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 Forum index » Other Projects » Inactive Projects » Open Tiberian Sun
OTS progress?
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Equiredox
Rocket Infantry


Joined: 29 Jun 2005

PostPosted: Tue Jan 01, 2008 12:12 pm    Post subject:   OTS progress? Reply with quote

If OTS is dead, maybe we can start a new project to create a game in the spirit of CnC? Get members outside of the cnc community involved, and maybe use an already existing graphics + physics + AI engine to speed up the development process. It's a shame if this doesn't lead anywhere.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Tue Jan 01, 2008 3:11 pm    Post subject: Reply with quote

Personally, I wish for more modding possibilities, and with the newly announced DLL project I felt that the void was filled.

But I'm perhaps not the best person to argue about this issue.

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Audiopulse
Railgun Soldier


Joined: 08 Jul 2006
Location: in your closet... Post = true

PostPosted: Tue Jan 01, 2008 9:25 pm    Post subject: Reply with quote

I was wondering about OTS, too. Since I heavyly liked the Idea...

Well, how to help then, keeping OTS alive? Is OTS already Open-source? I mean - if everyone who stumbles upon OTS and likes the Idea - and is capable to do something for its benefits - could help out only abit, itd keep OTS at least alive...
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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Tue Jan 01, 2008 11:24 pm    Post subject: Reply with quote

Well OTS does stand for Open Tberian Sun the Open Source Tiberian Sun Engine. Correct?
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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Jan 02, 2008 1:23 am    Post subject: Reply with quote

Yea. I believe similar ideas exist. like TA Spring.
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Equiredox
Rocket Infantry


Joined: 29 Jun 2005

PostPosted: Thu Jan 03, 2008 3:00 pm    Post subject: Reply with quote

I will see if I can get some momentum going. But it may take a week or so to see any progress. I will talk to Jad about what is going on, and if he is still up for running it (too late in the night for that now). I hear that he is busy with other projects atm. I will also PM some guys to find out if they are still interested in helping out. We especially need graphics artists.

I presume the first goal will be to have pathfinding working and units 'sloping' and rotating across the terrain accordingly, whilst the graphics artists build the menu design. I still remember renegade's advice from a while back on milestones.

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Thu Jan 03, 2008 3:18 pm    Post subject: Reply with quote

If this engine will be 3d, how are shp's gonna work out? Confused
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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jan 03, 2008 3:23 pm    Post subject: Reply with quote

Renegangsta wrote:
If this engine will be 3d, how are shp's gonna work out? Confused


lawl, if it was 3d there wouldnt be SHP's at all.

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Thu Jan 03, 2008 3:43 pm    Post subject: Reply with quote

but the builds iirc showed shp's being rendered along with voxels
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Ickus
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Joined: 25 Nov 2002
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PostPosted: Thu Jan 03, 2008 6:34 pm    Post subject: Reply with quote

They can work...like opacity maps. just have the animation cycle on a plane or groups of planes intersecting each other for each direction.

...similar to how grass is usually done in most 3d games. #Tongue...yea its not perfect..though. and tratos is right no need for .shp files..since the image will be an animated texture.

Will this feature a fluid lighting system similar to diablo 2.
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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Thu Jan 03, 2008 7:22 pm    Post subject: Reply with quote

Anyone who has played Populous: The Beginning can see how sprites can work in a 3D game. Basically, its just a plane that faces the camera at all times and displays a different texture depending on which way it's facing relative to the camera.
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Equiredox
Rocket Infantry


Joined: 29 Jun 2005

PostPosted: Fri Jan 04, 2008 6:18 am    Post subject: Reply with quote

I spoke to Jad, and he is quite busy atm with other things. Also, I don't think I will have much time to help out as well I'm afraid. At the end of the day, I don't have many 'free' hours to do as I please.

It is going to take a hell-of-alot of motivation launching this project off the ground. Countless hours spent coding for, well, basically the fun of it - however, what happens when it doesn't become fun?

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Fri Jan 04, 2008 7:15 am    Post subject: Reply with quote

Just think of where it will get you, if you want to become a programmer as a job you could use this as a credit and im sure several others could help and as for motivation do it for the ladies Smile
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Equiredox
Rocket Infantry


Joined: 29 Jun 2005

PostPosted: Fri Jan 04, 2008 2:14 pm    Post subject: Reply with quote

Renegangsta wrote:
do it for the ladies Smile


Being geeky won't get you laid, seriously, been there, done that, it doesn't work.

Geeks and girls mix like oil and water.

Being smooooth on the other hand, is quite beneficial in that regard, with a hint of intelligence to spare so you don't look like the average moron or leisure suit larry type.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Fri Jan 04, 2008 4:01 pm    Post subject: Reply with quote

If this engine reaches progress to the point where you need graphics, I suggest that you, for starters, ask permission to use unit and structure renders from the TS:Rising mod for C&C3.

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Fri Jan 04, 2008 4:08 pm    Post subject: Reply with quote

yea what file format will be used in OTS? and will someone make a converter for it?
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