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What does Red Eclipse need the most ?

Posted:
22 Nov 2011, 23:15
by LuckyStrike-Rx
I'd like to know what is the most important to work in priority
Re: What does Red Eclipse need the most ?

Posted:
22 Nov 2011, 23:53
by fawstoar
Oh man too many choices...
Website seems fine, wiki could use work but that's what the community is for. Hopefully we'll see some community-made trailers as well and new maps seem to come out fairly regularly (they just need to be added to official RE, e.g. Pumpstation, Ares). New models for actors and grunts aren't really necessary, the current ones look fine for the time being. Maybe a long-term goal?
Campaign would be fine. I guess. A co-op mission or two would be nice, but only if it were fairly easy to host a game for myself and a few friends, which would require either hosting a server, which is not terribly easy from the average player's point of view, or some sort of built-in server hosting system. The latter would probably mean a lot of work for you development people.
For the moment I would personally like to see an improved HUD, animations, and gun models (essentially just a full aesthetics improvement). The menu system is simple, but not necessarily a pleasure to use, and some options such as FOV, minimap style, and velocity meter would be nice as a default option instead of activated only by console commands. Start with the animations and gun models, then perhaps make a more streamlined GUI.
Thanks once again for your hard work and consideration... the pistol model alone has made it a pleasure to use.
Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 00:12
by orbitaldecay
Weapon models are one of the first things I notice in a game. Currently, they are good, but some could use some polishing up (shotgun, rifle, etc.) The new pistol is badass

Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 00:32
by LuckyStrike-Rx
make a more streamlined GUI
I didn't added this to the pool because all I can do for this are mokeup and 2d sprite, as I don't have skill to code them.
to me finishing the shotgun and improve anim is the n1
Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 01:41
by srbs
LuckyStrike-Rx {l Wrote}:make a more streamlined GUI
I didn't added this to the pool because all I can do for this are mokeup and 2d sprite, as I don't have skill to code them.
If someone can make a mock-up of a new GUI, I or others can probably code it.
Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 02:03
by inpersona64
fawstoar {l Wrote}:Oh man too many choices...
He's right. I'm not even sure where to start. Honestly, the
reloading would be great for starting at because that's what I notice the most. I'm not sure if that includes 3rd person animation because what you see while playing in first person, what you see in third person, and what you see while spectating is important. Especially when someone wants to record someone else while playing. A cool looking sniper reload would be awesome. So I'd vote for the first one as long as it includes the 3rd person stuff as well.
Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 08:40
by TheLastProject
Please forgive me for not being able to vote on this poll. Red Eclipse is already awesome, though of course it can be somewhat improved graphically. I just have no clue which would be more important... Everything is somewhat important, but everything is also at a state you can survive. Pffff... I guess I'll vote for new weapon models seeing as how I actually enjoy using the pistol with the cool new SVN look much more than the one on the stable client. New HUD hand (the hand you see on your screen holding the weaponry?) could use some improvement as well though, even though I am unsure of how much that matters compared to new weapon models.
Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 12:55
by Ulukai
Well, the Doom 3 source code is finally published under GPL (
http://www.phoronix.com/scan.php?page=n ... px=MTAxODk), what about porting RE to ID Tech 4 engine?

j/k

I voted for the weapon models and animations. They could use some better sounds as well (better than v1.1 I mean, haven't tried SVN yet so I can't say anything about that). Especially the rifle could be better (the scope bothers me somewhat) and maybe the sword. Don't forget to update the weapon icons as well when a model looks a lot different

Re: What does Red Eclipse need the most ?

Posted:
23 Nov 2011, 13:59
by LuckyStrike-Rx
I just posted stuff I have control on.
Every engine optimisation, GUI, and sound is apart.
Seems weapon models is the first finally
Re: What does Red Eclipse need the most ?

Posted:
24 Nov 2011, 23:00
by ZeroKnight
I've been hyped for that shotgun model you've been working on since you first drew up a concept for it. I can't wait to see it.
IMO, there's no point on starting on better animations until you've got the new weapon models. That way you have a base, and don't have to do animations twice. The third person reload is definitely a needed addition, other than putting his arms to his side, lol.
But yeah. I'd say new weapons, then animations. Doesn't have to be all at once, you could just do a new animation after every weapon model. Seems like that'd be one of the best ways. That way you get a new weapon model and respective animation gradually, as more of a teaser, but still getting a taste of the full inclusion ;)
Re: What does Red Eclipse need the most ?

