quote:Original post by ToohrVyk
(it kinda reminds me of Jedi Knight in a way). The particle system (that looks like quake) is very well done, as is the lighting and the texturing (no artifacts).
Thanks for playing. The programm is very near from quake. I don''t have used the original code but I read some articles ( especially M.Abrash one''s) and I played to it a lot.
Concerning the particles, I had directly run Quake for seeing what it was
quote:Original post by ToohrVyk
- The menu is horrible. I could not get out of it (see, I had forgotten the names of the levels, so the game was asking me for what level to load, neither Alt-Tab nor Alt-F4 did respond (having the user reboot because of a sloppy UI is a Bad Thing [tm]).
Yes, like you saw, the menu was improvised. In fact, I didn''t imagined we (my friends and me)can arrived at the end of the project. Then we needed to implement it (a day) without thought.
This is the first think we want to update.
quote:Original post by ToohrVyk
- When I''m running into a wall, I get an "ouch" sound. Good. But if I keep walking into the wall for a few seconds the sound plays again, even though I''m (almost) not moving anymore.
- Also, I''m sure you can make the player move faster when he hits a wall. While backward-circle-strafing an enemy, getting stuck in a sticky wall is quite frustrating.
The physics was one of the things we needed to implement very quickly. Finally, it is very "bugish" ! We can climb on any walls in the level2. There is frictions on walls that involve we walk slowly near them. I envisage to work on colisions which use bounding sphere. For the moment, I don''t use any bounding geometry, I just test if the player meet the ground or a "wall" and I treat consequently the colisions. What is used in modern games ?
quote:Original post by ToohrVyk
- Some objects could have used Z-buffering, or at least some sorting (I''m thinking about the "health packs"). Also, I think you''re rendering some backfaces on the ramps in the level, but I could be wronh.
The level rendering fills a short z-buffer. And I draw the objets with it. There are errors sometimes due to the low level of precisions.
Moreover, I didn''t arrive to implement a PVS (potential visible set). The consequence is I need to render all the objets which are in the field of view. To optimize, I test if the z coordinate of the central point of an object is very superior to the value located in the z-buffer, if yes I don''t render the object. ok it''s a do-it-yourselfing
, objects disappear sometimes.
quote:Original post by ToohrVyk
But it''s far from being a complete game,
I realize now what a complete game is. The gameplay, interface, balance are maybe more dificult than a graphics rendering system.
oliii: the new link I above indicate contain a new version of the game. Objects are now clipped correctly with the near clipping plane.
The level are not very impressive you re right. We want to do some new ones soon.
!o)