05-05-14, 14:53 | #551 |
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It's actually good (or at least that's how it seems to me) to get work such as mechanics, gameplay, AI and all that stuff done and then do graphics. What's the use for an engine that gives you great graphics, but has no gameplay?
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05-05-14, 16:57 | #552 |
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You are right, we already had enough projects that stopped developing on a renderer stage, like TRPlayer or RetroFit - those had particle systems, dynamic lights, even SSAO and bloom effect (for RetroFit), but what's the use of it, if you can only look at it?
I hope that eventually people will come up with more advanced rendering features - anyway, when we'll get OpenTomb to playable stage, much more people will be interested in developing it further! |
05-05-14, 17:13 | #553 | |
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I like what I've seen so far and I like that you guys are focussing on the mechanics. I'm looking forward to seeing what you can do with the gameplay. TRNG offers a lot of possibilities in the gameplay department and having only scratched the surface of it so far, I really don't want to go back to just the old style gameplay. I'd like to also have the TRNG possibilities in this engine. Patiently waiting here. |
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05-05-14, 21:05 | #554 |
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Well when TRNG features be included to this engine, i will switch and stick to Teslarus, just because the new open engine will eventually give us the graphics we all want to see in like-old tr levels and more features, and i also want to be able to make my own programs and be executed in-game like submenús or other stuff i want to make happen....
(it will also be nice if we could have our on level editor like NGLE.exe that actually be built very similar to the core design one to make easier the things for the old NGLE.exe builders like me) Last edited by raiderromero; 05-05-14 at 21:10. |
05-05-14, 21:51 | #555 |
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Great work!!
Gameplay over graphics anyday.... the LE world wouldn't have lasted so long if graphics came first. |
06-05-14, 05:24 | #556 |
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LOL This is hilarious, nice work! I did some research regarding nightly builds over the weekend. This is how it could work: 1) A developer pushes updates to the SourceForge repo. 2) After SF got the code, it sends an email back to the developer with a simple link. If the recipient clicks the link, a nightly build is started. 3) A few minutes later a new build appears under "Files/NightlyBuilds" on the SF project page. That is all. I think this workflow would be pretty cool. It is not completely automated because the developers still has to trigger the build by clicking a link. But it also gives a little more control. The setup, however, is a bit complicated. This is how it works in principle: There is a project registered on the continuous integration service drone.io. This project executes a bash script that clones the SF repo, sets up its dependencies and performs a cross compilation using MinGW. The build is done on an Ubuntu 12.04. When the build is finished, the script creates a zipfile and copies it over to the SF files section. SF provides shell access to its repositories and can authenticate over SSH. There are more details to consider (SF shell access, mercurial hook, SSH authorization, etc.) if we decide to implement this but I still think it would be comfortable. Of course it only works for code submitted to SF. And I know it works because I tested it This is the drone.io build project: https://drone.io/bitbucket.org/vobject/opentomb-nightly And this is my test project on SF that the files are deployed to: https://sourceforge.net/projects/cc-test/files/ What do you think? Comments/suggestions/questions? Last edited by vobject; 06-05-14 at 05:25. |
06-05-14, 05:34 | #557 | |
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06-05-14, 21:08 | #558 | |||
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I don't think that currently I have time to do research on this, so I will ask TeslaRus to give you permissions to main repository, so you can get everything up and running! P.S.: We're still ruling out merge conflicts between two code branches - but I must say that new state control system perfectly resembles classic TR state system, and we are very close to getting game mechanics look at least 70-80% similar to real Tomb Raider! Last edited by Lwmte; 07-05-14 at 10:45. |
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07-05-14, 08:49 | #559 | |
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Wish you luck with your work on engine, I watch this thread |
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07-05-14, 22:18 | #560 | ||||
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Yes, that's the idea. The drone.io project provides a public SSH key that has to be added to the SSH keys of a user with write access to the SF repo. That way drone.io can securely authenticate itself and copy files to the SF files section. Quote:
However, I think in the long run, the repo should become self contained and include everything that is needed to create a release, such as script files. But that is another story... Quote:
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