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Subliminal Messages from Twixn
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Twixn
DeleD PRO user


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

PostPosted: Thu Jan 19, 2006 8:27 am    Post subject: Reply with quote

Ok, the new demo its all ready and good Razz

Ok, firstly, Subliminal 2 has a GUI, and while it
does indeed need a face-lift i think its pretty cool Very Happy

No more playing around with a config file, the GUI
pretty much takes care of it all. But of course the config file
is still there in case you bite off more resolution than your
screen can chew!

Also notice that you can pick maps.
Although you still need to add them to the config file
(if you want to try other maps)



This is just some mroe pics of the engine.







Some other changes you wont be able to see here is the
optimizations. The biggest being PVS (Potential Visibility Set),
or Visibility database. The engine overall has about a 500%
speed increase. So it should run on most hardware.

Also, i switched to SDL, so later on down the line there will
be a linux port.

And there are other various minor effects, like bullet tracers,
crosshair effects, gun bobbing etc.

Make sure you read the readme (in the 'doc's folder).
For keys/changes etc.

And of course the demo: (~3mb)
http://www.twixn.com/downloads/Subliminal2.zip

Enjoy Very Happy

-Twixn-

[edit]

I've had reports of bugs with the GUI,
expect it to play up if you change the Multisample settings,
or use the exit button.

If the Exit button doesnt work, pressing ESC should work fine.

[/edit]
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Thu Jan 19, 2006 8:54 am    Post subject: Reply with quote

Shocked

*drool*
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Jan 19, 2006 9:07 am    Post subject: Reply with quote

Shocked *drool²*

...

downloading!
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Jan 19, 2006 9:34 am    Post subject: Reply with quote

Wow, looking good.
I'll download and take a peek this afternoon. Smile
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Twixn
DeleD PRO user


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

PostPosted: Thu Jan 19, 2006 9:50 am    Post subject: Reply with quote

Well Very Happy i hope you like it Very Happy

-Twixn-
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Feb 11, 2006 10:46 pm    Post subject: Reply with quote

Its cool, yeah... but it has a very bad performance... Mad Crying or Very sad

wfr, Sindwiller
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Twixn
DeleD PRO user


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

PostPosted: Sun Feb 12, 2006 7:08 am    Post subject: Reply with quote

You have the GF FX 5900 right?

What resolution are you running it on?
For that card i recommend 640*480, 800*600
at most.

Id imagine its the lighting system thats killing the
performance. I'll add options to the GUI for disabling
effects to my todo list.

-Twixn-
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Feb 12, 2006 9:53 am    Post subject: Reply with quote

Lightmapping/Multi-Texturing would be cool. And Culling too... eventually Frustum Detection? And if you want to render terrains, its recommend to have LOD.

But most of all: Good work! I could not make it better Very Happy .

wfr, Sindwiller
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Twixn
DeleD PRO user


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

PostPosted: Sun Feb 12, 2006 11:24 am    Post subject: Reply with quote

Thanks for the feedback Very Happy

Actually it does have culling...both Frustum and
PVS culling. But i do have a few more ideas on
how to speed everything up.

-Twixn-
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Feb 12, 2006 1:07 pm    Post subject: Reply with quote

Other cool Things Very Happy :

A little more realistic jumping.
Other Weapons.
Menu for making off Effects.
Like i sayd: Multi-Texturing/Lightmapping.
Making dynamic meshes (i didnt read the whole manual...)

wfr, Sindwiller
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Twixn
DeleD PRO user


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

PostPosted: Sun Feb 12, 2006 9:57 pm    Post subject: Reply with quote

Subliminal already uses dynamic meshes.
But is anything particularly wrong with the jumping?
I had made large improvments to it in this release.
I was happy with it, but now you gave me a hint that
i can improve it, so im interested Razz

The rest are already on my list.
The main thing i want to do is add more weapons Razz
An RPG would be cool, and a shotgun...and of course
some kind of pulse/plasma rifle. Not so much the Grav
Gun, too unoriginal these days.

I will get to them once i get back to Subliminal 2
(im working on ReHashed now, i'll be releasing a
new demo for that on wednesday).

-Twixn-

PS, also subliminal 2 already uses multitexturing,
as the diffuse,normal and height maps are all sent to the
shader to do bump and parralax mapping.
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handless
DeleD PRO user


Joined: 11 Jan 2005
Posts: 274

PostPosted: Mon Feb 13, 2006 7:08 am    Post subject: Reply with quote

Very nice demos! your physics seem pretty solid, as well as performance.
they have a good feel to them which is something thats hard to get right. I had a bit of trouble running the last demo on it's highest resolution though. The fps dropped badly. I've got a radeon 9800 pro. The other resolutions kept a good fps.

Also I noticed that the bullet tracers are not aligned with the gun when strifing and the gun is a bit twitchy. also the jump should be a tad bit higher, imo.

Besides that, i like it! keep it up man!
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Twixn
DeleD PRO user


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

PostPosted: Mon Feb 13, 2006 8:31 am    Post subject: Reply with quote

Yeah, its very pixel processor intensive. Its one of the problems
of having fully dynamic lighting.

I'll add them to the bug list, i've noticed the tracer problem,
but, what do you mean by 'twitchy'? Do you mean how the screen
shakes when the gun fires? Thats intentional, although if people dont
like it i will get rid of it.

Thanks for the input! Smile

-Twixn-
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handless
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Joined: 11 Jan 2005
Posts: 274

PostPosted: Mon Feb 13, 2006 8:54 am    Post subject: Reply with quote

It happens when the gun moves slightly in the direction that you point to then back again. It probably works fine with your setup and mouse, but mine I think is less sensitive so when I slightly look around the room the gun seems to 'twitch'. It picks up all the subtle stops.
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Twixn
DeleD PRO user


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

PostPosted: Mon Feb 13, 2006 9:03 am    Post subject: Reply with quote

Ahh, i see what you mean...i'll add it to the bug list.

-Twixn-
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