KaosC57 {l Wrote}:i can easely pull 100 to 150 fps on max grapics eventualy i will be buying a 560 Gtx and then im thinking i will get upwards of 300 fps and i before had a 8800 gt max graphics no problem and before that i had a 7300 Le max graphics were a little bit of an issue but i was pulling 60 fps still with the 7300.
S.E.S {l Wrote}:1. Texture animations ("P.A. Sandbox" like).
2. Leaves particle ("P.A. Sandbox" or "Alien Arena" like).
3. Feather particle (similar of "Leaves").
S.E.S {l Wrote}:4. Bots support for Time-Trial (bots non-works in this mode in this moment?).
S.E.S {l Wrote}:6. More variables for Actor-Grunt:
a. Behaviour variables:
- Go to pointstats and patrol in radius (defend sub-mode).
- Camper mode.
b. Non-jump mode.
S.E.S {l Wrote}:7. Load/Save map fragment (select area).
S.E.S {l Wrote}:8. Copy select area with use correct texture positions (texture scroll).
S.E.S {l Wrote}:9. Thumbs for models.
S.E.S {l Wrote}:10. Fixed feature/bug for "Copy select area" with non-current grid/cube size.
S.E.S {l Wrote}:11. Fixed "shaders on" in "Options menu".
S.E.S {l Wrote}:12. Autowaypoints ("Assault cube" like) if needed.
S.E.S {l Wrote}:13. Non-shaders/shaders trigger for "Edit mode" (without change in main mode).
- Actually for texture position editing (Non-correct view without re-calculate Lights).
(Maybe add to full-Lights mode only?)
editbind <KEY> [ if ($shaders) [shaders 0] [shaders 1] ]
S.E.S {l Wrote}:14. "Mirror" material?
S.E.S {l Wrote}:16. Added "texturecull" to edit menu.
S.E.S {l Wrote}:17. Added specific water variables sub-menu (vertwater, caustic). Maybe, presets for water.
S.E.S {l Wrote}:18. Particles custom skins. Maybe, only for maps used (non-gameplay used)?
S.E.S {l Wrote}:19. Normal menu for skyboxes with all skyboxes list.
S.E.S {l Wrote}:20. Maybe, added checksum in map format (optional).
S.E.S {l Wrote}:21. Reload animations for Rocket launcher (in "Ballistic" mode).
S.E.S {l Wrote}:22. Animations for Strike in time-trial mode.
S.E.S {l Wrote}:23. Voice messages for bots (optional).
S.E.S {l Wrote}:24. Support custom skins for Actors (grunt, turret).
S.E.S {l Wrote}:25. Save video for slow-computers (maybe, with warning-message or special command?).
S.E.S {l Wrote}:26. Textures for "Kappa" and "Gamma" teams logo.
S.E.S {l Wrote}:27. Anaglyph mode in Options menu (maybe, and postfiltering).
S.E.S {l Wrote}:30. Guide demo with game tips ("AC" or "UT" like). Maybe, demo for editing mode (If possible)?
S.E.S {l Wrote}:31. Playlist for soundtracks ("World of Padman" like).
S.E.S {l Wrote}:32. Support for campaign-map creations:
a. Select in map menu.
b. Complete map variables.
c. More actors (Maybe, add "Spider" and "Barrels"?).
d. Support triggers-used for bots (Actually and for normal maps).
S.E.S {l Wrote}:33. Included guide docs and edit reference in game archive ("Sauer" like).
S.E.S {l Wrote}:34. Particles menu with thumbnails and presets.
S.E.S {l Wrote}:35. Maybe, group for specific textures in menu (vegetation, walls, etc...).
S.E.S {l Wrote}:36. Menu for sound with shortly comments.
S.E.S {l Wrote}:37. "Install-to-flag" mode (similar of "CS" bomb-mode) with survivor mutator?.
- Very actually and needed for more people.
ZeroKnight wrote:
The closest there are to texture animations ATM are making textures scroll with vscroll. There are textures meant specifically to be scrolled, and there's nothing stopping anyone from making their own textures. As far as whether or not animated textures are possible for this engine anytime soon, is anyone's guess.
ZeroKnight wrote:
How exactly does one save...part...of a map?
ZeroKnight wrote:
What's so difficult about making your own? It's better that way, as you can create intended paths around your map for the AI. Letting an automated process do that could not only produce unintended or unsatisfactory results...but is pretty lazy :/
ZeroKnight wrote:
S.E.S wrote:
34. Particles menu with thumbnails and presets.
What do you mean? You keep mentioning particles, but I don't think that's something you can control o_O
ZeroKnight wrote:
S.E.S wrote:
36. Menu for sound with shortly comments.
Why?
1) Shootable triggers . example - in quake you shot the door -> door is opened . I want see something like that in RE
2) destructible inviorments (boxes ect.)
3) possibility to link particles and players spawnpoints
4) possibility to change time and speed of particles animation
5) How about some new particles , mapmodels , textures ?
6) I can not turn the door and the fan horizontally
7) when i play i want see my legs and body . like in mirrors edge maybe
8) How about VOIP ? or including in game some VOIP programs ?
9) volumetric fog . Or for-particles with with the ability to change direction and speed .
10) I want see my accuracy in RE . For example - in quake live when i press "I" i see weapon and my accuracy with that in percents .
like that maybe http://bit.ly/MXgIXA . also quake live have a smaller menu like that . where i can see only MY accuracy
Boognish {l Wrote}:
Slippery surface clip! I can think of 1000 uses for this. Literally 1000!
S.E.S {l Wrote}:Texture animations in example of "P.A.Sandbox" (cube engine based) is non-scroll type. Animations like. One texture - one still/frame. In example uses cube script.
S.E.S {l Wrote}:Selected area (copy fragment like).
S.E.S {l Wrote}:Hand-build way for waypoints is true way. Autowaypoints maybe need, maybe not...
S.E.S {l Wrote}:Thumbnails for presets and possible variables.
S.E.S {l Wrote}:Comments - short description of sound.
Example:
Soundfx menu:
"Noise - noise of diesel generator."
4rson {l Wrote}:Specifically, it would be useful to be able to smooth a region of terrain
Korsi {l Wrote}:(...)
-possibility to make server record a demo of player
(...)
/recorddemo 1
/stopdemo
/getdemo
greaserpirate {l Wrote}:
You can hold down "B" and scroll in heightmap mode (activated by the "H" key) to change the heightmap brush, and there' are some for smoothing. Hope this is helpful.
4rson {l Wrote}:Some way of copying textured geometry to a library of primitive objects. To be useful this would require textures to be automatically offset and rotated to accommodate for translation and rotation of the stored geometry.
4rson {l Wrote}:More textures. More base textures like futuristic looking bricks and tiles would be useful.
4rson {l Wrote}:Better terrain height-mapping. Specifically, it would be useful to be able to smooth a region of terrain, limiting the second derivative of the surface, and making the borders continuous with the surrounding terrain as much as is possible.
You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.
TristamK {l Wrote}:You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.
Like this for example http://trak.mercenariesguild.net/node/3 ?
qreeves {l Wrote}:TristamK {l Wrote}:You're welcome to find some that fit our licensing requirements (CC-BY-SA or better) and suggest them for inclusion.
Like this for example http://trak.mercenariesguild.net/node/3 ?
Well, yes, but I think you'll find we already have most of TRaK's textures in RE.
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