Jump to content
The Dark Mod Forums

"TremZ": A Tremulous fork with a modern engine and gameplay enhancements.


lost_soul

Recommended Posts

I just thought I would share this here in case anyone else is interested. Basically, the original game has been stuck in development hell for over half a decade, so a new project has sprung up with a custom Q3 engine shown here.

 

 

And here's a link to the impending release thread: http://www.tremz.com...ead.php?tid=226

 

One thing I wonder about is the physics. Wouldn't that cause a massive increase in the connection speed needed for Internet games? Think of it like this. Instead of the server sending "door is closed" or "door is open", it has to send the exact position for all movable objects like crates/barrels and the velocity at which they are traveling unless they're nailed to the ground, right? IIRC games like UT2004 had ragdolls, but they were just computed locally on clients' machines and didn't have any real effect on gameplay. Other games with ragdolls and advanced physics use the cheap method of having them disappear almost immediately when broken, like good ol' Doom 3.

 

It is great to see a Q3 based engine with better physics though. Hopefully we will see some of the classic Tremulous maps with real-time lighting and the works. Karith Station could look awesome.

Edited by lost_soul

--- War does not decide who is right, war decides who is left.

Link to comment
Share on other sites

Well, it depends, if you let f.i. compute the client locally what the boxes do, and then only sync them from time to time, it might work. E.g. the direction etc of a "thing" only changes upon a collision. So if the server computes the flight path etc and only sends updates to clients when collisions occur, the clients can "follow" the server computation by doing the exact same computation.

 

E.g.:

 

Server: Box 1 is at position x,y,z, rotation speed u,v,w, translation k,l,m

Client: ok

 

Server: Box 1 is at position x,y,z, rotation speed u,v,w, translation k,l,m (it got moved)

Client: ok, computing path

 

A bit later:

 

 

Server: Box 1 is now at position x,y,z, rotation speed u,v,w, translation k,l,m (it collided with ground)

Client: ok

 

In the last step, the client can correct the box locally (in case his computations where somehow different). If the difference is small, no heavy jumping will occur.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
    • nbohr1more

      Please vote in the 15th Anniversary Contest Theme Poll
       
      · 0 replies
    • Ansome

      Well then, it's been about a week since I released my first FM and I must say that I was very pleasantly surprised by its reception. I had expected half as much interest in my short little FM as I received and even less when it came to positive feedback, but I am glad that the aspects of my mission that I put the most heart into were often the most appreciated. It was also delightful to read plenty of honest criticism and helpful feedback, as I've already been given plenty of useful pointers on improving my brushwork, level design, and gameplay difficulty.
      I've gotten back into the groove of chipping away at my reading and game list, as well as the endless FM catalogue here, but I may very well try my hand at the 15th anniversary contest should it materialize. That is assuming my eyes are ready for a few more months of Dark Radiant's bright interface while burning the midnight oil, of course!
      · 4 replies
×
×
  • Create New...