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Topics - Wired_Crawler

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1
The Hydlaa Plaza / Age of Conan
« on: September 25, 2006, 05:21:40 am »
Have You heard of this game ?

Watch the E3 2006 trailer

PlaneShift is falling behind... :sweatdrop:. Or is it just different ? Games always look better on videos and screenshots, than in real action.

2
The name of arena's Taskmaster was always distracting me. It always brings back vague memories about war movies. Why? Because "Gregori"  is a common name used in real world. It can be first or last name. As a first name it is russian equivalent of "Gregory", look there: http://www.thinkbabynames.com/meaning/1/Gregory.
It can be also used as a surname: http://www.italyworldclub.com/genealogy/surnames/g.htm.

"Stevald" together with "Gregori" also sounds very... normal, It is not hard to imagine real person named "Gregori Stevald".

So, I would like that name to be changed. Anyone agrees or disagrees ?

3
The Hydlaa Plaza / Happy SAAD!
« on: July 28, 2006, 07:58:16 am »
Yay! Today is System Administrator Appreciation Day!

Read about it here and here.

Warm Thanks and Best Wishes for Sysadmins, which work hard to keep all PlaneShift servers and services operational.
:flowers:

And here is song for all Sysadmins.

4
Development Deliberation / --enable-debug and recent CS
« on: June 03, 2006, 03:22:06 pm »
In recent version of CS (svn rev. 24364) I get big difference in performance between versions compiled on linux in debug and release mode. For example:

  • CS built with --enable-debug, hydlaa_plaza, 640x480, walktest: 10-12 fps; podium, 640x480, walktest: 140 fps
  • CS built without debugging, hydlaa_plaza, 640x480, walktest: 35-40 fps; podium, 640x480, walktest: 255 fps

Also, it seems that I have problems with portals again, as described on bugtracker in report #1533 (up to 2x more fps for floating portals than "normal" portals).

I use gcc 3.4.5. Can anyone confirm this ? Or is it only me who makes such observations ? Maybe I should update gcc or something ?

5
Fan Art / Come to Wired, visit my 3d art carrel.
« on: February 07, 2006, 05:44:46 pm »
Inspired by first post in Toad\'s art thread I was going to build small room with stained glass window and nice light effect. Ewentually it has evolved into something else.
The art used for stained glass in NOT my. If the authors think that I did a bad thing using it, let me know, I\'ll replace it with my own crappy graphics. The big windows present the picture of female diaboli drawn by narix_ahene and colored by dragonfire999 (You can find it in Zuki\'s artsy stuff). The round windows have Koumori (Koumorui?) on it, and I really don\'t remember, where I got this image from and who was the author (Moogie probably?). If anybody knows who has created it, let me know, I\'ll add this information here. Anyway - thanks for making those beautyful pictures.

As usuall - a short story.

At last ! I\'m here. Finally, after all those years I have found the Machine. According to the legend, some powerful, crafty Diaboli sorceress stole the secret of Xacha technology to build it. In the end she was captured and punished, but this room remained undiscovered. And it is me, who has found it! The only way here leads through the magic portal, and my luck allowed me to find The Key which opens it.
The Machine... It turns the pure magic energy emanating from Azure Crystal into liquid form, which then can be used to... Ah! I can\'t wait to try it!\"





Video: 640x480, 1:20, 15MB,  link2 (files expire after 14 days of inactivity)

Tech info:
as usual, my tools were: Blender, blener2crystal, Gimp and various text editors. Additionally, the MusE was used to create simple music theme for the video (just to fill the silence with something).

Light coming through windows is simulated by haze meshes. Haze is a box or cone with special kind of texturing. Although it has some disadvantages (for example You can\'t see haze while looking from inside of it), it gives nice effects.
The material of the \"Machine\" uses reflectsphere shader, with procedural fire as reflection texture. The Key uses modified stat_dyn_reflect shader in similar way.

