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ReHashed by Twixn
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Fri Dec 23, 2005 1:15 am    Post subject: Reply with quote

Hmm...Well, im not too sure what it is...works perfectly on my test machines
(Pentium 3 600Mhz, Athlon XP 2100, Athlon64 3500).

If it draws anything at all then PseudoGL is working fine,
its probably my homebrew collision system.

Try this:
http://www.twixn.com/downloads/SBMLPGL.zip
This is a PGL demo of Old Subliminal, using Newton instead
of my own collision system. Tell me how it goes.

-Twixn-
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Dec 23, 2005 4:20 am    Post subject: Reply with quote

thnx Twixn! Wink

I still got 2 more pcs which to try the app on and a laptop. I'll tell you how things go on those to see if it's a card issue or what.

gonna try the version you uploaded for me. Very Happy
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Fri Dec 23, 2005 4:26 am    Post subject: Reply with quote

wait! I just checked something. The app crashed with Nvidia's 81.95 drivers, but I just re-tried it with 81.98 (latest) and the app ran perfectly ok! Very Happy Very Happy Very Happy

also the SBMLGPL one.

nice! interesting renderer. What did you use to model that those days? a Quake map editor?

SBM looks almost like a cartoon shader, pretty cool!

thanks for helping me out.
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Fri Dec 23, 2005 6:48 am    Post subject: Reply with quote

Glad it worked Very Happy I'll have to post somewhere to update
the video card drivers....considering only 2D VGA stuff is used
i never used to bother.

In SBMLPGL the levels were made with MilkShape, which
i still use for models these days, but DeleD for levels Very Happy

Anyway, thanks for the feedback Very Happy

-Twixn-
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Mon Jan 23, 2006 9:23 am    Post subject: Reply with quote

Hey all,

Well, i have been working on ReHashed again lately,
the main update is the new GUI system. But also the Lightmapping
has been heavily optimized (instead of slowing the whole game
by 40-60%, it has almost no impact at all).

But firstly, it has a GUI system very similar to the Subliminal 2 GUI:

The options screen:


The Map Selection Screen:


Next screenshots are of the game itself:





Ok, just for a catchup, here is basically all of the features:

ReHashed has simple collision, particle system, LightMapping,
DMF level loader, 3DS model loader and a nice GUI.
ReHashed also has simple (and very incomplete) network
multiplayer support.

Anyway, here is the demo: (~5mb)
http://www.twixn.com/downloads/ReHashed_v0_56a.exe
It is a self extracting archive this time.

The levels are pretty much all of the ones from Subliminal 2,
except with lightmaps instead of stencil shadows Razz, also, if you want
to test ReHashed with one of your own maps, it has pretty much no
restrictions (Subliminal 2 was very strict).

The lightmaps are faster mostly becuase they only use nearest filtering
instead of Linear...this is a BIG speed boost for software rendering...but it
can really degrade quality, so ReHashed runs the lightmaps though a
blur filter a few times, looks better....the speed boost is worth the price
in quality though.

Anyway, Enjoy Very Happy

-Twixn-

PS, please note there is a major bug, for some reason SDL exits
ungracefully (as in, with an error) occasionally....read the readme.txt
anyway, it has keys/bugs etc etc there...so if it crashes on exit, you
shouldn't worry.
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granada
Team member


Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Mon Jan 23, 2006 12:10 pm    Post subject: Reply with quote

Played with it and its coming along great Very Happy. I made a small map for you to play with,Its not textured But it will give you a idea how to save polys
if you dont need it thats ok.I'me thinking of playing with some more myselfe Wink.

The whole map comes to 283 polys (untriangulated)

http://www.granadagames.com/testmap.zip



Dave
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Mon Jan 23, 2006 12:37 pm    Post subject: Reply with quote

Thanks Very Happy i will give your map a try.

But honestly those maps in the demo (except AztecFort)
were designed for Subliminal (zfail stencil shadows), but i agree;
for ReHashed i should remove hidden surfaces.

-Twixn-
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Tue Feb 14, 2006 3:08 am    Post subject: Reply with quote

Hey all,

Yup, its time... I have been working on ReHashed
quite abit lately, and it has progressed alot.

There are some advancements and optimizations,
i'll outline the ones you will notice:

First up, weapons...there are 2 now, a nice MP5 aswell
as the old AK47. The big difference is that you have limited
ammo for both of these weapons...so be sure to collect
'clips' while your rampaging through the levels.

Secondly, sound. Gunfire, pick ups, and music.
Although, becuase the music i used was for
personal use only, the music is not included but
you can use your own...take a look at the readme.txt,
it will tell you how.

