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Thread: new UW/Shock engine recreation in the works

  1. #51
    New Member
    Registered: Oct 2002
    Location: Sweden
    Looks good! Good luck with the project and keep us updated!

    /C

  2. #52
    Member
    Registered: Jul 2006
    Ok, I've finally put together (a very simple) homepage for Abysmal:
    http://abysmal.sourceforge.net/

    I also uploaded a few binary snapshots for Windows and Linux. Feel free to try them out

  3. #53
    Member
    Registered: May 2009
    This is awesome!!! Fantastic job so far! One little thing, the viewing angle seems a little weird (makes the tunnels look longer than they are). Wow keep it up!

  4. #54
    Member
    Registered: Jul 2006
    Thanks! :-)
    You can fiddle with the field of view in the console using "g_fov". The default value is 72, you could try something lower.

  5. #55
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Nicely done - good to see it's getting somewhere. Adding SS1 and UW2 was painless and worked well.

    Only thing I noticed in UW2 was some incorrect wall descriptions when looking at them. Not sure if you're using the painters algorithm or similar but it seemed sometimes as if it were picking up the first thing that would be drawn at a location and not the closest wall. (Could be completely off-base about that).

    Anyway - keep it up

  6. #56
    Member
    Registered: Jul 2006
    You probably mean picking the wall decorations? I know that there's still a problem with this. The wall decorations in UW are actually drawn on top of the "real" walls.
    I'm using OpenGL's built in selection mode to determine which object was clicked. OpenGL directly returns a list of names and the hit distances.
    But since the wall decoration is drawn exactly where the wall is, they both produce the same hit distance, so you'll sometimes hit the wall decoration and sometimes just hit the wall under the decoration.

  7. #57
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Yes - the wall decorations are a bit of a nightmare when it comes to z-fighting. However, I think this is something different. Just look at the walls to the left of the starting position - it will say that you're looking items (humans, popcorn etc.) which are in line with the cursor but obscured by the walls. If you move around you can look at the walls and it will report floor textures (e.g. rugs).

  8. #58
    Member
    Registered: Jul 2006
    Ah ok, I now see what you mean. It interestingly only happens on Windows, not on Linux, that's why I never discovered it :-/

  9. #59
    Member
    Registered: Feb 2003
    Location: Australia
    Very nice looking code. Keep up the good work!

  10. #60
    Member
    Registered: May 2005
    Location: United Kingdom
    Wow! It's Great so far! Being able to run around Citadel Station is really neat!

    Looking forwards to future work on the project!

  11. #61
    Member
    Registered: Jul 2006
    was playing around a bit with my new iphone...


  12. #62
    Member
    Registered: May 2009
    Wow! That's awesome!

  13. #63
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    That looks excellent - is that 31 FPS figure genuine?

  14. #64
    Member
    Registered: Jul 2006
    Yes, the 31 FPS are real. I'm pretty impressed by the iPhone 3GS hardware, it's really more like a little PC in your pocket, complete with a powerful ARM CPU clocking at 667 MHz, a floating point unit and a OpenGL ES compatible 3D chip.

    I'm pretty sure that it's possible to squeeze even more FPS out of abysmal. The rendering is in no way optimized for OpenGL ES. It's mostly the same code that also runs on Windows and Linux.
    There are games available for the iPhone which have much better graphics than abysmal and run damn fast. So I really think there's still a lot of potential for optimizations.

  15. #65
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Now I'm tempted to get one....

    How much texture memory does it have available to the 3D chip or does it use a different architecture?

  16. #66
    I look forward to checking it out on a Pandora, then :) That's got very similar hardware, and a slightly better variant of the same 3D chipset, I think. Plus it has a keyboard, and gaming controls :)

  17. #67
    Member
    Registered: Jul 2006
    The iPhone has 24MB of texture memory. It uses a PowerVR MBX
    which also supports shader programs.

    @Shadowcat: The pandora also looks pretty cool. Unfortunately it's already sold out. Don't know if they intend to produce more once the first shipment is out.

  18. #68
    Member
    Registered: Sep 2005
    Location: Prague
    Very nice!

    openPandora's page mentions second shipment the next december, dunno if it is actual though.

  19. #69
    Member
    Registered: Jan 2005
    Location: Oldenburg, Germany
    Nice work!

  20. #70
    Moderator
    Registered: Sep 2000
    Location: Hong Kong
    eddy, are you planning to have the iPhone version available from your website at any stage?

  21. #71
    Member
    Registered: Jul 2006
    Yes, once it's completely working. There's currently no input handling on the iPhone version. You'll also need to jailbreak your phone to get it running.

  22. #72
    Moderator
    Registered: Sep 2000
    Location: Hong Kong
    The thought of being able to flick through inventory items by touch alone sounds wonderful; albeit potentially problematic and difficult to implement. Is it your ultimate intention to implement a comprehensive touch UI for the UWs?

    Incidentally, I jailbroke my iPhone today in order to try out some other non approved app.

  23. #73
    Member
    Registered: Jun 2002
    Location: Girl with the Patreon Tattoo
    I for one do not care in the slightest about the iPhone but would fantastically be interested in working Shock engine remake.

  24. #74
    Member
    Registered: Jul 2006
    A touch interface is certainly something I want to do, but it won't happen anytime soon. The major goal is to get the games roughly playable first, and there's still a lot to do in this direction.

    @Briareos H: abysmal also supports shock (though it's lacking a bit
    behind the uw support)

  25. #75
    Member
    Registered: Jun 2002
    Location: Girl with the Patreon Tattoo
    yes I've been following the project quite closely and it's very promising . I was merely restoring the balance for iphone-not-havers

    I wonder why there aren't more people interested in an engine port of System Shock 1, why TSSHP is dead, why no one (competent enough) is offering help for your project. Maybe there's really only a handful of us who have a love for the game that goes far beyond what can be seen for SS2 or BS.

    Anyway, thank you for your dedicated work.

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