OK to triple post? ;D
The kwalk animations are too robotic, kwalk v2.0 needs a /curvy= function! :o http://i225.photobucket.com/albums/dd202/highwingx3/KVX50001-11.png /curvy=soldier ;D Voxel engines can simulate rubber/flesh too! :o
Deformable .kv6 sprites combined with /curvy= animation would be sweet ;D
Edited by ConsistentCallsign at
Awesoken at
I wrote the curvy animation stuff about a year after I finished (and abandoned) kwalk. Yes, I agree that it would be great to see this functionality integrated in a new voxel animation format.
Maren at
Wowie kazowie! this is about as hot as than Bonnie Tyler in total eclipse of the heart, keep it coming ;D
ConsistentCallsign at
Maren said at
Wowie kazowie! this is about as hot as than Bonnie Tyler in total eclipse of the heart, keep it coming ;D
Bonnie Tyler, hot? What's wrong with you, man? just kidding :P I'll tell you what's hot: Stephanie in LazyTown - Cooking by the Book ;D (http://www.youtube.com/watch?v=-azqXygCzO8) Unfortunately, she is flatchested :( She really needs to take her breast-enlargement pills.. 60 mg/day keeps the pedos away :P
Maren, you have to help me find an experienced C programmer who is supportive or we won't be able to make the coolest voxel game ever and then all the time Ken spent on Voxlap would be in vain..
EDIT I know how we can make transparent glass! :o This is incredible! :P
a) create a flat rectangle and paint it light blue
b) animate the rectangle so that it moves to its opposite side and loop/repeat the process @ 60+ frames per second! :o http://i225.photobucket.com/albums/dd202/highwingx3/window.gif
EDIT OK, I made the rectangle: http://i225.photobucket.com/albums/dd202/highwingx3/glass-1.png Now I just have to make it move very fast to its opposite site again and again and again! D:
EDIT I only managed to spin the rectangle around a point.. But I don't want to spin it, I want to move it sideways.. :( I could spin a flat voxel line ____________ very fast! :o yeah, that will work D:
Edited by ConsistentCallsign at
Maren at
Wouldn't hit that with a remotely operated one ;D
Before even contemplating the possibility, ask yourself the following: what use is a graphics engine without hardware acceleration support in today's world? even medical imaging gets some.
Programmers are like everyone else, they oughta make a living, and investing time and resources developing something of absolutely no commercial interest for a handful of archaic fetishists like us, ain't exactly appealing to the vast majority of them. Still looking though.
As exciting and beautiful voxel games can be, we have to face the fact that voxlap might never evolve.
ConsistentCallsign at
Maren said at
archaic fetishists like us
Don't you see, Maren, voxels aren't archaic, they are the future! :o In the year 2345, we will all be using voxels and we will look back at the obsolete polygons and say "LOL! that's archaic!" :D John Carmack is just like Einstein, they both indirectly contributed to the devolvement of science. But Ken Silverman and Nikola Tesla, yeah, they knew better :P
ConsistentCallsign at
Maren said at
Before even contemplating the possibility, ask yourself the following: what use is a graphics engine without hardware acceleration support in today's world? even medical imaging gets some.
An optimized low-resolution voxel game don't really need hardware acceleration. Besides, we have to show some solidarity and think of the people who can't afford a GPU, Maren :'(
Oh, and Maren: You are allowed to change your vote/opinion at any time (vote yes, b!tch! >:( :P)
Maren at
Don't you see, Maren, voxels aren't archaic, they are the future!
I wouldn't know what to expect from the future, anything could happen, but what's going on the present does not suggest a change for the good of the voxel will take place any time soon.
In the year 2345, we will all be using voxels and we will look back at the obsolete polygons and say "LOL! that's archaic!"
By the year 2345 we will be dust ;D
An optimized low-resolution voxel game don't really need hardware acceleration
Nobody said they it did, it's about this lack of hardware acceleration being one of the reasons it's difficult to find a programmer willing to resume work on Voxlap.
Besides, we have to show some solidarity and think of the people who can't afford a GPU, Maren
For a GPU to be expensive it must first exist ;D
ConsistentCallsign at
Maren said at Na-na-na-na, I'm not listening, talk to the hand! :P
http://i225.photobucket.com/albums/dd202/highwingx3/dopefish.png THE DOPEFISH LIVES!! :o ;D http://i225.photobucket.com/albums/dd202/highwingx3/dope.png
This looks like an interesting project! It's nice to see that someone else wants to see voxel based games come alive, and you clearly have a lot of passion. I tried your demo and was able to look around 1 of the levels, but I didn't know how to get to the other ones. How do you load levels in VoxLap? Anyway, from your screen shots it looks like you put a lot of effort into them. I know from working on my own voxel engine that content creation can be one of the hardest parts of a because there aren't many tools to support it. Does ken provide a level editor or you are converting from polygon meshes?
It seems the camera model could use some work (it swings around too much for my liking and the y axis is inverted) and it seems that indestructible voxels will be necessary for making playable levels, but I guess in this sense you are constrained by what VoxLap provides. Still, you've done some good work!
Awesoken at
Unfortunately, apegomp/asdf../ConsistentCallsign/etc.. is not a programmer. He needs one badly! For artwork, he's been using mostly my tools, which include: Slab6, Poly2vox, and Voxed. In Voxed, you can invert the mouse by pressing 'Y'. Sorry, there is no way to change mouse sensitivity without a recompile (or hexedit).
esuvs at
Sure, I realize he's just plugging artwork into your engine. But it's still nice that he's trying to make a game out of it :-) Unfortunately, without being a programmer it's hard to get past the proof-of-concept stage. Things like the camera model and indestructible voxels aren't conceptually hard, but I imagine you have to be a pretty solid programmer to dive into the VoxLap source.
I've recently found this forum . It's the first time I heard about Voxels.. Quite interesting. Too bad I'm going the wrong direction.. (Pharmaceutical Sciences).
If I had the knowledge I'd sure help agegomp because I feel that he has the "power" to go further.. He's doing an awesome job, someone find him a programmer!
Since this is Ken's forum section I think I drop a line to Mr.Ken:
I'm none to judge you, but I can see that you, Mr.Ken, could go further in the gaming industry.. I don't know, maybe it's a personnal preference, but why don't you get busy and produce a game that'll amaze us all? It wouldn't be difficult for someone like you, I guess.. (Someone that makes a Wolf3D clone, at the age of twelve, is destined to have a brilliant game-producing history!)
Oh I feel very nostalgic about the nineties.. I was very young at that time but I played all those games.. I feel that games aren't the same anymore.. They've become more comercial, only selling matters now, while back in the time, it was all about pure fun.. Damn.. Games such as Wolf3d / Doom / Duke Nukem 3d, simply don't exist anymore..
@ Agegomp :
You certainly have a sense of humour, I laughed out loud quite a few times..
Agegomp, as I said before, get a programmer and release that Voxelstein 3d! Make history! Get busy!
PS: Sorry for my English, it can be hard to understand me, since it isn't my mother tongue..
Take care :)
Maren at
amc said at
I feel that games aren't the same anymore.. They've become more comercial, only selling matters now, while back in the time, it was all about pure fun
Wrong ;D The reason games may not seem that much fun anymore is the fact that this decade have been somewhat decadent compared to the 90's as far as gaming innovations in a larger scale is concerned.
During the 90's we basically switched from 2D side-scrollers to 2.5D FPS', then from 2.5D FPS' to 3D FPS' and finally, as the 3DFX era started, to hardware-accelerated 3D FPS', and we haven't seen a true evolution in the gaming industry ever since, it's just more sparkle, and extension of what was already there, but no radical change.
Also, pretty much every cool theme you can think of have been already used and abused, so it takes a rarely-ever-seen-nowdays privileged imagination to come up with something that doesn't feel like another war/space/scary/etc game.
Selling mattered then, matters now and always will, and if a company had what it takes to develop a groundbreaking game that could make them a fortune, they certainly would, have no doubt about it ;)
ConsistentCallsign at
Maren said at
amc said at
if a company had what it takes to develop a groundbreaking game that could make them a fortune, they certainly would, have no doubt about it ;)
Game companies don't need to make groundbreaking gameplay/games anymore because the unexperienced gamer kids will buy just about anything these days as long as the games look cool.
My brother buys lots of movies that suck, he is a typical consumerist who wastes money on lots of unnecessary stuff. If he had used his money more carefully and bought good movies (eg, Mario Puzo's The Godfather, Memento, Matthew Bright's Ted Bundy lol) instead, he would have indirectly discouraged the movie industry from making more movies that suck..
Oh, and.. expect a new download within the next 3 days ;)
Maren at
ConsistentCallsign said at
Game companies don't need to make groundbreaking gameplay/games anymore because the unexperienced gamer kids will buy just about anything these days as long as the games look cool.
There's good games and bad games, and good games still sell better than bad games, probably because the degree of acceptance the average cool-looking game consumer has towards mediocrity is not as low as it seems. Remember American McGee's Alice? this masterpiece sold more than a million copies. Now take a look at what happened to American McGee's Bad Day L.A and compare ;)
ConsistentCallsign said at
My brother buys lots of movies that suck
Taste is a very subjective matter ;)
ConsistentCallsign said at
he is a typical consumerist who wastes money on lots of unnecessary stuff
Only things that people never use are technically unnecessary. There's priorities though.
ConsistentCallsign said at
If he had used his money more carefully and bought good movies (eg, Mario Puzo's The Godfather, Memento, Matthew Bright's Ted Bundy lol) instead, he would have indirectly discouraged the movie industry from making more movies that suck..
Again, there's people for everything, even for the worst, and the fact that Jeepers Creepers practically became a cult classic pretty much proves my point ;D
ConsistentCallsign said at
Oh, and.. expect a new download within the next 3 days ;)
Yay ;D
ConsistentCallsign at
I'm just saying that if the average consumerist had a higher standard/expectation when buying things, then there would be no bad apples on the market.
The problem is that the game industry's main motivation is making money. Ultima VIII became a total failure because EA didn't want to give the developers enough time/money to improve the game because they didn't needto since the Ultima series was so popular.. People would still buy the game, despite its short deadline/development time.. They don't care about the quality of their products as long as it sells.
I have to finish the wine cellar now..
Edited by ConsistentCallsign at
ConsistentCallsign at
INSTALLATION
a) download the mod/.rar (http://rapidshare.com/files/95275414/Voxelstein_3D.rar)
b) unzip/unrar to desktop
c) run game.exe
While in-game, press t and type /vxlmip=1536 for better graphics
Edited by ConsistentCallsign at
Ñuño Martínez at
ConsistentCallsign, I think you have something there. I'm a programmer but actually I haven't time enough (I have my own projects in stand-by for months :(). If somebody can help you to do a game it would be great.
ConsistentCallsign at
Ñuño Martínez said at
I'm a programmer but actually I haven't time enough (I have my own projects in stand-by for months :( Dump your girlfriend/boyfriend and stop watching TV all day, you lazy boy! :P
Oh, and.. before you leave this thread, know that the Voxelstein 3D project is better than all your projects combined! ;) 8) just kidding :P
ConsistentCallsign at
esuvs said at
it seems that indestructible voxels will be necessary for making playable levels
With indestructible voxels, I can make realistic mountains and carve caves in them that leads to secrets :o Oh, and I can make a locked metal door that leads to a bunker and the key to unlock the metal door is burried 6 feet under ground, but there's a treasure map (a flat old-looking .kv6 map with a red x :P) in the castle that tells you where the key is located! :o :P :D
Maren at
Great job! a vey surrealistic and "spinning" experience, specially Ken's bedroom ;D
You know what would be killer? Leben Heisst Leben playing in the background.
ConsistentCallsign at
Maren said at
You know what would be killer? Leben Heisst Leben playing in the background.
LOL ;D Yeah, I agree. Happy xtc acid trip music combined with some shooting, blood and gore would be killer :D
I like those shots, very atmospheric. I still think you should get a web page or a blog or something. It's good to have something to be able to direct people to, and a blog's better for that than a forum thread.
ConsistentCallsign at
counting_pine said at
I like those shots, very atmospheric. I still think you should get a web page or a blog or something. It's good to have something to be able to direct people to, and a blog's better for that than a forum thread.
OK, I will blog about it.
EDIT Blog created! http://voxelstein3d.blogspot.com/
Edited by ConsistentCallsign at
ConsistentCallsign at
Nobody wants to use Ken's awesome voxel engine :'( I've tried everything, gamedev.net, IRC, forums and blogging.. :'( Now, if you'll excuse me, I will go sleep under a rock :P
Maren at
The problem I perceive is that Ken's targeting precisely the people who are the most scarce and usually the least interested in getting involved with games as well; programmers themselves.
If he developed a voxel engine just to prove the world he could do it best, he has more than succeeded, Voxlap is indeed amazing. However, if he also intended it as a way to raise awareness on the many advantages and enormous potential voxel engines have for the gaming industry, he's failed miserably, mainly because the average joe, code-illiterate voxel game freak with genuine interest in getting something nice and fun out of Voxlap to show to the world like ape himself, is being let down with a barely moddable demo that can't even exhibit basic functionality found in ancient, now obsolete FPS' like Ken's Labyrinth or Wolfenstein itself, basic functionality that would be more than enough for Voxlap anyways.
And please don't get me wrong, I'm not pushing anyone here, nobody has the right to since it more or less comes down to "take it as it is or leave it", but if Ken continues to wait for someone else to show up and code what he couldn't be arsed to code so people can start mapping for real and spread the word...well, I'm afraid that might be the end of Voxlap :(
esuvs at
ConsistentCallsign said at
Nobody wants to use Ken's awesome voxel engine :'( I've tried everything, gamedev.net, IRC, forums and blogging.. :'(
What are the reasons they give? Are they not interested in the idea? They believe voxels are dead? They are busy with their own projects? They don't like the quality of the graphics? They don't want to work on someone else code?
I ask because within a few months I will probably start trying to recruit people to to work on a project with my voxel engine. It would be interesting to know what kind of resistance I will face!
ConsistentCallsign at
What are the reasons they give?
They say things like "Ken may be a good programmer, but his coding style is atrocious" and "using horrible variable names" and that he uses too much x86 asm code.. :( I need a John Carmack! :D Seriously, do you think he will help me if I show him my mod? He said he would have hired Ken if he needed another engine/something programmer and I'm pretty sure he likes Wolfenstein 3D and he is an open source guy :P But he is probably too busy with his id Tech 5/6 engine :'( :'( :'(
It will be such a waste to just leave Voxlap now.. We can make a really fun game with Voxlap if we just add simple things like music and walking/jumping and opening doors, indestructible voxels and a "next-level"/change map system... :'(
Maren said at
but if Ken continues to wait for someone else to show up and code what he couldn't be arsed to code so people can start mapping for real and spread the word...well, I'm afraid that might be the end of Voxlap :(
I love Ken for making the best voxel engine in the world, but I also hate him at the same time because he doesn't want to feed his Voxlap baby anymore, he will just let it STARVE TO DEATH!!! >:( :P LOL just kidding :P
Edited by ConsistentCallsign at
esuvs at
ConsistentCallsign said at
I love Ken for making the best voxel engine in the world, but I also hate him at the same time because he doesn't want to feed his Voxlap baby anymore, he will just let it STARVE TO DEATH!!! >:( :P LOL just kidding :P
Well the truth is most programmers get tired of their pet projects after a while. I've certainly got through a few of them. You see, the challenge is in doing the tough parts which you don't know if they are possible. That's also what impresses people. But doing all the surrounding work is not so much fun. So once you get the core technology working then, well, you've proved you can do it and the challenge is over. And there's a surprisingly big difference between getting the main stuff working and turning it into a final product as expressed by the Ninety-Ninety Rule!
ConsistentCallsign at
esuvs said at
You see, the challenge is in doing the tough parts which you don't know if they are possible. That's also what impresses people. But doing all the surrounding work is not so much fun.
Creating unique gameplay will also impress people. In a voxel world, you can interact with EVERYTHING! :o ;D There are no limits/restrictions, you are totally free. You don't have that freedom in Crysis/HL2
EDIT
OK, I found a user named zid on IRC, he is an experienced C programmer, but he has not been very co-operative, so I will have to extort him :P I found out that he plays a browser game called Travian and I know his Travian player name, so basically I will destroy his virtual village if he does not add music to my map, LOL! ;D
Edited by ConsistentCallsign at
amc at
It seems that Ken still hasn't found time to answer my post :P
Speewave at
Maren said at
The problem I perceive is that Ken's targeting precisely the people who are the most scarce and usually the least interested in getting involved with games as well; programmers themselves.
If he developed a voxel engine just to prove the world he could do it best, he has more than succeeded, Voxlap is indeed amazing. However, if he also intended it as a way to raise awareness on the many advantages and enormous potential voxel engines have for the gaming industry, he's failed miserably, mainly because the average joe, code-illiterate voxel game freak with genuine interest in getting something nice and fun out of Voxlap to show to the world like ape himself, is being let down with a barely moddable demo that can't even exhibit basic functionality found in ancient, now obsolete FPS' like Ken's Labyrinth or Wolfenstein itself, basic functionality that would be more than enough for Voxlap anyways.
I still Wolf3d is more than basic! (Push walls and shooting and Hitler in a robo-suit :) ) and KLAB had it's good points too. Liked the incorperation of MIDI and PC as well as other Sounds :)
Voxlap could have potential... but accessing more power is vital *kind of* If Voxlap can use CPU and CPU Cores for newer PCs as well as GPUs together then you'd have a mini king kong on your HDD :) seriously a powerfull pc [2.6 Quad x86\GeForce 8*** 512MB ] could make any voxlap game look like Bioshock xP
but anyway, i do think that as of now Voxlap is awesome and powerfull just not popular . i mean it's a good demonstration of the future of voxels :P who knows Ken and others could kill off the polygons!!!!
Granted hadn't it been for ken loving to show off (no offense) Duke Nukem 3D would be a Quake Mod (something like that) because think: if u look at half of the stuff ken wrote on the build\Ken's lab page! with out Wolf3D Comming out he wouldn't have made Ken's Labyrinth sent to apogee , few years later BUILD was made after that... u know :P
ConsistentCallsign at
My map is so boring, all the solid voxels have the same property :( :'( I want transparent and reflective surfaces, so that I can make water, mirrors, windows, light bulbs, crystals, metal, gold, fog, wine bottles, wine glasses..
ConsistentCallsign at
Level/background music and walking has been implemented! YEAH!! ;D
Edited by ConsistentCallsign at
Maren at
Wow! who did it?
ConsistentCallsign at
Maren said at
Wow! who did it?
A guy from Finland ;)
I think he found my blog. Thanks for the advice, counting pine! ;D
Well congratulations on finding someone! But I've already forgotten where your blog was - you should include it in your signature. But maybe remove some of the other stuff as it is quite big...
They say things like "Ken may be a good programmer, but his coding style is atrocious" and "using horrible variable names" and that he uses too much x86 asm code.. :( I need a John Carmack! :D Seriously, do you think he will help me if I show him my mod? He said he would have hired Ken if he needed another engine/something programmer and I'm pretty sure he likes Wolfenstein 3D and he is an open source guy :P But he is probably too busy with his id Tech 5/6 engine :'( :'( :'(
It will be such a waste to just leave Voxlap now.. We can make a really fun game with Voxlap if we just add simple things like music and walking/jumping and opening doors, indestructible voxels and a "next-level"/change map system... :'(
Maren said at
but if Ken continues to wait for someone else to show up and code what he couldn't be arsed to code so people can start mapping for real and spread the word...well, I'm afraid that might be the end of Voxlap :(
I love Ken for making the best voxel engine in the world, but I also hate him at the same time because he doesn't want to feed his Voxlap baby anymore, he will just let it STARVE TO DEATH!!! >:( :P LOL just kidding :P
I think you are an amazingly skilled artist seeing what you've accomplished so far, but I think the problem lies in the fact of Voxlap's quality limit: voxels are per definition blocky, and people just don't want to see blocky or sharp-edged things.. Look at all the effort that's being put into smoothening out polygonal meshes nowadays with all sorts of texture mapping and shader tricks and techniques. The blocky appearance of some meshes give the illusion that the resolution is low. In effect, take an arbitrary screenshot of yours, downscale it to 30% and it will look awesome.
I can see why projects like these are no longer actively maintained. Sometimes you just put so much effort into something without a clear goal, your motivation is just completely drained. I wonder how much more expandable Voxlap is, I hope you can someone find a way to complete your game.
Because all in all, the content you've made should make a pretty cool game demonstrating the potential of voxel-based worlds. Thinking of it, I'd love to play it. But it will have to rely on good (and original) gameplay. Perhaps for some kind of game contest, to generate some publicity showing that voxels aren't just used for medical purposes. Or perhaps someone should just port it to a Wii if anything :)
Edited by IJs at
psychorosti at
i dont know about the rest you said IJs, but i defineatly agree about ConsistenCallsign's creative potential, just take a look at this picture from his blog:
http://www.abload.de/img/zwischenablage04k0m.png
it is simply awesome, remembers me to a really great place i was lurking around in another first person shooter. i think how would voxelstein look like if it got some of those super-resolution algorithms implemented ? those who are used by console-emulation programms.
Hamtaro at
Hi psychorosti, that's something I've been trying to find. I saw it once but couldn't find it again. What emulators supports this super resolution (I assume it means, up-ing resolution from the original blocky look)? Thanks.
hansk at
FCE Ultra and Nestopia have some special scaling filters that make round edges. IMO the blocky look is much nicer ;)
psychorosti at
Hamtaro said at
Hi psychorosti, that's something I've been trying to find. I saw it once but couldn't find it again. What emulators supports this super resolution (I assume it means, up-ing resolution from the original blocky look)? Thanks.
you're welcome, no problem!
iam talking about algorithm's like 2xSaI filter from Derek Liauw Kie Fa or the new HQ2x, HQ3x, HQ4x filters from Maxim Stepin. Superresolution is nothing new, read about it here or about the special case of "art-pixel"-images like those in appearing in classical games here, those are also optimized for realtime-rendering. For example, Maxim Stepin optimized his algorithm in assembler see an example here: http://www.apload.de/bild/4005/d7u6x.png
The more serious algorithms but maybe also too advanced to be run at realtime do things like this and well, many many things more:
http://www.apload.de/bild/4007/1iork.png
But the perhaps best thing about those all - they are all OPEN SOURCE, just waiting to be inserted.
yay! ;)
Hamtaro at
Thanks for the information and the links guys. I'll experiment with it. It might be cool to do that in the shader, so that it doesn't slow down the main rendering too much.
psychorosti at
http://www.abload.de/img/4aghzk.png
well, hope you get some good results. i tested it with the picture above, here the quick result:
http://www.abload.de/img/4_3ao3.jpg
so far i would say it is beneficial to have lower image-resolutions in the beginning, because it helps having more pixelated objects rather than objects having areas of pixels with the same voxel in a high resolution image.
In the above image you have a barrel in the front and one in the back (well, several others too, but ignore them for now). The front barrel doesnt get a nice shape because you can cleary identify every voxel it is made of while the barrel in the background looks curved and nicely detailed.
about animation/ingame camera motion - i got no idea, that would have to be tested by programmer like you are.
Maren at
Looks like a piece of crap. Voxels are voxels and sprites are sprites.
Plagman at
Also, teacups are teacups.
esuvs at
Interesting - I'd not seen those super-resolution filters before. When you mentioned them I assumed you were just talking about interpolation using some high order filter (such as cubic). Actually they are more sophisticated and appears to take advantage of edge detection, etc.
However, I do not believe they are suitable for the problem you are trying to solve. Voxlap is already capable of generating high resolution images of the world - that is not the problem. The problem is that the world is low detail, and so no matter how high the resolution of the image is it will still look blocky.
All you are doing with the above examples is taking a high resolution image, shrinking it, and then enlarging it again with the filter. The result is just a blurry image. Voxlap does not particularly have a performance problem or an image resolution problem - it's the level of detail in the world which need to be addressed.
That said, cleaver filtering techniques could be useful if they are applied to the volume rather than the image (even trilinear interpolation of voxels would help). Then you can get a much smoother world. Of course, I don't know how easily this can be integrated into voxlap.
psychorosti at
don't agree on every point you say esuvs. while certainly those filters don't work well with voxlap and do not add detail to any object, it still helps rendering higher resolution screens without a big performance hit. voxlab is a ray-tracing based engine, wich means it's display resolution is coupled with it's rendering speed, since more rays are needed. thats one of the main difference between polygon-based and voxel-based rendering algorithms. thoug through optimization voxlab scales not linear in processing power consumption and screen resolution.
but you are right, it will take us nowhere better than we are standing now. we got two main things to solve before voxlab can be accepted as a real alternative to all those realtime rasterizers out there.
1. streaming-based-content-delivery (sbcd) 2. easy-to-use and robust content-creation-editor (cce)
sbcd is necessary because of the main advantage voxel's have - no limit in level of detail. but to get to this we need a system that shortcuts the way of data created in the cce and the voxel data processed by the cpu/gpu. i think you could take some examples by those displacment-based realtime-modeller out there (zbrush, modo, etc.). they deliver incredible detail by using local-based sub-divisons in the mesh or by painting resolution-independ layers of textures. creating a good voxel modell or environment should be aided by using mesh-primitives and mesh-editing functions, the use of textures and ability to place them - iam thinking here of a design much like SketchUp already offers. also i think that the cce could just save some type of script that contains all those meshes/primitives whatsoever in a hierarchical fassion, the game could then load, based on position and view, just the segments it needs and the cpu/gpu would convert this data to voxel modells on the fly, preventing the bandwidth to be a bottleneck of the whole system. i mean, you have to create worlds that maybe contain terrabytes of raw-voxel data, something you really cannot save it this way on disk.
well, both points to achieve in a good way would need engineering of 300men-years probably, so a team is really needed to make this. so it all is just a dream ;)
Maren at
"All you are doing with the above examples is taking a high resolution image, shrinking it, and then enlarging it again with the filter. The result is just a blurry image"
Besides, he would have had to scale every texture individually within the game to actually see an accurate result (which wouldn't have affected the game's resolution to begin with), you can't simply grab a screenshot pretending everything you saw in that particular room is contained in it and that a scaler would be able to figure out the missing info on angles/proportions to accurately process the image, that's not how it works, but such thing irrelevant anyways because Voxlap does not have walls, floors and ceilings you can apply textures to, we are talking about voxels here, plus Voxlap is already very CPU-demanding and leaves little room for other CPU-demanding tasks such as scaling; hq4x is dead slow with 8bit games from a couple of decades ago, you do the math.
Furthermore these scalers are not meant to be used with comparatively highly detailed images.
Mariobros sprite = good Everything else = bad
ConsistentCallsign at
The only way to increase the resolution is to increase the voxel volume (use more voxels)! :D
counting_pine at
(Personally, I usually think the hq filters look terrible even when they're used as intended. The plain old scale2x one would be better here. Not necessarily good, but better.)
You'll need many times the current voxel resolution (cubed) before you'll get realism when rendering voxels as cubes (not that I know of any better way of rendering the data), and many gamers today will want the screen resolution to be at least double that screenshot (squared). I'd say it's best not to worry about visible voxellation too much, just work within the current limitations of the medium. You won't get people to switch to voxels based on realism of graphics any time soon.
Spacerat at
I think the hq3x pixel scale algorithm in general is very good - the problem is that it cant be applied to 3d graphics as perspective scaling is involved. To use the algorithm, it has to be applied in a 3D-version to the voxel-space - then its possible to get close to an object in the scene without getting large voxels.
Edited by Spacerat at
ConsistentCallsign at
Ken, we need a permit! :P
I have extracted all the sounds (everything except the music) from the shareware version of Ken's Labyrinth, using the klabkit tools. I was just wondering if we can use some of the sounds in Voxelstein 3D.
Awesoken at
Sure, you can use the sounds from Ken's Labyrinth. But why would you want to? You can probably do a lot better by making your own. A good / simple recording tool is StopChop. Use your imagination. First see what silly noises you can make with your mouth. When you get bored with that, find random things around the house, like find a piece of paper and crumple it up, put some water in a pot and bang it, run an electric screwdriver, or play around with the percussion of your synth. That's how I made most of the sounds for Ken's Labyrinth.
First off, kudos to you and hansk on everything achieved so far, great job 8)
Now a lil criticism which will hopefully be taken constructively. I'll not emphasize what remains unfinished though, like hud, customizable controls, etc.
1. The proportions are a mess. You are taller or smaller than the average depending on the room and the surrounding objects, and sometimes it's a combination of both. This definitely requires a major improvement.
2. None of the weapons does enough damage. One of the cool things about voxels is destructibility, and in Voxelstein it takes ages and tons of ammo to dig holes and blow stuff up, and that's quite frustrating, specially when you shoot at corpses (holy s*** deformable, bleeding voxel corpses with ragdoll physics!) expecting a mess ;D
minor config.ini tweaks, that is.
3. Explosions look ugly and slow things down. I'd much rather have some particles flying around.
4. Voxelstein's theme could use a lil more "homogeneity", of course, only if you actually intend it to be a voxelized Wolf3D kind of game as the title and intro screen suggest.
Cheers.
ConsistentCallsign at
Maren said at
1. The proportions are a mess. You are taller or smaller than the average depending on the room and the surrounding objects, and sometimes it's a combination of both. This definitely requires a major improvement.
I, (world's greatest voxel level designer) did that on purpose ;) :P to emphasize that BJ is dehydrated, that he has been inside his cell a few hours too many and that he is now hallucinating and not perceiving the world clearly :P
The kitchen was one of the first rooms I made. I later found out that the furnitures in kitchen and the chef were too big.
Maren said at
2. None of the weapons does enough damage. One of the cool things about voxels is destructibility, and in Voxelstein it takes ages and tons of ammo to dig holes and blow stuff up, and that's quite frustrating, specially when you shoot at corpses (holy s*** deformable, bleeding voxel corpses with ragdoll physics!) expecting a mess ;D
Use this fan-made Blowtorch mod for massive destruction: open config.ini and change Knife_fStabDelay and Knife_fHitDistance to 0.04 and 50, respectively. D:
Edited by ConsistentCallsign at
Maren at
I'm already tweaking the config to suit my needs, just wanted you to know the weapons can be improved so new players don't have to change a thing 8)
Also, can we have a console or the typing mode back? I'd need a higher /vxlmip, and a crosshair wouldn't kill me (this I noticed just minutes ago, I feel kind of lost without it)
0xC0DE at
I liked it! I agree with Maren, the weapons need more damage points.
Also, I thought it was stupid to include pictures of the columbine killer(s) and other school-shooters.
ConsistentCallsign at
Hugo Smits said at
Also, I thought it was stupid to include pictures of the columbine killer(s) and other school-shooters.
I wanted to emphasize that the nazis were evil and that they idolized murderers.
Maren at
I support Bush and his picture is there, but I ain't complaining, it's just a game 8)
Second batch:
1. Screens like pg-18.PNG (640x480) which contain small text look bad when the game's resolution is set lower than that of the actual image. Ideally they should be 320x200 and text just large enough to be perfectly readable under that particular resolution, letting the engine take care of the stretching when running at whatever other res you choose.
