Thread: v5.0 Progress Report

Page 3 of 9 FirstFirst 1234567 ... LastLast
Results 51 to 75 of 207
  1. #51
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: v5.0 Progress Report

    For those who are interested, i counted the lines of code in the Angelscript subsystem; it adds up to 19955 lines.

  2. #52
    Still learning wolf-3d's Avatar  
    Tester
    Join Date
    Jan 2011
    Location
    Somewhere Warm.
    Posts
    1,460

    Re: v5.0 Progress Report

    Physical Lines or executable "statement" lines ?
    (Only kidding, don't want an answer )
    Regards
    Wolf-3D

  3. #53
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: v5.0 Progress Report

    Actual lines of code, excluding comments and blank spaces.

  4. #54
    Registered User
    Join Date
    Dec 2009
    Posts
    4

    Re: v5.0 Progress Report

    The AngelScript implementation sounds awesome. Awesome enough for me to want to go from mapping for Source to mapping on goldsrc. I imagine with this comes the ability to script entirely different weapons? Like a gun that shoots out slow-moving projectiles affected by gravity?

  5. #55
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: v5.0 Progress Report

    Currently custom weapons are not supported, this is due to the way weapons are handled. There's an upper limit to how many there are and we've almost hit the limit. At some point in the future we will redesign the system to allow for custom weapons.

  6. #56
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,562

    Re: v5.0 Progress Report

    ^ that, annoyingly clients have to be told what weapons they have by a 32-bit bitmask field, so that means just 32 pieces of equipment.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  7. #57
    func_vehicle enthusiaist w00tguy123's Avatar
    Join Date
    Dec 2006
    Location
    U.S. West
    Posts
    1,594

    Re: v5.0 Progress Report

    32 weapons is more than enough. Why not replace/edit existing ones per map?

    I assume people wanting custom weapons don't want to use the default weapons (unless they're making stadium4 or sc_rambo).
    Love,
    w00tguy

  8. #58
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    803

    Re: v5.0 Progress Report

    And is it possible for texture with angelscript like advanced particle system, right? Look like nice clouds or smokes or fire effects? Nice for next update! We would like to stay for new update of SC5!
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  9. #59
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: v5.0 Progress Report

    You can create sprites wherever you like, but no particle systems like ricochets or impacts.

  10. #60
    ~ Unholy Madness ~ 19941994ra's Avatar
    Join Date
    Jan 2010
    Location
    Argentina
    Posts
    244

    Re: v5.0 Progress Report

    There is no chance that you guys could re-enable Direct3D to Sven, right?
    Sven Co-op - Player, enthusiast, alien-reaper, Shotgun-lover
    Sven Co-op Forums - Addict, spam-hater, playing 5.0 a lot
    In-game name - Delacroix

  11. #61
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: v5.0 Progress Report

    We will only support OpenGL, Software mode is still there but not really supported.

  12. #62
    ~ Unholy Madness ~ 19941994ra's Avatar
    Join Date
    Jan 2010
    Location
    Argentina
    Posts
    244

    Re: v5.0 Progress Report

    Quote Originally Posted by Solokiller View Post
    We will only support OpenGL, Software mode is still there but not really supported.
    Alright, thing is Software sucks in all points. I have actually good performance with OpenGL, sometimes when there is a big map or too many monsters things gets a little laggy.
    Sven Co-op - Player, enthusiast, alien-reaper, Shotgun-lover
    Sven Co-op Forums - Addict, spam-hater, playing 5.0 a lot
    In-game name - Delacroix

  13. #63
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,562

    Re: v5.0 Progress Report

    It's possible but not by any means in our focus.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  14. #64
    whats this do warbrand2's Avatar
    Join Date
    Apr 2009
    Location
    nowhere
    Posts
    62

    Re: v5.0 Progress Report

    As the custom weapon thing seems to be a bust, does that mean the portal BFG from op force will be made as an actual weapon?
    = evil

  15. #65
    Registered User GarompaEstomper's Avatar
    Join Date
    Feb 2014
    Posts
    136

    Re: v5.0 Progress Report

    I would love to see the addition of black and white and maybe more colors to the color options for the player model and spray decal. Don't know if it's possible with engine limitations.

