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Old 03-06-16, 04:56   #1891
stohrendorf
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Please walk on, there's nothing to see here...

http://earvillage.net/edison.mp4

(It's still buggy as hell, and it crashed at the end, but Lara would be dead anyway...)
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Old 03-06-16, 05:20   #1892
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Originally Posted by Ado Croft View Post
Wau, Tesla Rus uploaded other update of this engine and lot of things were fixed. Thank you so much Tesla Rus
I feel hopeful then. Maybe I can compile it on windows?
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Old 03-06-16, 06:57   #1893
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Ladies and gentlemen let me introduce other video from this Engine - Pre Alfa version - 02.06.2016
What is new?

- Fixed Collision system
- Camera Triggers (sink camera, fixed camera, fly-by camera, camera target, camera look_at)
- Fixed flip map room
- Fixed walking
and many more

https://www.youtube.com/watch?v=OpiluTbK4BI&edit=vd

Big thanks to Tesla Rus and other programmers

Last edited by Ado Croft; 03-06-16 at 07:17.
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Old 03-06-16, 09:23   #1894
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Seems really nice! There are some differences in flyby camera behaviour, also I noticed very funny Lara's head behaviour during look_at

Is there any weapon targeting yet, or not? I saw that latest commits introduce something like "target head instead of first mesh of a character", meaning we already can target enemies?

If there's a way to target enemies, it would be piece of cake programming weapon damage and enemy death events.
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Old 03-06-16, 09:51   #1895
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Originally Posted by Lwmte View Post
Is there any weapon targeting yet, or not? I saw that latest commits introduce something like "target head instead of first mesh of a character", meaning we already can target enemies?

If there's a way to target enemies, it would be piece of cake programming weapon damage and enemy death events.
Well not yet, but Tesla Rus made a demostration of it but in previous update. I think Tesla Rus will make it as soon as he fix some critical bugs
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Old 05-06-16, 21:32   #1896
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I guess I'll start a fork of OpenTomb called "Edison Engine" (pun intended, kudos to TeslaRus), because I'm following a completely different approach than OpenTomb, and already re-wrote nearly everything (except the loader code) from scratch. Although there's a huge amount of work left, I think the pre-pre-pre-<many more pre's here>-alpha state of the engine is already promising. Here's a ~3min video with DX9, stencil buffer lighting, anti-aliasing and (except for the lighting) relatively bug-free (not to mention missing features): http://earvillage.net/edison2.mp4
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Old 05-06-16, 21:41   #1897
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:O
I'm speechless. Wow, congratulations on your achievement! It's VERY promising already!
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Old 05-06-16, 22:19   #1898
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Both the new TRE video and the Edison Engine video look really cool ! It's great to see that there's progress being made .
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Old 05-06-16, 23:02   #1899
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Things are getting more and more interesting here... Steffen's on top of the world again with this "Edison" thing!

So finally we see long-awaited "Dreamcast-like" shadows in classic TR levels. The problem here is, each shadow seems to refer to each room light, which is weird.

But it's all babbling, thing which really bothers me is both TeslaRus and Steffen forks are getting more and more feature-rich yet incompatible. Steffen's fork looks much more technically advanced than TeslaRus one, yet TeslaRus fork already offers such gameplay-wise features like cameras and targeting.

I can only think about "back-porting" his features into Edison fork at certain moment. Cameras feature looks relatively stable from what I see on videos, hence ready for such back-porting. Targeting is still at early stages, I guess it will become stable when ray test and parameter change (HP etc.) is implemented for targetable entities.
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Old 05-06-16, 23:05   #1900
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Originally Posted by Lwmte View Post
Things are getting more and more interesting here... Steffen's on top of the world again with this "Edison" thing!
The higher I rise, the deeper I fall...
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