2. Apparently changing the strength of the weapons affects both yours and the enemy's. Can we have separate settings? Blood splat settings, player health settings and radius settings for all the weapons would be welcome as well.
3. Any way to actually dismember an enemy? bodies can be carved but the separated flesh remains attached to the body.
4. Nevermind what the name "ragdoll" implies, I think models should be tweaked to be a lil more "rigid" once the enemy is dead. This is just for the sake of realism, it's still funny to shoot corpses around and watch them twist ;D
5. That room where you get the chaingun is a trap, sometimes player gets stuck and it's hard to get out, but it doesn't seem to be by design. Any thoughts?
That's all for now.
Maren at
Attached you will find a crash log and my current config. This happens only in 320x200 when I shoot a wall. I can't mail it because my e-mail provider seems dead right now.
hansk at
Attached you will find a crash log and my current config.
Thanks. I have got a few crash reports, some seem to point to the line drawing function reading/writing to a bad memory location (probably when bullet/grenade spark lines are drawn outside the screen). Yours doesn't point exactly there, but it's probably the same since only happens on that resolution.
As for the other stuff, I agree. But there's plenty of big stuff to do before we get down to the tweaking.
Awesoken at
Wow. The two of you have gone way beyond my expectations! Awesome job so far. Now where's the ordering screen? : )
I love your title and ending screens - very fitting. I love the 4th category in your ending screen - I won't spoil it for the others : )
I'm impressed that you made your own animation tool. It makes kwalk totally obsolete. The fact that I can load and play an animation without reading a text file is appreciated. : ) Is there any chance of making an Animator tutorial? Briefly describing the steps of animating a simple test model would be fine.
IRONDR2.KV6 is an amazing piece of art. I just had to say that.
I see why you needed to borrow a sound from Ken's Labyrinth. Me saying "you cheated" with that silly low voice is irreplacable : P
There should be consequences for shooting 'Ken'. For example, his pain is your pain. Or maybe he has something to offer you. Is there any reason why I look like Leisure Suit Larry wearing lipstick? : P
My biggest request for the game would be the ability to reconfigure the keys. I'm perfectly fine with manipulating scancodes in the config file.
My second request would be to relax the constraints for jumping. It's too easy to get stuck when exploring those rooms with boxes.
I highly recommend everyone on this forum to download and try Voxelstein 3D. The experience is worth it!
ConsistentCallsign at
Awesoken said at
Or maybe he has something to offer you.
Yes, he will give you something special :)
Awesoken said at
Is there any reason why I look like Leisure Suit Larry wearing lipstick? : P
I'm impressed! I agree with some of the other comment earlier - I managed to get stuck a few times and also the weapons don't do enough damage for an engine which is all about destruction. But basically it was very cool!
Oh, also it's not obvious how to skip the loading screens. I finished level one and it just sat there - pressing space, return, etc didn't seem to do anything. And then I pressed 'esc' which exited without warning.
Ken - I'd never noticed before that you engine bakes lighting into the environment. It's very effective, though obviously not dynamic. How is it computed, and how long does it take for the whole level?
Maren at
http://i29.tinypic.com/2i73foz.png
I've attached another crash log. This time it happened in what seems to be a sauna on the second floor. I was standing close to a wall trying to carve my way into another room with the knife and I started to slowly sink into the wooden steps. Once I reached the floor, I was completely stuck, couldn't move, then I looked around, got that hom effect you see in the image above, detonated a bomb as a last resource to free myself, died during the explosion, pressed escape and the game closed with an error, it didn't actually crash when I was still playing.
Resolution was again 320x200. Default config which comes zipped with the game (not the other one VXLST3D.exe creates when there's none in the folder)
Now a few suggestions:
1. Third person view.
2. Can you make single voxels fall onto the ground like larger ones do when hit? that would be cooler than just have them disappear right away.
3. Damaged objects like tables crumble and disappear. How about these objects crumbling but then staying instead? (VoxlapDotNetAlpha1.zip is an excellent example)
4. Working light switches and shadows for models, nothing fancy, just a blob.
5. The game will still require some work, and I thought it would be great if you could release the godmode cheat for this version just to make it easy for people to move around and help you find bugs.
Regards.
Awesoken at
I just updated the Voxlap source code with some fixes that have accumulated over the years: http://advsys.net/ken/voxlap/voxlap05.htm WinMerge is a good tool for merging changes. Note for Hansk: I have not incorporated your bug fixes, such as the one to sprhitscan(). I just haven't had a chance to look at it (yet).
ConsistentCallsign at
Ken, I need your voice! :D I need you to record yourself saying "Don't shoot (me)! I can give you something!" and "Wait here!" :D
Edited by ConsistentCallsign at
hansk at
Hi Ken,
I merged your fixes into Voxelstein 3D, but it seems the new v5.obj is somehow broken.
It generates an access violation when writing to qsum variables in voxsetframebuffer. If I remove the DEP fix and use the old v5.obj, everything goes smoothly.
EDIT: With some small changes I got the asm compiling myself with MASM 8.0.
Edited by hansk at
Awesoken at
I haven't done voice acting since Ken's Labyrinth.. and I'm bad at it. Besides, I think this would be more appropriate for your game. :P ;D
//plug this script into Evaldraw: //select Microsoft Sam (XP only) as your computer's default voice if (numframes) return; playtext("<rate speed='1'>Don't shoot!"); playtext(",<rate speed='2'>I've got something for you."); playtext(",<pitch middle='-5'>Wait here!"); playtext(",<pitch middle='+2'>Here you go!"); playtext(",<pitch middle='-15'>You stupid bitch!"); playtext(",<pitch middle='-10'>You die now.");
ravespin at
I just checked in yesterday after not having read this forum for several months, and the release is fresh out of the oven! Awesome job!
It's a little difficult to get the mouse sensitivity where I want it though, it's way too responsive.
I haven't done voice acting since Ken's Labyrinth.. and I'm bad at it. Besides, I think this would be more appropriate for your game. :P ;D
//plug this script into Evaldraw: //select Microsoft Sam (XP only) as your computer's default voice if (numframes) return; playtext("<rate speed='1'>Don't shoot!"); playtext(",<rate speed='2'>I've got something for you."); playtext(",<pitch middle='-5'>Wait here!"); playtext(",<pitch middle='+2'>Here you go!"); playtext(",<pitch middle='-15'>You stupid bitch!"); playtext(",<pitch middle='-10'>You die now.");
Thanks.
Maren at
Yay, an update, that was fast 8)
http://i27.tinypic.com/o6fp81.png
Not sure if this is a bug, bad voxel design or a current limitation of the engine, but if you keep walking against certain stuff, you'll pass thru like a ghost.
This happens in both 0.01 and 0.101 though.
Maren at
Yet another crash log. Default config, 320x200, but this time I was chaingunning a nazi next to the big beer barrel.
By the way, I think the new keyboard configuration feature is worth a mention!
Nil at
Hello. I have come to support you in your endeavour. I can not help you, I am very busy now, but I am very happy. Thank you very much!
Maren at
http://i26.tinypic.com/2kpsie.png
Can this graphical oddity be fixed?
Awesoken at
The collision code is designed to allow slippage past obstacles, although it's not supposed to happen that quickly. The clipmove() function works much better when the player's position and radius are maintained with double precision. I probably should have mentioned this in the library notes. Well, you know now : ) If the game code quantizes the player's position or player radius to single-precision floating at some point, that would cause what you're seeing.
The Z-buffer artifacts you see when looking up/down is a result of an optimization / hack in Voxlap's raycasting code. (It calculates the Z-buffer depth from only the x-y distance.) Fixing this would require a redesign of the rendering core, and probably result in a slower frame rate.
Maren at
Thanks for the explanation, that gives me a new perspective.
hansk at
Awesoken said at
If the game code quantizes the player's position or player radius to single-precision floating at some point, that would cause what you're seeing.
That it does. But I think the effect with thin tables is because player actually does 3 separate clipmoves on the vertical axis, and the thin surface wedges between one of them.
Reason for it is that the player would be too fat (or too short) if he was only represented by one sphere. Cylinder or box would be the best really, but this should work fine too with a little tweaking..
Slang at
Hey, I've just found some gamers' feedbacks on Voxelstein 3D in other forums: http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=87109 http://www.nvnews.net/vbulletin/showthread.php?t=112101
Palooka at
Could someone tell me how to run this in Windowed mode?
hansk at
Palooka said at
Could someone tell me how to run this in Windowed mode?
Make a shortcut to VXLST3D.exe and add /win to the end of target Here: http://vgstrategies.about.com/od/faq/a/CommandLineP.htm
Slang said at
Hey, I've just found some gamers' feedbacks on Voxelstein 3D in other forums:
It seems to have spread around pretty well, all things considered. And suprisingly many people "get it" which is encouraging.
Edited by hansk at
bigbacon at
I had to join just to say this. This is pretty amazing and fun! I really liked the look of this. Don't agree with the 100% destructible environment but you to start somewhere. Keep up the good work. As a programmer myself by day, this is really striking a chord in my brain and I now have to look into this and how to work and create stuff with it.
jetflock at
great idea. wonderful. looks nice. ;D
Hudson at
Man this is just absolutely fantastic! :o
Are you going to release an SDK or level design program? Or are these already released somewhere? (forgive my ignorance, I'm not too familiar with Voxlap)
psychorosti at
already 79.500 hits for "voxelstein 3d" on google.
you set quite a bomb apegomp ;)
Sieman Kauffman at
Greetings voxelstein team - what art tools are used to make the characters/maps in your game? The first image posted ITT looks like a leg which is clearly made out of polygons, so I'm guessing (hoping!) that your pipeline takes a polygon model and somehow converts it into voxels... I'm extremely curious if this is in fact the case, because I've never heard of any tool that can do that.
Another, more general question - how can the widespread adoption of multi-core processors effect development in voxels?
Maren at
Sieman Kauffman said at
so I'm guessing (hoping!) that your pipeline takes a polygon model and somehow converts it into voxels... I'm extremely curious if this is in fact the case, because I've never heard of any tool that can do that
That would be POLY2VOX by Ken himself. Download it here: http://www.advsys.net/ken/download.htm
Awesoken at
.. level design program? ..
It's called VOXED, and it's included with the Voxlap source code.
.. what art tools are used to make the characters/maps ..
The original models were drawn by Apegomp in SLAB6, and the rest were converted from polygonal models using POLY2VOX.
how can the widespread adoption of multi-core processors effect development in voxels?
Voxel rendering speed should scale nicely with multiple cores.
Both these screenies and the upcoming features kick arse.
Hazard at
WOHOW, just came back to the board after a month or something just hoping to get a new screen of apegomp's voxel work and you blow me away with a fully playable demo of voxelstein! :o Amazing work! It is absolutely impressive what you both were able to achive with voxlap already!
Some weapon suggestions: The game definately needs a shotgun to blow big bloody holes into your enemies. 8) And explosions near enemies should create a bloody mess, splattering them into pieces.
Maren at
You know what it really needs? architecture difficult or even impossible to recreate in polygon engines.
Hey guys, I've been lurking for a while--I love the engine and the game. You guys want any help with anything? I do modeling and textures, and my specialty is in character modeling. http://i32.tinypic.com/21brebd.jpg Just something I threw together a few minutes ago.
ConsistentCallsign at
Nice 3D pixel art! :o Congratulations, you have just been insta-hired by kid software! :P
Dolphin at
Sweet, what do I work on?
ConsistentCallsign at
That is entirely up to you ;D
Dolphin at
Okay.
Question: What kind of resolution should I be looking at for character models? For instance, how many voxels are in the current Nazis' heads? I'm playing around at the moment, but I rendered this face in about 64X40 voxels wide, is that too much? http://i30.tinypic.com/19bb9.jpg This is just a test, that's a completely unfinished rough face. http://i30.tinypic.com/2whoutd.jpg That's the same face at half the resolution.
I need to know because as you can see, the art style possible depends on the voxel resolution. Lower voxel resolutions will require more caricaturization--that lower resolution model is a little visually ambiguous, and would look better with more exaggeration. Higher voxel resolutions will allow for more subtle modeling and more realism.
Edited by Dolphin at
hansk at
Wow, that looks great :o
My vote goes for low-res, deforming sprites might get slow otherwise. The current heads are about 20x20x20.
ConsistentCallsign at
Stop it, Dolphin, you are rendering my models obsolete! :P
Ken, is it easy to add 32-bit color support to slab6? In slab's readme, you said you would add 32-bit color support if you got the time.. Dolphin's head would look much better if slab had a 32-bit color palette, I think..
Dolphin at
Haha, yeah, 32 bit would be nice. Especially at such low resolutions... :P
20X20
http://i30.tinypic.com/34e2p0h.jpg
Dolphin at
http://i29.tinypic.com/2llzzgj.jpg Okay, the hard part is done, now onto the body...
I'm not sure why I'm modeling in high detail since it'll all just get lost in the transition to voxels, but I guess if the resolution ever increases new models won't have to be made :P
ConsistentCallsign at
Dolphin said at
I'm not sure why I'm modeling in high detail since it'll all just get lost in the transition to voxels
Yes, you are wasting time :P
Dolphin said at
but I guess if the resolution ever increases new models won't have to be made
IJs on this forum is making a GPU/CPU-accelerated voxel raytracing engine using high-res voxel volumes, I'm sure he would appreciate some high-poly models, I've already given him my highly detailed FORK LOL! :D
That model looks very good, too bad the detail is wasted. Unless of course we switch to GPU acceleration, but knowing what kind of computer apegomp has, that isn't very likely to happen ;D
I guess you converted all voxels to polys. 53 fps is pretty fast for polygon rendering :-)
hansk at
Indeed, that runs suprisingly fast.
Is that some kind of modified version of sauerbraten? Last I checked, the cubes in it were pretty big compared to that.
esuvs at
Yes, that's certainly very interesting. Can you give some more information on what you have done? Most importantly, is it destructible in real time? I know Sauerbraten supports real time editing, but how fast is it? Is there a demo somewhere showing what you have done?
jeffz at
It's not my work, but one of the authors of Sauerbraten converted the Voxelstein level into a sauerbraten level in a few minutes.
If you want to try it yourself you'll need the latest cvs version of sauerbraten from sourceforge and the converted level: http://tunes.org/~eihrul/voxelstein.ogz
cvs -z3 -d:pserver:anonymous@sauerbraten.cvs.sourceforge.net:/cvsroot/sauerbraten co -P sauerbraten
copy the voxelstein.ogz to packages/base
load the game and type /map voxelstein
The cubes in sauerbraten can be various sizes, from very small to very large. (hold g and scroll the mousewheel in edit mode)
yes, it is quite fast, it is hardware accelerated, in this case by an nVidia 8800 GTS
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/lol.png You will respect my authority! >:( :D
hansk at
jeffz said at
in this case by an nVidia 8800 GTS
Ok, I'm not that suprised then. That thing can push a serious amount of polygons.
But there's no reason to use cubes if you are going to polygonize voxels. Using some marching algorithm makes things smoother and a continuous mesh will render much faster too.
jeffz at
The engine can achieve some really nice looking maps though
Sauerbraten 2 may look nice, but it certainly doesn't play nice. You can't interact with the enviroment since it's just static and lifeless surface data. I find it ironic that, here you have an FPS with weapons of mass destruction, but there is no destruction! What's the point of having weapons of mass destruction when you can't destroy your enviroment? :D
Also, the water is flat. The bump/specular maps don't fool me. I want to see waves. No waves, no water! >:( And where's the volumetric smoke? Vector games are dull, there's no action:
Will they give you a bucket of golden teeth if you free'em? ;D
Just be careful with the contents.
ConsistentCallsign at
Maren said at
Will they give you a bucket of golden teeth if you free'em? ;D
No, they will only give you a shovel. To get the golden teeths, you will need to use a pair of pliers ;)
hseiken at
Okay, so I tried the voxelstein and it reported I had a dual core...however, this is false...I have a single core loaded onto a motherboard that supports dual core, so the game ran really slow (since I guess it was trying to multithread something or whatever?) I got 4FPS on this 3.5GHZ machine...
The game looked really nice, though...just...REALLY slow. :p
Awesoken at
Voxlap is not written to take advantage of multiple cores. Even if it was, using more threads than your system supports (simultaneously) should not slow things down like that. Right now, Voxelstein's autodetect code for the number of cores is used only for display purposes in the first screen.
jeffz at
ConsistentCallsign said at
Sauerbraten 2 may look nice, but it certainly doesn't play nice. You can't interact with the enviroment since it's just static and lifeless surface data. I find it ironic that, here you have an FPS with weapons of mass destruction, but there is no destruction! What's the point of having weapons of mass destruction when you can't destroy your enviroment? :D
so, out of interest, what was used to design and build the first map in voxelstein? was it voxelstein itself? if not, then sauerbraten wins at that since it can create all these beautiful maps in game where all the cubes can be moved, removed, repositioned, cut 'n' paste'd about. The environment can be edited just as much (and more) as it can be destroyed in voxelstein, but it's used in a more constructive rather than destructive manner.
ConsistentCallsign at
jeffz said at
so, out of interest, what was used to design and build the first map in voxelstein? was it voxelstein itself? if not, then sauerbraten wins at that since it can create all these beautiful maps in game where all the cubes can be moved, removed, repositioned, cut 'n' paste'd about. The environment can be edited just as much (and more) as it can be destroyed in voxelstein, but it's used in a more constructive rather than destructive manner.
No, the map editor is not integrated into the game, it is a separate program. However, in the original Voxlap test game, you can place objects into the map using weapon number 3 while in-game, it's just like using the girders in Worms.
Architects may find Sauerbraten fun, but not hardcore FPS gamers like me! :D
http://i225.photobucket.com/albums/dd202/highwingx3/lol-1.png He wants your soul.
http://i225.photobucket.com/albums/dd202/highwingx3/jmj.png Enjoy your stay :)
http://i225.photobucket.com/albums/dd202/highwingx3/crem.png Welcome to the crematorium :) Yiff, yiff!
Edited by ConsistentCallsign at
Maren at
Botox shots, sauna, hell, this spa has it all ;D
ConsistentCallsign at
The infamous curb stomper will make a cameo in Auschwitz! :D http://i225.photobucket.com/albums/dd202/highwingx3/CAMEO.png
;D hi, i tried to create or should i say, copy the wolf3d guard. I dont know much about the scale, or animation you use, so im not sure if this guy i made is usefull
? do animations work, by creating seprate limbs? then rotating them, in that animation tool?
WOW! Amazing!! :o :o :o I love his face, it is very masculine/cool/awesome.
Your model is very useful. Before animating, I open the model in slab6 and remove everything but the head/torso/arm/leg and save the part as a separate model. Then I put all the pieces/parts/limbs togheter in animator.exe
mpantel at
yea i thought that was the way to animate, im gona have a stab at it. Its easier for me to create seprate limbs in a 3d program, then convert them into voxels. i'll just look at your guard, to see what limbs i need to seprate. ? can limbs fall off? should i create blood & gore textures, at the joints? also is their any extra limbs you might want.
mpantel at
oh, also send me a pm, with your email, or msn details. so i can send you things. ;D
ConsistentCallsign at
pm sent
*EDIT*
"Topic: Voxelstein 3D (Read 12345 times)" LOL :D
replaced cartoonish guard head with mpantel's head: http://i225.photobucket.com/albums/dd202/highwingx3/chainsawgib.png
Also, can you do something about bleeding hats? I mean, if they ain't covering no flesh, they shouldn't bleed when shot, bits coming off should be enough.
ConsistentCallsign at
Maren said at
can you do something about bleeding hats? I mean, if they ain't covering no flesh, they shouldn't bleed when shot, bits coming off should be enough.
Yes, it should be easy to change the hat properties since it is a separate model and not a part of the head/flesh
wow thats great ;D, cant wait to see hes guts on the floor lol
Maren at
Nice ;D will the guts take damage too?
ConsistentCallsign at
mpantel said at
wow thats great ;D, cant wait to see hes guts on the floor lol
You should see when his guts have been blown away and scattered on the trees, making them decorated for christmas :P
ConsistentCallsign at
Maren said at
Nice ;D will the guts take damage too?
Yes, they are damaged when shot at. They only bleed when shot at though, they do not recolor the floor/walls when they hit it and they do not stick to the walls/ceiling like they do in manhunt.
Maren at
I can live with that.
What about full dismemberments? anything being done in that department? 8)
ConsistentCallsign at
Maren said at
What about full dismemberments? anything being done in that department? 8)
hansk says it's easy to make the body parts fall off.
The nazis are planning to take over the world with their small flying machines called Hubschrauberkopf. Here's the prototype: http://i225.photobucket.com/albums/dd202/highwingx3/hk.png :D
Edited by ConsistentCallsign at
Maren at
Great :D
Animator question: is it currently possible to get the "edit scale" function working with more than one selected limb?
ConsistentCallsign at
Maren said at
Animator question: is it currently possible to get the "edit scale" function working with more than one selected limb?
Abu Auschwitz! :D http://i225.photobucket.com/albums/dd202/highwingx3/abuausch.png :P
Maren at
;D
ConsistentCallsign at
The grenade travels faster and longer now and it has a 5 seconds fuse.
hansk should make it so that when you throw a grenade at an enemy, the enemy will try to kick the grenade back at you, or use their running dog if they have one.
Looks good, dude. Except his legs are a little too short. Make his legs longer, please! And BTW why is the gun called "Bitch Punisher?" How about something like Psycho Punisher? Unless you plan to add dogs and shoot the female german shepards with the gun, in which case "Bitch Punisher" is very appropriate. :P Just kidding. Sorry, couldn't help myself. I had to add a little joke. Ha, Ha.
But man, this all is cool! ;D
ConsistentCallsign at
I will make his legs longer by adding knee cap extensions.
Dogs will be added http://i225.photobucket.com/albums/dd202/highwingx3/bitch.png Maybe "Der Hurenmörder" will be more appropriate :D
http://i225.photobucket.com/albums/dd202/highwingx3/katana.png It's the katana.
BEHOLD!! http://i225.photobucket.com/albums/dd202/highwingx3/dopelauncher.png It's the dopefish launcher :P A dopefish is hundred times more deadly than a piranha :o
Edited by ConsistentCallsign at
ConsistentCallsign at
I think hansk is on a vacation.. :( He hasn't used his gmail for over 5 days, I wonder what he's doing..
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/piranha.png Stop it! Get off my hand! :D
http://i225.photobucket.com/albums/dd202/highwingx3/asg.png work in progress :D
esuvs at
Excellent work with the new models! When might the next version of Voxelstein be released?
ConsistentCallsign at
Thanks.
I want the second release to be one huge world that consists of 25+ maps.
My goal is to finish the Auschwitz level that consists of 9 maps (the buildings are all that is left), and recreate the 2 demo levels from Spear of Destiny.
This is the 3rd grassy stone wall tile: http://i225.photobucket.com/albums/dd202/highwingx3/grass3.png I just need to make one more and then I have 4 tiles! :D
Just downloaded the 0.11 release. AMAZING, LOVE IT!
So much in fact I made some more realistic ducking. I'd love to work more on the player physics for this. Is there room for me?
playerentity.cpp
// crouch if(GetGame()->IsKeyDown(Game::Key_Crouch)) { //subtract view height until we are ducked if (m_fCharacterHeight > Config::Player_fCrouchHeight) { //decrement value m_fCharacterHeight -= 2.5;
//make sure we are never too low if (m_fCharacterHeight < Config::Player_fCrouchHeight) m_fCharacterHeight = Config::Player_fCrouchHeight;
//adjust view height and collision box m_fEyeHeight = m_fCharacterHeight * 0.5f - 2; m_vCollisionBox = Vector3D(Config::Player_fRadius * 2, m_fCharacterHeight, Config::Player_fRadius * 2); } } // stand back up else if(m_fCharacterHeight != Config::Player_fHeight) { // test that can stand up Vector3D vMoveUp = Vector3D(0,Config::Player_fHeight - m_fCharacterHeight,0); Vector3D vMove = CharacterClipMove(vMoveUp); if(vMove.y == vMoveUp.y) { //stand until we are at normal height if (m_fCharacterHeight < Config::Player_fHeight) { //increment value m_fCharacterHeight+= 2.5;
//make sure we never go to high if (m_fCharacterHeight > Config::Player_fHeight) m_fCharacterHeight = Config::Player_fHeight;
Yes, there is room for you. Development has been rather slow, though, since hansk has not used his computer for over 3 weeks. I think he is on a vacation. If he is, he will probably return home tomorrow or the day after tomorrow because I doubt anyone would go on a vacation for 5+ weeks..
The next release may never come if hansk doesn't show up soon. hansk is the main programmer, I'm just a level designer.
esuvs at
ConsistentCallsign said at
The next release may never come if hansk doesn't show up soon. hansk is the main programmer, I'm just a level designer.
It's very strange that he's just gone, for all we know he could have had an accident or something :-\ I can't think he'd just vanish without saying something. Let's hope he shows up again soon! That said, you were making good progress before he came along, but I can understand the need for a programmer.
IJs at
That door brings up a lot of good memories : )
The progress you've made is very nice. Although everything is of course bounded by a certain resolution, I'm continuously amazed by the amount of detail (and your dedication) you're putting into this.
ConsistentCallsign at
Trilby! :D http://i225.photobucket.com/albums/dd202/highwingx3/trilby.png The treasures are falling out of the hole in his bag! :D
Trilby! :D (picture cut out of quote! Internet etiquette!) The treasures are falling out of the hole in his bag! :D
The world keeps throwing coincidences at me. I had just downloaded the RPGMaker2000 RTP to see if I could find the midis Yahtzee used in 5DaS, and just as I had found that ending2 was the intro music, and had it playing in the background, I saw this topic and your voxel Trilby. It wouldn't be so odd if 5DaS was a big budget popular commercial game, then you would expect lots of references to it, but this was quite a coincidence. The funny thing is, lots of coincidences like this has been happening to me lately. It's actually beginning to frustrate me.
But whatever, I'll get back on topic. I played Voxelstein a few days ago (well not only once, of course) and it was very nice. However, the collisions could really be improved and I think destruction would be more fun if the bullet holes were a bit larger. I also wonder why the gravity is so strong, you fall ridiculously fast. Other than that, it was really the absolutely awesomest game in a very long time, and I play lots of homemade games. I'm really impressed and I hope you will manage to finish this, because it has very serious potential. Now, I probably shouldn't praise an unfinished project too much, because developers have a tendency to lose motivation when they already get so much praise, but this really deserves it. Have you heard from hansk yet?
Edit: Grammatical error! D:
ConsistentCallsign at
Re: Voxelstein 3D
Have you heard from hansk yet?
No, but I will tell you when/if I do.
The problem with the Voxelstein world is that there are no transparent/specular/shiny voxels in it, making it very hard to make believable/realistic water/glass/metal/smoke objects.. It's not fun to destroy a world where everything is made of the same material.. Grass/wood/dirt should not behave as stone/metal. The world feels "fake", like a paper cut-out scenery on a theater stage. It's difficult to pretend you are walking on grass, when it feels like you are walking over hard stones or wood.
That said, I wanted to build the Dafoe Manor! :o but I couldn't make it high enough because the .vxl map z/height dimension size is only 256 voxels :(
Imagine what it would be like if the pixels in the Trilby games were in 3D instead of 2D!! :o :P
Edited by ConsistentCallsign at
Nehacoo at
You could make some kind of teleport in the stairs. Might not be entirely seamless but it would be good enough. But is that really a problem? I mean, the height of the castle in the current release has to be at least as tall as the Defoe manor. Well, I never noticed it being short and you have multiple levels in the castle, I'm pretty sure it would work. I'd rather see the hotel from Trilby's Notes, though. That place was ridiculously scary (at least with reality shift+hallucinations)... I'd like to blow it to pieces. If you want to make the Defoe manor though, I have to warn you: the Defoe manor as seen in the game is an architectural anomaly and impossible to remake in 3D without a few adjustments, as explained a bit further down this page: http://www.chefelf.com/forums/index.php?showtopic=7395&st=15
Edit: Also, about materials feeling the same, I think you are a bit overly critical of your own work. That's very natural, I'm a game designer myself and I often feel that way too. It's not necessarily a bad thing, but sometimes you feel that a project is not worth continuing because of something like what you feel, even though it is. If this game gets finished, I think it would make voxel engines a lot more popular which in turn could lead to those improvements which you want. When I played Voxelstein for the first time my first thoughts were not "the world feels like it's made of paper", it was more along the lines of "Holy crap, a voxel FPS. This is what I always have wanted to see since first time I heard of voxels." Actually, what I feel is way more important than materials is too make the bullet holes bigger and make all weapons penetrate a bit into walls, not just the minigun. This game is all about destruction right? I find it illogical to make the player have too work for a few minutes just to make a hole in the wall large enough to climb through. Another thing I'd really like to see would be that larger chunks of voxels fall of even if one or two voxels are still connected, but that would probably be very difficult to code. Besides, bigger bullet holes would probably eliminate that annoying search for the last voxel, so perhaps that wouldn't be necessary.
TL;DR: Don't be a perfectionist, it slows the project down and could eventually cause a loss of motivation. Also, bigger bullet holes please.
Heh, my edit was longer than the post itself.
Edited by Nehacoo at
ConsistentCallsign at
You could make some kind of teleport in the stairs. Might not be entirely seamless but it would be good enough. But is that really a problem? I mean, the height of the castle in the current release has to be at least as tall as the Defoe manor. Well, I never noticed it being short and you have multiple levels in the castle, I'm pretty sure it would work.
Yes, you are right, it's possible.
I think the only thing preventing me from building DeFoe manor is the limited voxel types: in a .vxl map, there are basically only two types of voxels, air voxels and solid voxels. If there were other types of voxels that had other properties, like water/dirt/mud/grass/wood/cloud/smoke/fire/shiny/metal/stone voxels, one could with very little effort make a very believable world where everything behaves the way it should.
I'd rather see the hotel from Trilby's Notes, though. That place was ridiculously scary (at least with reality shift+hallucinations)... I'd like to blow it to pieces.
Yes! :o The midi music was also ridiculously scary, if I remember correctly.
If you want to make the Defoe manor though, I have to warn you: the Defoe manor as seen in the game is an architectural anomaly and impossible to remake in 3D without a few adjustments, as explained a bit further down this page: http://www.chefelf.com/forums/index.php?showtopic=7395&st=15
I'll just add a few extra rooms :P
bigger bullet holes
The chaingun definitely needs to make bigger bullet holes. If hansk shows up, the rocket launcher, chainsaw and more blood/gore will be added.
Don't be a perfectionist, it slows the project down and could eventually cause a loss of motivation.
