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Postby leileilol » Mon Aug 09, 2010 8:43 pm

The best bloom IMO is subtle, wide bloom that only appears on the shiniest, whitest of pixels.
Combined with subtler motion blur and the shadowmapping with high smoothing, that can be effective at conveying immersion

Bloom and cartoony things shouldn't mix, unless it's dark and dramatic.
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Postby Sajt » Tue Aug 10, 2010 3:33 am

Urre wrote:Why is everyone always dissing bloom?

Anyway, looks cool! What's the game about?


Because all bloom, no matter how subtle, looks awful, and it has since day one. Not the least because additive RGB colour saturates in a really ugly fakey way (for example many blues capping at bright cyan).
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Postby dreadlorde » Tue Aug 10, 2010 7:56 pm

I'm 'working' on a software engine for lunix. Right now I'm still getting to know the engine, so not much has been done. I'm also in the design stage of a quake server for the best OS that you've never heard of, which John Carmack used long ago.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

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Postby leileilol » Tue Aug 10, 2010 8:18 pm

But plan 9 sucks
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Postby dreadlorde » Tue Aug 10, 2010 8:19 pm

leileilol wrote:But plan 9 sucks
:lol:
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Postby mh » Tue Aug 10, 2010 8:39 pm

dreadlorde wrote:I'm 'working' on a software engine for lunix. Right now I'm still getting to know the engine, so not much has been done. I'm also in the design stage of a quake server for the best OS that you've never heard of, which John Carmack used long ago.

Ahhhh, good old DOS 3.3 :twisted:
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Postby dreadlorde » Tue Aug 10, 2010 8:45 pm

mh wrote:Ahhhh, good old DOS 3.3 :twisted:
:P

No, it's Plan 9. I'm not sure if I will actually work on it in the next year or not, but it's going to be a fun project.
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Postby SamUK » Wed Aug 11, 2010 2:29 pm

http://www.youtube.com/watch?v=q9u3gDWXmmM

All models, textures, skyboxs, animations, sound and maps are made by us, the muzzle flashes are temporary.

Edit: Oh yeah, the rocket launcher reload is temp too.
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Postby gnounc » Wed Aug 11, 2010 8:51 pm

Looking pretty polished at this point. I'm impressed.
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Postby leileilol » Wed Aug 11, 2010 9:27 pm

my god using a crappy halflife muzzleflash and not even blending it is so lazy or even neglecting to turn off cl_bob making the flash look even stupider (halo did not have view bob), also the death animations (with strange lack of IK use in animation leading to very oddly bent spines) being offset of model origin is sloppy and prone to ugly clipping. These aren't 'glitchs', it's just a lack of attention to effort.
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Postby GiffE » Wed Aug 11, 2010 10:29 pm

gnounc wrote:Looking pretty polished at this point. I'm impressed.


I disagree, polish is the one thing it looks to be LACKING. It seems complete, but very unpolished. Just to mention a few thngs that give it an unpolished appearance:
the unblended muzzle flash, the lights being in ungodly places, weird deaths, lack of hiding the crosshair on on death, and the needler firing off null models.

Everything has the "its implemented" just not finished appearance. And I say this the least offensive way possible because it looks like its coming along very well! :D You guys just got alot of work still ahead of you.
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Postby Downsider » Thu Aug 12, 2010 4:53 am

When I work on something, I usually make it in very small portions and polish that part until it shines. I think that works best, at least for me, especially when I remember to consider how it'll interact with all the other parts of my engine/artwork.

Eh, and also the gameplay in the video doesn't resemble much Halo I've played, although I've only played Halo 3, and didn't enjoy it at that.

Also, I really like the map.
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Postby gnounc » Thu Aug 12, 2010 6:13 am

Halo1 was the only one I liked...I own halo3 and wont touch it.

Also yes, polished was not the right word. It looks like its coming together with everything implemented as you said.
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Postby SamUK » Thu Aug 12, 2010 10:26 am

leileilol wrote:my god using a crappy halflife muzzleflash and not even blending it is so lazy or even neglecting to turn off cl_bob making the flash look even stupider (halo did not have view bob), also the death animations (with strange lack of IK use in animation leading to very oddly bent spines) being offset of model origin is sloppy and prone to ugly clipping. These aren't 'glitchs', it's just a lack of attention to effort.


Like I mentioned, muzzleflashes are temporary: been 'lazy'. No excuse for leaving cl_bob on, I completely forgot about it. If the death really looks that bad I could add a few more frames in, I thought we could get away. Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.
Thanks for the criticism anyway :)

@Giffe, I completely understand. We've only just about finished implementing everything. And thanks :)
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Postby frag.machine » Thu Aug 12, 2010 12:17 pm

Well, kudos for the effort of reccreating almost everything from scratch. It's normal to need some polish in the end of the project. Keep the good work.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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