Now, the biggest advancement...AI!!
Thats right, there are now baddies and goodies,
mostly baddies, but i left 2 test levels in this release
to show off the AI (note, the AITest levels are intensive,
lower the res and turn off lightmaps in the opions menu
if you need to).

Anyway, here are some screenshots:

Firstly, a shot of an alien/mutant (i havent decided)
trying to rush you in the 'Dungeon' level:


Unsuccessfully!


AGKH ZOMBIES!!!
In the 'Labs' level (very Resident Evil like):


And, this is a pic of the second 'AITest' Level,
showing a zombie horde attacking a squad of soldiers:


Next of is that ammo/pickup system i was talking about:

MP5 clips:


And AK47 Clips:


Also note that there are health packs in the levels too.
The NPC's can harm you, and it is possible for you to die,
This is my first game where you can actually die:



Now, just some shots of the 2 main levels:

Firstly, 2 shots of the 'Dungeon' Level:




And, 2 shots of the 'Labs' Level:




Thats about it, there download is here:
http://www.twixn.com/downloads/ReHashed_v0_68a.exe ~5.6mb

And i'll outline some smaller changes:
firstly, 3DS has been scrapped, i've opted for the
far more simplistic MD2 format...much much easyer.

The sound is non-positional mono...i thought it would
add to the retro feel...and perhaps later i will remove the
'smoothing' from the MD2 animations, so it'll run better on
older systems (ie, Pentium 3).

All of the Levels are 100% DeleD, even placing the NPCs
and pickups...this is also my first release after going PRO Very Happy
The levels are fairly optimized...the Labs level is still abit
intensive, the desks cause alot of overdraw.

Also, i put the DeleD logo on all of the computer screens Very Happy
(the 'system' texture anyway...subtle but noticeable).

Please read the readme.txt...and have fun Very Happy

-Twixn-
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Sun Mar 19, 2006 8:51 pm    Post subject: Reply with quote

Hey all,


I have a new demo and some screenshots for you:

This version has 2 main new features (besides form alot of
minor changes and bug-fixes)....first up,
i've completely redesigned the rendering system.
What that means is, ReHashed can now choose
between PseudoGL (software), OpenGL and Direct3D9.

Take a good look under the screen resolutions Razz


And, for filler: here is 3 screens, showing off each renderer:
PseudoGL:


OpenGL:


And Direct3D:


The next major change is the added weapon types.
Simply the shotgun:


And my favorite the 'Energy Rifle' Razz:


Also, there is a new, much bigger level to play in.
Including alot of human soldiers:



The map isnt 1.4 yet. I couldn't be bothered uploading the
demo again.

Ok, and as always, here is the demo (~8.3mb):
Its abit larger than usual, i think i'll only have one map
in the next version.
http://www.twixn.com/downloads/ReHashed_v0_87a.exe

Anyway, Enjoy.

-Twixn-

PS: 2 things to note:
You will need DirectX 9c installed. But the d9dx9_29.dll is included
in the demo, so you dont have to download another 30mb to
test my game (for DX9c Feb 2006).

Also, ReHashed can crash on lower-end machines on the
spaceship level....ReHashed seems to crash when the
CPU load is huge (the AI becomes too 'active'), im going to fix this
by dumping my own collision system and using newton.
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cheices
Member


Joined: 04 Feb 2006
Posts: 10

PostPosted: Mon Jul 24, 2006 3:42 pm    Post subject: Reply with quote

Hmmm... I like it! Try to build your light system into the game engine. This game is like Half life opposing force + quake...
Good job anyway!
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Mon Jul 24, 2006 9:47 pm    Post subject: Reply with quote

This thread is rather old and un-updated. ReHashed already has the option
of a new dynamic lighting system. Unfinished, but acceptable for now.

If everyone is interested i'll post more about it.

I plan to post here on a new (on the side) project i
am working on later too, just a heads up.

Quote:
Try to build your light system into the game engine.


I find this a bit perplexing though. Im not sure you
can integrate pre-calculated data into an engine moreso than just
loading+using it.

But then again its a non-issue now, as i have cubic shadow maps
gracing my scene aswell.

Quote:
Good job


Thanks Very Happy

-Twixn-
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Jeroen
Site Admin


Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Jul 25, 2006 5:42 am    Post subject: Reply with quote

Twixn wrote:
This thread is rather old and un-updated. ReHashed already has the option
of a new dynamic lighting system. Unfinished, but acceptable for now.

If everyone is interested i'll post more about it.


Sure we're interested, so open up a new thread and amaze us all! Very Happy
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Tue Jul 25, 2006 7:43 am    Post subject: Reply with quote

Jeroen wrote:

Sure we're interested, so open up a new thread and amaze us all! Very Happy


Very Happy ok, i will do. Expect a nice, cleaner, new thread soon.

-Twixn-
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