Yes, you are probably right. My motivation is pretty low now since hansk is either dead/injured or on vacation. Well, he's only been away for 4 weeks now, and people do take 5-7 week long vacations all the time :P
Edited by ConsistentCallsign at
Nehacoo at
While I do agree that it would be great with voxels that behave differently, the way it currently is already beats polygons (in terms of gameplay) by far. I think you should really just focus on making the game as fun as possible, rather than concerning yourself with how the engine could be technologically improved. And also, some voxels do already have different properties. The holes in the boxes for instance are a lot larger than holes in walls. If you would just make those kinds of variations in the levels more often, I don't think you need any more voxel materials. Really, aside from the way it breaks the only important difference you could have between materials is the sound they make when stepped upon/broken. And also, isn't the pistol smoke voxels? Even if that was just pixels, it looks great. You don't have to use voxels for everything. You can't break smoke apart anyway. (At least not in the same way you could break a solid material)
mpantel at
Ive meet Yahtzee, he did some work for a small games company called gridwerx in Brisbane Australia. Hes a good guy, he wears a hat aswell lol.
? Is that the first level of spear of desteny your working on ? ;D
ConsistentCallsign at
mpantel said at
? Is that the first level of spear of desteny your working on ? ;D
Yes.
peewee_RotA at
Sorry that I've been absent as well. I honestly want to add more realism to the materials also. To give each voxel a property at creation, like wood. And with wood when a voxel is shot it splinters and each voxel is only as strong as the number that it is attached to. Metal would bend instead of break. grass and other "mist" voxels would be ignored by cliping and when shot flies upwards instead of simply dropping down. Things like that. I'm not much of an engine programmer but as I get time it's something I've always wanted to put into this engine.
It would involve some level redisign but i think it would be worth it. I'm sure it wouldn't be hard to "paint" these properties onto each voxel. Or something like the cube2 engine where you can basically create a volume brush by section a square shaped area and then applying properties (instead of applying it to one brush or cube at a time).
Edited by peewee_RotA at
ConsistentCallsign at
peewee_RotA said at
Metal would bend instead of break.
YES!! METAL MUST BEND!! :o :D
peewee_RotA said at
It would involve some level redisign but i think it would be worth it.
I'm making a better health hud lol: http://i225.photobucket.com/albums/dd202/highwingx3/BJ.gif
http://bp2.blogger.com/_mLgsoqAuhJ0/RvE9bG6fGJI/AAAAAAAACG0/TpFQkKnM8fk/s400/Auschwitz2.png Mengele, Rudolf and that other guy are smiling because they are looking at newly arrived help from HELL! :o
Small streaming demonstration: http://rapidshare.com/files/135684345/VXLSTalpha.rar.html
Extract to desktop and run VXLST3D in 320x200.
Tomkh at
Hello, TexGen is mostly to speed-up texture creation process (for programmer needs) and to decrease the size of an executable (as in my 64k intro). In Voxlap textures are so low-resolution that every pixel matters, so it's probably a better idea to edit textures manually with hand anti-aliasing etc... Actually even photo-based texture don't work too well with Voxlap.
It's not that I say my tools are crap ; ) They are just made for different purposes. Ok, there is one exception when tools like TexGen or CaveTex (included in Voxlap Cave Demo) might be useful, for smooth shades/noise over rocks (like in Voxlap Cave Demo) and alien-like stuff (weird cellular slime).
ConsistentCallsign at
Tomkh said at
Actually even photo-based texture don't work too well with Voxlap.
Perhaps it is you who don't work too well with Voxlap? :P
hansk was given a second chance in life after God received a copy of VXLST3D from me. He said
Well done, my son. Whenst shalt thou relæseth a new dæmo?
I told him that development had been rather static since hansk, the main programmer, was dead due to AIDS and stuff :'( God then said
Let there be life in hansk.
after realizing that sending hansk to hell was a mistake.
Tomkh at
Perhaps it is you who don't work too well with Voxlap?
Yeah, blame me. It is true that we both had not much faith in Voxlap with Ken, so development stopped. We have tried to make funny non-violent Voxlap demos, but it was not catching much attention of the audience. Voxelstein message is obviously "easier to read". Although I'm not a great fan of that kind of shoot'em-ups, I can see it might be the only thing that catches immature audience attention (= the majority of gamers). So you might be on a good track to success.
Edited by Tomkh at
psychorosti at
ConsistentCallsign said at
Small streaming demonstration:http://rapidshare.com/files/135684345/VXLSTalpha.rar.html
works like sharm. i think its good that you separated sprites- and voxel-refreshrates, at least it says i get 22fps on my system but still the sprite animation and ragdoll-physiscs look smooth. Now it would be really great to see more distance than that in this little demo (which can't be more than 20meters).
Hazard at
Tomkh said at
Perhaps it is you who don't work too well with Voxlap?
Yeah, blame me.
Lesson1 in conversations with apegomp/ConsistentCallsign: Never ever take him too serious! ;D
Tomkh said at
We have tried to make funny non-violent Voxlap demos, but it was not catching much attention of the audience. Voxelstein message is obviously "easier to read". Although I'm not a great fan of that kind of shoot'em-ups, I can see it might be the only thing that catches immature audience attention (= the majority of gamers). So you might be on a good track to success.
Well, voxels are obviously perfecly suited for violent games. Doing non-violent games is alot harder, ideed. i'm working on a strategy game with a voxel based engine and was trying to give the voxel landscape some real gameplay relevance, but the reuslts are not yet very pleasing. just digging for resources and doing some underground building is waaay to simple to be really relevant for the gameplay. :-\
what kind of non-violent voxlap demos did you do?
Maren at
People like violence in video games for a variety of reasons. Personally I don't like violence because I'm a psycho or a child faking bloodthirstiness just to catch people's attention, I like violence simply because I like being able to modify and object realistically, I love the idea of inflicting a change, and changing human forms inevitably involves flesh and blood.
ConsistentCallsign at
Our competitive nature is the main reason why most of us enjoy pulling plastic bags over innocent little girls' heads and subsequently droppin' three consecutive punches to their faces and then stabbing them multiple times in their tummies with a sharp shiv manhunt style! >:( >:( :-[
We do it because we can. It makes us feel cool, powerful, godlike. The best way to boost up one's ego/self-esteem is not to play chess with someone and win, but to kill that someone instead since it will make it much more obvious who has won! I won because I'm still alive. You lost and you died :P That's why the bad guys in action-movies always dies, it is the ultimate ownage, the bad guy can never ever retaliate or request a re-match so the winner must therefore uncompromisingly, indisputably be the hero! :D
We have released 2 demos (Ken's game and Voxlap Cave Demo, you can find both on voxlap engine page), although somebody can say that Ken's simple test game is violent. But, it's rather making fun out of violence in games - the purple worm-monster is bleeding extensively in a funny way (until he dies) and caco is not exactly from hell : P
I love the idea of inflicting a change, and changing human forms inevitably involves flesh and blood.
Good for you. As I said - I think Voxelstein has a potential, it's just about my personal choice/taste, and you shouldn't worry about that much (your target audience are probably 80% of males < 25 years old).
Maren at
ConsistentCallsign said at
Our competitive nature is the main reason why most of us enjoy pulling plastic bags over innocent little girls' heads and subsequently droppin' three consecutive punches to their faces and then stabbing them multiple times in their tummies with a sharp shiv manhunt style! >:( >:( :-[
I'm not going to fall for this, but I can't help wondering whether or not you actually hate children beyond the purposes of shocking people :-\
Hazard at
Tomkh said at
We have released 2 demos (Ken's game and Voxlap Cave Demo, you can find both on voxlap engine page), although somebody can say that Ken's simple test game is violent. But, it's rather making fun out of violence in games - the purple worm-monster is bleeding extensively in a funny way (until he dies) and caco is not exactly from hell : P
Ah okay. i haven't considered them "non-violent" as both games main pupose is shooting. i thought you may have made some unreleased testgames with more innovative ways to use voxels than just "blow stuff up with weapons".
ConsistentCallsign said at
Our competitive nature is the main reason why most of us enjoy pulling plastic bags over innocent little girls' heads and subsequently droppin' three consecutive punches to their faces and then stabbing them multiple times in their tummies with a sharp shiv manhunt style! >:( >:( :-[
Lesson1 in conversations with apegomp/ConsistentCallsign: Never ever take him too serious! Never ever take him serious at all! ;D
Edited by Hazard at
ConsistentCallsign at
Maren said at
I'm not going to fall for this
When you are owning/killing people in Wolfenstein 3D / Spear of Destiny, you take the role of a hero. Everyone wants to be a hero because heroes get chicks like leileilol :-* :P
Edited by ConsistentCallsign at
Maren at
ConsistentCallsign said at
Maren said at
I'm not going to fall for this
When you are owning/killing people in Wolfenstein 3D / Spear of Destiny, you take the role of a hero. Everyone wants to be a hero due to our competitive nature because heroes get chicks like leileilol :P
Pulling plastic bags over innocent little girls' heads and subsequently droppin' three consecutive punches to their faces and then stabbing them multiple times in their tummies with a sharp shiv manhunt style is not exactly heroic ;D
ConsistentCallsign at
Maren said at
Pulling plastic bags over innocent little girls' heads and subsequently droppin' three consecutive punches to their faces and then stabbing them multiple times in their tummies with a sharp shiv manhunt style is not exactly heroic ;D
True, it is not heroic, it is better than heroic: it is godlike. A hero like superman must follow the rules in the society, he must obey the law. He worries a lot because he must try to prevent innocent people from being harmed. He isn't completely free and independent. A person who can kill children without having to worry and deal with the not so funny consequences, however, that person is the law! :D
Edited by ConsistentCallsign at
psychorosti at
in a short - killing things doesn't help anyone get any further.
in creation lies what is godlike, that's also the reason why it is so hard to do. on the other hand, destruction is not, everyone and anything can destroy.
anyhow, whats about the streaming thing?
it really kills fps a lot and yet it doesn't look like a advantage over other engines that come even with planetary sized views. a nice hack that probably does not rectify the work put in?
ConsistentCallsign at
psychorosti said at
it really kills fps a lot and yet it doesn't look like a advantage over other engines that come even with planetary sized views. a nice hack that probably does not rectify the work put in?
It is the enemy AI / ragdoll physics that is raping the fps. Try editing default.sxl/default2.sxl and remove all the enemies and then run the game in 320x200 and streaming should be smooth. If it still lags, then you probably do not have enough RAM. I have 1 GB.
Edited by ConsistentCallsign at
Tomkh at
True, it is not heroic, it is better than heroic: it is godlike.
Hey, don't you ever notice the bad sides of beeing evil or 'godlike' (in apegomp-style) ? The evil guys usually can only take 'chicks' by force, while the 'good' guys finds understanding, true love, passion and all of those soft emotions that evil guys crash and destroy easily (like an elephants in porcelain shop). Every singly hero-movie shows that : P The conclusion is usually that using force / raping is only nice at the begining, but will not give you enough satisfaction in a long run (bad guys usually suffer a lot at the end, they never get enough, they also usually have some ill-emotion to a most beautiful girl in town, and at the end she is simply afraid of them and it's irreversible!).
more innovative ways to use voxels than just "blow stuff up with weapons"
Here you go - innovative would be "an elephant in a porcelain shop" ! Instead of destroying voxels, you could try to actually not destroy them (but of course you will fail many times, so engine features will be exploited) ;D For apegomp: the same goes for trying not to kill any people and sometimes failing of course (and I think you should have at least one idea how to incorporate it into Voxelstein plot :P)
Edited by Tomkh at
psychorosti at
apegomp said at
It is the enemy AI / ragdoll physics that is raping the fps. Try editing default.sxl/default2.sxl and remove all the enemies and then run the game in 320x200 and streaming should be smooth. If it still lags, then you probably do not have enough RAM. I have 1 GB.
i cleared all enemys but still it doesnt seem to push fps, still get my 20/21fps when walking? (i got 4gigs of ram and a quadcore)
ConsistentCallsign at
psychorosti said at
i cleared all enemys but still it doesnt seem to push fps, still get my 20/21fps when walking? (i got 4gigs of ram and a quadcore)
You have to run it in 320x200.
Nehacoo at
Apegomp, you have to remember us poor folks with huge widescreen monitors and expensive graphics cards that don't allow resolutions below 640x480. And even if I could set it that low, really low resolutions look awful on LCD monitors. On the other hand, I get around 30-40 fps in the streaming example with all the enemies and in the default resolution. I have an e6750 (a dualcore) overclocked to 3.2 GHz and 4 gigabytes of RAM so I don't know why it's faster for me. However, it crashed once for some reason.
hansk at
Reasons for suckage: -The boards are streamed from HDD in the same thread (FPS murder) -View distance is limited to 1024x1024 which is the board size (fog rape) -Boards are not properly connected (random crashes) -It's read only (changes disappear as you walk away)
But this was all done back in May or something.
ConsistentCallsign at
hansk said at
(FPS murder) (fog rape)
LOL!! FPS murder and fog rape! :D :P
Nehacoo said at
really low resolutions look awful on LCD monitors.
It doesn't look that awful. You'll get used to it :P 320x200 is not low, most mobiles don't even have that high resolution.
Voxel ray tracing/casting is pretty much insensitive to scene/object complexity, but very sensitive to the screen resolution. Without any hardware support, you don't really have any other option but to play it in 320x200 otherwise the game will be a slideshow.
If you really want to play it in 640x480, then wait a couple of years and buy a photon processor ;)
Edited by apegomp at
Nehacoo at
No, you see the problem wasn't that it looked bad, it's that my graphics drivers don't allow resolutions below 640x480. Besides, I don't have a problem with 320x200, I used to play Doom and other classics in that resolution until I got a new computer and monitor. The problem is that even if I could use resolutions that low, it would look awful on LCD monitors. Perhaps you haven't seen it before, or maybe it just doesn't bother you much, but resolutions lower than the monitors native are stretched and look awfully blurry. Anyway, I hope you get those problems sorted out, I would love to see it streaming at the same framerate as the voxelstein demo, which ran at a solid 60 fps for me.
Maren at
Nehacoo said at
Perhaps you haven't seen it before, or maybe it just doesn't bother you much, but resolutions lower than the monitors native are stretched and look awfully blurry
Have you tried luck with the fixed aspect ratio timing setting in your video drivers?
0xC0DE at
wait... this soap is getting hard to follow! is hansk back ? I thought he died ... ? :P
I ,for one, like the low-res graphics. I still don't know why. Same goes for the old build games, I just love the style and feel of it (including the blockiness).
Edited by Hugo Smits at
ConsistentCallsign at
Look, it's an old, monochromatic nazi TV! :o http://i225.photobucket.com/albums/dd202/highwingx3/poop3-3.png
http://i225.photobucket.com/albums/dd202/highwingx3/amx2.png The guards are watching American History X to kill time :P
Edited by apegomp at
mpantel at
:o wow nice, they seem to be really into that show!
Derrick and Harry of the secret police (gestapo): http://i225.photobucket.com/albums/dd202/highwingx3/gestapo.png http://i225.photobucket.com/albums/dd202/highwingx3/gestapo2.png
Reasons for suckage: -The boards are streamed from HDD in the same thread (FPS murder) -View distance is limited to 1024x1024 which is the board size (fog rape) -Boards are not properly connected (random crashes) -It's read only (changes disappear as you walk away)
But this was all done back in May or something.
Hey, hansk is back! What happened - we were worried about you!
psychorosti at
Nehacoo said at
[...]Anyway, I hope you get those problems sorted out, I would love to see it streaming at the same framerate as the voxelstein demo, which ran at a solid 60 fps for me.
Tested it again, and this is how it looks:
What is in View?
Standing (FPS**)
Walking (FPS**)
Border/even ground
85*
75
Bushes, little Trees
45
25-38
Big Trees, almost Wood
21
19-20
** FPS, Frames per Second, actually quite exact as they didn't change that much in those szenarios and fps always have been quite stable *Vertical Refresh Rate of Monitor at 320X200 (windows default, not what my monitor is able to do)
by the way, enemy did not change anything at all.
Streaming is indeed a serious fps killer that is no way acceptable. You don't see any further, it just loads 4 maps in a row, just like those holo-stages are working at starship enterprise.
a little dream would be of course the ability to stream AND change blocks of 1024X1024 .vxl files and to have them all in view at one time (depending on settings in different resolutions). ahhhh....
By the way: could you release a version of the game without the gibs and less blood? It'd be much appreciated.
Plagman at
Re: Voxelstein 3D
I think you're asking that to the wrong person. ;D
ConsistentCallsign at
Batmanifestdestiny said at
GOUDENTAGG! Guten Tag! :P
By the way: could you release a version of the game without the gibs and less blood? It'd be much appreciated.
No. :)
War is not supposed to be a dance on rose petals, it is sad and scary. It is a place where innocent civilians (children) are slaughtered and executed! >:( >:( :D
Edited by apegomp at
Schraubendreher at
However, why don't you make a kind of sissy version of the game?
You could then take all the blood away; make rose petals appear instead. Then daisies could grow where the corpses should be, all the enemies should give hugs instead of fighting, and jolly music would play in the background. It will be most popular among people like Ms Batmanifestdestiny.
You could even call it: Mädchenstein 3D
hansk at
I was on a vacation. Mostly a vacation from apegomps rants. But I'm back and doing some research toward the next step.
Also I don't really understand why anyone would want to remove the blood. How does it make the game less offensive when it is filled with swastikas and pictures of murderers and holocaust victims?
ConsistentCallsign at
Voxelstein is not really offensive since it's a low-resolution 3D pixel game with cartoonish graphics set in a fantasy world where you only kill nazis that are pure evil.
An offensive game would be a high-resolution voxel FPS where the primary objective is to murder christians, jews, and "niggers", secondary objective is to rape b!tches and babies and then murder them manhunt style and the third objective is to kill defenseless children with leukaemia at the hospital :P
History is offensive. Life is offensive. Deal with it.
Edited by apegomp at
Hazard at
apegomp said at
An offensive game would be a high-resolution voxel FPS where the primary objective is to murder christians, jews, and "niggers", secondary objective is to rape b!tches and babies and then murder them manhunt style and the third objective is to kill defenseless children with leukaemia at the hospital :P
i can't get rid of the feeling you'd love to make such a game. ;D
Schraubendreher at
There are thousands of games where the sole purpose it to shoot anything that moves. This subject is getting quite old, and I think that if you would all direct your creative abilities in a more constructive direction, your projects would be noted.
Any fool can destroy something, but not anyone can create. It gives a special sense of satisfaction, far better than seeing an enemy's brain paint the opposite wall. The general game industry is overloaded with destructive, and violent games.
I make a request that talented people such as yourselves try to think of making more mentally challenging and less destructive games. :)
ConsistentCallsign at
Zweiwürfel Schraubendreher said at
There are thousands of games where the sole purpose it to shoot anything that moves. This subject is getting quite old
Yes, there are thousands of FPS games. And they all suck because a) they use polygons and b) they are made with money, not love. Food is getting quite old too, yet we continue to enjoy it despite having eaten it thousands of times..
What's more innovative than an FPS voxel game? :P Voxels are meant for destruction, polygons are not. Voxel means action! :D
Zweiwürfel Schraubendreher said at
Any fool can destroy something, but not anyone can create.
True, any fool can destroy because it is so easy: you don't even have to think! :D When most people get home from work/school and play video games, they play in order to get relaxed, they don't want to think, they don't want to build Rome.
Zweiwürfel Schraubendreher said at
far better than seeing an enemy's brain paint the opposite wall.
I can't think of anything more satisfying than to shoot a moving target (JFK) in the brain with one shot from 300-400 feet and then shoot the person next to him (Jackie) in the brain too with the second shot :) FPS is fun, just look at this guy, look at how much fun he is having: http://www.youtube.com/watch?v=TsQFYceNZS8 :D
Edited by apegomp at
hansk at
Multiplayer would probably allow some fun creative stuff, for example a game where teams can build their own bases and blow them up. In single player it's a little harder to think of anything interesting that would fit the Voxelstein theme.
Batmanifestdestiny at
Zweiwürfel Schraubendreher said at
However, why don't you make a kind of sissy version of the game?
You could then take all the blood away; make rose petals appear instead. Then daisies could grow where the corpses should be, all the enemies should give hugs instead of fighting, and jolly music would play in the background. It will be most popular among people like Ms Batmanifestdestiny.
You could even call it: Mädchenstein 3D
LOL!
...though I'm not a "Ms" I just want a version of the game that wouldn't be "M."
Schraubendreher at
apegomp said at
Yes, there are thousands of FPS games. And they all suck because a) they use polygons and b) they are made with money, not love. Food is getting quite old too, yet we continue to enjoy it despite having eaten it thousands of times..
Indeed, food is getting old. I was wondering when someone will think of something better. Since food spoils, and you need a variety to obtain sufficient nutrients, all this points to inefficiency... ::)
There is a slight flaw in your logic: Food is a basic requirement. Blowing objects up is not necessary for people (except perhaps you) to survive.
apegomp said at
What's more innovative than an FPS voxel game? :P Voxels are meant for destruction, polygons are not. Voxel means action! :D
I agree that using voxels is rather nice. However, I always thought that voxels could be used for CSG (Constructive Solid Geometry), rather than destruction. CSG is very difficult for polygons to do without introducing redundancy and sending the framerate off in a hearse. By the way, I was under the impression that voxel meant VOlume piXEL. :)
ConsistentCallsign at
Zweiwürfel Schraubendreher said at
There is a slight flaw in your logic: Food is a basic requirement. Blowing objects up is not necessary for people (except perhaps you) to survive.
Yes, our species must eat food to survive, but they must also be able to reproduce in order to survive and it is very hard to reproduce if you are an ugly loser with low self-esteem (eg. Cho/Dylan/Harris/Pekka/Kip). We all want to be heroes, it is in our competitive nature. When I see a good-looking boy at my own age, I don't see a potential friend, I see a potential rival ;)
Zweiwürfel Schraubendreher said at
I was under the impression that voxel meant VOlume piXEL. :)
Yes, and Apogee is Latin and means "The point in an orbit most distant from the body being orbited." :P
Schraubendreher at
apegomp said at
Yes, our species must eat food to survive, but they must also be able to reproduce in order to survive and it is very hard to reproduce if you are an ugly loser with low self-esteem (eg. Cho/Dylan/Harris/Pekka/Kip). We all want to be heroes, it is in our competitive nature. When I see a good-looking boy at my own age, I don't see a potential friend, I see a potential rival ;)
Quite true. You would think with a population of more than 6 billion, the human race is really on the endangered species list. Have you considered that when all the good-looking boys are through punching each other senseless, the ugly ones are the only people in a good enough condition to breed? Of course, they might still require some beer for this purpose...
apegomp said at
Yes, and Apogee is Latin and means "The point in an orbit most distant from the body being orbited." :P
No, you're wrong; I know that Apogee means action. ;)
esuvs at
Zweiwürfel Schraubendreher said at
By the way, I was under the impression that voxel meant VOlume piXEL. :)
Close enough... It's actually a VOlume ELement, in the same way that a pixel is a PIcture ELement. In both cases the 'x's are redundant, but make it sound cool :)
Hazard at
esuvs said at
Close enough... It's actually a VOlume ELement, in the same way that a pixel is a PIcture ELement. In both cases the 'x's are redundant, but make it sound cool :)
That's not correct. the "x" in "pixel" comes from "pix" as short form of "picture", thus the "x" makes sense there, which would not be the case in your description of "voxel". The "x" in "voxel" only makes sense when it is meant as "VOlumetric piXEL". A voxel surely is a volume element, but the name "voxel" itself is usually translated to "volumetric pixel". This is also what they they state on wiki (but i'm aware that wiki isn't a fully reliable source of information).
Maren at
apegomp said at
Yes, our species must eat food to survive, but they must also be able to reproduce in order to survive and it is very hard to reproduce if you are an ugly loser with low self-esteem (eg. Cho/Dylan/Harris/Pekka/Kip)
And it's even harder when there are no females left because you killed them all when still toddlers. Embrace man love ;D
JazW at
apegomp said at
Sign my petition! :o http://www.petitiononline.com/Voxlap/petition.html
Much as I love to see Ken make a shiney new Voxlap, I wouldnt go so far as to demand it of him :)
Anyway, Voxelstein 3D frikken pwns :)
Edited by JazW at
Lulloser at
So..... Ahm can sumone say me yet... what version Voxelstein is? Is a new exe out? Can someone give me the link! I was to lazy to read all 24 sides..! :D thx
hansk at
There is no new version since April. Apegomp posted a streaming tech test on page 21 but it's nothing much.
peewee_RotA at
I took a stab at a few changes, but nothing amazing since I've not had the time.
Welcome back HansK
And as far as the blood is concerned, i think this is by far the goriest game yet. It's not in a bad way. This is not GTA3/4 where it's fun to climb on top of buildings with a sniper rifle and shoot cops. Nore is it like Postal 2 or GTA again where idiots specifically target only black people or hispanic people. It's not psychotic or even in that much bad taste. It's just bloody. Saying this game is going to cause kids to go crazy is like saying Rambo 3 caused kids to kill people.
Did you guys honestly say the same things when the games Vietnam and Vietnam 2 were released? Now THAT's bad taste but it's not pyschotic or anything like that.
Then again the pictures of Cho are a little bad taste but that's unrelated to the gore.
Edited by peewee_RotA at
mpantel at
if anyone wants their kids to play these kind of games, thats silly. But if you want them to experience something like this, please get them to play the oringal wolfenstein3D or spear of destiny. wolf3d and spear is the history of gamming, and if you havent played it you wouldnt understand this game, i suggest you get the demo (sharware versions)
The guys who oringaly planned all these games are gods (adrian carmack and kevin carmack for his artwork)
mpantel at
sorry and ken is a god too! for this amazing voxel engine, and taking those games from the 1990s to the next level! ;D
peewee_RotA at
I think you'll have trouble maintaining that position when you run into the Marathon crowd. Besides, wasn't Ken's labrynth the significantly more famous 3d game of it's time? (also the wolfenstein franchise wasn't their original concept). And personally I think that duke 3d was a greater game and still is the best multiplayer 3d shooter.
Anyway, I digress. No, I don't expect my kids to play this game. They are only 2 & 1/2 and can't even use a mouse yet. Maybe in a couple of years. Besides, so far it's just a tech demo. I don't jump at the chance to let them play tech demos. Full versions is another story. My 6 month old LOVES to play Quake 2 with me ;D. I'm so proud.
Schraubendreher at
mpantel said at
The guys who oringaly planned all these games are gods (adrian carmack and kevin carmack for his artwork)
While they may be very talented, it is very wrong to say that they are gods. There is only one God. And the only way to God is through His Son, Lord Jesus.
I suggest this: ftp://ibiblio.org/pub/docs/books/gutenberg/etext92/bible11.zip (1.5MB) As reading material. Try reading lines 96868 to 99755, then from line 87062 onward.
0xC0DE at
peewee_RotA said at
I think you'll have trouble maintaining that position when you run into the Marathon crowd. Besides, wasn't Ken's labrynth the significantly more famous 3d game of it's time? (also the wolfenstein franchise wasn't their original concept). And personally I think that duke 3d was a greater game and still is the best multiplayer 3d shooter.
Anyway, I digress. No, I don't expect my kids to play this game. They are only 2 & 1/2 and can't even use a mouse yet. Maybe in a couple of years. Besides, so far it's just a tech demo. I don't jump at the chance to let them play tech demos. Full versions is another story. My 6 month old LOVES to play Quake 2 with me ;D. I'm so proud.
No, Ken's labrynth wasn't more famous then the other 3D games. Well maybe for it's bad art (sorry Ken ;)) But please note that Ken Labrynth was released 1 year after wolf3d. Just a few months before the release of Doom.
ConsistentCallsign at
Zweiwürfel Schraubendreher said at
While they may be very talented, it is very wrong to say that they are gods.
It was just a figure of speech, don't take it too literally/seriously ;)
peewee_RotA at
Hugo Smits said at
No, Ken's labrynth wasn't more famous then the other 3D games. Well maybe for it's bad art (sorry Ken ;)) But please note that Ken Labrynth was released 1 year after wolf3d. Just a few months before the release of Doom.
Ken's Labrynth was a significantly more advanced game than wolfenstein, and I know plenty that would argue that it was better. Build was also supperior to the doom engine. Heck I'm doing DukeMatch lan parties all day today :D. Personally I dislike people's love affair with id. They may have been ahead of the curve in technology, but the Apogee model put them there. Not to mention that lately they have been behind the curve, especially with quake live. How many q3 clones do we have to have before the world collapses in on itself in pity for the gamers who have played them.
All that asside, that entire thing was a setup for the joke about the kids. Come on, not even a chuckle?
Edited by peewee_RotA at
Hazard at
Zweiwürfel Schraubendreher said at
There is only one God. And the only way to God is through His Son, Lord Jesus.
Oh, i never knew that Duke Nukem had a son called Lord Jesus... but the name fits pretty well. ;D
Schraubendreher at
Hazard said at
Zweiwürfel Schraubendreher said at
There is only one God. And the only way to God is through His Son, Lord Jesus.
Oh, i never knew that Duke Nukem had a son called Lord Jesus... but the name fits pretty well. ;D
Good grief, Hazard! You certainly are a hazard to yourself. Do you realize what you've just written? That was blasphemy. It is quite a serious matter, and you should not take these things lightly. Jesus is the Almighty Lord, and I will not let you make jokes about Him! I urge you to seek His forgiveness for that, since the sin you committed was very grave.
Please do not do things like that again, for your own sake.
ConsistentCallsign at
Hazard said at
Oh, i never knew that Duke Nukem had a son called Lord Jesus... but the name fits pretty well. ;D
You're going to Hell, you're going to Hell, na-nana-na-naa-naa-na-nana-nanaaa :P
Edited by apegomp at
Hazard at
Zweiwürfel Schraubendreher said at
Good grief, Hazard! You certainly are a hazard to yourself. Do you realize what you've just written? That was blasphemy. It is quite a serious matter, and you should not take these things lightly. Jesus is the Almighty Lord, and I will not let you make jokes about Him! I urge you to seek His forgiveness for that, since the sin you committed was very grave.
Please do not do things like that again, for your own sake.
You see? This is exactly what religions and so called gods are about. Fuel people's fears to make them obey. I lived all my life very well without any of those so-called gods. However, i won't blame people for what they believe, since everyone has to decide this for himself. Just don't try to convert me... you are sure to fail, since there is no logical reason (IMO) for being religious and i'm not receptive for those empty threats.
But who am i telling that... the chance is pretty high that "Zweiwürfel Schraubendreher" is nothing but a nick of apegomp to annoy people from another direction in form of a "do-gooder". :P
Edited by Hazard at
Schraubendreher at
apegomp said at
Hazard said at
Oh, i never knew that Duke Nukem had a son called Lord Jesus... but the name fits pretty well. ;D
You're going to Hell, you're going to Hell, na-nana-na naa-naa-na-naaa-nanaaa :P
That is not to say. Sins may be forgiven if/when you make Jesus your Saviour and Master. By the way, Apegomp, you may wish to revise your own life too. It is written that everyone has sinned, and nobody has the right to enter Heaven except if they do so through the sacrifice that the Lord has made for us.