  16. #66
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    803

    Re: v5.0 Progress Report

    Why do they say only DirectX 3D? Half-Life was updated since Febraury 2014 on mac and Linux and they works only OpenGL.@Solokiller, you are right.

    Graphic dimension needs only OpenGL It is correct!

    @GarompaEstomper: You would like color black, gray and white for game. See like old digital camera
    We use only full-used color. But black and white have trick by env_color or multi_manager makes look to white, gray and black like Half-Quake Mod
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  17. #67
    Registered User Jstanf35's Avatar
    Join Date
    Dec 2002
    Location
    UK
    Posts
    49

    Re: v5.0 Progress Report

    Just out of interest, how much work will be needed to be done to convert player models to 5.0? Is there a huge amount of difference?

  18. #68
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,562

    Re: v5.0 Progress Report

    I don't think it took us much (if any) effort at all. That compile-o-matic script still worked.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  19. #69
    ~ Unholy Madness ~ 19941994ra's Avatar
    Join Date
    Jan 2010
    Location
    Argentina
    Posts
    244

    Re: v5.0 Progress Report

    Quote Originally Posted by SourceSkyBoxer View Post
    Why do they say only DirectX 3D? Half-Life was updated since Febraury 2014 on mac and Linux and they works only OpenGL.@Solokiller, you are right.
    Not only Direct 3D, OpenGL is good to. But currently AMD and Intel videocards have compatibility and performance problems with OpenGL. Most users with these cards suffer from lag spikes and low fps in general.
    Sven Co-op - Player, enthusiast, alien-reaper, Shotgun-lover
    Sven Co-op Forums - Addict, spam-hater, playing 5.0 a lot
    In-game name - Delacroix

  20. #70
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,562

    Re: v5.0 Progress Report

    Yep, definitely witnessed that here. My AMD R9 280X card (equivalent to a GeForce GTX 780 apparently) plays Minecraft and Sven Co-op slower than my much older GeForce GTX 560Ti. Intel's OpenGL support has gotten MUCH better over the last year or two, I suspect mostly because of the Steambox hardware coming up and Intel very much getting a slice of that cake they couldn't do nothing. AMD however are clearly more focused on their own Mantle technology. This does look nice when teamed with an AMD CPU too, but I doubt any of us here have the knowledge or time to make a Mantle renderer.

    Our GL performance will get better when things like vertex buffer objects and back to front rendering are implemented, but these are really major redesigns of the rendering code. It's not something we can just add in a day or two. Minecraft only just got vertex buffer objects in their latest release (1.8) and that game was first out like 3 years ago from a company working full time on it. Some great performance though!
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  21. #71
    Registered banana Gaucho's Avatar
    Join Date
    Jul 2013
    Location
    In my house ;D
    Posts
    102

    Re: v5.0 Progress Report

    About angelscripting, where i can find some examples? it's sounds interesting to know a little b4 5.0 release

  22. #72
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: v5.0 Progress Report

    You can find basic examples on the Angelscript website.
    If people want i can whip up a small program that can run scripts, it won't have any game specific things though, but you'll be able to write scripts and run them, and get the hang of the syntax we have in place.

  23. #73
    Registered User
    Join Date
    Oct 2014
    Posts
    1

    Re: v5.0 Progress Report

    I can't wait when 5.0 will be released, I wanted to play svencoop but I don't have hl1 on steam .

  24. #74
    Registered User Jstanf35's Avatar
    Join Date
    Dec 2002
    Location
    UK
    Posts
    49

    Re: v5.0 Progress Report

    Quote Originally Posted by AdamR View Post
    I don't think it took us much (if any) effort at all. That compile-o-matic script still worked.
    Sweet, that's good to hear. I hacked a bunch of player models together for private use with a couple of buddies so it's good to hear I hopefully won't have to do too much work to get them running with V5.0. cheers!

  25. #75
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,562

    Re: v5.0 Progress Report

    I think there were just a couple of new animations without reordering the existing ones. Not certain on that, will ask one of our animators about it.

    Also in our next news update (soonish) expect a video demonstration of one of the new features.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

Page 3 of 9 FirstFirst 1234567 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •