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  3. ReNo

Posts by ReNo

  • What the Hell is this shit?

    • ReNo
    • May 8, 2005 at 9:02 PM

    Its all the current consoles (or at least its definately on both PS2 and Xbox), though I couldn't tell you what system that screenshot is taken from. Does look utterly dire though.

  • New XBox 360 screens?

    • ReNo
    • May 8, 2005 at 8:57 PM

    Hmm, I still don't really like the look of that controller, but the console looks pretty cool there. I wouldn't look at that and think "games console"...to be honest I wouldn't know what I'd think it is

  • New XBox 360 screens?

    • ReNo
    • May 6, 2005 at 5:10 PM

    Oh man, it looks really quite hideous Maybe its just the picture I guess, but.....bleh

  • Veil Of Darkness

    • ReNo
    • May 6, 2005 at 4:20 PM

    Bah, god knows how people manage to distribute programs, everybody is missing files every time I try I've uploaded glut32.dll - its only 65kb if anybody is really interested in seeing the terrain generator first hand. Extract it to your windows/system32 folder and then, hopefully, the program should run!

    http://www.snarkpit.net/pits/reno/random/glut32.zip

    As for white shadows in the ghost game, I've no idea. Shadows have always been a dark material when I've tested it.

  • Veil Of Darkness

    • ReNo
    • May 6, 2005 at 10:43 AM

    Today I present you with another little program - a terrain generator...

    [Blocked Image: http://www.snarkpit.net/pits/reno/random/terrain.jpg]

    [Blocked Image: http://www.snarkpit.net/pits/reno/random/terrain2.jpg]

    [Blocked Image: http://www.snarkpit.net/pits/reno/random/terrain3.jpg]

    DOWNLOAD

    Should work on any computers with OpenGL installed, which should be any with even a marginally modern graphics card. This was an OpenGL coursework in which we had to create a dynamically generated landscape - no heightmaps/presets allowed. I'm reasonably happy with it given I only worked on it for a day. The jaggy edges of the textures is my main pet hate of the program, but to work around it I would have had to do texture blending either by adding multi-texturing or by dynamically generating a texture from the others, and quite simply I didn't have time given the deadline is...very soon

    No, it doesn't create terrain for levels (though theoretically it could be used to do so with ease)

  • New XBox 360 screens?

    • ReNo
    • May 6, 2005 at 10:18 AM

    LOL, wtf is that? I'm gonna assume thats a horrendous fake, given that the Xbox360 controllers are meant to be wireless.

  • Veil Of Darkness

    • ReNo
    • May 6, 2005 at 2:10 AM

    I'm telling you guys, there's nothing else to see Unless you wanna see how it looks when the random ghost light colour changes

  • The new Unreal Tournament (Unreal Engine3) new screens!

    • ReNo
    • May 5, 2005 at 10:14 PM

    I'm really looking forward to this. UT2K4 was a decent game but at the time I didn't have a net connection and so it kinda fell by the wayside. Hopefully I won't miss the boat with this one, but I'll be in need of a hefty graphics card upgrade if I wanna be playing it!

  • Just a few drawings :)

    • ReNo
    • May 5, 2005 at 12:13 AM

    Holy buggery those are realistic! Incredible work

  • dm_fetid ~ omai

    • ReNo
    • May 4, 2005 at 7:01 PM

    Wow, thats really impressive use of the original textures. Awesome work

  • ctf_portalstorm

    • ReNo
    • May 4, 2005 at 3:20 PM

    I agree with Strat, but I do think the improvements you have made are nice. I don't think it would be too hard to break the repetition in here to be honest. For example, try pulling out some of the pillars in the middle of the right hand wall, put some sort of alcove or something in their place. Put something of interest in the centre of the alcove (teleporter, combine ball spawner thingy, a pillar, whatever), and you could put ammo packs or whatever HL2CTF uses behind it. Or perhaps instead of an alcove you could put in a platform or something that overlooks a non-reachable portion of the level, purely for aesthetic purposes (a 3D skybox, a small undergroun cave or river, whatever). It doesn't have to be a big thing that takes hours to create, but its just something to add variance.