You do not seem to take this seriously. This is not a joking matter.
Hazard said at
...i'm not receptive for those empty threats.
But who am i telling that... the chance is pretty high that "Zweiwürfel Schraubendreher" is nothing but a nick of apegomp to annoy people from another direction in form of a "do-gooder". :P
Those are not threats, they are warnings. I am not the one who is going to do anything to you if you fail to obey the Law of God. And I do not intend to annoy anybody, I want to help save them.
Hazard said at
You see? This is exactly what religions and so called gods are about. Fuel people's fears to make them obey. I lived all my life very well without any of those so-called gods.
Jesus did not promise a fun life on earth for His servants, in fact, He has told us to prepare for persecution and suffering. And it is not out of fear that we obey Him, but out of love for Him. And it is out of love for you that I go through the effort of warning you.
Maren at
"This is exactly what religions and so called gods are about. Fuel people's fears to make them obey"
Not everyone possesses the common sense or even the disposition to behave in society and that's where religion comes in handy as an effective mental police, saving the state plenty of the work required to straighten up people's shite.
He's chosen the right path, show some consideration for his religion as you would want him to do the same for your family or yourself.
Awesoken at
This is a thread about Voxelstein 3D, not religion. Let's stay on topic please.
peewee_RotA at
Awesoken said at
This is a thread about Voxelstein 3D, not religion. Let's stay on topic please.
Don't worry, Internet Arguing Rule #1: "All arguments on the internet always end up talking about the Nazis."
Which is where the topic started in the first place. So, a few more posts and we'll be back on track. LOL ;)
Edited by peewee_RotA at
Schraubendreher at
The first group of Nazis were Satanists, and Hitler was apparently a prototype Antichrist. The "Spear of Destiny" as it was called, promised to give incredible power over whoever possessed it. When Hitler came into possession, WW2 started. When America accidentally got the spear, Hitler committed suicide. The demonic forces associated with the spear gave him the power over an entire nation, but ended up taking his life.
So Nazis were far more evil than anyone ever knew, all that from falling into Satan's trap. And now they are killed everyday by Apegomp.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/POOP-12.png Satan is pleased :)
Nicolai at
Haha, nice.
Have you made any progress on the Auschwitz map you mentioned earlier in the thread? It sounded quite interesting.
By the way, have you read Motherfuckers: Auschwitz of Oz by David Britton? If not, you should track it down and take it for a spin.
ConsistentCallsign at
Nicolai said at
Have you made any progress on the Auschwitz map you mentioned earlier in the thread? It sounded quite interesting.
Auschwitz map is obsolete. I will begin building a better Auschwitz immediately after hansk is done making the required tools ;)
Nicolai said at
By the way, have you read Motherfuckers: Auschwitz of Oz by David Britton? If not, you should track it down and take it for a spin.
No, but I'm reading "The Final Solution" by Laurence Rees ;)
Edited by apegomp at
Batmanifestdestiny at
Voxelstein 3D
0_0 wow, I go back to school, and this topic turns upside-down...
P.S:I keep hearing these mythical tales involving a tech-demo release of vexelstein 3D that was only one room, a test enemy, and the weapons, is this still up for download?
Extract to desktop and run VXLST3D in 320x200. http://i225.photobucket.com/albums/dd202/highwingx3/grass-2.png http://i225.photobucket.com/albums/dd202/highwingx3/grass-1.png http://i225.photobucket.com/albums/dd202/highwingx3/grass-3.png Grass voxels must not be clipable.
http://i225.photobucket.com/albums/dd202/highwingx3/TREE.png Trees will be bigger
Auschwitz map is obsolete. I will begin building a better Auschwitz immediately after hansk is done making the required tools ;)
Hmmm, can you tell us more about these tools?
ConsistentCallsign at
Maren said at
apegomp said at
Auschwitz map is obsolete. I will begin building a better Auschwitz immediately after hansk is done making the required tools ;)
Hmmm, can you tell us more about these tools?
That, I can not do. It's TOP SEKRET :-X!
Edited by apegomp at
Maren at
The sole mention of "tools in development" already sounds sexy enough, but guess a lil bit of mystery won't kill me. Voxelstein is slowly becoming a classic ;D
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/silenced-1.png Silenced to kill.
The compact chaingun got suppressed after several complaints by the people in Einsatzkommando x who got "kopfweh" and hearing impairment after having executed thousands of people, using unsuppressed chainguns :P
I would prefer that my likeness not be viewed in the same place as Hitler. Thank you.
ConsistentCallsign at
Awesoken said at
I would prefer that my likeness not be viewed in the same place as Hitler. Thank you.
sorry :P
Sockss at
Hmm, WHOA! This is still alive? I was lurking around here areound 3 months ago... I've gotta say, apegomp, your volxel skills are amazing! (Whats with you and killing small children, I'd really like to know)
Hansk, how long have you been working with C++?
hansk at
Sockss said at
I've gotta say, apegomp, your volxel skills are amazing! (Whats with you and killing small children, I'd really like to know)
Don't worry, we agreed to keep that stuff out of the game.
Sockss said at
Hansk, how long have you been working with C++?
Pretty long.
ConsistentCallsign at
Sockss said at
Whats with you and killing small children, I'd really like to know
I want to murder (virtual/robot) children Manhunt style because a) it's fun (dark humor) and b) it's great anger management and c) children are not "innocent little angels" as portrayed by the media, they are ultra-selfish and dumb, they are "sub-humans" :P they have not "evolved" and become "civilized" yet, they still have the monkey mentality. Children are closer to animals than adults are and thus they deserve to die. Children only have the potential to become something better. If you kill a kid, you only kill its potential to become a better human being. Yeah.. :P
Maren at
apegomp said at
Sockss said at
Whats with you and killing small children, I'd really like to know
I want to murder (virtual/robot) children Manhunt style because a) it's fun (dark humor) and b) it's great anger management and c) children are not "innocent little angels" as portrayed by the media, they are ultra-selfish and dumb, they are "sub-humans" :P they have not "evolved" and become "civilized" yet, they still have the monkey mentality. Children are closer to animals than adults are and thus they deserve to die. Children only have the potential to become something better. If you kill a kid, you only kill its potential to become a better human being. Yeah.. :P
So images of dying children in concentration camps make you happy?
ConsistentCallsign at
Maren said at
So images of dying children in concentration camps make you happy?
If you are referring to the image/poster of the holocaust victims in vxlst1.1, then my answer is mixed feelings, I guess. In one way it is sad because the children in that image were real, they had real emotions (now they are just emotionless, low-resolution pixels/voxels), but in another way it is kinda cool, since it makes me feel lucky to be alive and well.
Edited by apegomp at
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/schaefer.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/dogfood.png http://i225.photobucket.com/albums/dd202/highwingx3/aapoop.png Dog food machine.
Those evil nazis! >:( :D
Edited by apegomp at
Dany at
Hey! I've got a litlle suggestion! what about of making mini-games! I think it'll be great training for begninners, it will grow up the voxlap/voxel fans/community!!!
ConsistentCallsign at
Dany said at
mini-games!
Do you want to make a small Voxlap demo/mini-game? You could make a small racing game where the vehicle's wheels dig deep down through the dirt/mud and then spinning it up into the air :D
Edited by apegomp at
ConsistentCallsign at
hansk said at
Sockss said at
I've gotta say, apegomp, your volxel skills are amazing! (Whats with you and killing small children, I'd really like to know)
Don't worry, we agreed to keep that stuff out of the game.
There will be ultra-violent, Manhunt-like cut scenes, though :P (none including children :'()
wow third reich dogfood! your art gets better and better! its like we have steped into the classic wolf3d universe like it was real
Dany at
apegomp said at
Dany said at
mini-games!
Do you want to make a small Voxlap demo/mini-game? You could make a small racing game where the vehicle's wheels dig deep down through the dirt/mud and then spinning it up into the air :D
I thought about like you'd make a playground of vxlst3d objects, and make an ability to port it into .exe files!!!
ConsistentCallsign at
panzerfaust rocket!! take cover!! http://i225.photobucket.com/albums/dd202/highwingx3/boom-1.png :P
http://i225.photobucket.com/albums/dd202/highwingx3/bstone-1.png Blake Stone travels from the future to help BJ rewrite the past! :P http://i225.photobucket.com/albums/dd202/highwingx3/gun-2.png
I found something for you, 2 songs from the oringal wolf3d and spear, recorded by the maker Bobby Prince, these music samples are better than the oringal, you hear more sounds because of the higher quailty.
go to the bottom of the page and look for d_evil and d_ultima.
d_evil "Evil Incarnate" is the music played at the last level of spear of destiny. d_ultima "The Ultimate Conquest" is the wolf3d boss song.
to get these you have to click the links on the left, that will take you to some download site.
ConsistentCallsign at
mpantel said at WOw! Awesome! I love d_evil! It's really cool and uh.. evil! :o :D If the midis are free for non-commercial use, we will definitely use them :)
d_evil will be used in the underground bunker complex ;)
hey are you making these models AS voxels? or as polygon models and then converting using kens tools?
Seems like it would be a wise idea to make the models with polygons so if it turns out you can increase the resolution of your dataset later, you can just run your models through the tool again at a higher resolution.
Dany at
use the search tool, he said he uses slab6 and poly2vox for that(and the animate tool you can find in the vxlst3d release)
Maren at
Lads so friendly-looking they would make killer plush dolls ;D
ConsistentCallsign at
Hitler was merely a puppet whose strings were pulled by the real face of evil... Der Fantastiche Führer:
http://i225.photobucket.com/albums/dd202/highwingx3/Fhrer.png All hail Der Fantastiche Führer! :D
Edited by apegomp at
Dany at
uhh ape, this ain't funny, hitler killed almost all my family :'(
ConsistentCallsign at
Dany said at
uhh ape, this ain't funny, hitler killed almost all my family :'(
You are not laughing at your family, you are laughing with them :P
People often get bad conscience for laughing while looking back at something terrible. But if you can't laugh about things like 9/11 and the WTC jumpers, the terrorists have already won! :'(
Edited by apegomp at
Dany at
apegomp said at
Dany said at
uhh ape, this ain't funny, hitler killed almost all my family :'(
You are not laughing at your family, you are laughing with them :P
People often get bad conscience for laughing while looking back at something terrible. But if you can't laugh about things like 9/11 and the WTC jumpers, the terrorists have already won! :'(
ehh, aren't you just 15 year bastard or you have 90 IQ??
Maren at
Dany said at
or you have 90 IQ??
The fact that 90 is considered a normal score in several IQ tests, your massive and equally useless signature images, your broken english and nearly 30 pages of anti-nazi mocking you seem to have completely overlooked don't exactly make you a genius.
IndependentHat at
this thread seems kinda long...shouldn't the conversation be focused on say....apegomps game? Id hate to see it wrecked by an argument about morals or who is smarter. : (
mpantel at
all i have to say, is sometimes the craziest people are the most creative. this is the man for the job people. ;)
Dany at
Maren said at
Dany said at
or you have 90 IQ??
The fact that 90 is considered a normal score in several IQ tests, your massive and equally useless signature images, your broken english and nearly 30 pages of anti-nazi mocking you seem to have completely overlooked don't exactly make you a genius.
have I ever said that I am genie?( yes I did it once on a internet test to 172 cuz I ram hacked but the physical test says only 128 :'( ) and, isn't it too much offtopic???
JonoF at
Yes, let's keep on topic (ha!) or I'll move the offtopic posts into a thread called "Dany and apegomp's bitchfight".
Any hope of another release in the near future, apegomp? Throw us a bone ;D
Dany at
haha, gas mask, does that mean that V.J.Blazkowic will be caught by nazis and killed in a gas room :'( LOL
ConsistentCallsign at
Dany said at
haha, gas mask, does that mean that V.J.Blazkowic will be caught by nazis and killed in a gas room :'( LOL
Not quite :P It means that the nazis' secret underground bunker complex has a "covert biological and chemical warfare research and development unit" ;)
Dany at
apegomp said at
Dany said at
haha, gas mask, does that mean that V.J.Blazkowic will be caught by nazis and killed in a gas room :'( LOL
Not quite :P It means that the nazis' secret underground bunker complex has a "covert biological and chemical warfare research and development unit" ;)
wow that panzerfest, must create a few gibs! ;D and a few voxels
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/poooof23.png Die allied schweinhund! >:( http://i225.photobucket.com/albums/dd202/highwingx3/poop-18.png
Edited by apegomp at
gamerman at
The game's awesome so far, Can't really think of anything else to say. *insert normal fan message stuff here* *insert legible compliments here*. anyway, have a nice second/minute/hour/[day]/week/month/year/decade or morning/brakefast/noon/lunch/afternoon/dinner/evening.
summed up: *compliments* *crap* *complicrap*
note: I always have trouble with first-posts. I'm not really that 'go up and say "Hi"' kind of person.
Those Nazis sure like to play lego with bodyparts... :D
I spent 9 hours straight playing the earlier release on the weekend. :'(
ConsistentCallsign at
Cut scene concept 1: http://i225.photobucket.com/albums/dd202/highwingx3/warcrime.png Guard executing some prisoners in order to improve his aim :P
beb said at
I spent 9 hours straight playing the earlier release on the weekend. :'(
First official release is obsolete, you should to play something else instead, like icy tower (http://www.freelunchdesign.com/games.php?id=6) or JFK: Reloaded! (http://www.the-underdogs.info/game.php?id=5264) :o
The SS usually went on the right side of the collar, leaving the left one empty or patched with a different emblem suggesting rank. Double-SS'ed collars weren't exactly common, and inverted SS's didn't even exist. Just pointing out for the sake of historical accuracy 8)
Also, what one earth is the brown creature? ;D
ConsistentCallsign at
Maren said at
The SS usually went on the right side of the collar, leaving the left one empty or patched with a different emblem suggesting rank. Double-SS'ed collars weren't exactly common, and inverted SS's didn't even exist. Just pointing out for the sake of historical accuracy 8)
I guess I should post some progress in here as well.
While apegomp has been pushing artwork, I have been slowly making progress on a new engine. There are several features which would be too hard to add into Voxlap (proper streaming for example), so a new engine is pretty much the only choice. Writing a renderer as fast as Voxlap is really, really hard though.
This week, after a long time of apegomp pushing me (and me telling him it would be really slow :P) I decided to try writing a realtime raytracer. Some test results: http://www.youtube.com/watch?v=g3H8NJ1ruFw
It's still really slow ::), but seems promising enough.
beb at
:o Absolutely beautiful.
esuvs at
@hansk - That is incredible! So I you are doing your raytracing on the CPU? It still seems that that is a better approach to doing it on the GPU. So this is a completely new renderer which loads existing Voxlap maps? How does it differ from Voxlap? I can immediately see you've added shadow rays and reflection - it's amazing how much difference the more realistic lighting makes. And the dynamic shadows will be great for such a destructible environment.
That said I did notice there was no destruction in the video. I assume it will still be possible? What kind of data structures are you using? Oh, and what resolution were you rendering at?
It seems you two are a great programmer/artist team!
ConsistentCallsign at
esuvs said at
It still seems that that is a better approach to doing it on the GPU.
Parallel processing performance will improve exponentially due to the rapid-increasing core number. 480-core CPUs will render GPUs obsolete because GPUs only push polys, they don't push physics. Games need general purpose processing units because a game is more than just graphics ;)
Yes, the raytracing is done on CPU. I'm sure it would be far faster on a GPU with CUDA but I don't like the idea of going down that road.
The engine is completely new, written from scratch in C++.
Voxels are stored in an octree. Right now I use the technique described in this paper http://www.cs.utah.edu/~knolla/octiso-rt06.pdf, except of course I don't render isosurfaces, just voxels. Rendering is currently really slow: that video is running at 256x256 resolution with a quad core processor and gives ~20 fps with 2 rays per pixel. But I have only gotten started, need more time to see how much it can be improved.
Although I haven't tested it yet, modifying voxels in the octree should be very fast.
Plagman at
TheodoreRobertCowell said at
480-core CPUs will render GPUs obsolete because GPUs only push polys, they don't push physics. Games need general purpose processing units because a game is more than just graphics ;)
To summarize: CPU >> GPU :D
You've been living under a rock for the past few years, haven't you?
hansk: I don't expect implementing CUDA support for this kind of raytracer to be very difficult. Why don't you just make it optional so that CUDA-enabled users can benefit from a performance boost?
ConsistentCallsign at
Plagman said at
hansk: I don't expect implementing CUDA support for this kind of raytracer to be very difficult. Why don't you just make it optional so that CUDA-enabled users can benefit from a performance boost?
We don't like the idea of going down that road! >:(
Yes, the raytracing is done on CPU. I'm sure it would be far faster on a GPU with CUDA but I don't like the idea of going down that road.
Nope, I think you made the right decision. There is already this thread about doing raycasting on the GPU and the results don't seem as impressive as what you have achieved.
hansk said at
Although I haven't tested it yet, modifying voxels in the octree should be very fast.
My gut instinct is that you should try modifying voxels before getting too attached to your data structure. Otherwise you optimising the rendering for a data structure which you later have to discard. To just prototype some destruction shouldn't take too long (it's voxels, after all!) and it will be worth knowing how well it works.
Anyway, excellent work.
straaljager at
I agree, very impressive work!
esuvs said at
My gut instinct is that you should try modifying voxels before getting too attached to your data structure. Otherwise you optimising the rendering for a data structure which you later have to discard. To just prototype some destruction shouldn't take too long (it's voxels, after all!) and it will be worth knowing how well it works.
Destructibility with SVO is possible, as proven by this video http://www.youtube.com/watch?v=AHA4w5nN4xE
esuvs at
straaljager said at
Destructibility with SVO is possible, as proven by this video http://www.youtube.com/watch?v=AHA4w5nN4xE
Huh, cool video. I hadn't seen that project before. He has another video showing the lighting, which also looks very nice.
IndependentHat at
im impressed by your artwork on the walls theodore!
You should make a voxel model for ww2 period concrete bunkers. You know the kind where you can clearly see where the lumber was used to enclose an area before they filled it with concrete. Mmmmmm.
Hansk, thats looking good. The more I read up on this stuff, the more I feel like getting involved. I read that entire pdf you linked :D
Edited by IndependentHat at
ConsistentCallsign at
IndependentHat said at
You know the kind where you can clearly see where the lumber was used to enclose an area before they filled it with concrete.
??? ???? I don't know. Do you mean concrete inside an enclosed lumber "fence"? Are there any photos of it?
no, i mean the visible bumped out lines in the concrete which show where the planks of lumber were when they made the enclosure for pouring concrete. the planks are removed after the concrete hardens.
like in this image: http://lh5.ggpht.com/fojohansson/R87m0Rb5kSI/AAAAAAAAAdU/K-304_-jCBM/s800/solar%20thermal%20040.JPG
Doesnt that just scream hitler's bunker?
ConsistentCallsign at
IndependentHat said at
Doesnt that just scream hitler's bunker?
No.
esuvs at
IndependentHat said at
Doesnt that just scream hitler's bunker?
Interestingly I've stood on top of Hitler's bunker (where he finally died). You can't go inside it and it mostly underground, but it was a very strange experience.
Here's your mauser http://i225.photobucket.com/albums/dd202/highwingx3/mauser.png
Mynameislol at
Hello, I am a serious gamer. Poly's or voxels i don't care. But i modified a few guns for voxelstein 3d. Do you wish to see them? Just tell me.
Edited by Mynameislol at
Mynameislol at
Here's the pictures anyway. http://i34.tinypic.com/2134pcl.jpghttp://i35.tinypic.com/29uuhx5.jpghttp://i36.tinypic.com/2e57bpi.jpghttp://i37.tinypic.com/30tt4kn.jpg
ConsistentCallsign at
Wow! With animations, I'm impressed! ;D
I appreciate your effort, man, I really do, but unfortunately, I don't think your animations will be very useful to us since the animation program (and the weapon models) you have been using are kinda old and obsolete.
Making weapon animations is not easy, and there are many things you need to be aware of when making weapon animations for an advanced, photorealistic murder simulator such as vxlst3d:
All weapons must be centered infront of the eyes of the observer/beholder/player as demonstrated in this scene http://www.youtube.com/watch?v=hb1vq9QkgGU (you can skip the first 2 minutes) If you place a weapon in the right lower corner of the player's field of view, you will be separated from the player and feel like a passive observer/spectator watching somebody else murder and maim innocent little children. When developing a murder simulator, it is therefore imperative that we put emphasis on the fact that you are the player and not somebody else.
However, when placing weapons in the center of the player's FOV, we are faced with 2 new problems: a) The gun will block and get in the way, it will be an obstacle, preventing the player from noticing the scenery/enviroment around him. b) You will not see the amount of time and detail the artist has put into making the gun, you will only see a barrel and that's it.. :P There will be no more gun porn :'( :'(
To resolve these two issues, we must do the following: a) Make the gun shorter and more compact: For example, if it's long-barreled shotgun, make it a sawd-off :D If you can't make the gun compact (like a long rifle), then take it away from the player's view when not used and when the player is running. If the gun is in the lower right corner, you are not aiming. and there's no telling where the bullet will be. The gun must be moved to the center before any shots can be fired "non-aimlessly"/accurately.
b) To get a nice, cool view of the gun, make a cool reload animation, so that when the player reloads, he can kick back and admire his gun.
I decided not to put the chaingun in the center, however, because it simply isn't necessary: the chaingun is so awesome and powerful, that you don't even need to aim!! :o :o Just walk into a room and blindly pull the trigger and they are all dead :) Also, I wanted to see the player feeding bullets into the monster.. M-M-MONSTER KILL :)
http://i225.photobucket.com/albums/dd202/highwingx3/runningwithmannlicher.png running with rifle.
I have officially decided that there won't be any GPU support (at least not done by me). The engine will be 100% open source of course, so you can do what you want :P
Here's some progress on streaming. 16384 x 16384 x 256, ~50 megs loaded in memory
I have officially decided that there won't be any GPU support (at least not done by me). The engine will be 100% open source of course, so you can do what you want :P
Here's some progress on streaming. 16384 x 16384 x 256, ~50 megs loaded in memory
I registered just to express my absolute happiness over the new streaming mechanic. I figuratively cried tears of joy. I cannot wait for a tactical shooter to pop up using voxels for graphics and gameplay. Voxelstein is now the #1 game on my do want -list of games. Massive open areas, volumetric gameworld and gunporn? Gimme.
Only now if you could play as the nazis..
[OT] Hansk, aren't you the finnish programmer told about half a year ago? [/OT]
ConsistentCallsign at
LordBringSomeLag said at
I registered just to express my absolute happiness over the new streaming mechanic. I figuratively cried tears of joy. I cannot wait for a tactical shooter to pop up using voxels for graphics and gameplay. Voxelstein is now the #1 game on my do want -list of games. Massive open areas, volumetric gameworld and gunporn? Gimme.
There will also be 256 different voxel materials/types :-X Grass voxels.. Stone voxels.. Metal voxels.. Water voxels.. Yeah.. :P
Depth of field *check* Global illumination *check* Volumetric fog *check* Volumetric smoke/explosions *check* Volumetric clouds *check* Refraction *check* Motion blur *check* Rain *check*
:D
LordBringSomeLag said at
Only now if you could play as the nazis..
It would be interesting to play as a soldier in Einsatzgruppen :P Your task would be to execute civilians!! :o Children.. women.. kill them all!! >:( :D http://upload.wikimedia.org/wikipedia/en/thumb/6/6d/Wsaw-exec.jpg/250px-Wsaw-exec.jpg http://i225.photobucket.com/albums/dd202/highwingx3/mummy.gif You would get bonus points for headshots! :D It would be like a training course to familiarize yourself with the controls!! :o Half-Life's training course was boring! >:( Voxelstein's training course will be fun! :P There should also be a small hand grenade tutorial: after you shoot the civilians and watch them ragdoll down into the ditch/trench, you must finish them off with a hand grenade LOL!! :D
[OT] Hansk, aren't you the finnish programmer told about half a year ago? [/OT]
The prophets spoke of me? ::)
TheodoreRobertCowell said at
There will also be 256 different voxel materials/types :-X
Bah, you went and spoiled it, I was going to wait till we had something cool to show for it ;)
LordBringSomeLag at
TheodoreRobertCowell said at
It would be interesting to play as a soldier in Einsatzgruppen :P Your task would be to execute civilians!! :o Children.. women.. kill them all!! >:( :D You would get bonus points for headshots! :D It would be like a training course to familiarize yourself with the controls!! :o Half-Life's training course was boring! >:( Voxelstein's training course will be fun! :P There should also be a small hand grenade tutorial: after you shoot the civilians and watch them ragdoll down into the ditch/trench, you must finish them off with a hand grenade LOL!! :D
Well, we must have training NOW. ;D
hansk said at
The prophets spoke of me? ::)
Well, apegomp is quite a messiah.
Terveisiä Pirkanmaalta.
hansk said at
TheodoreRobertCowell said at
There will also be 256 different voxel materials/types :-X
Bah, you went and spoiled it, I was going to wait till we had something cool to show for it ;)
:o :o :o
hansk at
LordBringSomeLag said at
Terveisiä Pirkanmaalta.
Helsinki representing 8)
Anyway, since we are spoiling things here I should mention that the engine is portable. Here it is running on Ubuntu 8.10 (released today) http://i428.photobucket.com/albums/qq1/hanskr/vxlst3d_ubuntu.jpg
http://i225.photobucket.com/albums/dd202/highwingx3/duke.png Duke before capture.
http://i225.photobucket.com/albums/dd202/highwingx3/poop-20.png The baby drowned face down in its own diarrhea after Dr. Mengele had given it excessive amounts of laxatives :'(
:D
Edited by TheodoreRobertCowell at
JonoF at
Yes, the bounds of distaste do stretch this far.
Jonathon
oli at
hansk said at
Anyway, since we are spoiling things here I should mention that the engine is portable. Here it is running on Ubuntu 8.10 (released today) <linux screenshot>
Wow! That is soo cool! I was already looking through the old sourcecode a week or two ago on parts which could make portability hard. But this is just perfect! :D
Keep up the good work!
Btw: Will there be another release(+source code) this year? I'd love to take a shot at programming multicore-support into some of that code. (I'm a computer science student (already have my "Vordiplom" which is currently equivalent to a Bachelor), and got experience in openmp programming in c/c++. I've done some tests on parallizing LBM (lattice boltzmann method for fluid simulation) and simulation of objects with a mass and a certain amount of gravitational force in a 3d environment.
Btw: Will there be another release(+source code) this year?
Unfortunately no. I don't have enough free time for that :-\
oli at
hansk said at
oli said at
Btw: Will there be another release(+source code) this year?
Unfortunately no. I don't have enough free time for that :-\
:( ok, well if you need any linux tests/benchmarks (32bit/64bit, ubuntu/kubuntu/kdesuse, 1.4ghz/2.5ghz-quadcore/3ghz quadcore), I'd love to help ;)
JonoF at
TheodoreRobertCowell said at
My goal is to get 60 thousand views on this thread then it will be #1 in the Top 10 Topics (by Views) :P
And to think that my money pays for keeping the thread online. Oh well, at least I still have visitors.
Jonathon
Maren at
hansk said at
Anyway, since we are spoiling things here I should mention that the engine is portable. Here it is running on Ubuntu 8.10 (released today)
Does it run any faster? not that I would expect it to as all I basically remember from my brief yet disastrous experience with Ubuntu was that commie terrorist ghetto trash on a video that played the first time I booted the OS :-\
@Ape: kudos for the models, the Ted one looks particularly professional.
Nicolai at
Schnappi, Ted Bundy, light bulbs.. This game has it all. ;D
ConsistentCallsign at
Nicolai said at
This game has it all. ;D
Even killable kids (I hope) :P
The nazis are making motion pictures in Auschwitz featuring jews fighting and attempting amateur stunts in exchange for food: http://i225.photobucket.com/albums/dd202/highwingx3/jewfightslol2.png CAUSE FOR CENCERN :P
Those evil nazis!! >:( >:(
http://www.youtube.com/watch?v=Y5zky5fE_uE
They also make snuff films in which prisoners(mostly women and children) are murdered Manhunt-style: http://i225.photobucket.com/albums/dd202/highwingx3/snuffreelgold.png Snuff reel will be golden/glossy/reflective/shiny when raytraced.
Edited by TheodoreRobertCowell at
Nicolai at
Heh, the first Bumfights movies are quite good, but the last few have too little bum footage. The fourth one is basically just a compilation of random fights they found on the internet, IIRC. Here's to hoping the guys behind Jewfights have more integrity.
Seems fast enough to me. Then again I use vista most of the time :P
Streaming is finally starting to work right, also for streaming out modified voxels. Still, life would be much easier if everyone just had 16gb of ram.
http://www.youtube.com/watch?v=lEHIUC4LNFE
Video quality is pretty crappy for some reason, but I guess you get the idea.
esuvs at
Damn, that's cool! So how big is your world in voxels?
hansk at
The tree in that one is 16384^3 but only 256 is used on the height axis. It's just a test though, I'm not sure if we will use a bigger or a smaller one in the game. Download size is an issue, it could easily go over a gig.
Maren at
@Hansk: absolutely amazing. @Ape: is that fullscreen bilinear interpolation there in the second shot?
ConsistentCallsign at
Maren said at
@Ape: is that fullscreen bilinear interpolation there in the second shot?
It's a 320x200 shot stretched 300% in MSPaint lol MSPaint owns! It OWNS!! :o
http://www.youtube.com/watch?v=OYBZrRCCrXE
Edited by TheodoreRobertCowell at
Maren at
Haha, what a fool I have made of myself ;D
Jinroh at
JonoF said at
Yes, the bounds of distaste do stretch this far.
Jonathon
I must echo your sentiment. Technically impressive project, and these guys have worked long and hard. They are far more dedicated than most. However, again, I must echo your sentiment.
Keep it up though guys.
ConsistentCallsign at
Jinroh said at
JonoF said at
Yes, the bounds of distaste do stretch this far.
Jonathon
I must echo your sentiment. Technically impressive project, and these guys have worked long and hard. They are far more dedicated than most. However, again, I must echo your sentiment.
The little 5 year old was supposed to sit on the back seat of the bicycle with an smg strapped to his back while the older hitler youth stepped on the pedals. This would actually have worked since the little 5 year old is not much of a burden because it weighs less than a backpack. Unfortunately, hansk doesn't want to murder a 5 year old Hitler Youth soldier and/or doesn't think there's enough justification for it, so it's been taken out of the equation leaving only the older Hitler Youth soldier on the bicycle
Edited by TheodoreRobertCowell at
esuvs at
TheodoreRobertCowell said at
...Unfortunately, hansk doesn't want to murder a 5 year old Hitler Youth soldier and/or doesn't think there's enough justification for it...
Well, to be fair, I think hansk does have a point.
Maren at
A 5yo would have been in the German Youth, not the Hitler Youth, and to the best of my knowledge, they never killed anybody, but let's suppose for a moment a 5yo, who could barely wipe his own arse, actually lost his cool...do you honestly believe that heavy indoctrination can be overlooked in this picture?
