
Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 1, 2013 10:32 AM
Msg. 1 of 57
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jun 1, 2013 12:22 PM
Msg. 2 of 57
So, you're working on a new engine?
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Jun 1, 2013 01:16 PM
Msg. 3 of 57
your one error is using java. other than that, you should adjust the lighting; areas in shadow do not get that dark.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 1, 2013 01:23 PM
Msg. 4 of 57
nvm, Edited by OrangeJuice on Jun 1, 2013 at 01:23 PM
I was gonna say some things about java's many bottlenecks, but I haven't used java 7 yet... Edited by OrangeJuice on Jun 1, 2013 at 01:28 PM
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GLaDOS
Joined: Dec 6, 2011
Testing you.
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Posted: Jun 1, 2013 01:28 PM
Msg. 5 of 57
Quote: --- Original message by: Devon
For the love of god make sure you only hand this out in English, not Spanish. If he hands out this only for smart people.. Then you are in trouble..
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 1, 2013 01:33 PM
Msg. 6 of 57
I'm gay IRL so it's k.
Also, BR BR BR HUE HUE HUE MORDEKAISER ES NUMERO UNO
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 1, 2013 01:37 PM
Msg. 7 of 57
I have an XDK, nobody ever comes after me EDIT>v They're all over the "What's your Halo CE battle station" topic v<EDIT>v And nobody will come after you, Devon. People post themselves using XDKs all over Scenyx, even Alpha hardware versions. v< EDIT>v No, no no! A tiny net is a death sentence. v< EDIT>v ......  v< Edited by OrangeJuice on Jun 1, 2013 at 02:11 PM
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 1, 2013 02:11 PM
Msg. 8 of 57
I wonder what ever happened to JWOW's custom engine
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GLaDOS
Joined: Dec 6, 2011
Testing you.
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Posted: Jun 1, 2013 02:27 PM
Msg. 9 of 57
Quote: --- Original message by: Devon In that case: off topic. /thread In that case, learn to read before say anything..
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jun 1, 2013 02:31 PM
Msg. 10 of 57
*ignores stupid trolls*
...so you're making your own new game, but you can import Halo assets into it? What can you import, exactly? MAP files? Tags? Shaders? or...?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jun 1, 2013 02:47 PM
Msg. 11 of 57
Can't wait to give it a try
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jun 1, 2013 03:16 PM
Msg. 12 of 57
Quote: --- Original message by: renegade343 *ignores stupid trolls*
...so you're making your own new game, but you can import Halo assets into it? What can you import, exactly? MAP files? Tags? Shaders? or...? ^ He's just building an engine, not a game apparently. Anyway, this looks awesome. I just hope it doesn't get cancelled like a lot of open-source engines have been.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jun 1, 2013 03:24 PM
Msg. 13 of 57
Quote: --- Original message by: Mootjuh Won't this like split the community even more? Yes, it will scare the ignorant away. Good riddance, I say.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jun 1, 2013 04:02 PM
Msg. 14 of 57
Quote: --- Original message by: DevonQuote: --- Original message by: JazQuote: --- Original message by: Mootjuh Won't this like split the community even more? Yes, it will scare the ignorant away. Good riddance, I say. Tomorrow we all upgrade to Halo 2, since it's so much better than Halo 1. 1. No, it really isn't. Artstyle's slightly worse. 2. Gameplay's... meh. 3. HEK is... seriously meh. 4. It's only on Vista.
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jun 1, 2013 06:15 PM
Msg. 15 of 57
about the possibility of a new engine: i personally would love to see a more efficient, and better graphically inclined engine. i would love support for common programming languages, especially how common java is. i would love to see the possibility of new lighting and shaders, especially cryengine quality (doubtful). i'd love to see more efficient rendering and data usage, especially removing the low map compiling size limit. and for anybody who is too dumb to switch engines, or is worried it would split the players, stupid people will always be stupid, and just use the "only use it for SP" bullshut excuse people use for Open Sauce.
