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Remake some assets and enhance game quality #104
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…h anti-aliasing option. (Note: RangeMarker didn't renderer fine for now)
Hello @Buom01 , thank you for your pull request :) ! I'm probably not going to have time to properly review this pull request for a few more weeks, but I will get to it. In the meantime feel free to adjust/add as you see fit. I have noticed a minor code error though, you define UI_DrawCorners() as a static function in ui_main.c and call it in ui_atoms.c. That shouldn't be static since it is used in another file, and you should add a declaration in ui_local.c so that the function can link. As a side note we are using a separate repo for work on the game logic ( https://github.com/GrangerHub/tremulous-game-logic ) , that is the repo that Unitremia and GrangerLab uses. At some point I'll be combining that repo and this repo so that the new game logic is included in our client releases. We do have a repo for the new assets we are using for the new game logic, but it is way out of date. I need to make the time to clean up our repo arrangement. For now, it works for you to submit these kinds of asset/ui changes here, and anything we accept here I can port over tot he game logic repo too. |
I'm going to have time to review this pull request next Tuesday. |
Fine, |
Sounds good :) |
On Christmas day @dGr8LookinSparky ?? :) Let me know if you need another set of eyes for the review.. |
@dGr8LookinSparky ok, will do! I will try to pull and test this week some time. |
Awesome, thanks @cengique :) ! |
As a side note @Buom01 , our reviews is not a hard deadline for you, you can continue to push commits to this pull request while we are reviewing, and after this pull request is in a state where it is approved, if you have more updates you would like to include beyond what will be in this pull request, you can always submit additional pull requests. |
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I was able to compile and run the changes on Linux. Some comments:
- I see a lot of remakes of opening screens, which look good
- alien creep markers on the radar is hard to see
- alien creep range bubbles are red and a bit overwhelming, but look good
- progress bars show up as empty/invisible for me
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Comments continued:
- in build/armor UI some items show as locked. Not sure if we had this before or it's a new addition.
- new heartbeat music a good idea
@dGr8LookinSparky I left some comments above. I think you are probably a better person to review the changes since it contains a lot of assets. |
@cengique , will do, it is still good to have another pair of eyes to review a major update like this. :) |
I'm reviewing alien sense color, but I think I should set an options similar to ranges marker one, setting what is visible or not
Assuming you are talking about range marker, I could review color's alpha: I just tried to make it looking better currently (animations, etc...)
I only found bugs/potential miscode of my downloading progress bar. If you don't see new "Sci-Fi" progress bar at all (eg when loading map), verify your build (sometime I had to remove the
That's a new addition, aiming to make the game easier to understand for newbies
Unfortunately I think that music should got an additional separated pull request, mainly for fluidity. In the same PR I could integrate some media like game introduction. For now I could just change the music, but I think that it could denature the game's aspect. At the other hand, I think that it could be better to have multiple music, like Unvanquished Current todo list:
Other idea:
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I think having multiple heartbeat music that might be cycled in some way each time you start the client, I think that would help keep the experience fresh longer (maybe make use of a bucket system, where a selection is randomly pulled out of a "bucket" until it is empty, then all of the selections are put back in, that would result in a semi random selection where the same music wouldn't be picked more than once, until all of the other music options have been selected, bucket selection should be its own thing in qcommon so that it could potentially be used for other applications in the game). CC BY-NC 3.0 isn't really a problem, although we try to keep to the CC BY-SA 2.5 license mentioned in the main COPYING file, but if necessary CC BY-NC 3.0 would work for this project too. |
@Buom01 , I was very curious, and ended up staying up most of last night working on a general bucket selection system, and specifically getting it to work with main menu music selection (working with strings seems like it can be more tricky in this code than it should be). I have it mostly working, later tonight I'll try to finish polishing it up, and I'll put it on a separate pull request. The bucket selection system can be used for other things too. I have to instances of the bucket selection, one that can work in the game logic, and one that can work in client and tremded. the main menu music implementation required the one that works in the game logic. The part that specifically applies to main menu background loop sound selection, can be utilized by other menus as well, if they specify in their menu script. basically you specify with the keyword which directory to scan for the sounds (can be either .wav or .ogg, and this implementation allows for up to 10 different sounds), and optionally a cvar to track which sounds have already been played, for situations where the bucket selection needs to continue after the client shuts down (which is important for the main menu music specifically). I've found a bunch of decent placeholders for us to try with this, not sure which of them we will end up keeping ultimately, maybe a/some talented musician(s) may make more new main menu music for Tremulous for us consider for the final cut. |
I pushed the bucket selection and main menu stuff into this pull request: #107 |
That was a good point. I think I had too many vms and data files in my existing build folder. The progress bars showed back up after I removed it and rebuilt. :) |
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I really like these changes after reviewing them, very good work @Buom01 ! Somethings were on our todo, like showing a total downloads progress bar on the download menu. I'll merge this pull request into the master branch as is in this client repo.
There are some things we did differently in the tremulous-game-logic repo, and some assets that we might not be able to include there due too the backwards compatibility requirement for old clients connecting to 1.3 servers (perhaps something can be done though to ensure that only new 1.3 clients can load the new assets that might not work with old clients), but sometime next week I'll make time to port what I can from this pull request to that repo (which would probably be on the order of around 95% of this pull request).
Maybe the version of the client should be communicated some how to the server at/near the beginning of connection. If the server doesn't get any client version, it can assume that the client is an old client, if the server does receive the client version, it can then have pk3 files meant for whatever set version and up sent to the appropriate versioned client. |
Hi,
Bored of the old aliens creep tag, I began to remake some old assets.
Changes:
- Remakecreep.tga
in 512x512 (with Inkscape). A basic one but could got bump map easily..gitattributes
and don't break images anymoreboost
to bind+button8
Issues:
.particle
file. I will problably enhance the synthax.Other idea:
Other idea than I probably will not do:
Notes:
Requested feature was omitted at compile time
when using on GPP my data's pk3, and segfault with my compiled gpp_11 vm folder. Don't know if it's normal.Question: