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You're Welcome 
I found it interesting too 
Heh 
Titanfall 2 Uses Heavily Modded Source Engine 
I kept hearing that Titanfall 2 uses a modified version of the Source engine. I looked for a bit more info on this, and found the following from June this year. Maybe I'll save someone the trouble of looking this up, in case oyu keep hearing the same thing :)

TL;DR: It's very heavily modded, but it is based on Source.

The original Titanfall ran on the Source Engine. Is Titanfall 2 running on the same engine or has it been moved to something like Frostbite?


On Titanfall we started with the Source engine; we replaced the renderer, we replaced the audio system, we replaced the net code. What we have now is very different from that. We have stuck with the Titanfall engine, but we did a lot of rendering improvements. We have physically based rendering, we have this really cool texture streaming system we wrote, HDR, bloom, depth of field. Hopefully you can see the results of all that hard work we put in that the game looks really different.

We also have a whole new audio system again. This time we have audio environments. Audio-wise, if you compare the two games again, it�s a huge leap. We have sound occlusion and reverb happening. There has been a whole bunch of areas where we make big changes to the engine, so there�s not a lot of Source left; we continue to rip out chunks and rewrite chunks and make it do exactly what we want to get out of this engine, and get the performance what we�re looking for.


Source: http://www.hardcoregamer.com/2016/06/14/e3-2016-respawn-talks-content-variety-reworked-engine-in-titanfall-2/212196/ 
I Will Say Something... 
Titanfall2 looks fucking amazing. Even if it's Call Of Mechs. 
 
Been hearing a lot of good things about Titanfall 2. 
Tile Based 3d Tool 
 
I was reading the recent discussion about the next map jam in the screenshots thread and since people have been so kindly asked to "shut the fuck up", I'm giving my input here instead:

1) How about an Explore Jam 2, with a little more content than 2 short maps this time? But...
2) I agree with Shamblernaut that it shouldn't happen right away. Let people have the time to work on their personal projects in-between jams. I think one every 4 or 6 months is a good ratio. 
 
Is it just me or is everything about jams around here in recent months? 
Huh? 
What's wrong with a popular topic around here being about Quake community mapping events? 
 
Nothing. Just don't forget to keep some individual mapping going. 
Lead By Example, Mang 
 
You Show Me Yours... 
;) 
Titanfall 2 Network 
search for #TF tag and join, it's public. 
Ah Okay 
Judging by recent screenshots, I think there are plenty of individual maps in the works! 
#28356 
It does look pretty funky. Thanks. 
I Think The General Conclusion Of This Discussion Is.... 
NEGKE GO MAP. 
Sup Guys 
does anyone have an animated conveyor belt texture? 
 
Maybe check Quake 2 textures? I remember reading that it used some. 
Word Up 
Friendly reminder that if a map jam theme and dates are decided please send me all info and media so I can make a video promotion for you, thx! 
Conveyor Belt Texture 
I do.

Qmaster's Collection"

+0GRATECONVTEK, in quake_part3.wad. Can't remember where I found it ir maybe I made it myself.

Tips:
Conveyor animated texture is choppy but you might try: "High FPS Texture Animations (Preach)"

An alternative is to use custents which has a conveyor of sorts using multiple trains linked but they have the problem of z-fighting eachother due to ltime discrepancies causing them to get out of sequence and overlap.

The best method is to use my qrobot.qc package with its func_robot_controller to sync multiple "robots"....BUT OH WAIT, I didn't ever release it, and I never did test the conveyor belt idea I had planned...I was waiting to finish that map I've been working on forever that uses them in a clever way. 
Qmaster 
You're a champ, thanks man :) 
Four Player Quake Support 
Four Player in FitzQuake Mark V - YouTube Video

Should be standard engine feature in a few weeks. It's very prototype at the moment.

/Fifth is largely to blame. 
Baker 
It strikes me that if you're going to add four "sessions" in a single engine, it would be the prime time to add multi-threading to the engine. 
Why Multithreading? 
 
 
Because at the moment (at least in QS) most of the processing in the engine happens within a single rendering loop.

Somebody can correct me if I'm wrong, but if all the "clients" are being processed under the one thread and one slows down, it will effect the others. Whereas if each "client" has its own thread it shouldn't be affected by the performance of the others.

And the frame rate on that video is atrocious =P 
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