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 1, 2013 09:29 PM
Msg. 16 of 57
I'd like to point out the engine will be open source.
Also, my engine already has client side hit detection and projectile simulation. I also have spread synchronization and modular actor property simulation implemented. (in simple terms, all objects in the game sync in MP). And I have script synchronization planned for a later date.
Making maps is easy and the lighting model is dynamic so no radiosity, this also allows for fluid day night cycles. Post processing can be applied by layer (IE you can apply HDR or bloom or whatever you want and it will only affect the game world not the HUD)
Also the engine will be on a large scale of graphical qualities, the minimum setting being a netbook compatibility mode with basically just simple diffuse rendering.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 2, 2013 03:26 AM
Msg. 17 of 57
In reference to your reply to my comment requesting documentation on scripting. I was wondering if you were going to go into extreme detail about the scripts and their functions, as well as the engines limitations. I have some more questions too.
Are you planning on making 12D like HEK? If so, are you going to: - Allow for 44100hz weapon sounds? - Stereo sounds? - A less fussy compilation tool? - Keep the sapien/graphical editor fly cam the same as it is?* - Live updates when you modify shaders in guerilla/meta editor? - Allow for more than just .jms imports?
If not, would you be able to take these ideas into consideration for meta/graphical editors - Everything I mentioned above.
* If keeping the original sapien flycam with the WASDRF controls isn't what you have in mind, can you make it a switch between for people who do prefer the WASDRF? It's my personal preference, and maybe a lot of others have the same preference.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 2, 2013 03:28 AM
Msg. 18 of 57
Personally I would love to be able to instantly spawn in the level to test things in sapien.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 2, 2013 09:27 PM
Msg. 19 of 57
Here's some of the stuff in the engine
-Simple BSP importing -BSP is imported with .obj and a collision mesh can be the same model -Dynamic lighting, so there is no 50hr radiosity -Working physics engine -Optimized garbage collection -UV animations
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Corvette19
Joined: Feb 27, 2007
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Posted: Jun 2, 2013 11:54 PM
Msg. 20 of 57
Really cool man and it's great to see you back in town.
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Corvette19
Joined: Feb 27, 2007
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Posted: Jun 3, 2013 12:37 AM
Msg. 21 of 57
This account is new but this guy is not.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 3, 2013 01:43 AM
Msg. 22 of 57
Better known as DMT Inferno
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Jun 3, 2013 02:30 AM
Msg. 23 of 57
Or the guy who made snowtrap.
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 4, 2013 06:25 PM
Msg. 24 of 57
Yeah I'm the guy that did all the scripting and tagging for Yoyorast Island 2 and I made a few other maps and what not. Quote: - Allow for 44100hz weapon sounds? - Stereo sounds? - A less fussy compilation tool? - Keep the sapien/graphical editor fly cam the same as it is?* - Live updates when you modify shaders in guerilla/meta editor? - Allow for more than just .jms imports?
- Sound uses flac. (Thank flibit for that) - Stereo, yes. - Compilation is done on runtime. Longer loads and file sizes but easier development and the ability to download files needed for mods :P. Also allows a server to rearrange weapon spawns (like forge). IE the game only uses tags and source files, it doesn't need a map cache. - Shader editing is currently done in a text file but I will have a visual editor later. - Engine uses 2 formats for models. OBJ for static meshes, TBJ for skeletal meshes. TAF is for animations. TBJ and TAF are my own formats I created and I have an exporter for 3dsmax. I will provide specifications for people to create exporters for other programs if they want.
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 4, 2013 06:42 PM
Msg. 25 of 57
On my rig (i7-920) deathisland loads in about 2-3 seconds. With all the weapons models and animations for Halo, maybe 9 - 10 seconds. On a lower end rig maybe 20 seconds tops. Of course I've still got lots of optimization to do. My code is filled with //TODO: FIX THIS OPTIMIZE THIS
:P
Shader math is pretty simple. It's about as flexible as Unreal Engine 3 shaders. Though I don't have support for cubemaps yet. Not sure if I will or not.
