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Red Eclipse • View topic - UPDATE: Version 2.0 and what it means

UPDATE: Version 2.0 and what it means

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UPDATE: Version 2.0 and what it means

Postby qreeves » 06 Nov 2017 10:24

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Re: UPDATE: Version 2.0 and what it means

Postby SniperGoth » 06 Nov 2017 12:52

A small comparison using the map Castle between 1.5.8 and 2.0 for everyone to see the jump in quality (no changes to accomodate the new renderer yet).
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castle 1.5.8.png
1.5.8
castle 2.0.png
2.0
castle 1.5.8 2.png
1.5.8 2
castle 2.0  2.png
2.0 2
20171106105030.png
Outside 1.5.8
20171106104826.png
Outside 2.0
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Re: UPDATE: Version 2.0 and what it means

Postby molexted » 06 Nov 2017 15:47

And this is the relit one that's been over on
viewtopic.php?f=5&t=1230
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Re: UPDATE: Version 2.0 and what it means

Postby ImQ009 » 06 Nov 2017 18:56

As far as I know (and from my actual experience) you can achieve the same exact effect with alpha'd geometry as with glass.
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Re: UPDATE: Version 2.0 and what it means

Postby ShaneRoach » 07 Nov 2017 01:50

Awesome news. I have been lurking pretty silently for a long time.

Any news on porting in new models from Blender et al? Or is there a modding link of some sort you might could point to?
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Re: UPDATE: Version 2.0 and what it means

Postby Honno » 07 Nov 2017 08:16

Yeeeeessssssssss
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 07 Nov 2017 09:21

Update: I managed to hunt down the exact version and revision that can save maps that will still load in v2.0. The text above has been edited to reflect this: v1.3.1 (Galactic Edition Patch as of )
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 07 Nov 2017 12:33

Wait... wait. Are you saying... that Red Eclipse... was at long last, really, actually, fully, undoubtedly, seriously ported to the Tesseract engine?

Oh my god. Oh my god! Oh my god :D
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Re: UPDATE: Version 2.0 and what it means

Postby mrmister » 07 Nov 2017 21:18

I hope that the increased resource demands doesn't make a huge effect on how many people can play the game. I like games that can run on potatoes, it allows more people to play the game. Graphics are great and all, but that doesn't mean a thing if the person who is interested in the game, doesn't even have the machine to play the game. Having to pay for better parts is just like having to pay for the game, which makes the "free" title irrelevant. I hope you keep that in mind.
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Re: UPDATE: Version 2.0 and what it means

Postby Dziq » 07 Nov 2017 22:09

LONG LIVE DEVELOPERS !! LONG LIVE RED ECLIPSE !! I'm so happy with this, really great news. Earlier I was thinking that porting to Tess might take a few years! Imagine how surprised I was when I discovered that it is already in such working state!
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 01:21

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Re: UPDATE: Version 2.0 and what it means

Postby shacknetisp » 08 Nov 2017 01:54

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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 08 Nov 2017 02:05

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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 02:45

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Re: UPDATE: Version 2.0 and what it means

Postby shacknetisp » 08 Nov 2017 02:54

If you are using SDL version 2.0.6 sound will be disabled due to a bug in SDL's mixer, there's an error message in the log and it should appear in the console at game startup.

Maps have not been converted to Tesseract yet, so lighting will be quite messed up as I assume is the case with these skyboxes.
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 08 Nov 2017 03:25

"Wet" doesn't look like that when I load it up, so something is wrong on your end there I think. The "smudge" is the new residual (burn/bleed/shock/etc) decals being applied to the player models, the texture for it just sucks because I made it.
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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 08 Nov 2017 10:56

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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 22:32

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Re: UPDATE: Version 2.0 and what it means

Postby molexted » 08 Nov 2017 22:48

Last edited by molexted on 08 Nov 2017 23:09, edited 1 time in total.
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 08 Nov 2017 22:54

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Re: UPDATE: Version 2.0 and what it means

Postby shacknetisp » 08 Nov 2017 23:11

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Re: UPDATE: Version 2.0 and what it means

Postby acerspyro » 08 Nov 2017 23:15

Bitch what's this then?

Image
*screams internally*
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 09 Nov 2017 00:25

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Re: UPDATE: Version 2.0 and what it means

Postby acerspyro » 09 Nov 2017 01:20

lolsuse.

Install Arch.

https://wiki.archlinux.org/index.php/AM ... ght_driver
You have to compile your kernel with some extra flags if support for SI and CIK cards is not included in the default kernel release.
*screams internally*
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 09 Nov 2017 02:20

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Re: UPDATE: Version 2.0 and what it means

Postby qreeves » 09 Nov 2017 06:56

UPDATE: Added information for the "mapdesc" variable.

MAPDESC. This is a new map variable that should be set alongside "maptitle" and "mapauthor". It provides a short description of the map which is shown in menus, and should only be about 1 to 2 sentences long.
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Re: UPDATE: Version 2.0 and what it means

Postby molexted » 09 Nov 2017 07:35

Error is now the first map to be ported to RE 2.0 and is now available in master by updating it through normal means (updater script works). More map ports are incoming and can be found in viewtopic.php?f=8&t=1230 .

For those interested in following the map development or in contributing to it, there is an issue with current information on map port status at https://github.com/red-eclipse/maps/issues/48 .
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Re: UPDATE: Version 2.0 and what it means

Postby MirceaKitsune » 09 Nov 2017 13:01

The #1 question that I simply have to ask; Will maps that use skybox illumination benefit from bounce lighting? One of the coolest features in Tesseract is that sky lights can have pre-baked global illumination, and I've been dying to see this in Red Eclipse 2.0 as well. Which maps support this so far?
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Re: UPDATE: Version 2.0 and what it means

Postby SniperGoth » 09 Nov 2017 13:24

As far as i know, global illumination is rendered on the fly, instead of being baked.
And skylight doesn't really work like it should be (casting from the sky instead of being dependant on the sunlight's position like it is now. Look at Ghost 1.5 vs 2.0 for a propper comparison), but that's another story.
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Re: UPDATE: Version 2.0 and what it means

Postby Dziq » 09 Nov 2017 16:23

and when I asked on IRC devs say: "Skylight works, like old one - from all directions" .... blah, thats not true... skylight uses sun position :) I know it, thanks for clarify ;p
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Re: UPDATE: Version 2.0 and what it means

Postby SniperGoth » 09 Nov 2017 20:19

You can do a sunlight 1 1 1, sunlightpitch 90 to make the skylight look like the old behavior (casts light in all directions) as a workaround for the way it is now.
Unless it gets independent from the sunlight in the future, that is.
Anyway, @mrmister, about the performance problems we could have, most (if not all) official maps are running pretty good as it is, on my machine (gtx 650 ti, phenom II x4 965, mid-range ish :p ), even without optimized versions.
Unless you Spawn a good chunk of bots (20+), then things start to get dirty .
This release is still far from done, but so far, so good ^^.
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Re: UPDATE: Version 2.0 and what it means

Postby bonifarz » 26 Nov 2017 12:27

I know, I am super late with this comment, but hey...



Sure, there is a long road to go, but it is cool to see how the community works together to make this possible! Thumbs up for the mappers that work on all these ports and also on the first original RE2.0 maps, and an extra "yaaay" to acerspyro for helping quin with the game menus.
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