Posted:
25 Nov 2011, 07:11
by inpersona64
What's funny is that I think I'm the only one here who is actually satisfied with all the weapons (apart from the SMG and Shotgun; im thinking more 'mini uzi' for SMG and the Blood Frontier look for shotgun). Im never really looking at my weapons to be honest, unless I'm reloading lol which is why I was thinking animations first. But it seems no one here is satisfied with the weapons :P
Re: What does Red Eclipse need the most ?

Posted:
25 Nov 2011, 10:09
by Ulukai
Of course we are
satisfied, or we woudln't be playing the game

But if a developer is offering a choice of what we would like to see improved and in which order, we might as well choose something to our liking

Re: What does Red Eclipse need the most ?

Posted:
25 Nov 2011, 21:51
by inpersona64
What i mean is being satisfied is not wanting or needing change to anything.
Re: What does Red Eclipse need the most ?

Posted:
28 Nov 2011, 20:27
by SpiritOfOnyx
I agree the HUD guns need some serious improvement, being a 3D artist I started work on that independantly lol.
The grunt model/anims are also severely lacking, they look like an army of retarded supermen hopping across the map like that...
The HUD hands aren't that bad, they just need better animations.
I think the player models look great already, don't fix it if it isn't broken
The problem with me doing thes animations and stuff is I have no idea how to implement this stuff on my own.
One quick quiestion pertaining to the HUD guns, where's the model origin for those? Same spot as the camera?
Re: What does Red Eclipse need the most ?

Posted:
29 Nov 2011, 01:32
by qreeves
SpiritOfOnyx {l Wrote}:One quick quiestion pertaining to the HUD guns, where's the model origin for those? Same spot as the camera?
src/game/game.cpp (r2984) line 2145- {l Code}: {l Select All Code}
vec o = vec(third ? d->feetpos() : d->headpos());
if(!third)
{
vec dir;
if(firstpersonsway && !intermission)
{
vecfromyawpitch(d->yaw, 0, 0, 1, dir);
float steps = swaydist/firstpersonswaystep*M_PI;
dir.mul(firstpersonswayside*cosf(steps));
dir.z = firstpersonswayup*(fabs(sinf(steps)) - 1);
o.add(dir).add(swaydir).add(swaypush);
}
if(firstpersondist != 0.f)
{
vecfromyawpitch(yaw, pitch, 1, 0, dir);
dir.mul(focus->radius*firstpersondist);
o.add(dir);
}
if(firstpersonshift != 0.f)
{
vecfromyawpitch(yaw, pitch, 0, -1, dir);
dir.mul(focus->radius*firstpersonshift);
o.add(dir);
}
if(firstpersonadjust != 0.f)
{
vecfromyawpitch(yaw, pitch+90.f, 1, 0, dir);
dir.mul(focus->height*firstpersonadjust);
o.add(dir);
}
}
So, at the camera position, give or take any offsets done by the firstperson vars, which are:
- {l Code}: {l Select All Code}
FVAR(IDF_PERSIST, firstpersondist, -1, -0.25f, 1);
FVAR(IDF_PERSIST, firstpersonshift, -1, 0.3f, 1);
FVAR(IDF_PERSIST, firstpersonadjust, -1, -0.07f, 1);
Re: What does Red Eclipse need the most ?

Posted:
30 Nov 2011, 17:36
by KaosC57
i would have to say wep models then if RE does not have Microphone support try to put it in there
Re: What does Red Eclipse need the most ?

Posted:
30 Nov 2011, 18:24
by ZeroKnight
VoIP in RE was discussed a few months ago, as you can see
here. However, it was agreed upon with being agreed upon that external VoIP applications do the job just as fine.
Not really worth spending the time implementing a feature you can attain through other methods, IMO
qreeves {l Wrote}:[. . .] Unfortunately, something on the scale of built-in voice chat just isn't feasible for such a small project.
Re: What does Red Eclipse need the most ?

Posted:
02 Dec 2011, 00:59
by LuckyStrike-Rx
qreeves {l Wrote}:position, give or take any offsets done by the firstperson vars, which are:
FVAR(IDF_PERSIST, firstpersondist, -1, -0.25f, 1);
About this I highly recommend everyone to use /firstpersondist 1
It will give you a slightly better range with sword and flamer (and all the weapon)
This will make you the king of insta-medieval, or just slightly better with sword
Re: What does Red Eclipse need the most ?

Posted:
03 Dec 2011, 01:21
by Dan the Man
I needed to vote for about 5.