ConsistentCallsign at
I want to put more emphasis on the fact that the nazis violated human rights and committed a serious war crime by using child soldiers. I want to make sure that there will be no doubt in the player's mind that these enemies are unexperienced/innocent child soldiers.
The gameplay would also be more interesting because a 5yo is difficult to hit due to its small size and it can hide in the grass. And it would be funny to watch it spray his whole smg clip at you before it falls backwards down to the ground.
0xC0DE at
Maren said at
A 5yo would have been in the German Youth, not the Hitler Youth, and to the best of my knowledge, they never killed anybody, but let's suppose for a moment a 5yo, who could barely wipe his own arse, actually lost his cool...do you honestly believe that heavy indoctrination can be overlooked in this picture?
When Hitler took over Germany, one of the first things he did was banning the Reichsausschuβ Deutscher Jugendverbände (German youth) and replace it with Hitlerjugend (Hitler Youth). In the beginning only kids above 17 years needed to join. Later (1941), when Hitler got desperate for canon-meat and soldiers, all kids above 10 years needed to join.
Because of the brain-washing stuff that went on in the Hitlerjugend they were really good soldiers with no fear for death (dying for your country was seen as the highest honor a man could get). The kids were used as infantry, soldiers and even SS soldiers.
They were feared on the battlefield by many soldiers because they fought with bravery and no fear. I don’t think many 5 year olds took an active part in the Hitlerjugend BUT it is possible. For example orphans (parents killed in battle ?) who had no place else to go. They probably got used to sweep out mine fields by walking over them.
Edited by Hugo Smits at
Maren at
Hugo Smits said at
When Hitler took over Germany, one of the first things he did was banning the Reichsausschuβ Deutscher Jugendverbände (German youth)
I'm talking about "Deutsches Jungvolk", sort of a primary school for the children of the nazi.
ConsistentCallsign at
http://www.youtube.com/watch?v=gaIUdIOB9j8 The girl in the little red dress will make a cameo in Voxelstein 3D ;) Lionel Starkweather said
Snuff her out!
Lionel Starkweather said
Send her to hell!
:P
http://i225.photobucket.com/albums/dd202/highwingx3/planepoop.png http://i225.photobucket.com/albums/dd202/highwingx3/flamepoop.png Did some minor adjustments.
Edited by TheodoreRobertCowell at
Maren at
As shown in this clip or as she's by the end of the movie? ;D
pixelmaniac at
I've been following this thread very carefully, since im fascinated by this new way of displaying things on a game, instead of the old textured polygons. How does one go about "making" voxels? Let's say i want to create my own game data asset files for voxelstein 3d which do not include any original id software assets. Is there a program for creating them? Excuse my lack of knowledge.
As shown in this clip or as she's by the end of the movie? ;D
I want to make a cut scene and/or a watchable black&white film reel that shows nazis moving a group of prisoners (~100 men, women and children + the girl in the little red dress lol) into a gas chamber and then shutting the door behind them. Then a guard will throw Zyklon B granule into a small hatch and you will hear lots of screaming inside the house/chamber before they go silent. After the girl in the little red dress has been gassed, she will be transported on a conveyor belt into a huge pile of burning corpses while flamethrower soldiers are shooting flames at the pile of corpses and the other nazi guards are sitting, laughing and telling eachother jokes and grilling their wursts/hotdogs in the campfire :P
Nice bicycle. Minor point: I have never seen a bike with the chain on the left side of the rider. Perhaps I have exposed the secret to your artistic talents? :P ;D
"Then there are all those left-handed people who suddenly showed up in paintings - Hockney's smoking gun. If you just use a lens alone, left becomes right, and vice-versa."
ConsistentCallsign at
Awesoken said at
I have never seen a bike with the chain on the left side of the rider.
http://farm2.static.flickr.com/1013/1449323684_636901f7f2.jpg?v=0 Hmm.. there seems to be a chain/drive on the right side as well.. :-\
http://static.flickr.com/28/54096073_52fb9e1da2.jpg Double sided drive could prove useful on the battlefield. An extra spare/backup chain
http://i225.photobucket.com/albums/dd202/highwingx3/truck2.png http://i225.photobucket.com/albums/dd202/highwingx3/MECHLOL.png Mechanics/engineers drive trucks :D they transport Zyklon B boxes, food, toxic waste, ammo, treasures.. :o Cool, Zyklon B boxes can be used as a weapon! :o Just make sure gas mask is on :P http://i225.photobucket.com/albums/dd202/highwingx3/gate.png
One of BJ's primary mission objectives is to locate and destroy Hitler's secret underground eugenics lab :D Hitler's eugenicists/geneticists grow flying dopefish monsters! :o http://s225.photobucket.com/albums/dd202/highwingx3/th_embryo.png http://www.youtube.com/watch?v=YZgXg_7kVI8 ;D
Will the game feature any foxy nazis à la Return to Castle Wolfenstein?
Unarmed female typewriter secretaries probably: When they see you, they will hide under their desks ;)
Edited by TheodoreRobertCowell at
0xC0DE at
the Cacodemon IS AWESOME! best thing to be created in 3D .. EVER!
Jinroh at
Hugo Smits said at
the Cacodemon IS AWESOME! best thing to be created in 3D .. EVER!
Jinroh said at
:o Nice Cacodemon!1!11!!
That is absolutely splendifferous.
:D Sometimes Hugo, I think we're too much alike.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/smokenade.png Smoke grenade. Not to be confused with the giftgas grenade :P http://i225.photobucket.com/albums/dd202/highwingx3/giftgasgranate2.png http://i225.photobucket.com/albums/dd202/highwingx3/ZyklonBox.png
Edited by TheodoreRobertCowell at
LordBringSomeLag at
You should get a prize for this. The true crime against humanity is that you don't.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/GhraibGuy4.png http://i225.photobucket.com/albums/dd202/highwingx3/abuausch.png Ghraib guy will make a cameo in Auschwitz! :o Abu Auschwitz! :P
http://i225.photobucket.com/albums/dd202/highwingx3/goldbars.png There's gold in the stove too ;) Goldbars will be at least 25% reflective when raytraced lol :o
YES!! YEAH!! :o http://i225.photobucket.com/albums/dd202/highwingx3/mmm.png TAKE THAT BITCH!! >:( >:(
http://i225.photobucket.com/albums/dd202/highwingx3/room3d2.png http://i225.photobucket.com/albums/dd202/highwingx3/room3d3.png Changed player height to 130 voxels.
Santa's been deported to Auschwitz! :o http://i225.photobucket.com/albums/dd202/highwingx3/santa5.png Due to the game's non-linear story/gameplay, you will have four (4) choices: a) Ignore Santa. b) End Santa's suffering at Auschwitz by shooting him in the head. c) Rescue Santa and watch him fly away in his sleigh after having received some presents from him. d) Rescue Santa, wait for his sleigh with presents to arrive, then murder Santa Manhunt-style and steal his flying sleigh! :o :D The sleigh should fall down if one of the sleigh's reindeers is killed/hurt while in the air :D
Prisoners should say "OK, let's go." and begin to follow you when you press the use key on them, like in Counter-Strike :D
Santa's traumatic experience at Auschwitz has rendered him speechless and has given him a constant shocked look on his face :'(
http://i225.photobucket.com/albums/dd202/highwingx3/kamikazieagle.png Suicide bomber. The eagle is faster and more mobile than the dumb dog :D
The eagles do not eat Third Reich dog food, instead they eat fish http://i225.photobucket.com/albums/dd202/highwingx3/fish.png :D
Edited by TheodoreRobertCowell at
IndependentHat at
lookin awesome!
Not quite sure santa belongs in this kinda game but hey, the world is a changin.
Since your rooms are looking alot more realistic and pretty, you should put some trim around the door and windows
ConsistentCallsign at
IndependentHat said at
Not quite sure santa belongs in this kinda game but hey, the world is a changin.
Santa stays! >:( :D
http://i225.photobucket.com/albums/dd202/highwingx3/presents-1.png Presents will be glossy when raytraced :o http://i225.photobucket.com/albums/dd202/highwingx3/santasleighlol.png http://i225.photobucket.com/albums/dd202/highwingx3/sleighfront.png
IndependentHat said at
Since your rooms are looking alot more realistic and pretty, you should put some trim around the door and windows
TheodoreRobertCowell.mp3.admin (RADIO): said
Affirmative.
Edited by TheodoreRobertCowell at
hark at
Whoa! When did the graphics take such a big jump? It looks so much better than the older stuff.
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/oldicon-1.png Old program icon http://i225.photobucket.com/albums/dd202/highwingx3/BJicon.png New program icon http://i225.photobucket.com/albums/dd202/highwingx3/vxlst3dicon.png :D
Motion blur: http://i225.photobucket.com/albums/dd202/highwingx3/motionblur.png When BJ is almost dead, motion blur will be intense and everything will look slightly red
Edited by TheodoreRobertCowell at
hark at
Hmm... framerate seems to be taking a hit with these effects. What's the test system and does the code support multiple CPU cores?
hansk at
Apegomp, press F12 for screenshots ::)
hark said at
Hmm... framerate seems to be taking a hit with these effects. What's the test system and does the code support multiple CPU cores?
Effects? This is raytracing! ;D And yes of course it supports multiple CPU cores. Infact, you will probably want at least 4 to play it smoothly.
Some baked ambient occlusion for extreme realism :P http://i428.photobucket.com/albums/qq1/hanskr/screenshot_1230319463.png http://i428.photobucket.com/albums/qq1/hanskr/screenshot_1230319464.png
ConsistentCallsign at
hansk!! :o :o You're alive!! :o :o We thought you were DEAD!! :o :o :-* :-* :-*
you will probably want at least 4 to play it smoothly.
Maps will have multiple dynamic lights, weapons will do 100 times more damage generating 100 times more blood n guts (first release had virtually no blood and enemy deformation) and the enemy density (enemies per square inch ;)) will be 10 times higher
Make no mistake: You will need at least 8 to play it smoothly. :D
Edited by TheodoreRobertCowell at
Maren at
Welcome back Hansk. The first screenie looks quite stunning, pretty much like a real B&W photo 8)
@Ape: would you consider including a small place a la "Pale Realm" in American McGee's Alice?
ConsistentCallsign at
Maren said at
@Ape: would you consider including a small place a la "Pale Realm" in American McGee's Alice?
When the player finds Auschwitz, the sun will go down and the colors will become lifeless, dull and depressing, 100% greyscaled, but red will not be greyscaled (Schindler's list). Brown will not be greyscaled either because I want to exaggerate the dirty and muddy feel of the camp (reflective baby diarrhea will look much more dramatic LOL!! :o :D) Oh and auschwitz will also have a noise filter (silent hill)
A WW2 film reel post-process color filter will also help make the colors more realistic (less cartoony) and intensify the WW2 feeling (http://www.youtube.com/watch?v=9h5UZrmyzz4)
McGee's Alice has immersive atmosphere and story, but the gameplay is gay (fundamentally flawed, retarded and boring (which is to be expected from a vector game)). Avoid. 8)
Cool. It's nice to know that something will finally make good use of my quad core CPU. I eagerly await your next release.
IndependentHat at
Apparently photobucket believes awesome-ness violates their terms of use.
Maren at
That's what it looks like. Maybe re-upload to tinypic.com?
ConsistentCallsign at
Maren said at
That's what it looks like. Maybe re-upload to tinypic.com?
tinypic.com is owned by photobucket lol Those evil photobucket nazis, censoring my swastika awesome-ness!! >:( >:( :P
tinypic urls reduce bandwidth usage and simplifies the posting process, making editing less cluttered, chaotic and confusing. tinypic renders photobucket obsolete :o
Edited by TheodoreRobertCowell at
Maren at
Search for "nazi" in tinypic, they censor nothing, and that's only the tagged pics!
ConsistentCallsign at
???
Edited by ConsistentCallsign at
Nicolai at
You've really come to master the tools you have at your disposal, TheodoreRobertCowell. Some of the models in those screenshots are simply quite amazing.
hansk at
Some major improvements in rendering speed: http://www.youtube.com/watch?v=NtPIv88QG8w
Youtube screws the spacing, here's the pseudo-code for all lurking programmers
traverse(node) { sort children near to far for(each child) { project child to rect on screen if(rect smaller than threshold || reached leaf) raytrace every pixel in rect, starting traversal from child else if(rect is not fully occluded) traverse(child) } }
Spacerat at
The idea sounds great. I remember you had like 20fps already with cpu - so now its about 40 or more ? What I wonder is, if raycasting is still necessary - I mean if all octree-leaves are projected to screen it sounds like rasterizing the octree in some way.. Perhaps this can be done in hardware very fast, using occlusion tests ? Like on a GF8800 you have around 300 Million polygons/s - if this could be used efficiently it might be worth a trial. (http://developer.download.nvidia.com/SDK/9.5/Samples/DEMOS/OpenGL/occlusion_query.zip)
hansk said at
Some major improvements in rendering speed: http://www.youtube.com/watch?v=NtPIv88QG8w
Edited by Spacerat at
hansk at
I don't have efficient multithreading for this method yet so it's not running at 40. On a single core at 512x512 the scene shown in that video raytraces ~5 fps and using the new method it's ~18 fps. Outdoors (where rays diverge more) the difference can be smaller, but so far it's always a win by a large factor.
You can skip the raycasts and rasterize the rectangles, but the result is obviously ugly and full of artifacts. And suprisingly, it's not really that much faster.
I have a feeling that hardware occlusion tests are too heavyweight for this thing, even if you work around the query delay. In any case, I'm not using the GPU so I'll leave that to someone else.
Spacerat at
I just managed to render voxelstein with my engine - and it looks very promising. Results so far - ca. 30-50 fps indoor and 20-30 outdoor (1024x768) I will add a demo soon for everybody to play with.
Edited by Spacerat at
ConsistentCallsign at
Spacerat said at
I just managed to render voxelstein with my engine - and it looks very promising.
Impressive :) But I'm afraid you are cheating!! >:( >:(
//replaces CPU with photon processor Hey, look at my engine, it is super-fast!! :o I get 1000 fps!! :O
Render it in software and then we can compare engine performance ;)
Spacerat said at
I will add a demo soon for everybody to play with.
I can't play with it. I don't have a CUDA-compatible GPU :)
Edited by TheodoreRobertCowell at
Spacerat at
Hehe - I admit I am cheating. I multiplied the framerate by 2 before taking the shot ;D
Yeah, qualitywise its not perfect.. its not raytracing and there is no anti-aliasing or filtering, so quality could be improved. But for me its ok - if I play a game, framerate and detail is important for me, filtering etc is nice but I dont care too much. I think its a step in the right direction therefore :)
Edited by Spacerat at
ConsistentCallsign at
Spacerat said at
you just want to have it playable, and therefore I think its a step in the right direction.
Playable? CUDA-games are not playable, my computer can't even render 1 single frame. The framerate is not even laggy :)
Make no mistake: CUDA is a step in the wrong direction.
DX11 compute shaders will make CUDA obsolete soon enough :)
Spacerat at
Yes, CUDA might not be the final choice, but the GPU/CPU architecture will be more and more SIMD in the future (like Larrabee). Therefore its interesting to explore the possibilities. I also heard ATI's stream SDK might be even faster than CUDA, but with poor documentation, which I didnt choose it.. An 8800gts is not that expensive anymore btw - around 100$ on ebay..
About DX11 I dont know much yet.. I remember that I was coding in DX5 years ago, then ported my stuff to 6 when it came out and when it reached 7, I got mad at M$ and threw D3D completely. Now live happily ever after with OpenGL ::)
Edited by Spacerat at
Spacerat at
Here now the demo CUDA (v1.1). But its still pretty much alpha-so not expect anything to work correctly :) http://www.gpstraces.com/sven/tmp/Voxel Demos.zip
Edited by Spacerat at
hansk at
Nice demo. What kind of GPU are you using? I only get 20 fps outside and 30 fps inside and I have a GTX 280.
Also, are you using any mip mapping? The repeating scenes seem not to have any but at the same time don't run that much slower (Wonderland is around 20 fps, even when looking far into the distance)
Spacerat at
hansk said at
Nice demo. What kind of GPU are you using? I only get 20 fps outside and 30 fps inside and I have a GTX 280.
Also, are you using any mip mapping? The repeating scenes seem not to have any but at the same time don't run that much slower (Wonderland is around 20 fps, even when looking far into the distance)
GTX280 should be much faster - thats strange. I use an old 8800 gts (not even gtx). The reason why the 280 is not used 100% could be because the registers are very limited on my card. at the moment I use 128 threads, on the 280 I could use 2x as many. Mipmapping is used in all scenes except voxelstein - but it starts quite far when the pixel size is about one, so its hardly noticable. You can see the mipmap information in the console window after loading.
About the distance in the repeated scenes you're right - most time is spend for rendering the view-distance 0-1000. since then its the next mipmap, so the render-cost drops a lot. I found its not a big difference if the view-distance is 1000 or 40000 therefore..
Is it the same behavior with octree-raycasting ? I remember you had a demo with an endless forest.
Edited by Spacerat at
hansk at
Spacerat said at
Is it the same behavior with octree-raycasting ? I remember you had a demo with an endless forest.
With mipmapping, yes. My mipmapping is just far more aggressive (mostly due to memory constraints).
ConsistentCallsign at
I should probably post some new images.. :-\
OK, let's do this! :P
???
Edited by ConsistentCallsign at
Nicolai at
Some pretty spectacular stuff right there. ;D
IndependentHat at
http://i39.tinypic.com/1z31c1e.jpg This looks amazing. I dont know exactly what it is, but I really really like it.
ConsistentCallsign at
IndependentHat said at
I dont know exactly what it is, but I really really like it.
It's supposed to be a boiler :P It generates electricity for the castle ;)
I'm making the patmobile lol
Postman Pat is actually a German spy! :o :P He is evil and must be killed! >:( >:( :D
It's a work in progress. Van will have 4 rubber tires, 5 glass windows, 3 reflective mirrors and a shiny layer of paint/polish ;) And the van's lights will be made of light-emitting glass voxels :o
Van will also have an explosive gas tank :o One carefully placed bullet and Postman Pat will be no more :P
BOOM! Mannlicher-carcano brainshot! :o LHO is pro, yo 8) :P
One of BJ's primary mission objectives is to locate and pwn NAZI NUKEM :o
Nazi Nukem said
It's time to abort your whole freaking species race!
Nazi Nukem said
the last thing that's gonna go through your mind before you die... is my size- 13 boot!
[curb stomp scene]
Anti-Wallhack Duschvorhang™
Campingplatz - home of teh 1337 campers 8)
Edited by ConsistentCallsign at
LordBringSomeLag at
Great additions there, CC. Loving the boiler and the thing with the windows. :)
A load of questions, that probably have been asked before:
1. Is the engine how modifiable? Are homebrew maps and mods possible? 2. Are you releasing it open source? 3. Is there a netcode planned, or support for one? Would love to play some Vxlst3d DM DooM-style. 4. Materials, is there a new editor them in the works? What kind of material support is there and can you make your own palettes and modify them? 5. How is the developement going? Hope it's not too stressful.
ConsistentCallsign at
1: hansk said he wanted to add lua-scripting support to the engine :3 It will probably be opensourced too with easy-to-understand, portable software code ;)
2: Probably. hansk made his first code opensource so I don't see why shouldnt do it again :P
3: Multiplayer would be cool. But it's low on the list.
4: I don't think hansk has made any new voxel editor/developer tools yet. There will be 256+8 different material types in this game. A second palette with material icons instead of colors would be sweet.
A couple of days ago, I re-read the slab6 readme and that's when I discovered the built-in palette editor in SLAB6. It's the best palette editor in teh world 8)
5: hansk is busy with work, I think. He has not sent me any new tools since the first release, so I'm still slabbin' 8) he has been optimizing the new engine, though
hansk dies inside everytime I tell him my rants :P It is very stressful for him :'( That's why I try not to ask too many questions like "will it be opensource/freeware?" "Will there be multiplayer?" etc :P
hansk hasn't thrown me any juicy bones to play with since 1st release so I'm pretty bored.. to the point where it's slowly killing me :P When not trolling youtube users, I make models :3
Edited by ConsistentCallsign at
IndependentHat at
for 1: I highly recommend AngelScript. Its strongly typed and you wont need proxy functions! :D Its also very very fast calling C++ functions from script.
ConsistentCallsign at
IndependentHat said at Passed information to hansk ;)
I havent learned a scripting language yet, so I'm pretty much open for everything.
If AngelScript renders Lua obsolete, then AngelScript is what we will use (even if Lua is more popular)
Kill Nazi Nukem and steal his ice gun! :o
You found the secret keyhole! :o Not even the level designer knows what is behind that indestructible wall/door :P
Edited by ConsistentCallsign at
LordBringSomeLag at
Thanks for the quick and thorough reply, hope you'll get something concrete to play with soon. :P
ConsistentCallsign at
I'm redirecting my rants/images n shit to the tigsource.com forum. here is the new thread: http://forums.tigsource.com/index.php?topic=5713.0
Goodbye advsys! I will miss you :'( :'(!!
:3
PS: If I get banned, I will return and post here again lol :P
*EDIT* changed my mind lol :P I feel sorry for the Fez guy.. He has his own official Fez thread on the tigsource.com forum.. If I make a thread there about voxelstein3d, I will steal all his fans :P Fez makes me cringe >:( it's bad use of voxels >:( :3
The project would probably get more exposure on the tigsource forum. But this is where it all began :) This is where I belong. advsys is World of Voxels :3
I don't like my blog :( it's not a development blog, it's an announcement blog. This is the development "blog".
Boom!! :o
Tutorial :3 Einsatzkommando FPS Doug said
It's almost HEADSHOT TIME!! >:( :o
Blood will be spilled.. Children will be killed.
Snuff em out.
Edited by ConsistentCallsign at
hearty0 at
NO! They deleted your awesome pictures! I joined just to say that. :'(
ConsistentCallsign at
hearty0 said at
NO! They deleted your awesome pictures! I joined just to say that. :'(
LOL!!
Yes, they did.. :'(
I still have my photobucket account :)
Sanketh at
Those evil tinypic nazis! ;) Keep up the good work :)
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/rambofinfin2.png BJ's teammate 69 is also a top OSA agent :P
http://www.youtube.com/watch?v=JnWZ4q8yHoY They didn't know he had been trained for survival. They didn't know he could stalk a soldier by its heartbeat. They didn't know they had started a war, that they could never win :P
For scripting I decided on using plain C with TinyCC. It's superior in speed and if you bother to learn it, you can pretty much handle all modern languages.
hansk has spoken 8) AngelScript/Lua is obsolete!! :o :o :P
Edited by ConsistentCallsign at
hansk at
LordBringSomeLag said at
1. Is the engine how modifiable? Are homebrew maps and mods possible? 2. Are you releasing it open source?
It will be open source, thus 100% modifiable. Plus all gameplay stuff will be scripted, so all you need is notepad for that. A map editor of some kind will be made, but you will probably need voxed/slab6 for making voxel art itself.
3. Is there a netcode planned, or support for one? Would love to play some Vxlst3d DM DooM-style.
It's one of those super cool things to have, but doesn't seem probable right now. The problem is if you want to join a game in progress, you need to synchronize hundreds of MBs of voxel data. Plus with streaming there's a whole bunch of things that must not go wrong if you want to maintain determinism in voxel operations.
4. Materials, is there a new editor them in the works? What kind of material support is there and can you make your own palettes and modify them?
I haven't gotten started with materials yet, but the ultimate idea is to have configurable destruction for each pair of materials and damagers. For example bullets would cause tiles to crack and wood to splinter, and flames would cause tiles to darken and wood to burn. It would even enable stuff like leaving footprints in dirt. It really needs a powerful editor though.
5. How is the developement going? Hope it's not too stressful.
This is probably the most technologically complex project I have ever been involved with. If only it was called polygonstein :D But really, development is mostly stalling because I'm just too busy with other stuff.
This is like playing an AGS game, except it's 3D!! :o and it's an FPS!! :o :o :P
AGS games have no replay value.. :( FPS FTW! :D
Edited by ConsistentCallsign at
Shrinker at
Lol, are you on steroids or something? :P
I read through all of this thread (!!) and noticed your strong aversion towards polygonal graphics, and now this too :P For instance, "AGS games" are certainly worth playing again after some time, after you forgot most of their story :P
You seem a little overprotective regarding the voxel technology. Many good things have been done with polygons already, voxels just don't do the job quick enough, development-wise. I've been getting my hands dirty with polygons for many years now, and so far they never disappointed me. I like the voxeltech (tm) though, for it is a completely different approach to graphics, and that is why people will chose to play Voxelstein 3D. There will be no deep insight that voxels are superior, they will simply play it because it's cool and not a widespread technology. :P Therefore, content matters more than you might think. An all-new technology with children dying will simply not be accepted by the broad mass. And I really hope for you that your views to reality become a little less distant in future. I mean, nothing the Nazis did is acceptable in any way, but they must be made fun of in order to disarm Naziism. And that is where I see your game too. There should be a little more development on the character the player controls throughout the game. Something like spinning newspapers, from time to time, indicating the great success of the player. There could be lots of Achtungs and Verbotens on them :P
To hansk: You're doing an awesome job so far too. I've followed your YouTube and stuff, and seemingly this game project has a technological background now that is getting more and more solid.
I really wonder though how well a hybrid would perform: using polygons for the coarse architecture, and voxels for all the 3Details, or when the coarse architecture is blown to bits. But since your voxelism is calculated exclusively on the CPU, it might be too inefficient to combine both rendering methods.
Also, since when is CUDA an absolute necessity for GPGPU? Last time I checked, HLSL and GLSL could be misused for that too :P
Cheers
ConsistentCallsign at
nothing the Nazis did is acceptable in any way
That's absurd. They accomplished lots of great things. Like.. um.. yeah.. :P
Well, they did manage to make the world population smaller. How they did it, however, is another story :P http://en.wikipedia.org/wiki/World_population said
world's population is expected to reach about 9 billion by the year 2040.
= more famine, more poverty and in general: Reduced quality of life per person.
they must be made fun of in order to disarm Naziism.
The purpose of this game is not to tell people that nazis are "bad" and "evil" etc.. but to be a murder simulator. I think that nazism is just a symptom of a bigger problem which is the notion/belief that it's ok to "snuff out" a problem with violence and war. It's more important to tell that war/violence is bad and should never ever be tolerated, and that war is full of blood n guts and babies drowning face-down in their own diarrhea ♥ so that maybe, people will stop and think that "war against terrorism/communism/jews/blacks/arabs/[insert "evil" group of people here] = innocent babies drowning face-down in their own diarrhea ♥ and war crimes against humanity etc :P
Anyway.. FPS games are not supposed to be "politically correct". No matter how hard you try, the FPS will always be a despicable murder simulator where problems are solved with war/violence.
:'(!!
might be too inefficient to combine both rendering methods
on the CPU
Yes. Rendering polygons is a waste of CPU cycles (and this is exactly why the power-hungry, watt-wasting, expensive GPU monster was born: because the polygons raped (and then murdered) the framerate)
CUDA an absolute necessity for GPGPU?
We can not use (GP)GPUs, because they are not programmable. President Pat Gelsinger said
And so, my fellow programmers: Ask not what you can do for your hardware - ask what your hardware can do for you.
Edited by ConsistentCallsign at
Shrinker at
ConsistentCallsign said at
CUDA an absolute necessity for GPGPU?
We can not use (GP)GPUs, because they are not programmable.
They are programmable, that's the whole point of shaders... :P
ConsistentCallsign at
Shrinker said at
They are programmable, that's the whole point of shaders... :P
This is about principles. Programmers around the world must unite and boycott the hardware industry! >:( >:( :P
When programmers buy slightly modified GPU boards, they encourage the hardware industry to continue manufacturing and developing obsolete boards/technology.
We need better compilers that can optimize and auto-parallelize our code for us! >:( >:( More money must be put on developing better compilers and better CPUs, not on obsolete GPU boards.
:3
Edited by ConsistentCallsign at
Shrinker at
Duh, that's why shader languages and APIs are standardized: They will work for a long time.
ConsistentCallsign at
Shrinker said at
Duh, that's why shader languages and APIs are standardized: They will work for a long time.
That's an unacceptable compromise :P
Programmers must not give into the hardware industry's demands. Programmers must never negotiate with the hardware industry! >:( >:(
:D
hansk at
Hello Shrinker.
Shaders aren't flexible enough to handle all the rendering, but we could use them for post-processing etc. But this project is all about doing things in new exciting and possibly retarded ways. So I don't think we'll be using them ;)
I get ultra-fast framerate when the raytracer resolution is set to 120x75, but then the wall stretching becomes more visible :( *EDIT* problem solved :P the stretching was caused by a bad aspect ratio.. :P
http://i225.photobucket.com/albums/dd202/highwingx3/YES.png OMG!! :o I love playing in 95x95! :D That's over 9 thousand rays being traced each frame§!! :o :o
IT'S OVER 9000!1§!!11 :3
Edited by ConsistentCallsign at
Shrinker at
hansk said at
But this project is all about doing things in new exciting and possibly retarded ways.
Yeah, that makes sense now :P j/k
Maren at
hansk said at
Hello Shrinker.
Shaders aren't flexible enough to handle all the rendering, but we could use them for post-processing etc. But this project is all about doing things in new exciting and possibly retarded ways. So I don't think we'll be using them ;)
Yep, keep it unique, keep it raw, keep it voxel 8)
ConsistentCallsign at
Maren said at
Yep, keep it unique, keep it raw, keep it voxel 8)
Welcome back, Maren! :o
Maren at
Thanks :)
And now, how's that cool, nasty and politically-incorrect set of voxels coming along? ;D
ConsistentCallsign at
Maren said at
how's that cool, nasty and politically-incorrect set of voxels coming along? ;D
Progress has been made. We have decided to use raytracing for gfx and raycasting for development: When gameplay testing and debugging, fast performance mode will be on (raycasting), and when we want awesome immersive photorealistic next-next-gen gfx, we simply type /raytracing 1 in console!! :o :o :D
Realtime software raytracing is now lol: I get an avg. 80fps in 72x72 with my dual-core! :o http://i225.photobucket.com/albums/dd202/highwingx3/wetgrass.png Wet grass voxels! :D They are reflective!! :o :o 72x72 is actually a playable resolution :P It's just not very good to debug/test in.
We are basically leaving all the gfx to the raytracer. We don't want to waste time on coding gfx all day on a raycaster. Stuff like transparency, global illumination :P and refraction, shadows etc is very hard to code in a raycaster. Performance must be sacrificed for programmability (and for awesome immersive gfx lol :3).
To summarize: Raycasting: ugly and boring and programmer-unfriendly :'( Raytracing: awesome immersive next-next-gen photorealistic eye-candy 3D pxl art gfx :o!! :P
I'm currently working on health hud frames: http://i225.photobucket.com/albums/dd202/highwingx3/gasmask50percent.gif and hansk is researching on what's the best format to store/stream/raytrace voxels.