12D Client / Server comes to a total of nearly 15,000 lines so it's a lot of stuff to work through. Edited by Not Inferno on Jun 4, 2013 at 06:43 PM Edited by Not Inferno on Jun 4, 2013 at 06:45 PM
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 4, 2013 06:48 PM
Msg. 26 of 57
Quote: --- Original message by: wafflesQuote: --- Original message by: Not Inferno Shader math is pretty simple. It's about as flexible as Unreal Engine 3 shaders. I'm sold! If not static cubemaps, would there be any type of reflections? Edited by waffles on Jun 4, 2013 at 06:46 PM Standard specular reflections. You can also color the specular map if you want to use an RGB texture for it :P I tend to stick with using the alpha channel of the diffuse texture as specular. Edited by Not Inferno on Jun 4, 2013 at 06:49 PM
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 5, 2013 12:40 AM
Msg. 27 of 57
I am really excited for this engine now. Is it being designed around the original Halo limitations with more being allowed? Or is it completely custom and tailored to allow Halo-ish effects to take place?
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 5, 2013 04:12 AM
Msg. 28 of 57
I'm well aware. I want to know if he's designing it specifically for Halo content or other game content as well.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 5, 2013 08:57 PM
Msg. 29 of 57
Quote: --- Original message by: Tiel One would imagine as long as you can convert any content to the formats he listed.. What I'm referring to is he going to take ideas from other game engines as well. Such as the Biotics and stories tailored to who you are in the Mass Effect series. Or even the giant, fun as hell sandbox environments like GTA.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 5, 2013 09:06 PM
Msg. 30 of 57
Quote: --- Original message by: Tiel You're thinking of games, not engines. An engine is merely a platform for creation; all that stuff you're talking about is added in by whatever developer decides to make a title for the it.
Mass Effect was made using the Unreal Engine. Yet, on the other hand, so was Crysis and 90% of the F2P COD knockoffs on the market, if that gives you an idea of the line between engine and game. These engines were tailored to support the developers wants for the games. I know what I'm talking about here; the developers modify the source code of the engine to suit it to their liking. Hence why I'm thinking of the different games.
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 7, 2013 01:55 AM
Msg. 31 of 57
Ui tag format and renderer is slowly taking shape. Just need to start writing console commands since the buttons on Ui will simply send console commands to change setting, join servers, load maps, send chat messages, and etc. http://inferno.codebrainshideout.net/Images/dat%20ui.png
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 7, 2013 03:32 AM
Msg. 32 of 57
Quote: --- Original message by: Not InfernoUi tag format and renderer is slowly taking shape. Just need to start writing console commands since the buttons on Ui will simply send console commands to change setting, join servers, load maps, send chat messages, and etc. http://inferno.codebrainshideout.net/Images/dat%20ui.png Do you want to get Mangenkyos help for the UI? Or someone else? Mainly because the UI at the moment isn't amazing; unless it's supposed to look like a 2 minute job.
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Not Inferno
Joined: Jun 1, 2013
Nigrish
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Posted: Jun 7, 2013 03:39 AM
Msg. 33 of 57
It is a 2 minute job.
What I'm demonstrating is that the code is there to make it work. I'll make it pretty later.
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Storm
Joined: Dec 19, 2011
Send memes to www.loganpaul.com/cliffhanger
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Posted: Jun 7, 2013 03:44 AM
Msg. 34 of 57
Quote: --- Original message by: Not Inferno It is a 2 minute job.
What I'm demonstrating is that the code is there to make it work. I'll make it pretty later. Good :) I can't wait to see this looking pretty. Good luck mate!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 7, 2013 04:04 AM
Msg. 35 of 57
Quote: --- Original message by: Jesse Personally I would love to be able to instantly spawn in the level to test things in sapien.
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