Popular Post oneofthe8devilz Posted August 17, 2012 Popular Post Report Share Posted August 17, 2012 (edited) Original idtechforums thread Being a big fan of medieval/fantasy/steampunk stealth games, I always regret that up to this point no major AAA studio bothered enough to release a cooperative version of the genre... And so due to the lack of coop content in that genre, I decided to try and get existing builds to work in COOP, that would allow players to enjoy that type of gameplay with friends across the internet... Now of course, given the fact that I am an individual with a fairly limited amount of resources and capabilities, I have to maximize code and asset acquisition, in case I ever expect to complete any project within a reasonable amount of time and release it to the community... Luckily for me the idtech community is an amazing place with extraordinary talented people, that are kind enough allowing me to use their top quality art and code for my community targeted coop projects... In The Shadows, Quake 1 Mod by Simon 'Sock' O'Callaghan ================================================= "In The Shadows" is a Quake 1 conversion that adds a stealth system and whole new campaign to Quake. Sneak past the enemies and/or try kill them safely from within the shadows while playing through the custom campaign avoiding detection... Simon was kind enough to provide his project's source code for internal testing and so with a few quite rudimentary changes to the code, I was able to enable coop-capability for the campaign... ... the Coop test session was recorded (click on the image to playback the youtube video) Then of course I got my own idtech4 based projects (FMJ,MCS,Venture) cooking and in the past I mentioned several times that I am a huge Thief:Deadly Shadows fan and the idea of being able to play it in COOP with a friend across the internet was intriguing enough to me to actually start and rebuilding the game within idtech4... Thief: Deadly Shadows @ idtech4 by Oneofthe8devilz ============================================ Now porting a game to a complete different engine/codebase is of course a gigantic task (especially for a "one man" team) so when you watch the early WIP footage below please bear that in mind, with me still figuring out how to rebuild game assets, shaders and code the most efficient way. But the general idea is to slowly port the game mission by mission, asset by asset to idtech4... (click on the image to playback the youtube video) Garrett@NightmareBurrows@Venture (click the image to watch the youtube video) I am looking for fellow modders to join this project to speed up the development... For the other COOP fanatics here, I will keep this thread updated with the progress I make over time... IdTech Hybrid Engine and Netcode Showcase ======================================= (click the animated image to watch the youtube video) I remember lately the community having debates about whether to stick with the original Doom3 codebase or to migrate to Doom3 BFG... And while arguments were made for and against from both sides (Sikkmod vs RBDOOM-3-BFG for example) I always wondered why not creating a hybrid approach that takes the advantages of each codebase utilizing the best of both worlds... This showcase consists of a code and assets merge of multiple previous prototype projects incorporating trebor's shadowmapping, sikkpin's hdr lighting, zombie's dungeon map and MCS's game & netcode... It still runs on Doom3's original framework allowing easy modding (with a custom gamex86.dll) and dedicated server hosting and browsing... Aside from the specifically showcased unified soft-shadow-mapping and high-dynamic-range-lighting, it was also as usual important for me to demonstrate that those features flawlessly work together with MCS's network synced AI over a high latency low bandwidth Server <-> Client connection (simulating a server/client distance of about 10000 kilometers). Venture Online PlayTest 2019 [idtech] ======================================= (click the image to watch the youtube video) ClientSide Online Playtest connected to a Dedicated Server testing fully operational FirstPerson and ThirdPerson Views and Animations replicated across the Network/Internet with the new hybrid idtech4 engine. ***Update*** For the people that find the lighting intensity in the video too strong I made this little comparison GIF animation which shows a few of many possible examples of how differently the game can be setup to look on the Client: So if you don't like the Bloom... just change or disable it, If you don't like the Depth of Field... just change or disable it, If you don't like the HDR Rendering... just change or disable it, If you don't like the SoftShadows... just change or disabled them, If you'd like a different ColorGrading ... just set it ... etc etc etc Example GIF showcase (click to open it) http://www.scared-pixel-studios.com/public/images/venture/Venture.ClientSide.Visual.Settings.gif As showcased in its current state, it is a proof of concept build and I don't feel at liberty to predict when and if at all it will make it into a final, releasable project, since there are currently too many factors but as you'll notice, it runs remarkably stable and performant. Edited April 29, 2019 by oneofthe8devilz 5 Quote I got six little friends and they all run faster than you Check out our mods at moddb or the SPS Homepage Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.