Edited by ConsistentCallsign at
Scott_AW at
Thats pretty awesome, keep up the good work!
hearty0 at
Ya keep it up, but you might resurrect some of your fans if you made another level for the current demo. I'm going to guess that you have more than enough stuff to make a good level without taking too much time.
stonedaddy at
hi all i love the work your all doing on this game but i ahve a question how do i get th elatest version cause the one that came out on 2008 is not were near finished
ConsistentCallsign at
stonedaddy said at
hi all i love the work your all doing on this game but i ahve a question how do i get th elatest version cause the one that came out on 2008 is not were near finished
First release (v.101) is the latest version lol :-[ We have not made any new gameplay stuff since 2008 because we have not made any editor tools (animation, level editing) for the new engine yet.
Next release: Before it's done. :P
http://i225.photobucket.com/albums/dd202/highwingx3/jackieff.png Jackie is working with the nazis!! :o :o That yellow-bellied tail-turning COWARD!! >:( >:( :D
Edited by ConsistentCallsign at
Maren at
Wow, that's a lot going on for the game. I'm still working with a plain, single-core P4 3.2ghz. What CPU would you/Hansk recommend in order to enjoy Voxelstein in all it's glory? in case such CPU actually exists.
ConsistentCallsign at
Maren said at
in case such CPU actually exists.
CPUs are currently too slow and expensive because all the money has been put on GPU research/manufacturing, but I think the industry has started to realize that GPUs are becoming obsolete now that the many-core race has begun, so 32 cores should hit the market pretty soon :) We need more competition damnit! >:( >:( NVidia should begin making CPUs too :P
I'd recommend at least 32 cores, for fast multithreaded raytracing/streaming/destruction ;)
JFK: Reloaded will be a secret level in Voxelstein 3D :-X http://i225.photobucket.com/albums/dd202/highwingx3/38special5PNG.png
Edited by ConsistentCallsign at
IndependentHat at
You seem to have an issue of focus.
During the Christmas holidays,you were working a nazi santa into your game... now JFK?
ConsistentCallsign at
IndependentHat said at
You seem to have an issue of focus.
During the Christmas holidays,you were working a nazi santa into your game... now JFK?
No, not a nazi santa.. Just a normal santa. Santa was deported to Auschwitz by the evil nazis :P It makes perfect sense! :D The main theme will be ww2 and nazis etc of course.. all the other stuff will be random easter eggs and shit :P
The secret level is a tribute to the advanced ballistics murder simulator JFK: Reloaded and the 1337 sniper legend LHO! :o :o
http://i225.photobucket.com/albums/dd202/highwingx3/limofront.png The limo will of course be drivable :3 Gangsta lean! :P
Wait wait, you actually mean "there will be only one Easter egg, and that is one level fitting the story", don't you? :P
ConsistentCallsign at
Shrinker said at
Wait wait, you actually mean "there will be only one Easter egg, and that is one level fitting the story", don't you? :P
There's this red thread called mission objectives that the player must/can follow :P All mission objectives will fit the story :P
You are BJ, top OSA agent. After being briefed on your mission objectives, you will be parachuted down into the Third Reich.
Mission objectives: Rendezvous with agent 69. Locate and pwn Nazi Nukem. Locate concentration camp, send signal and secure the area while waiting for reinforcements. Locate and destroy Third Reich eugenics lab. Locate secret underground bunker complex and liquidate Hitler.
:3
Edited by ConsistentCallsign at
Sanketh at
Will there be any driveable tanks? With big and loud guns?
ConsistentCallsign at
Sanketh said at
Will there be any driveable tanks? With big and loud guns?
http://i225.photobucket.com/albums/dd202/highwingx3/poop2-4.png http://i225.photobucket.com/albums/dd202/highwingx3/fartvan.png?t=1243654926 gas van lol teh van will of course be drivable :3 Driving a truck full of dead bodies, how awesome is that?? :o :o :P Mmmm.. industrialized murder :P
Edited by ConsistentCallsign at
IndependentHat at
What do you plan to use for physics and proper collision detection? (what you had in your voxelstein demo didn't look like it would handle vehicle physics very well)
hearty0 at
IndependentHat said at
What do you plan to use for physics and proper collision detection? (what you had in your voxelstein demo didn't look like it would handle vehicle physics very well)
I don't think he knows. :P :P
hansk at
Single core is not going to cut it. You will need 4 cores for the maximum awesomeness (in 320x240).
As for physics, the verlet integration used in vxlst3d v0.1 could be used for vehicles too. The advantage of it is the simplicity of implementation and extremely easy parallelization. Problem is that it's hard to make rigid things with it :P
The 2nd option is to write a custom collision/contact generator and plug it into Bullet physics engine. That would clearly make sense. But we're not here to make sense, so the 3rd option is to spend a few months writing my own projective Gauss Seidel solver and perfecting that multi-SAP broadphase I always wanted... 8)
No, seriously, I think I will go with Bullet :P
ConsistentCallsign at
We need awesome dramatic organic rubber ragdoll jellyfish physics that is fast and easy to thread :P
Edited by ConsistentCallsign at
IndependentHat at
what made you pick bullet physics with all the other physics sdk's out there?
If you plan to use bullet, I assume you'll be coding something that can quickly produce a rigid body containing the least physical primative shapes while representing the voxel model with at least some amount of accuracy?
I wish I could use raycasting in my game project... but I have no static world for rays to transverse through, only large clusters of primative shapes representing complex rigid bodies.
hansk at
IndependentHat said at
what made you pick bullet physics with all the other physics sdk's out there?
MIT license, very modular, actively updated. What's not to like ;D
If you plan to use bullet, I assume you'll be coding something that can quickly produce a rigid body containing the least physical primative shapes while representing the voxel model with at least some amount of accuracy?
That's one of the options, and possibly the easier one. The other option is to generate contacts directly based on SVO vs SVO intersection, but not sure if that will be faster in the end. In any case I don't expect to have per-voxel accuracy.
I wish I could use raycasting in my game project... but I have no static world for rays to transverse through, only large clusters of primative shapes representing complex rigid bodies.
BVH is apparently good for raytracing dynamic scenes. That said, I'm sure it's far slower than whatever the alternative is.
That's just another one of them boring far-right politicians. There is nothing cool about him. He fails to satisfy the Voxelstein Character Criteria(tm) #1: Charisma :P
toasty at
ConsistentCallsign said at
toasty said at
new character for your game:
That's just another one of them boring far-right politicians. There is nothing cool about him. He fails to satisfy the Voxelstein Character Criteria(tm) #1: Charisma :P
you aim to 'disarm' any fascist agenda, correct? well here is one far-right member of european parliament who so rightly deserves mockery!
LordBringSomeLag at
They are making a burlesque video game about the inner nature of man. I don't think petty parliamentary politics fit into such a sociological and psychological masterpiece.
;)
Shrinker at
That is a good description of the game.
I have good news for all of you: A squad of my men broke into hansk's office and retrieved highly confidential information about the development of Voxelstein 3D. http://shrinker.beyond-veils.de/news/data/20090614voxelbuilding2.png
This is first-hand information which you can't find on any news sites yet :P (honestly, I'm too lazy to write to the news sites)
Edited by Shrinker at
hansk at
If this is how you want to do it, you should know that two can play this game.
I intercepted this in a PLAIN TEXT email transmission from SVOC (really, how incompetent can your network team be?)
This text file is provided "as is", without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in an action of contract, tort or otherwise, arising from, out of or in connection with the text file or the use or other dealings in the text file.
+---+ / The \ <insert peacetime / S.V.O.\ logo here, for now> /Committee\ +-----------------+-----------+------------------+ |Joint Venture of The S.V.O Committee and | | DeadPixel Entertainment Europe| +------------------------------------------------+ <insert SVO | Improved Life Quality And Weapons For Everyone | coat of arms +------------------------------------------------+ here> Specification 97d73k662 Archive File Index: 0X97d73k662#35789 +------------------------------------------------------------------------+ | Official Specification Official Specification Official Specification | +------------------------------------------------------------------------+ The goal of this format is to serialize voxel data in a memory-efficient way in form of an octree, with voxel nodes of arbitrary size.
Valid since: 2008-12-23
Recommended file extension: .svo
Words are stored in little-endian bit order (Intel format, e.g. 1 = 0x01000000). The bit order in each byte is big-endian (e.g. 1 = 00000001b).
Data Layout - Begin: -------------------- |Bytes 0- 3: uint32 0x464F5653 - "SVOF" (Sparse Voxel Octree Format) |Bytes 4- 7: uint32 0x524F5453 - "STOR" (storage version of format) |Bytes 8-11: uint32 1 - version number |Bytes 12-15: uint32 - max node depth (root is at depth 0) |Bytes 16-19: uint32 - count of non-voxel nodes (including root) |Bytes 20-23: uint32 - count of voxel nodes |Bytes 24-27: uint32 - size in bytes of extra data for leaf nodes <Node> -- End -------------
This is the coordinate system and indexing order for child nodes for data stored in this file: y+ ^ | 2--3 /| /| 6--7 | | 0|-1--> x+ |/ |/ 4--5 / z+
Nodes of the octree are stored in depth first order.
There are leaf nodes, which have no children but contain voxel data, and inner nodes, which have one to eight children. If, for example you need an octree storing 4*4*4 = 64 different voxels (say, a 3D grid containing a checkerboard voxel pattern with a side length of 4), it needs a depth of two. In this case, a child node of the root node is already a leaf node and contains 2x2x2 voxels. All eight child nodes of that root node add up to 8*2*2*2 = 64 voxels.
This is a <Node>: ----------------- |Byte 0: 8 bits - the nth bit being 1 indicates that there is a child node for that corner, 0 indicates no child node (see illustration above for corner ordering) - if this byte is completely 0 (no child nodes), then this is a leaf node - inner nodes are succeeded directly by their child nodes in the given corner order - leaf nodes are succeeded directly by eight uint32 values, representing voxel colors, in the same corner order so, for leaf nodes (color data block + custom leaf node data): |Bytes 1- 4: uint32 - voxel color data for 0th corner |Bytes 5- 8: uint32 - voxel color data for 1st corner |Bytes 9-12: uint32 - ... |Bytes 13-16: uint32 |Bytes 17-20: uint32 |Bytes 21-24: uint32 |Bytes 25-28: uint32 |Bytes 29-32: uint32 |Bytes 33-33+size of custom leaf node data in bytes: custom data -- End ----------
Cut Here -----8<----------------------- Form Template: ORES-0X5A3
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Yes, you read right, depth first order. Nobody will ever support that format.
Kriegtek will release a superior specification soon.
ConsistentCallsign at
Jesus is working with the nazis! :o http://i225.photobucket.com/albums/dd202/highwingx3/NaziJesus2.png
Jesus let holocaust happen :'( Niggers are starving to death.. Jews are being persecuted.. What is Jesus doing? He's kickin' it in Paradise, drinking wine and eating cheese :(
*UPDATE* We are not going to use Bullet or other physics libraries 8)
Edited by ConsistentCallsign at
Shrinker at
ConsistentCallsign said at
*UPDATE* We are not going to use Bullet or other physics libraries 8)
Not even your own? http://shrinker.beyond-veils.de/temp09f/emoticon-0140-rofl.gif
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/LHO1337sniperLegend.png LHO is pro, yo 8)
http://i225.photobucket.com/albums/dd202/highwingx3/rhinoplasty.png You've been hit by.. You've been hit by, a smooth pedophile :P
I think I will place him in teh Sematary [sic] :3 Yeah, he will be the King of wolf3d nazi Zombies Sematary Boss L_L There will be a sematary cutscene where teh King of wolf3d nazi zombies dances etc and does the moonwalk silhouetted in the raytraced moonlight :P
When he sees you, he will throw crying babies at you and possibly a few albums too :P
*EDIT* Nose was too big. Gave him another rhinoplasty.
Edited by ConsistentCallsign at
Maren at
We already have serial killers, nazi Jesus, dead pedophiles and babies drowning in their own shit...starving Zimbabweans and child porn, you're next ;D
ConsistentCallsign at
Maren said at
starving Zimbabweans and child porn, you're next ;D
There will definitely be starving "Zimbabweans" in this game because.. well you see, the evil nazis are using Africans and concentration camp workers as test subjects for their new liquid AIDS biochemical weapon formula :3 They administer liquid AIDS into the test subjects' hungry mouths and monitor them :(
Edited by ConsistentCallsign at
Nicolai at
Sounds pretty intense alright
Sanketh at
What do you think - Are Deutsch-Amerikanische Freundschaft working with nazis too? http://www.youtube.com/watch?v=cB121qgYmv8&feature=related http://upload.wikimedia.org/wikipedia/en/1/16/Dafsymbol.PNG :P
Ah, yes.. :P Voxstar Games' Childhunt :) the holy grail of murder simulation! :o :P http://www.youtube.com/watch?v=lxgYRlNwrWY
Oh, yes! That would be EPIC! :o You and your camera crew must break into innocent families' homes and use the families' own tools/stuff to murder them with and make snuff! :o And since the children and infants are so small, you can easily throw them into fireplaces/microwave ovens and smash their tiny heads into brick walls and drown them in the toilet etc etc, possibilities are endless! :o :P
Edited by ConsistentCallsign at
Shrinker at
For now, add yourself to the game as a victim :P
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/TREASUREMAP.png You found the treasure map! :o It will look better when placed inside a ship and immersed in refractive water voxels L_L :o!!
http://i225.photobucket.com/albums/dd202/highwingx3/ZyklonBoxFood.png Mmmm food is good :P http://i225.photobucket.com/albums/dd202/highwingx3/NaziChef.png Today's menu: Fetusjuice :P
http://i225.photobucket.com/albums/dd202/highwingx3/FPS_DOUG1.png http://i225.photobucket.com/albums/dd202/highwingx3/FPS_DOUG2.png His heart's beating his heart's beating his hands are shaking his hands are shaking but he's still shootin n he's still gettin the headshots its liek BOOM HEADSHOT Boom HeadShot BOOOM HEADSHOT! >:( :P
http://i225.photobucket.com/albums/dd202/highwingx3/ramboradio.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/radiopoop5.png Company leader calling Raven. Come in Raven.
http://i225.photobucket.com/albums/dd202/highwingx3/Rambo1.png They pushed him too far :)
Edited by ConsistentCallsign at
DarkMaster at
Wow this actually looks pretty good lol
torbj?rn at
I can wait to see FPS-Doug animated :D
Shrinker at
You should model a firewall next, to make up for the really bad security in your office computers. Once again, I can provide direct insight in the SVOC news :P
ConsistentCallsign at
Shrinker said at
they drafted that pool for a non-voxel game with actual water
Pool's closed due to AIDS. It will be filled with water again after purge :P AIDS is sin.
Edited by ConsistentCallsign at
Shrinker at
This is odd, someone is spamming me on YouTube now with Nazi propaganda. Do you know anything about this, ApePimp? :P
ConsistentCallsign at
Shrinker said at
This is odd, someone is spamming me on YouTube now with Nazi propaganda. Do you know anything about this, ApePimp? :P
His belief was stronger than prison and pain :P
:'(!!
Shrinker at
All I can say is ... This video is not available in your country due to copyright restrictions. :D
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/zdoom2.png 3D zdoom logo lol
http://i225.photobucket.com/albums/dd202/highwingx3/KKKhost2.png KKKhosts hover in the air and throw fireballs at you! :o
Edited by ConsistentCallsign at
0xC0DE at
Throwing fireballs ? that’s hardly offensive… your getting weak; I expect them to throw burning crosses!
ConsistentCallsign at
Hugo Smits said at
Throwing fireballs ? that’s hardly offensive… your getting weak; I expect them to throw burning crosses!
Yes, I thought about that too. Great minds think alike :P But I figured it was a bit too unrealistic/unghostly.. I already have Nazi Jesus throwing wooden crosses at you (he will also throw cheese, wine, bread, fish, bibles, halos, nails, thorn crowns)
But you're right. I'm getting weak lol. They should throw burning crosses at you. I will put them in the scary old mansion ;), together with some hanged, burning niggers. Yes, they must hang an innocent "nigger" family and set them on fire :3 and then they will punch the little hanged burning nigger boy right in the face and watch him swing/sway :'(
:D
Edited by ConsistentCallsign at
Sanketh at
KKK, niggers, Jackson, Nazi Jesus - they are not the sign of your great courage :P Islamic enemies ( of course working with the nazis and killing Jews :o ), Jihad, Qur’an and pedophile Mahomet - other case :D Then you would be ''strong'' not ''weak'' ;) Sturmgewehr trooper looks real cool! 8)
ConsistentCallsign at
Sanketh said at
pedophile Mahomet
I would love to make Muhammad The Pedophile Prophet, but then I would probably get stabbed to death by pedophile muslims :(
http://en.wikipedia.org/wiki/Jyllands-Posten_Muhammad_cartoons_controversy#Economic_and_social_consequences Those pedophile muslims should all be NUKED!§ >:( :P
There will be an A-bomb rocket launch facility in the underground bunker complex where the player himself can decide which part of the world to be nuked by simply pushing a button :D Middle-East will be A-bomb destination #2 (#1 is Africa lol) :D Destination #3 is Home of Churchill the fat british bastard and destination #4 is the yankee imperialists :P Oh and Soviet of course.. almost forgot those :P
Soviets are nice :3
http://i225.photobucket.com/albums/dd202/highwingx3/MrPoly.png Mr. Poly is working with the nazis!§ :o
http://i225.photobucket.com/albums/dd202/highwingx3/PLANEPLOOPEXT2.png http://i225.photobucket.com/albums/dd202/highwingx3/PLANEPLOOPEXT.png http://i225.photobucket.com/albums/dd202/highwingx3/PLANEPLOOPINT.png Hitler Escaped!§ :o
Mission failed, soldier! :D
Adolf Hitler said
Aufwiedersehen!
http://i225.photobucket.com/albums/dd202/highwingx3/subint.png Hitler Escapes!§ :o But this time, in his personal submarine/U-boat ;) http://i225.photobucket.com/albums/dd202/highwingx3/sub4sub2.png sub4sub lol
http://i225.photobucket.com/albums/dd202/highwingx3/gasvanlulz6.png http://i225.photobucket.com/albums/dd202/highwingx3/ChurchillFatBritishBastard3.png← 3D pixel art lol
Edited by ConsistentCallsign at
Jinroh at
The Hitler Office Bunker looks great! ^_^
KaLul at
hi. when will a new version of voxelstein3d come? or a mod or something?
ConsistentCallsign at
Jinroh said at
The Hitler Office Bunker looks great! ^_^
That office is from inside the plane, not the bunker.
KaLul said at
hi. when will a new version of voxelstein3d come? or a mod or something?
dunno. Maybe in a year or two :P I made a mod lol however: http://www.mediafire.com/?ydknwzmz2nd It's basically just v.101 (first release) with some minor gameplay improvements (removed annoying lightning artifacts, chaingun now shoots 50 bullets per second, added more guts, changed chaingun model, luger model and knife model) Map is still the same.
http://mail.google.com/mail/e/32B
A SECRET IS REVEALED!§ :o :o http://i225.photobucket.com/albums/dd202/highwingx3/plasticbag.png You found 3 plastic bags! :o GARBAGE DAY!! :D
teh plastic bag will be reflective when raytraced :3
Windows says I have a 2.01GHz AMD Athlon 64 3200+ :3
That means that teh svo raytracer benchmark screenshots I took used single core, not dual :D
Beef at
Hey, I'm new :) I've been lurking these boards mainly for progress on Voxelstein :) The first release is great, but the new version sounds much more intriguing :D I tried the mod as well, it's great 8) That chaingun truly is something! Don't like the gore though, cause of the bad physics :( I hope the new physics engine means you can improve that. Will physics enabled/animated objects use pixels instead of real voxels, like in the first release? Also, due to the shape of voxels, won't walls look bad unless they face straight north/south/west/east? I noticed practically every wall in the first version were aligned to north/west or east/south. Why not render all voxels as pixels? Wouldn't that solve the wall issue, since pixels look the same from every direction, as well as give a performance boost?
Props to you two for making this game :) It's cool that it runs on a single core that well, since I have a dual core myself :-*
ConsistentCallsign at
Beef said at
That chaingun truly is something!
Yes, but the barrels are too edgy and are not attached parallel to the chaingun body and do not spin fast enough. empty smoking hot shiny bullet casings are not dropped to the ground.. player does not move backwards, there is no tinnitus/deafness effect, no refractive air voxels and smoke generated by barrels and empty bullet casings, no muzzle flashes that lights up the entire room and induces epileptic seizures :P no random aim recoil... :P
There is an unused chaingun animation in the chaingun.anim file. There is also a sawd-off animation file there.
Beef said at
Don't like the gore though, cause of the bad physics :(
I agree.
Beef said at
I hope the new physics engine means you can improve that.
It's not the physics engine that makes it difficult, it's the obsolete animation tool, I think. You can expect to see long particle chains of entrails in the upcoming version ;) and tons of blood n guts, guts that slides/wallrides across the walls and leave a nasty trail of blood painted on the wall before they stick to the wall and are slowly pulled down by gravity :P
Beef said at
Will physics enabled/animated objects use pixels instead of real voxels, like in the first release?
Yes. hansk said
Right now you can place sprites and lights in the streaming world.
Beef said at
Why not render all voxels as pixels? Wouldn't that solve the wall issue, since pixels look the same from every direction, as well as give a performance boost?
That is a great idea. sprites are faster to render and the voxels look less blocky. A map entirely made of .kv6 sprite objects is a very good idea because objects can easily be scaled and rotated without losing quality :o It will make mapping considerably less time-consuming. And physics will be better since no objects are melted into the map and have become a part of it. For example, A .kvx bottle placed on top of a shelf will be part of the shelf/map.. If the bottle is a separate object, it can be pushed and rolled off the shelf..
Beef at
ConsistentCallsign said at
Beef said at
That chaingun truly is something!
Yes, but the barrels are too edgy and are not attached parallel to the chaingun body
Oh, I see that now when I view the model in the Animator :P
ConsistentCallsign said at
and do not spin fast enough. empty smoking hot shiny bullet casings are not dropped to the ground.. player does not move backwards, there is no tinnitus/deafness effect, no refractive air voxels and smoke generated by barrels and empty bullet casings, no muzzle flashes that lights up the entire room and induces epileptic seizures :P no random aim recoil... :P
:D
ConsistentCallsign said at
There is an unused chaingun animation in the chaingun.anim file. There is also a sawd-off animation file there.
I saw it, that's a cool animation :) I thought it looked a bit silly when you ran out of bullets in game :P Edit: Now I saw the sawed-off double barrel. Looks awesome. Lol, the hand just throws the ejected shells back in :P Nice trick
ConsistentCallsign said at
Beef said at
Don't like the gore though, cause of the bad physics :(
I agree. Beef said at
I hope the new physics engine means you can improve that.
It's not the physics engine that makes it difficult, it's the obsolete animation tool, I think. You can expect to see long particle chains of entrails in the upcoming version ;) and tons of blood n guts, guts that slides/wallrides across the walls and leave a nasty trail of blood painted on the wall before they stick to the wall and are slowly pulled down by gravity :P
Groovy 8)
ConsistentCallsign said at
Beef said at
Will physics enabled/animated objects use pixels instead of real voxels, like in the first release?
Yes. hansk said
Right now you can place sprites and lights in the streaming world.
Beef said at
Why not render all voxels as pixels? Wouldn't that solve the wall issue, since pixels look the same from every direction, as well as give a performance boost?
That is a great idea. sprites are faster to render and the voxels look less blocky. A map entirely made of .kv6 sprite objects is a very good idea because objects can easily be scaled and rotated without losing quality :o It will make mapping considerably less time-consuming. And physics will be better since no objects are melted into the map and have become a part of it. For example, A .kvx bottle placed on top of a shelf will be part of the shelf/map.. If the bottle is a separate object, it can be pushed and rolled off the shelf..
I'm happy I could provide some inspiration ;D Making maps out of separate objects is a good idea as well. Also, the pixel objects/enemies in the true-voxel map looked a bit out of place when you approached them and saw they weren't made out of blocks, so that would be a benefit to rendering everything with pixels as well, nothing looks out of place :)
Edited by Beef at
ConsistentCallsign at
*BEEP* *BEEP* *BEEPBEEP* *BEEP*
This is just in:
Kriegtek Laboratories said
In voxlap rendering everything as sprites would not work well because it does not scale well (there is no acceleration structure, every sprite you add slows it down whether it's visible or not).
But my engine is designed for this, there is a separate scene tree which itself contains the voxel octrees (sprites). And the architecture is uniform otherwise too, the "world" is just a bunch of 256^3 "sprites".
L_L
Beef at
So, in Voxlap it wouldn't work, but in the new engine it would work well? Or, more precisely, the new engine is built around that method? Did I get that right? :P
Edited by Beef at
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/hsm.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/mikkemus.png http://i225.photobucket.com/albums/dd202/highwingx3/NewDiney.png New Di$ney Sweatshop Führer :)
Edited by ConsistentCallsign at
Beef at
I have a hard time believing you will actually be able to fit all this random stuff into the game :P So voxels are going to be particles instead of blocks in the new engine, right? Also, while I don't doubt you'll be able to make good player physics from scratch, is it possible to port Quake's player physics into this game (since it's open source)? Because I would love to be able to strafejump and possibly rocketjump my way around the voxel world ;D Remember RTCW? Except with more air control, like in original Quake, Quake 3 CPMA mod and Warsow :)
Quake based physics are perfect!
ConsistentCallsign at
Beef said at
I have a hard time believing you will actually be able to fit all this random stuff into the game :P
New Di$ney Sweatshop Führer will be placed in concentration camp. He runs a small sweatshop there. Concentration camp child labourers who fail at making clothes fast, are immediately taken care of by teh Sweatshop Führer :)
Beef said at
So voxels are going to be particles instead of blocks in the new engine, right?
Yes, voxels should be rendered as pixels (bounded cubes). It is faster to render, looks less blocky, and it gives you that old school retro 2D pixel sprite feeling :)
Beef said at
Because I would love to be able to strafejump and possibly rocketjump my way around the voxel world ;D
v.101 mod has reduced player gravity, this lets you jump/climb up the building and bunnyjump/dance on the roof FPS Doug style! :D
How about we just give the player a jetpack? :P
Edited by ConsistentCallsign at
Beef at
ConsistentCallsign said at
Beef said at
I have a hard time believing you will actually be able to fit all this random stuff into the game :P
New Di$ney Sweatshop Führer will be placed in concentration camp. He runs a small sweatshop there. Concentration camp child labourers who fail at making clothes fast, are immediately taken care of by teh Sweatshop Führer :)
Beef said at
So voxels are going to be particles instead of blocks in the new engine, right?
Yes, voxels should be rendered as pixels (bounded cubes). It is faster to render, looks less blocky, and it gives you that old school retro 2D pixel sprite feeling :)
Sounds great ;D
ConsistentCallsign said at
Beef said at
Because I would love to be able to strafejump and possibly rocketjump my way around the voxel world ;D
v.101 mod has reduced player gravity, this lets you jump/climb up the building and bunnyjump/dance on the roof FPS Doug style! :D
I noticed this, and have been to the roof :) However, I was thinking something more along the lines of this: http://www.youtube.com/watch?v=Uvq-BaQMs1s http://www.youtube.com/watch?v=b2t38FLYZC0
Basically, in case you're not familiar with strafejumping and other Quake jumping techniques: Using methods I can't bother to explain in detail which involve strafing and moving your mouse slowly to the left and right to bend your jumping direction, players can accellerate to super high speeds while constantly jumping. When the player stops jumping (or meets an obstruction obviously) he will slow down to regular running speed. It's a super nice feeling to perform these techniques, especially if you combine that jumping with rockets and other explosives to accelerate you even more and/or propel you high into the air ;D
Edit: I posted while you mentioned the jetpack. Yes, a jetpack would be nice, if you can't implement the awesome Quake movement :) The main cool thing about strafejumping is the speed as well as being airborne, though
Edited by Beef at
ConsistentCallsign at
Beef said at
It's a super nice feeling to perform these techniques
I think it's a poor substitute for vehicles and shit. Rocket jumping? ??? Come on! ;D Player will die if you do that :) If you want to get a sense of speed and perform extreme stunts in the air, player should find a vehicle or a skateboard :3
http://i225.photobucket.com/albums/dd202/highwingx3/fireXtinguisher.png You found the fire extinguisher! :o
It will not freeze the targets (Urban Brawl: Action Doom 2) because I have the ice gun for that ;) instead it will shoot foam (Cortex Command) http://i225.photobucket.com/albums/dd202/highwingx3/foam.png:D
http://i225.photobucket.com/albums/dd202/highwingx3/icegun2.png ice gun. copper nozzle will be reflective when raytraced L_L
Edited by ConsistentCallsign at
Beef at
ConsistentCallsign said at
Beef said at
It's a super nice feeling to perform these techniques
I think it's a poor substitute for vehicles and shit. Rocket jumping? ??? Come on! ;D Player will die if you do that :) If you want to get a sense of speed and perform extreme stunts in the air, player should find a vehicle or a skateboard :3
Skateboard coming up lol! :D
*snip*
:D
ConsistentCallsign said at
*snip* You found the fire extinguisher! :o
It will not freeze the targets (*snip*) because I have the ice gun for that ;) instead it will shoot foam (Cortex Command) *snip* :D
*snip* ice gun. copper nozzle will be reflective when raytraced L_L
Looks wicked :D Will the ice gun work like Mr Freeze's gun? Or will it shoot solid ice? :P Urban Brawl looks awesome :D I must try it now
ConsistentCallsign at
Beef said at
Will the ice gun work like Mr Freeze's gun? Or will it shoot solid ice? :P
I'm not sure.
http://i225.photobucket.com/albums/dd202/highwingx3/SK8PLATE2.png http://i225.photobucket.com/albums/dd202/highwingx3/sk8orDIE.png Sk8 or Die :P teh laminated underside will be reflective when raytraced L_L
http://i225.photobucket.com/albums/dd202/highwingx3/hitlerJugendsmgboy.png when not running / sitting on bicycle backseats, they use mini-sk8boards :3 hitlerjugend child soldiers use smgs and the blue ss guards will use chainguns L_L http://i225.photobucket.com/albums/dd202/highwingx3/smg3-1.png BOOM HEADSHOT LULZ!§
Edited by ConsistentCallsign at
Beef at
Nice skateboard :) Shouldn't you reserve the chainguns for Ubersoldiers and Power suit enemies? :D Good weapon model, but shouldn't the front handle be a bit longer?
hearty0 at
Beef said at
Good weapon model, but shouldn't the front handle be a bit longer?