    I agree that you've struck a nice set of colours though

  • Veil Of Darkness

    • ReNo
    • May 4, 2005 at 3:15 PM

    Yeah you hit the nail right on the head there RD, unfortunately I just didn't have the time to add in any additional visual effect to the ghost. The light they emit is quite effective for locating them at a distance (use the shadow movement to gauge the ghost movement easily), but once up close the light is no longer hitting the walls and is hitting the ground all around you, meaning the only real way to tell where they are is by judging the positional sound. An addition I planned on adding but never got around to was adding in a dynamic crosshair sprite. This would have changed colour when you were focused on a ghost, and rotated clockwise/anti-clockwise at different speeds based on which direction to rotate to find the ghost and how far to rotate. I might add this in at some point, but I have to make on OpenGL terrain demo for friday, and then have a maths exam on monday, so its not the top of my priorities

    Not really any point in showing more screenshots, as I'm afraid the one that I posted shows pretty much all there is to see. This was a project I made myself over the course of 3 days or so, and was also my first time using DirectX, so don't expect much from it The game consists of one room in which the player is situated in the centre. They can look around, and have to shoot ghosts that appear and move around. Ghosts are invisible but emit light and sound which you can use to locate them. FPS style movement is coded in but disabled as it kinda screws with the game (the way the ghost movement is scripted means they work around the centre of the map, not the player, for example).

  • Jump_around

    • ReNo
    • May 4, 2005 at 12:01 AM

    In case you didn't notice, this is the third map Zacker has posted recently that is obviously low quality and old. Looks to me like he is posting EVERY map he has made or something. God knows why, but suffice to saw I don't think this is being posted as a serious, modern effort.

  • Veil Of Darkness

    • ReNo
    • May 3, 2005 at 6:04 PM

    Hey guys, not ever really seen people post mostly code based projects here before, but figured it was worth it anyway "Veil of Darkness" is a crappy little game I built over the last few days for a uni module. Its my first time programming with DirectX and I had a lot of fun working on it. Orginally it started out as a sound based game we had to build, that featured no visuals whatsoever. We then had a Direct3D module that required us to add visuals to this game.

    Anyway, below is a screenshot of it in action. Notice the use of HL2 textures - my 2D art skills are abysmal

    [Blocked Image: http://www.snarkpit.net/pits/reno/random/d3dgame4.jpg]

    You can download the game here...

    http://%7boption%7d

    Not really sure if I should post this here, given that it isn't really "finished" per se, but I doubt I'll be working on it again anyway now the deadline has been and gone. Feel free to post suggestions comments, bugs, etc... anyway Would be interesting to see what sort of scores people can get as well, as its always hard to judge difficulty on something you made yourself. Be sure to turn off EAX sound presets on your sound card if you have them by the way, as it will probably make most of the sounds impossible to hear since I didn't put in support for it.

    EDIT: Some folks on IRC were having trouble playing this due to missing a DirectX DLL. Not sure if its due to using an outdated DX version, or if perhaps the DLL is only included in the DirectX SDK. Either way, if you are having problems you can download the DLL here and extract it to your windows/system32 folder.

  • Prixun

    • ReNo
    • May 3, 2005 at 11:51 AM

    LOL, love how you said performance is great since there is low w_poly, then throw dozen gman models in to bump up that epoly needlessly And that matrix poster texture onto the ground... a mastertouch!

  • It's official!

    • ReNo
    • May 3, 2005 at 11:38 AM

    Nice one, enjoy it man

  • New XBox 360 screens?

    • ReNo
    • May 2, 2005 at 6:05 PM

    I was referring to ctswin's post actually Lee, I do agree the ending was abrupt Not that the game was too short or anything, just didnt seem like an end point.

    Tequila, you're a man after my own heart I haven't played PGR2 online in quite a while, but its the best thing about Live.

  • Nintendogs

    • ReNo
    • May 1, 2005 at 3:17 PM

    Looks impressive, but once you had done every action a couple of times, you might as well bin it. Novel for half an hour I'd say...if that.

  • New XBox 360 screens?

    • ReNo
    • May 1, 2005 at 3:14 PM

    I really enjoyed it personally. I don't get why people make it out to be "so bad" when even if it wasn't to your taste, claiming it sucks is just bullshit.

    Thanks for all the info Izuno, some of it was already known but its nice to have more confirmation. Any more info on the HardDrive? There was talk about there being multiple versions of the hardware, some of which come with HDD's while others do not.

  • New XBox 360 screens?

    • ReNo
    • April 28, 2005 at 5:17 PM

    Off topic, but why do people say "could care less" when they mean "couldn't care less"? The prior isn't saying anything at all.

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