Triangle counts:
- the building - 1040 (construction is based on 32-side polygon)
- columns - 96 each
- candlesticks (candles not included) - 140 each (argh?! why so many ?)
- candelabrum - 128 (easy to count, isn\'t it ?)
- candles - insignificant ;)
- chains - higly insignificant; they don\'t look very well here, because they were designed for other purposes, also, recent CS has changed transparency handling, so they look really bad on screenshots (I have changed some settings later).
- rotating rings - 288 each. Hmm... they still don\'t look smooth enough.
- the rest of the Machine - 208
- bowl (borrowed from bathroom :) ) - 86
- the Key - 110

Sizes of some textures:
 - big window - 256x512
 - round window - it was going to be 256x256, but due to my mistake it retained its \"original\" size (415x415) :o
 - floor - less then half of 256x256 square shared with ceiling
 - ceiling (dome) - less then half of 256x256 sqare shared with floor
 - walls - 256x256 (too big, I guess)
 - big window frame - 64x256
 - candlestick - 16x16 ^_^ + 64x64 (does it make any sense to use 1x1 texture ?)
 - candelabrum - 32x128
 - chain - 128x512, but as stated above, it was made for other purposes, and my graphics card has 256MB memory :)
 - the Key - 128x128

Enjoy the view :)
------
To gather my previous PS related works in this stall:
People were wishing for bathrooms...
Close Encounter of the Third Kind

6
Fan Art / Close Encounter of the Third Kind
« on: January 01, 2006, 09:34:21 am »






***************

And here is short video with some action (7.24 MB, 640x480, 40 seconds, link expires after 14 days of inactivity)

Happy New Year Everybody!

***************
P.S. Tech info: tools used: blender (+cal3d exporter), gimp, text editor. The model consists of 378 triangles (just imagine, what could be accomplished with 1000 more...), texture size is 512x512. Skeleton has 31 bones.

7
Fan Art / People were wishing for bathrooms...
« on: November 14, 2005, 04:48:24 pm »
... so I made one :). Let me present:

Fenki in bathroom

All similarities to places and events (and persons ;) ) are accidental and unintentional.





















P.S. Tech info: created with the help of Blender, blender2crystal, Gimp and text editor.

8
General Discussion / Conclusions after visiting Jayose's Library
« on: August 21, 2005, 03:59:55 am »
Finally, Jayose has changed his mind. Some books are publicly available. Every inhabitant of Yliakum should acquire the knowledge contained in them. Remember to wash your hands before reading, otherwise You will be thrown away by the guards summoned by strict librarian.

(all below is half-serious)

And what are the consequences for us, the mere players ?

There are grizzly bears living somewhere in Yliakum. Yay! What a good news for hunters, leatherworkers and some warriors. Skin of bear is a very good material for light armor. Furthermore, bears like to eat fishes, ants and honey. We already know, that there will be fisherman and leatherworker skill. Now, for sure, bee-keeper skill will be implemented, we will be able to produce and sell honey :) And ants ? Erm... they can serve as pets :D
(Well, I believe that was a kind of bug report :P )

----------------

At last! We are able to roughly estimate, when the full game will be released. By \"full\" I mean, that whole Yliakum will be accesible by players. According to some calculations and experiments, which I made with the aid of my friend, the game will be released in about x*(1020*k-1) years. The development of 3d version of PS has started x years ago (put the right number instead of x, was it 5 years ago ?), so everything depends on the factor k, so called \"development speed increase coefficient\" ;). It takes values from interval (0,1>. The existance of k originates from the fact, that it is easier to make additional elements of the game, than create everything from scratch. What is the value of it ? We shoud ask game developers (not necessarily PS developers). And why \"1020\" ? Try to figure it out yourself :P (consider it as a quest ;) )
Personally, for k I would assign the value not less then 0.5. Let\'s see. The result is... hmm... 2545 years ...? No, no way. There has to be an error in those calculations! But where?!
Anyway, it is the end of asking: \"When the game will be finished ?\" Everybody can now try to guess... or calculate by adjusting the above formula ;)

9
Wish list / /fomf command
« on: July 20, 2005, 12:03:51 pm »
There are at least 3 threads on similar topic, but those which  I found are old, like \"Outa my own curiousity\". I\'ll not resurect them because of current discussion in \"Forum requests\" ( \"Thread Ressurection\" )

I wish developers would implement /fomf command.
- Why? - Kiva asks.
Well, because it is much easier to type /fomf than /fall_on_my_face :P
And because it would look much better, when the character falls, instead of reading \"Moogie stumbles and falls on her face\" while the avatar is still standing.
And because nobody will deny, that emotes make roleplaying more interesting.
And - last, but not least - because there already is \"fomf\" animation - it is the death animation, it should only be played a bit faster, or some \"frames\" should be skipped.
I am not familiar with 3d modeling, but it should be easier to slightly alter existing animation than creating a new one. So /fomf could be implemented earlier than /sit...

Thank You for reading my first thread.
/me bows.
(now You see me turning around and exiting through the door).
/fomf
;(

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