Silly that's just for looks, you're supposed to grasp the muzzle with a finger over the hole to silence the shot. 8) 8) 8) Although after a while it won't work very well, but you have to keep doing it or Hitler will shout that you're a jew and then kill you! :o :o
Beef at
Can't I just stick the muzzle up a cat's ass? :P
ConsistentCallsign at
Beef said at
Can't I just stick the muzzle up a cat's ass? :P
How about a baby's ass? :P LOL
But seriously.. the model already uses maximum grid size. I can't make the barrel longer without making the other parts shorter/smaller.
Edited by ConsistentCallsign at
Shrinker at
ConsistentCallsign said at
But seriously.. the model already uses maximum grid size. I can't make the barrel longer without making the other parts shorter/smaller.
Duh, make it a multi-part model then, and let hansk cope with it :P
KaLul at
can i change more on that game? i mean more options like player health or blood ammount or the size of holes that weapons make? or the number of granades i get if i pickup one? would be funny to let my pc break down. XD
Beef at
ConsistentCallsign said at
Beef said at
Can't I just stick the muzzle up a cat's ass? :P
How about a baby's ass? :P LOL
But seriously.. the model already uses maximum grid size. I can't make the barrel longer without making the other parts shorter/smaller.
No, not the barrel, the front handle (magazine?) Edit: KaLul, you can do many of these things at least partially already, by editing the config.ini in Notepad (make a backup) :)
Edited by Beef at
KaLul at
yes , ^^ i know that already and ive tried much out. But as i saw the config from ConsistentCallsign which is in this download: http://www.mediafire.com/?ydknwzmz2nd i saw that u can change much more!!! but we dont have all commands. where are all those commands?
and another differnet question: are there anywhere games like this game available?
Beef at
Ah, yes. I noticed you can't change player health just now, didn't realise that until now :) If you change the damage values of weapons the holes in ragdolls and such will be bigger, I think. Not in the walls, though, I think, so yeah that would be cool in the new version :D And agreed about grenade ammo on pickup being modifiable, I thought it was but it isn't :P They must have forgotten, or something :) Just like the lack of a pistol penetration setting
A secret is revealed!§ :o http://i225.photobucket.com/albums/dd202/highwingx3/shoppingcart.png You found the shopping cart! :o :o @_@
http://i225.photobucket.com/albums/dd202/highwingx3/DOGFOOD2.png dogfood bag will be reflective when raytraced L_L
*EDIT* http://i225.photobucket.com/albums/dd202/highwingx3/shinyshoppingcart.png made teh cart shorter :3 http://i225.photobucket.com/albums/dd202/highwingx3/BUMPYRIDE.png Shopping cart will of course be drivable @_@ Roll down roofs and off of buildings with teh shopping cart and perform extreme air stunts! :o :o
Edited by ConsistentCallsign at
Beef at
ConsistentCallsign said at
long magazine
:D
My suggestion for a hard-to-find special shotgun :] http://www.youtube.com/watch?v=lUe4NWiOq5A
Jinroh at
ConsistentCallsign said at
http://i225.photobucket.com/albums/dd202/highwingx3/BUMPYRIDE.png Shopping cart will of course be drivable @_@ Roll down roofs and off of buildings with teh shopping cart and perform extreme air stunts! :o :o
ZOMG! Jackass Mode Confirmed. lol. Nice one with the shopping cart. I think you mentioned that before, but maybe I'm just creating false memories. ^o^
KaLul at
why do you make everything with a hakenkreuz? if i play voxelstein i see hakenkreuze everywhere XD
ConsistentCallsign at
KaLul said at
why do you make everything with a hakenkreuz?
because im not very creative :P
http://i225.photobucket.com/albums/dd202/highwingx3/mini-nukefin.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/remotedetonatorfin.png mini-nuke with remote detonator :3
Edited by ConsistentCallsign at
Beef at
I want a SAIGA-12! >:( Oh and good looking nuke
ConsistentCallsign at
Beef said at
I want a SAIGA-12! >:(
Then start slabbin' 8)
When player enters concentration camp, the sky will open up and a bright light will appear. It is Messiah. Jesus himself. Now since Jesus is the Messiah (anticipated savior of the Jews), player will expect him to save the jews and kill the evil nazis. But no :)
When Nazi-Jesus lands on the ground, he will give the nazis presents (wine) and then punch some random concentration camp workers in the face and curb stomp them :P When he sees you, he will start throwing things at you and the legendary boss fight will begin L_L
http://i225.photobucket.com/albums/dd202/highwingx3/NUCLEARROCKET.png A-bomb launch detected :) Destination: Home of Churchill the Fat British Bastard :-*
*BEEP* *BEEP* *BEEPBEEP* *BEEP*
This is just in: apegomp Design in conjunction with Kriegtek Laboratories are currently developing a lightning gun.
Insider news from Kriegtek electrical engineering team reveal that the advanced electrical discharge weapon prototype has two innovative new features never before seen in an fps game lol (at least not to my knowledge L_L):
• reload mechanism consists of a crank attached to a dynamo • dynamo charges a weather cloud inside a metal/glass container cage http://i225.photobucket.com/albums/dd202/highwingx3/lightninggun9.png
http://i225.photobucket.com/albums/dd202/highwingx3/Clipboard01.png http://i225.photobucket.com/albums/dd202/highwingx3/StillJFK.png Still J.F.K. 8)
Edited by ConsistentCallsign at
Shrinker at
ConsistentCallsign said at
apegomp Design in conjunction with Kriegtek Laboratories are currently developing a lightning gun.
Insider news from Kriegtek electrical engineering team reveal that the advanced electrical discharge weapon prototype has two innovative new features never before seen in an fps game lol
Useless, we'll simply gun you down with our H&Ks :P
ConsistentCallsign at
http://i225.photobucket.com/albums/dd202/highwingx3/RonaldMcBabyEater5.png http://i225.photobucket.com/albums/dd202/highwingx3/RonaldMcDonald2.png Oh, the horror...
* eats concentration camp child labourers for breakfast. * throws burgers at you
Edited by ConsistentCallsign at
Scott_AW at
Those hollow eyes....
How is progress on the engine? I've been playing around with voxlap and the voxelstien engine and made a little sample dungeon playable in voxelstien, with some modifications noted in a text document.
Not included is the weapon replacement I made, a rapier replacing the knife. Any chance for melee opponents in future releases? And have you made colored lighting?
Any chance for melee opponents in future releases?
Nazi-Ninja uses katana and throws swastika stars at you! :o I should make a sledgehammer troll.. That would be awesome :P
And have you made colored lighting?
You mean red/blue/purple lights etc? Sure: http://www.youtube.com/watch?v=g3H8NJ1ruFw
Edited by ConsistentCallsign at
Scott_AW at
That -is- nice. I need to play around with voxlap source, I keep looking through it but haven't had the time to really dig into it.
ConsistentCallsign at
Scott_AW said at
I need to play around with voxlap source, I keep looking through it but haven't had the time to really dig into it.
Don't. Code is obsolete. Wait 1-2 years for next release instead :P
Beef at
I've tried slab a bit, it's a bit restrictive since you have to paint voxels onto already existing ones (it seems). I really commend you for all the good modeling work you've done with it :) The lightning gun looks great and the reloading concept sounds fun :D Will the gun shoot a continuous lightning beam like in Quake 3? Or a more realistic burst of lightning? In other words, lightning gun or rail gun :P
I noticed, in some of your pics some is blurrier than other parts. Is this the focus effect at work? ;D I'll try out the dungeon you made Scott, it looks good :)
There's tons of crap to do, but mostly I'm working on editing features so that apegomp can stop saying "x will be y when raytraced" and just show it instead
Scott_AW at
Looks rather nice. I'd like to have seen that coming out of the oven though.
I've resorted to making models in anim8tor and such as a basis for working in slab6. Setting the basic structure and coloring.
One thing I'd like to see is a poly2vox that doesn't blur textures, like when I tried putting a sprite on a flat box to cut out in slab , it got all fuzzed. 32^2 image to a 32^2 voxel file.
ConsistentCallsign at
Beef said at
Will the gun shoot a continuous lightning beam like in Quake 3? Or a more realistic burst of lightning?
http://tbn2.google.com/images?q=tbn:nXBahO1RIpEJNM:http://www.heyokamagazine.com/lightning.png Crowd control 8)
Beef said at
I noticed, in some of your pics some is blurrier than other parts. Is this the focus effect at work?
Yay! A screenshot of the engine! Yay, RTCW lightnign gun! Yay, camouflaged baby dinosaurs... :P Good to see a progress update from hansk :) It's good that you're working on the editing tools :)
A bit off topic: Is there a way to cel shade voxel graphics yet?
hark at
That screenshot is awesome. What sort of CPU are you using to run it?
ConsistentCallsign at
hark said at
That screenshot is awesome.
No, that screenshot is ugly and should be deleted L_L It will look awesome when globally illuminated in 320x200 8)
http://i225.photobucket.com/albums/dd202/highwingx3/detailed.png After resizing the image to 320x240 and pixelizing it with IrfanView, map looks more detailed and bricks look smoother and high-res.
Edited by ConsistentCallsign at
LStanley at
well, I think I have stumbled upon one nice little gem of a project.
if I can throw in my .02$
1- the models/walls/rooms/everything needs to be generated with more voxels/sq.unit whatever the methodology is. I've been testing it on my work computer, (2.4Ghz P4, w/ 4 gigs RAM, videocard unimportant, VOXELS BABY! ... ) and yeah, I get >75 fps... on my home computer, (Q9450 with 8 gigs of RAM sli everything (3 videocards)) it'll, well, be overkill, why not use higher graphics? 2- the playermodel is like, well, either running around in a wheelchair, a midgit, 7 years old, or ... I dunno, not human. It can't see over the countertops in the kitchen? wtf? 3- you bring me in as a modeler. (as soon as I figure out the methodology to going from 3DSMAX models -> voxels you're in buisness, trust me... I've done modeling for projects in the past, (I'm not OMGWOWWTFBBQ!! fast or anything, but I'm good at what I do, and this project isn't movine all that fast anyways, my professional education in Architecture, probably dosen't hurt either...) 4- bring back the HEADBOB! lol, the game needs to sway like good ole wolf-3d when you walk around 5- fonts, the ammo bar, and whatnot, need to be voxels, higher resolution, and with the ability to sway with the headbob, who says that the GUI has to be static on the screen? who says it can't be (in the game) ? 6- the level design, I know its all beta, beta beta, but,... some regularity wouldn't hurt, ... doors that aren't floating, rooms with the same scale, walls that aren't paper thin, etc. 7- get the new colored lighting in there already!!!
questions: 1- can sprites be of different voxel resolutions? 2- can the world be of different voxel resolutions to "add detail" to specific parts? 3- what part can I help model? point me in a direction, give me an E#M# from old wolfenstein, or a wall texture, or a sprite, or something, to get me started...
as far as anything else goes,
* LStanley shakes everyones hands, and buys you all a beer... woot! this should be fun!
Edit: another thought; how are the levels generated? are they "cubes" of rooms? or is there some kind of linear mapping tool that puts "bocks together" or is there something thats more advanced, (IE; the DooM engine?) Because mapping the ENTIRE LEVEL as a single model, and then converting that one single model to a big Voxel, ... seems monitionous when it comes to building 30+ levels of wolf 3D... The origional game of wolfenstein was built ariound 128x128x128 grids of pixels, if we made "voxel level blocks that were comparative in size, we could "rebuild" the entire game in a matter of days.... BUT, that would limit the engine to 1 floor height, etc. We have the ability to build vertical, sideways, angular, whatever we like!!! ... gridding blocks, like 128x128x128 and making the blocks interchangeable could proove to be a DAUNTING task with "matching the lines" of each voxelblock, .... gah, I don't even know where I'm goign with this, I think I'm rambling...
what if we made a list of "sprite-like" objects that act as walls, etc, and build the world in poly's 3D, add the objects to build the buildings and rooms etc, and then convert it (through whatever means) to voxels? or is that how its done already?
shrug, I'm gonna go play around in 3DS MAX and try to build some wall templates or something, fek I dunno, something... I need to figure out this POLY2VOX progy..
a last note, this forum is driving me nuts with long posts, the post box has like scrolling seizure issues... wtf?
Edited by LStanley at
ConsistentCallsign at
Just to clear things up: v.101 (first release) is obsolete and does not represent the current state of this project.
LStanley said at
Why not use higher graphics?
High-res takes more time to make, more memory and more CPU cycles. The raytracing format we use takes a little more memory too due to teh subdivision. Every single voxel in the next release will have an 8-bit material property, making memory requirements a lot higher. Also, the advanced volume graphics modeling software we use (slab6) currently only supports a maximum grid size of 256x256x255 voxels. The standard/average room in next release will be ~twice as high, however (like the wine cellar in v.101).
It can't see over the countertops in the kitchen?
Player height has been changed to 130 voxels.
you bring me in as a modeler.
Then start slabbin', soldier! 8) Alternately, you can just voxelize your 3ds models with poly2vox.
bring back the HEADBOB! lol, the game needs to sway like good ole wolf-3d when you walk around
Actually, Wolf3D does not have any head-bobbing. But there will of course be head-bobbing in the next release, to prevent player from floating/hoovering in the air and driving instead of walking.
fonts, the ammo bar, and whatnot, need to be voxels, higher resolution, and with the ability to sway with the headbob
Ammobar and weapon icons have been removed. They are unnecessary, unimmersive and take up precious space.
the level design, I know its all beta, beta beta
Well, it's actually more liek alpha alpha alpha :P
rooms with the same scale
Levels will now be a conglomerate of smaller rotateable scaleable sprite objects, making level editing thousand times easier and makes physics more realistic and fun.
get the new colored lighting in there already!!!
hansk is still working on the new level editor :3
can sprites be of different voxel resolutions?
Yes, they can be everything from 1x1x1 to 256x256x255, and they are scaleable.
can the world be of different voxel resolutions to "add detail" to specific parts?
Yes, just add a high-res sprite object (a 256x256x255 glass bottle model) on a table and scale it without loosing any detail! :D
what part can I help model?
Basically, you are free to model whatever you want and it will be included in the game lol :D You can see what's already been modeled, if you look through the pages in this thread.
how are the levels generated?
You just slam some scalable objects togheter. Piece of caek :3
Because mapping the ENTIRE LEVEL as a single model
Yeah, that's just extremely gay and unpractical. Now the level will be a conglomerate of independent scalable sprite objects :D
a last note, this forum is driving me nuts with long posts, the post box has like scrolling seizure issues... wtf?
reinstall firefox maybe? ???
Edited by ConsistentCallsign at
LStanley at
ConsistentCallsign said at
Just to clear things up: v.101 (first release) is obsolete and does not represent the current state of this project. Levels will now be a conglomerate of smaller rotateable scaleable sprite objects, making level editing thousand times easier and makes physics more realistic and fun.
how are the levels generated?
You just slam some scalable objects togheter. Piece of caek :3
hrmm... /me wonders how many objects I (can/will need to) make at < 256x256x255 to build ....
-subflooring -slab -finishing -floor objects -furniture stuff -things on stuff -framing for walls -walls themselves -wall finishes (tile for example) -things on walls -celing framing -celing surfaces -things hanging from celing -(all other objects) sprites like people, lamps, light objects, oohh man my head is swimming
is there a means to import "lists" of objects bundled together? for example, I make a flooring type tile, with a seperate object subflooring out of like ~6 total objects, and it'll take a grid of 24x24 tiles of the 6 objects to make a large room floor... (I.E. 6*24*24 total objects to import = 3,456 objects!!?!? :o)
a last note, this forum is driving me nuts with long posts, the post box has like scrolling seizure issues... wtf?
reinstall firefox maybe? ???
I suppose I.E. 8 = fail? works on most other forums without a hitch... maybe its the x64 vista? ... hrmmm....
ConsistentCallsign at
LStanley said at
-subflooring -slab -finishing -floor objects -furniture stuff -things on stuff -framing for walls -walls themselves -wall finishes (tile for example) -things on walls -celing framing -celing surfaces -things hanging from celing -(all other objects) sprites like people, lamps, light objects, oohh man my head is swimming
yeah, I know what you mean. You just have to take one step at a time. One model today. One model now :) I think modeling will be much easier and fun once we get the new level editor working.
LStanley said at
is there a means to import "lists" of objects bundled together?
Yes, there will be a copy function. I want to make a black roof tile object and some old greenish, red roof tiles objects, put a couple of them together and then copypasta it, and copypasta it 'til I have a roof full of thousands of small roof tiles that can be shot and blasted off the roof and crack because they are made of ceramic brick voxels :3
Edited by ConsistentCallsign at
LStanley at
ConsistentCallsign said at
yeah, I know what you mean. You just have to take one step at a time. One model today. One model now I think modeling will be much easier and fun once we get the new level editor working.
Yes, there will be a copy function. I want to make a black roof tile object and some old greenish, red roof tiles objects, put a couple of them together and then copypasta it, and copypasta it 'til I have a roof full of thousands of small roof tiles that can be shot and blasted off the roof and crack because they are made of ceramic brick voxels :3
well, regardless of the ETA of the new editor, or the copy pasta ability... I'll do my best to try to "incite" such action by building droves of models, one model at a time... I'm not gonna bother to learn the old editor (current one) its a mess of a headache, buggy on modern systems, and well, frankly, it sucks. :-p (I was looking into that for the last 2 hours) .. I'll wait for level editing when the new editor arrives. For now, I'll be the model junkie.
as for each model, all I need is: model.3ds (UVW mapped) model.png (least lossy)
and then convert with Poly2vox ok. Poly2vox makes "shelled" vox models from the surface of the 3ds file, OK. and I can make solid objects with a command line parameter... OK. is there a means though to make a shell model with Poly2vox thats MORE than 1 voxel thick? or do I need to make my 3ds model a series of DENSE layeres of models to make the object "thick" shelled? for example, if I wanted to make a drywall on a wall be 2 voxels thick, instead of just 1 voxel? or is it a better idea to make the model have 1 layer of voxels (as paper) then a second layer of 3-4 voxels (for the rockboard) then another layer for the paper on the otherside? (sheetrock) ... or use say a 3D model equivilant of such, (1 poly surface for the paper, 10 poly surfaces for the rock (tightly stacked to be solid) and then another layer of poly surface for the other paper side... and let Poly2vox generate the whole stack as a single object and not bother with the "fill" option? (I worry that if we come up with a means of DRASTICALLY adding physics properties (paper/stone/paper) and possibly 10x the voxels, that I'll end up with 14 sheets of identically physically the same paper instead of a board of drywall...
I'll test a few, and post some .vox's and screenies, and you can lemmie know if I need to go +/- detail/voxes/color saturation/etc.
as for things like the ability for the voxes to have refectivity, or translucency, or whatever, thats based on the "whole model" correct? I can't make the belt buckle on a model reflective all by itself without making a new model correct? (I can't feasiably understand how that data is stored as "a part of" a larger object/sprite)
another simple question;
If I make things like, wooden floors, and I want the planks on the floors to be "single models" and I make 2-10 different (same sized) planks, and you string them together with copypasta to make a foor.... do I need to make a few for where the floor meets the wall as to not "push through" the wall onto the other side? or can that be clipped via the map editor?
in any case, I'll get started, and stop lurking... I'm sure more questions will arise.
edit: oh and where is the current palette so that I make these things in the right colors?
Edited by LStanley at
ConsistentCallsign at
LStanley said at
Poly2vox
poly2vox is very limited. It just converts a high-res 3ds model+texture to fit inside a 256x256x255 grid. If you want to edit only a few voxels and you want complete control on a per-voxel level, then you will need to use slab6. I suggest you learn how to use it. Slab6 is extremely easy and powerful to use once you memorize all the keys and learn their function.
LStanley said at
I can't make the belt buckle on a model reflective all by itself without making a new model correct? (I can't feasiably understand how that data is stored as "a part of" a larger object/sprite)
There will be 2 palettes in the new modeling editor, a color palette and a material palette. To "materialize" a man in a uniform, the following steps should be followed:
First you decapitate/remove the man's exposed head, hands and skin, leaving only the uniform/clothes left. Then you select all the voxels (surface+interior) and give them a "cloth" property. Then you select the belt buckle volume and give the voxels in that area the "reflective metal" property. Save the clothing as a separate model. Now go back to the original model and select all the skin (voxels with skin color) and "lock" those surface voxels so you can't remove them and they become indestructible. Now you can remove the clothes and make the model completely nude. Save the nude model as a separate model. When you have the two models, combine/merge them together. Then finally, you add a layer of paint on the surface voxels :3
LStanley said at
or can that be clipped via the map editor?
There will be an integrated slab6 style sprite/object editor in the new level editor that lets you select the copypasta sprite that's too long, modify it and save it as a new model/sprite.
where is the current palette so that I make these things in the right colors?
Every single sprite object has its own unique palette. You can modify this palette using the integrated palette editor in slab6.
Edited by ConsistentCallsign at
LStanley at
oooh snap! everything is generated as solid objects :D
ok ok, I'll have to toy with the UVW's a little to match colors properly, the converter is a little iffy on that, but as far as perfect conversions, its almost immaculate!
LStanley at
well, I'm giving 3DSMAX a heart attack building "realistic" models of individual bricks, with the mortar, all "variances" in the "irregularity" of the brick accounted for, with absolutely no loss of detail, backface culling, etc.
I've got 6 little models, 1 full brick, 1 half brick, and 4 types of mortar (that tile accordingly) to make any kinda regular running bond of brick you can think of... (I suppose I could render it with different colors and whatnot when I convert it over to voxels) but here's a start:
(I need to go reinstall Deep Paint 3D so that I can paint the UVW's on these buggers easier too!) edit: on second look, I suppose I need to make mirror copies of the cut brick, so that it can be put on BOTH ends of the tiled brick and not have the cut holes on the end... I'll make a framing wall system next, and some solid wood surfacing with attached metal tie-backs for the brick+mortar..
REALISIM BABY WOOOOOT! YAY VOXELS! this is sooo going to OWN poly-based engines when we can get the render quality on the voxes to like +5x the visable voxels in each direction we already have (to negate the individual voxel vizible difference)
Edited by LStanley at
Scott_AW at
I like that, its pretty awesome. How does it look as voxels?
On the coloring, you can have differing shades and intensities of red, but not too different.
This kind of stuff shows how you can just go all out with voxels, building maps literally piece by piece, although time consuming, its still fun and adds to detail and realism.
LStanley at
Scott_AW said at
I like that, its pretty awesome. How does it look as voxels?
On the coloring, you can have differing shades and intensities of red, but not too different.
This kind of stuff shows how you can just go all out with voxels, building maps literally piece by piece, although time consuming, its still fun and adds to detail and realism.
oh thats just a rendering straight out of 3dsmax from ~30 min of work.... I haven't textured them at all yet, the "color" is just, 1 color, the "color" assigned to the object...
I haven't converted it yet, its on the workstation at the office, I'm working on different models at home and at work, no biggie... but, yeah it'll look "plain" as voxels with the 256x256x255 limitation... If I am given a higher limitation, they will look, well, for a lack of a better term, "real."
but, if I render each single object, brick by brick as 256x256, itll be impressive, but a computer lag.... true ultimate realisim high end would be 25 bricks at 2,000 vertical voxels each, and then a 10' high wall is gonna be like ~50,000 voxels high, ~2,000 voxels thick, or ~100,000,000 voxels for EACH horizontal voxel!!!!... ultimately, about 100 times too many voxels (in each direction)... or, in layman's terms I need to make each voxel ~20 voxels tall, and 20 voxels thick (15 voxel tall bricks, 5 voxel tall mortar) and it sould be "feasiably possible" to render it on modern computers....
Scott_AW at
Yeah that would be pushing the limits to such high detail.
You may want to use multiples of 8 instead, 8 for the mortar or even 16. Which would be like 32 for the bricks or 64.
Of course a lot of the detail would be lost, you may want to look into the CUDA powered voxel engine that SpaceRat(i think) is working on.
I believe voxelstien has walls that are like 128x128?
ConsistentCallsign at
LStanley said at
I need to make each voxel ~20 voxels tall, and 20 voxels thick (15 voxel tall bricks, 5 voxel tall mortar) and it sould be "feasiably possible" to render it on modern computers....
High-res voxel dataset rendering is not a problem. But memory is.
LStanley said at
If I am given a higher limitation, they will look, well, for a lack of a better term, "real."
If there were no limitation, game could easily take a ton of memory due to teh material values.
There are other ways of making low-res voxel graphics look "real". That's right; An impressionistic Hitler-painting in motion lol: http://i225.photobucket.com/albums/dd202/highwingx3/imp333.png
*EDIT*æ
Material palette and 8-bit voxel material values will no longer be used. It is the object that should be assigned material properties and not the individual voxels inside of it.
Edited by ConsistentCallsign at
LordBringSomeLag at
ConsistentCallsign said at
Material palette and 8-bit voxel material values will no longer be used. It is the object that should be assigned material properties and not the individual voxels inside of it.
Does this mean if one would model a complex, multimaterial object one needs to make multiple objects and overlay them? What problems and advantages would this hold? Are we able to overlay different materials as these, sort of, sub-models and save them as a single file? How much does this save disc space, system memory or CPU cycles, if any? I can see the advantages in big datasets, but how about small ones, won't this complicate model creation and animation?
:-\
Unrelated, are you going to support other shapes of voxel grids? sphere, cylinder, etc? Maybe even complex shapes could be made and stored as vectors?
ConsistentCallsign at
LordBringSomeLag said at
Does this mean if one would model a complex, multimaterial object one needs to make multiple objects and overlay them?
Correct.
What problems and advantages would this hold?
New method: + takes less memory + high-res dataset friendly/support + more than 256 different types of materials/properties (8-bit limit not necessary) - ?
Unrelated, are you going to support other shapes of voxel grids? sphere, cylinder, etc?
Of course not. That sphere/cylinder shit is way too complicated. x^3 = so simple it's genius @_@
http://i225.photobucket.com/albums/dd202/highwingx3/nazinail.pnghttp://i225.photobucket.com/albums/dd202/highwingx3/nazinails.png nazi nail lol
Edited by ConsistentCallsign at
LStanley at
LordBringSomeLag said at
ConsistentCallsign said at
Material palette and 8-bit voxel material values will no longer be used. It is the object that should be assigned material properties and not the individual voxels inside of it.
Does this mean if one would model a complex, multimaterial object one needs to make multiple objects and overlay them? What problems and advantages would this hold? Are we able to overlay different materials as these, sort of, sub-models and save them as a single file? How much does this save disc space, system memory or CPU cycles, if any? I can see the advantages in big datasets, but how about small ones, won't this complicate model creation and animation?
:-\
Unrelated, are you going to support other shapes of voxel grids? sphere, cylinder, etc? Maybe even complex shapes could be made and stored as vectors?
see, I'm loving that the engine NEEDS to have each "part" of each object modeled SEPERATELY!!! thats ubar win, why? you can assign definitions for "how the materials behave" to each part... thus, you can have bricks that break easy with a hammer, and REBAR running vertically through them (usually used to reinforce CMU block) but it'll take a different tool/weapon to cut the steel, maybe you can deform the steel with a sledge, but you'll never "cut through it" ....
I wouldn't mind the physics engine to have capiable options for:
Mass (weight) density Malleability (tension) burnability splinter / shatter / chip / break / etc (for blunt impacts) splinter / shatter / chip / break / etc (for Sharp/piercing/bullets impacts) splinter / shatter / chip / break / etc (for slashing swords/knives impacts) particle size (say you shoot a bullet into a wood fence, it splinters kinda big particles out that fly in directions and fall back down) but, if you shot at a CMU block, it'll spray "powderlike" cloud of dust, and it'll float off reflectivity transparency specular light emitting matter state - liquid/solid/gas
maybe we can even add a "thermal" property to objects.. I.E. the ability to melt ice or something with a flamethrower... that, would be AMAZING!
LStanley at
arrrrrgh wtf, I've got a model I'm using, running Poly2Vox and it doens't spit out anything?!?!
it'll load the object in slab6 but when it loads all it does is take the currently loaded object and change the colors some, it doesn't load the new model!?
I move it to the slab6 folder, and load it in slab6, and it does not load correctly..
I tried exporting it from 3dsmax as a single object, multiple objects, and individual uncompiled objects...
NO the mesh is a "correct" mesh, there are no holes or gaps in the mesh, I ran the STL check on the object, no errors.
ConsistentCallsign at
That's odd.. I've stopped using poly2vox.. I only use slab6 now.
Try converting to .kvx/.kv6 instead maybe? ???
Maybe poly2vox gets confused when working with 3 different model formats at the same time (3ds+md2+md3). I know I would be :P You could try using only 3ds..
and what's up with the "/v256"? ??? I don't recall having used that parameter/whatever when I converted 3ds models.
Edited by ConsistentCallsign at
LStanley at
ConsistentCallsign said at
That's odd.. I've stopped using poly2vox.. I only use slab6 now.
Try converting to .kvx/.kv6 instead maybe? ???
Maybe poly2vox gets confused when working with 3 different model formats at the same time (3ds+md2+md3). I know I would be :P You could try using only 3ds..
its not using all 3, its searching for the 3DS, I didn't specify rdoor.3ds in the command line.... its only one file...
:-(
I'll play with it some more, I'm a bit technically savvy
LStanley at
AAAH!!!! I'm freaking noob!
its 256 pix max specified lol... Poly2vox is limited at 256x256x255 (the longest dimension was vertical at 256 instead of 255... lol
edit:
its a shame were limited at a mere 255 voxels though,.... I wish I could build it to like 4,000+ or unlimited, something... (I know its a hex calculation code thing with running 2 digit binaries, and to make it bigger is ALOT of code work modification.... but if someone wants to haxx it into having a bigger capability, its THOROUGHLY appreciated!!)
Edited by LStanley at
ConsistentCallsign at
I think it's only the .vox/.kv6/.kvx format that is limited to 256x256x255 and not poly2vox itself. If the model is bigger than 256x256x255, slab6 gets unstable or crashes.
Yeah, slab7 should have a maximum volume grid of at least 512^3, have multithreading support and raytraced realtime dynamic lightning/shadows :3
Edited by ConsistentCallsign at
LStanley at
it was funny though, the program when I converted it, it didn't give me a warning with the 256 on the .vox or the .kv6, but it did do it for the .kvx (I ran it the first time as the default .kv6 and was like wtf? this worked well on the office workstation?!?! and so I tried it as a .vox, after the 2nd fail, on 2 different filetypes, with different modeltypes etc. I made a post...) BUT! I figured it out now! wheeee!
lemmie get to texturemapping, and we'll start using some of these in a map or two...
any of you guys ever use a program like Teamspeak? Ventrilio? Teamtalk? I'd be nice to get to chit chat with you guys, and it'll drastically increase my build time, as I can create models for exactly what you want as you talk it through, (not to mention I can let you watch me work my magic over RealVNC, and you can tell me in realtime that the colors aren't gonna work on your level properlly, etc. and make them more green or something)
LStanley at
anyways, as I've been working through all the "object properties" possibilities in my head... should I make my models (this reinforced door for example)
or should I break it by steel frame, wood door, steel window, steel shudder??
because its 1 object, to import on a map/rotate/etc when not seperate, but if its not seperated, it'll all be destroyable with the newbie knife right?
it'll not have "proper" materials....
shrug, its easier as 1, but its probably more realistic as 4 models...
thoguhts?
edit/update:
I'm having trouble getting the poly2vox thing to recognize the rdoor.png it says it supports png formats? but its not finding it... I'm working from *.bmp's for a temp fix, but high res textures as bmp's shieeeee thats a ton of HDD space for the textures I'm gonna make...
I like to hope that after the lighting is applied from a level, it looks ALOT better, I don't want to "bake on" shadows to "make it look more real" .. you get the drift...
the noise might be a bit heavy though, the converter did a number on it, I'll try to soften the bmp some for the conversion...
well I can't attach the file to this message, at 2,456 kb its too big, blah... what server are we using for uploading files? anyone have an FTP access that we can get into and upload to? thats the fastest and easiest means to update info.
Edited by LStanley at
ConsistentCallsign at
Nice texture, Stanley! :o The voxelized model looks more gritty and old due to the 256 color palette. Reminds me of Blood :)
Yes, you will need to make 2 separate voxel objects, one object is the steel frame and the other object is the wood. If you want player to blast off individual wood boards, you could save the 6 separate wood boards as 6 separate voxel objects and then re-combine them together again in the new level/object editor.
I suggests you wait until we have a new level/object editor running, then modeling will be easier and more fun.
well I can't attach the file to this message, at 2,456 kb its too big, blah... what server are we using for uploading files? anyone have an FTP access that we can get into and upload to? thats the fastest and easiest means to update info.
When we were working on v.101 (first release), we used TortoiseSVN. It was awesome and extremely practical D: When the new level/object editor is done, we will probably use SVN repository/commits/whatever again :3
I recommend uploading your models to mediafire.com.
Every single surface voxel will take 48 bits of memory now because they will have 24-bit color data and 24-bit normal data stored in them. Basically what this means, is that textures will be photorealistic (no 256 color limit) and the path traced shadows/reflections/refractions will also be smooth and flawless due to teh 24-bit normal data.
Every single surface voxel will take 48 bits of memory now because they will have 24-bit color data and 24-bit normal data stored in them. Basically what this means, is that textures will be photorealistic (no 256 color limit) and the path traced shadows/reflections/refractions will also be smooth and flawless due to teh 24-bit normal data.
your pool, looks sharp! that in the new version full-color? or the old? it still needs a few things though: 1- Drains 2- Scuppers near the corners (collects floating trash in the pool) 3- depth markers (painted on walls?) 4- (maybe just an artistic touch, but most pools have more of a "lip" at the edge where the walk meets the poolside wall)
ConsistentCallsign at
LStanley said at
your pool, looks sharp! that in the new version full-color? or the old?
Old and raycasted, I'm afraid.
http://i225.photobucket.com/albums/dd202/highwingx3/SS4.png *KICKS DOWN DOOR* *pulls trigger* HOUSE CLEARED!! FLAWLESS VICTORY LOL!
<:D!!
Edited by ConsistentCallsign at
LStanley at
textured and converted the bricks here at work...
I'll save the models to make full sets of "each part" later... ;)
Awesome!! :o :o The color is so much better now! :o The brick texture is gritty and red, I love it! :o I also love the voxelized shape :3 The toy-shaped 3ds models look photorelaistic when voxelized! :o
It's fukcing FLAWLESS PERFECTION, man! :o
Edited by ConsistentCallsign at
LStanley at
the first take with wooden walls behind crapped on itself, I dunno why the converter did this, but the brick in question, lol, got deleted...
now the idea is, when we get the editor, is to build 2x4's 4x4's etc, metal straps, brick, rebar, and mortar, all seperate... THEN!!! hang the walls on the inside of the framing, to make a "true wall" with added physics realisim...
;-)
oooh and just for reference: http://www.hometips.com/images/content/bricksiding_intro.gif
I drew the anchors "bent down" because when you tear through the brick, when the brick falls away, the metal WILL bend down when the brick comes off, its more realistic!
Edited by LStanley at
ConsistentCallsign at
That's insane! :o I love the metal rods! :D There will also be metal rods inside the concrete walls in teh covert-biological-and-chemical-military-warfare-research-and-development-unit-secret-underground-bunker-complex :3
A secret is revealed!§ :o You found the arcade machine! http://i225.photobucket.com/albums/dd202/highwingx3/arcademachine-1.jpg http://i225.photobucket.com/albums/dd202/highwingx3/Britainherewecome.png http://i225.photobucket.com/albums/dd202/highwingx3/CoastofGraetBritain.png http://i225.photobucket.com/albums/dd202/highwingx3/luftwaffe6.png Those British bastards§! >:@ FLAWLESS VICTORY LOL
Edited by ConsistentCallsign at
LStanley at
so where is Ken at? any chance he can re-work the poly2vox proggy to handle >256x256x255 at a time? make it 1024x1024x1023 or something?
maybe even *8 hex it so its 2048x2048x2047 ...
If I had ~500 or ~1000 vertical pixel equivilant of textures (made 3d voxels woot!) I'd be able to make some KILLER single story walls to stuff in a level... 2 story tall, etc, now, with 2,000 vertical voxels, talk about unique non-tiled exteriors of buildings!...
someone find ken. get him on the ball!
ConsistentCallsign at
LStanley said at
so where is Ken at?
Dunno. He's probably too busy to help us. Ken is a busy boy :P hansk could probably do it, but the new vxlst engine currently only supports 256^3 sized sprite objects (takes longer time to deform and interact with 512^3, 1024^3 etc sized objects. takes a lot more memory too)
I will ask hansk if it's practical to make slab6 and/or poly2vox support 1024^3 voxel grids. That could be useful when creating big trees and stuff. For smaller objects like coins, wine bottles, chairs and maybe sofas etc, 256^3 is more than enough.
On second thought.. maybe not :P
I think it will be easier to just use the new copypasta function in the new level editor when creating high/tall/epic walls. That would also take less memory/HDD-space.
Edited by ConsistentCallsign at
LStanley at
(edited you answered the question with your edit)
well, I will build objects as (4 part) objects, I.E. put 4 together to get a 512x512x255 piece, or whatever floor/wall/ceiling configuration 10' high walls, would it seem "WAAAY TOO DENSE" on the engine? or would it work?
whats a unit of measurement currently? 2 voxel = 1 inch? 60 voxels = 3 feet high? 120 voxels = 5 feet? or are we going with about double that? 240 voxels = 5 feet high, etc... I'd like to see it somewhere at 50 voxels = 1 foot so that I can use 500 for a 10' high wall.... I'm gonna try to stick with 50voxels/foot (or do my best to keep it there)
In any case, I'd like to get my claws on the level editor, get a feel for "what works" and "what doesn't" as I'm building this stuff...
*shrug*
hrmmm, whats next... tile? cinderblocks? barbwire? trees? ... random mortar'd rocks? flooring? I'll pick something I suppose...
hung ceilings might be easy enough... did they have those in the 40's?
"Fluorescent lighting systems spread rapidly during World War II as wartime manufacturing intensified lighting demand. By 1951 more light was produced in the United States by fluorescent lamps than by incandescent lamps." - Wikipedia
I suppose I could put some in, but they wouldn't be mainstream ... yet... nor would ARCADE MACHINES! ... but, I'm not one to judge.. lol
Edited by LStanley at
ConsistentCallsign at
LStanley said at
well, if I build objects as (4 part) objects, I.E. put 4 together to get a 512x512x255 piece, or whatever floor/wall/ceiling configuration, would it seem "WAAAY TOO BIG" on the engine? or would it work?
Yes, that would work. You can copypasta many different rotated and scaled 256^3 sprites and stack them on top of each other to get a huge epic structure
whats a unit of measurement currently?
There is no unit of measurement :P
We'll just scale down (without losing quality) the high-res models so that they will be consistent with the other objects.
Those round barbwire fences and some of them "X" metal objects (those big Xs on Omaha beach, saving private ryan :P) would be awesome! :o They are like the trademark of war :o That would be epic! :o You blast some guy and his blood and guts gets blown out of his body and hit the barbwire fences :D Entrails hanging down from barbed wire fence = ultra-epic insta-win lol :o
Edited by ConsistentCallsign at
LStanley at
you know, re-reading most if not all of this thread, you know what this project is MISSING??
goals.
direction.
and a plan.
ConsistentCallsign, do you want to come up with some form of a "level plan" ?? I.E. leveltypes, gametype, idea of "scenarios" ... we don't "have to" stick to the old Wolf3d single floor 30 levels + 3 secret level, all gridded, all indoor bs levels...
we can go more like "Return to Castle Wolfenstein" and have the prison, courtyards, airfields, highways, villages, underground complex's etc.
what I'm asking for though, is pretty simple, I'd like to have a (level 1 = prision breakout) and I build all the parts needed for the prison, then: (Levels 2-4 = preperarion) dig through the nearby village to gain arnaments to attack back (Levels 5-9 = retalliation) return to the prison, to kill the guards and administration (Level 10 = showdown) first boss level
and then go from there... to the research complexes, the city, the army, and eventually, to Hitler himself! *shrug*
EDIT:
OOOH another thought, with the voxels all having independant properties by "material" type, can we have a fully interactive envioronment? I.E. a working physics engine with the other objects, .. say, if I kick a guard off a railing onto a "spike" type object, can we have that spike object IMPALE him??
Edited by LStanley at
ConsistentCallsign at
LStanley said at
goals.
direction.
and a plan.
I want Voxelstein 3D to be a freeware murder simulator with tons of action, blood n guts and babies drowning face-down in their own diarrhea :3
Blood n guts, extreme violence and killable kids/civilians is imperative because it brings more life/variation/realism and funnyness (black comedy) to the game :3 http://www.youtube.com/watch?v=GABzWHuIZ_4
So basically, in Voxelstein 3D.. if it has a pulse, player can kill it, be it an evil nazi or an innocent little concentration camp child labourer lol :'(
<:D!!
There's this red thread called mission objectives that the player is supposed to follow. All mission objectives will fit the story :P
You are BJ, top OSA agent. After being briefed on your mission objectives, you will be parachuted down into the Third Reich.
Mission objectives: Rendezvous with agent 69. Locate and pwn Nazi Nukem. Locate concentration camp, send signal and secure the area while waiting for reinforcements. Locate and destroy Third Reich eugenics lab. Locate secret underground bunker complex and liquidate Hitler.
Easter eggs like the arcade machine will be discretely hidden as secrets.
:3
Player starts in an interrogation room (old torture room in castle basement) with his hands 'cuffed to a steel chair that's fastened with bolts to the stone floor. Infront of the player is a guard. The guard looks at you then bitch-slaps you with his luger. He then says "Für wen arbeiten Sie?". After no reply from player, guard turns around, pulls out his Rambo knife and starts to sharpen it (with wat?) and holding it up in the light. When the unsuspecting guard sharpens his Rambo knife, player uses his stolen paperclip to unlock his cuffs. Player gets up from the torture/interrogation0 chair, walks toward the unsuspecting guard. Guard turns around startled/shocked/surprised and player delivers 2 fast powerful left-right punches to his face Mike Tyson style followed by a knee to the stomach and a helmet to the head (guard placed his helmet on the table behind him) :P
It will be a small cut scene.
http://i225.photobucket.com/albums/dd202/highwingx3/paperclip.png On his way to the interrogation room, BJ managed to get his hands on a paperclip from the castle basement's classified intelligence room: http://i225.photobucket.com/albums/dd202/highwingx3/intelroom66.png
Locations to explore: *Castle (where player starts) *Concentration camp *Scary old mansion lol (you just gotta have a scary old mansion to explore lol) *secret underground bunker complex with covert biological and chemical military warfare research and development unit *Well of Wishes (omg lol) *Area with trenches, minefields, barbed wire, tanks, British/German/American soldiers fighting, planes dropping bombs, gun sounds in background.. *airbase *
kick a guard off a railing onto a "spike" type object, can we have that spike object IMPALE him??
Yes, I think that would be practical to code/implement. Spike objects (objects with the sharp spiky property) should deform organic objects that touches them at certain force.. Great idea, Stanley! :D I'm not a coder, so hansk will have to code this feature when he is done with the new level/object editor and he can start coding gameplay.
Edited by ConsistentCallsign at
LStanley at
sooo, in other words, we have a detailed! cutscene start (ok cool, this works!) we have a "list of orders from base" to follow... (not bad) and a list of locations to explore...
+ baby killing theme...
hrmmm... not much structure yet...
are the locations going to be in a "level by level" order? (Doom series, Quake 1, Wolf3d, most games) or can you approch them in an "open game" fashion? like Fallout or Oblivion? or in a "multi-part level optional" setup with the ability to go backwards through levels? (kinda like Q2)
if its level by level, are we going to have pinnacles? I.E. Boss levels that seperate the major quests? or? if open, is there a game map where you can "pick locations" or is there a in-game-world between the locations? (possibly with real-time level loading)
as far as the implement "sharp pointy object can kill organic object" thats a start, but I'd like to see EVERY object having a "deformability" function, (rubber being easy to deform, steel, hard to deform) and thus, if object A (person) is exhilirating MORE FORCE than EITHER object (Person or steel) can deform then a "break" happens (I.E. the "person" breaks first)...
in coding, (logically) it would follow:
two objects with properties:
A (Name of object) 1- Rigidity = (constant force required to start deformations >1) (can stretch or squish) 2- Deformability = (amout of "force" able to withstand before "failure" causes localized deformations that return ON IMPACT) I.E. a jello effect 3- ImpactType (dealt to another) = (Piercing = force*2 ; Blunt = force/10 ; Slashing = force) 4- FailType = Permanent Deformation (voxels moved/stretched with distance relative to impact force - deformability limit); Clean Break (voxels split along impact with constant velocity relative to impact force - deformability limit); Wild Break (voxels broken randomly at impact with constant velocity relative to impact force - deformability limit); Piercing (voxels allow impact to penetrate leaving hole); Shatter (voxels shatter at random sizes and velocities relative to impact) 5- Density = numerical multiplier of object voxels (= mass per voxel)
A- Human 50x50x250 (625000 voxels) 1- Rigidity = 500000 2- Deformability = 1200, 50000 3- ImpactType = Blunt Impact 4- FailType = Piercing vs Piercing/Slashing, Permanent Deformation vs Blunt (broken bones) 5- Density = .5
B- Steel Spike 3x3x90 (810 voxels) 1- Rigidity = 100000 2- Deformability = 10000; 120000 3- ImpactType = Piercing 4- FailType = Permanant Deformation, Clean Break vs blunt or Piercing vs Piercing 5- Density = 2
What happens?
well we need to 1- come up with how "a General Impact Force" is calculated if we use MASS*VELOCITY its well, simple newtonian physics
Whats the Human Mass? 625000(voxels)*.5(object mass multiplier) = 312500 MASS
Whats the velocity? well mathamatics of gravity by newton, again is: 9.8m/s^2 = VELOCITY of HUMAN or, Speed of Gravity (fallen 1 story 3m distance solve for seconds = Sqrt(2*3/9.8) = .61224 m/s
Thus General Impact Force = MASS*VELOCITY = 312500*.61224 = 191326.53 The force of the SPIKE inacted upon the HUMAN is (PIERCING) or 191326.53*2 = 382,653.06 The force of the HUMAN inacted upon the SPIKE is (BLUNT) or 191326.53/10 = 19,132.65
now relate the Human object and Spike object and their respective deformation force requirements... a- neither are under "continious force" thus rigidity plays no effect b- (act on smallest #'s first) 382,653.06 is greater than the human deformability constant (failure happens) FailType = Piercing (the Spike pierces the human; impaled) 19,132.65 is greater than the spike's first deformability constant (failure happens) FailType = Deformation (the spike bends during the impact) The remaining forces are acted upon the floor
The force of the FLOOR inacted upon HUMAN is (-Spike of (-10,000)+BLUNT(191326/10)) or = 18,132.65 nothing further, object HUMAN stops at floor (imagine if the floor is made of weak wood and the human BREAKS through the floor even?!?!!)
LStanley at
double post, but I ain't editing that...
I'm thinking too much, too hard. :(
ConsistentCallsign at
LStanley said at
+ baby killing theme...
The babies drowning face-down in their own diarrhea will be put in Dr. Mengele's block. Dr. Mengele (needle/syringe-throwing boss) injects their tiny a**holes with laxatives lol :'(
are the locations going to be in a "level by level" order?
It will be just one big streamable world. There will be no big loading times, only constant streaming.
as far as the implement "sharp pointy object can kill organic object" thats a start, but I'd like to see EVERY object having a "deformability" function, (rubber being easy to deform, steel, hard to deform) and thus, if object A (person) is exhilirating MORE FORCE than EITHER object (Person or steel) can deform then a "break" happens (I.E. the "person" breaks first)...
That would be sweet! :D Like a cheese object (edible organic object with (procedurally generated?) holes inside of it) that gets impaled on a wooden stick :3
Edited by ConsistentCallsign at
LStanley at
what about the ability to CRAWL!?
I mean, I'm working on building a hung ceiling... why not crawl through the ventilation ducts if you want to?
just a thought,...
ConsistentCallsign at
LStanley said at
I mean, I'm working on building a hung ceiling... why not crawl through the ventilation ducts if you want to?
Yes, crawling through vents is fun :3 There will be a a ventilation duct network in the underground bunker complex. Player can crawl his way through the ventilation system undetected, shut down the power generator (then elevators and submarine gate will not work, and Hitler must use the stairs to escape lol) or player can just crawl his way to Hitler's bunker office :3
There will be an alarm system in the underground bunker complex. If the alarm goes, the whole bunker goes into evacuation mode and Hitler will escape using the stairs/elevator to surface get-away plane, or escape in his personal submarine :3
Edited by ConsistentCallsign at
LStanley at
incomplete, just models, but they tile, PERFECTLY!
Light tubes I slabbed for the swimming pool room: http://i225.photobucket.com/albums/dd202/highwingx3/LightTubes.png
A secret is revealed!§ :o http://i225.photobucket.com/albums/dd202/highwingx3/clawvendingmachine-2.png You found the claw vending machine! @_@ http://i225.photobucket.com/albums/dd202/highwingx3/clawvendingmachine2.png Claw vending machine will be filled with ammo and gold etc when raytraced L_L
Edited by ConsistentCallsign at
LStanley at
whats the trick to make glass in slab6 or the converter? will it use alpha? or do I need to do something more extravagant like make the glass a seperate object, and then define it from the level editor? ??? :-\ in any case, one step at a time, between RL work, and the fiancee, etc, yeah... I'm chugging along...
ConsistentCallsign at
LStanley said at
do I need to [...] make the glass a seperate object, and then define it from the level editor?
Yes.
LStanley at
ConsistentCallsign said at
zomg im doubling teh res :o http://i225.photobucket.com/albums/dd202/highwingx3/automatclaw.jpg
I've been basing the models I'm making (converting with Poly2vox) at 5 units/inch or 60 units/foot or (10 foot high walls) 600 unit high walls...
then, I plan on converting the materials to voxels at a scale of 1:1 thus, the walls for 10' high corridors are 600 voxels high... If that vending machine is ~5'6" tall (pretty normal) it should be 330 voxels tall, (to maintain the scale and LOD of the walls, ... now, I COMPLETELY UNDERSTAND that sprites/models/objects should be >> in voxels than the walls... but to keep it "somewhat standardized" we might want to make sprite-objects at like ~8voxels/inch or so, thats +50% detail than the walls will have,.. it should fit quite well!!! (if not too much detail)
looking CLOSELY at your model, the origional object (looks) to count at ~100x60x40 voxels, (if you've doubled it at ~200x120x80) it has a scaleable size at 5'6" of ~3.75 voxels per inch.... Why not just push it up to 5 voxels an inch, and lets make it a minimum standard?? the double detail machine looks ALOT better btw.
ConsistentCallsign at
256^3 limit stays, I'm afraid.
>256^3:
+doesn't look blocky when close up -takes more memory -takes more disk space -slower to render -slower to modify -slower to collide -slower to create
2 more locations added to list: ** Campingplatz - Home of teh 1337 campers (Campingführer included :3) ** Auschwitz Amusement Park (Auschwitz Freizeitpark), will be located right next to concentration camp lol :3 Hitlerjugend kids will play together and hold hands with concentration camp children there. Touching :'( Ronald McDonald will be there. New Di$ney Sweatshop Führer will be there. Spinning wheels, horses, games with prizes (shoot ducks, win teddybear lol), rollercoaster, cotton candy, popcorn, small house of horrors with dangerous traps etc :3
Edited by ConsistentCallsign at
LStanley at
ConsistentCallsign said at
256^3 limit stays, I'm afraid.
>256^3:
+doesn't look blocky when close up (yeah right) -takes more memory (what, 400mb vs 1,600mb? who's computer isn't >4,000 mb nowadays anyways?) -takes more disk space (again, worrying about disk space on something around 400 mb difference is moot) -slower to render (for slower computers) -slower to modify (quit being lazy) -slower to collide (orly?) -slower to create (again, quit being lazy)
the only part I see that "might" be an issue, is the collisions, what do you mean by that it will "take longer to collide?"
ConsistentCallsign at
LStanley said at
-takes more memory (what, 400mb vs 1,600mb? who's computer isn't >4,000 mb nowadays anyways?) -takes more disk space (again, worrying about disk space on something around 400 mb difference is moot)
basically.. when detail gets doubled, memory gets octupled! :o ;D word 2 yo mum (and ur fiancee :-*) jk jk lol :3 :P
LStanley said at
the only part I see that "might" be an issue, is the collisions, what do you mean by that it will "take longer to collide?"
I don't know actually :P I just follow orders from hansk, no questions asked :P I think it means that collision detection will be more processing intensive when sprite objects are >256^3
LStanley said at
who's computer isn't >4,000 mb nowadays anyways?
mine lol :(
Edited by ConsistentCallsign at
LStanley at
ConsistentCallsign said at
LStanley said at
-takes more memory (what, 400mb vs 1,600mb? who's computer isn't >4,000 mb nowadays anyways?) -takes more disk space (again, worrying about disk space on something around 400 mb difference is moot)
basically.. when detail gets doubled, memory gets octupled! :o ;D word 2 yo mum (and ur fiancee :-*) jk jk lol :3 :P
LStanley said at
the only part I see that "might" be an issue, is the collisions, what do you mean by that it will "take longer to collide?"
I don't know actually :P I just follow orders from hansk, no questions asked :P I think it means that collision detection will be more processing intensive when sprite objects are >256^3
LStanley said at
who's computer isn't >4,000 mb nowadays anyways?
mine lol :(
ok well, memory (RAM) might get tested... as far as collisions with 256^3 objects, OK, no problemo, BUT, I still want to stack 2 or 3 to make the walls ~600 voxels / story tall.
never hurts to try.
Beef at
The new stuff looks great, it's good that the dev team has another artist on board :)
ConsistentCallsign at
Hitler escaped!§ :o http://i225.photobucket.com/albums/dd202/highwingx3/moon2.png http://i225.photobucket.com/albums/dd202/highwingx3/MoonRocket2.png http://i225.photobucket.com/albums/dd202/highwingx3/SpaceNasa.png
A secret is revealed!§ :o http://i225.photobucket.com/albums/dd202/highwingx3/TreasureChest5.png You found a treasure chest! Treasure chests on Moon? You bet! :P
Treasure chests are protected by magic seals. A disposable magic key is required to unlock/open a treasure chest @_@ http://i225.photobucket.com/albums/dd202/highwingx3/MagicKey2.png
So... Hitler escaped on a spaceship to the moon? I have to say, I didn't see that coming :)
ConsistentCallsign at
esuvs said at
So... Hitler escaped on a spaceship to the moon? I have to say, I didn't see that coming :)
Why, everybody knows that there are nazis on the moon because the internets says so, just like everybody knows God exists because the ink in a book says so ::)
L_L
Edited by ConsistentCallsign at
LStanley at
I need to get off my bum and do some modeling, I've been too caught up with work... friggin 875,000$ +50,000$/day on the line right now with one job at work!! AAAAHHHHH the stress!
Wow @ the clown in basin screenshots! It looks like you drew those yourself, looks like a pretty VGA Adventure game! :O The two pics after that, though... :( So that's a mosaic post processing effect?
ConsistentCallsign at
Beef said at
Wow @ the clown in basin screenshots! It looks like you drew those yourself
I sure did 8) I'm the greatest 2D pixel artist ever! :P
Beef said at
looks like a pretty VGA Adventure game! :O
A pretty VGA adventure game.. in 3D! :o
Beef said at
The two pics after that, though... :( So that's a mosaic post processing effect?
It's more than just a simple post process effect because only a fraction of the rays are traced. Mosaic mode is faster, has more noise (noise is necessary to create that eerie and awesome war atmosphere), solves aliasing problem, solves blockyness problem (voxels look more detailed and less blocky up-close).
Edited by ConsistentCallsign at
Beef at
Ic... I can see the raytracer got you your voxel transparency, too :) MOAR PICS LIKE THOSE (prefferably without mosaic ^^) Edit: Thanks! Here is my first voxel model, a spaceship! I made it with the CnC Voxel Section Editor.... Feel free to use it for anything, though it is very low res :D It has interiors and everything! I bundled two versions, one without the fire and lazor effects. Maybe you could put it in one of those secret arcade machines, in a bullet rain shoot-em-up game, whatever :D Take it easy on me, it's my first try ;D I haven't even made a poly model before!
Edited by Beef at
ConsistentCallsign at
Cool spaceship design. The burning fuel from the jet engine looks awesome.
CnC Voxel Section Editor is obsolete and hard to use. Use slab6 instead.
Edited by ConsistentCallsign at
Beef at
Thanks! I've tried slab6 once... Does it have a layer-by-layer, paint-style editing mode or is it limited to sculpting in 3D? If it has it, I'll switch to slab6, it's just, the CnC editor was very simple and easy-to-use (though time consuming depending on resolution) :)
ConsistentCallsign at
Beef said at
Does it have a layer-by-layer, paint-style editing mode or is it limited to sculpting in 3D?
Ya, slab6 is 3D modeler with integrated Voxel Section editor and integrated palette editor! :o Ken is teh best! Hands down! ;D
Beef at
I see. I tried that, and it's a bit different from the one in VSE, but eh, I can learn. However, noes, vxl format isn't supported! How do I convert the spaceship so I can work on it in slab6?
Another thing: the cursor gets a bit weird when I move it into the render window... When I try to move the cursor out of it, it just disappears. I have to move it to the edge of the screen before it appears again. What's up with that?
Edited by Beef at
ConsistentCallsign at
Beef said at
How do I convert the spaceship so I can work on it in slab6?
You can't :( CnC Voxel Section editor does not support exporting/saving to .vox/.kvx/.kv6 format. But anything made with CnC Voxel Section editor can easily be recreated in slab6.
Damn! >:( Oh well, I guess I'll remake it, or something. Do you have the cursor problems in slab6 that I have, apegomp?
ConsistentCallsign at
Beef said at
Do you have the cursor problems in slab6 that I have, apegomp?
Cursor problems? ??? Never.
Edited by Awesoken at
Beef at
It's odd... It's not just what I mentioned before either, the cursor randomly flips out and quickly swaps from the cross, pointer and double edged arrow... Is it because I have Vista?
ConsistentCallsign at
Beef said at
Is it because I have Vista?
Yes. Uninstall Vista :P Try running slab6 in compatibility mode (right-click on .exe, go to properties and look for windows xp compatibility mode)
Beef at
Wow, that actually worked! W00t! :D
Atomic at
Beef said at
Ic... I can see the raytracer got you your voxel transparency, too :) MOAR PICS LIKE THOSE (prefferably without mosaic ^^) Edit: Thanks! Here is my first voxel model, a spaceship! I made it with the CnC Voxel Section Editor.... Feel free to use it for anything, though it is very low res :D It has interiors and everything! I bundled two versions, one without the fire and lazor effects. Maybe you could put it in one of those secret arcade machines, in a bullet rain shoot-em-up game, whatever :D Take it easy on me, it's my first try ;D I haven't even made a poly model before!
nice model :)
Beef at
Thanks! apegomp/hansk, how will the new animation system work? Anything you can reveal? ;D Is it any similiar to animation systems polygonal games use nowadays? Skeletal animation and such, stretching and bending...
ConsistentCallsign at
Beef said at
apegomp/hansk, how will the new animation system work?
Selected areas on models needs to be moved/stretched/rotated/grouped etc
1. Physics. - Ragdolls, shall we have them? - Do you have a body as the character, like in OFP? - Does the hypothetical character affect it's surroundings, eg. knock stuff over? - You should be able to grab shit with your hands, door knobs, vases, chairs. - And then hit nazis with them. - Flamethrowers plausible?
2. Gameplay. - Fixed lean, crouch and prone? - Freeaim? - Melee. Hammers, chainsaws, riflebutt in the face. - Maybe you could be able to edit the way you hold your gun, how low you crouch, attach new gestures to buttons in-game. (late-developement)
3. Tools and engine. - You can apparenly port slab models, do you intend a full editor or only one for editing properties and make multipart models? - Bending and splinter, any modifiers for this? - Bullets as physical objects?
E: Whatever the voxel editor, it needs a setting to create a v^3 primitive of a variable size real bad. That and some rulers you can lay out, it would really help to get the correct relative size.
Edited by LordBringSomeLag at
ConsistentCallsign at
LordBringSomeLag said at
Larrabee!
Larrabee is not programmable and is therefore useless.
LordBringSomeLag said at
Ragdolls
Rubber-rigid jellyfish ragdoll physics *check*
Do you have a body as the character, like in OFP?
Player will only see weapon, hands, arms and left leg (when kicking) in 1st-person mode. 3rd-person mode is gay and unimmersive, so that's out of the question L_L
Does the hypothetical character affect it's surroundings, eg. knock stuff over?
Probably yes.
You should be able to grab shit with your hands, door knobs, vases, chairs.
Yes, player can pick up objects/bodies with use key.
Flamethrowers plausible?
Yes, with volumetric fire/smoke and refractive, hot air voxels ;)
Fixed lean, crouch and prone?
No lean. I want to keep it simple, you can still lean without using lean keys. Just use your imagination :P You can also crawl without a crawl key, just crouch and use your imagination :P
Freeaim?
Always 8) If you shoot without freeaiming, bullet can hit player in the foot, in the leg, the ground, an innocent bystander etc depending on how the player holds his gun when not aiming.
Maybe you could be able to edit the way you hold your gun, how low you crouch, attach new gestures to buttons in-game. (late-developement)
Ya.
You can apparenly port slab models, do you intend a full editor or only one for editing properties and make multipart models?
I think we will make a new voxel modeler, slab7, which will be integrated into the level editor / game.
Bending and splinter, any modifiers for this?
Not yet.
Bullets as physical objects?
Bullet-time? ??? OMG, that would be awesome! :o Maybe.
Whatever the voxel editor, it needs a setting to create a v^3 primitive of a variable size real bad. That and some rulers you can lay out, it would really help to get the correct relative size.