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Messages - unixfreak

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1
Maps / Re: Conquest (Red Eclipse 2)
« on: April 22, 2020, 11:47:08 pm »
Sexy :)

Heh thanks  ;D

You still mapping in sauerbraten Zoocata? Haven't seen you in a while lol. Red eclipse needs more maps, could try making one if you feel upto it.

Some updates here on that map:
https://github.com/redeclipse/world/issues/167

Also a video (old now, as lighting has changed a bit, among other changes)
https://www.youtube.com/watch?v=vauV-GfoUCc

2
General Discussion / Re: First thread of 2020!
« on: February 22, 2020, 06:20:18 pm »
I'm a bit late... but happy new year all  :fapping:

3
Maps / Conquest (Red Eclipse 2)
« on: February 22, 2020, 05:14:41 pm »
Here's a new map i started last month. Has an Earthy forest theme to it.
It's making use of the new "rails" feature to add some life to the map... flying butterflies and fish swimming in the rivers. Haven't posted the map anywhere yet, still need to clean it up and finish some details.









4
Red Eclipse / Red Eclipse 2 released on Steam
« on: January 25, 2020, 07:05:22 am »
Should mention this on here;
Red Eclipse 2 is now available for download on the Steam store since late December 2019. Now features the Tesseract rendering pipeline, among many other new features.

Store Page: https://store.steampowered.com/app/967460/Red_Eclipse_2/
(still 100% free)

Been a nice spike in online players since the release, usually a few servers populated with players at most hours of the day.
It's currently in need of some more maps, whether it's brand new creations or porting over some of the older maps.
Anyone still mapping in cube/tesseract? Go make some maps  ;D

5
Maps / Edge (Red Eclipse 2)
« on: January 25, 2020, 06:58:21 am »
Been a while since i finished a map for Red Eclipse (or any other cube/tesseract game for that matter).
Got back into Red Eclipse lately after almost 2 years, started this map in October, recently finished it up.

It's a cyberpunk/industrial themed map, utilizing several new engine features, and properly setup for fxlevels (multiple entities for low/medium/high graphics). Also has built in map variants for day/night lighting.

Video: https://www.youtube.com/watch?v=jIsWsgAKaqw
Github issue here (download map/assets): https://github.com/redeclipse/world/issues/152

Some screenshots:





6
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 20, 2018, 11:48:04 pm »
Gosh, it's been a while since i worked on this, but i just uploaded the latest version to github, which you can find here; https://github.com/Jigoku/uf-shadow_moses
This version is a few months old now. I'm tempted to start working on it again, i made a few changes recently. This version of the map now requires the latest git version of Red Eclipse (aka, the tesseract engine port). I'm hoping that i will find time to continue working on this. Cannot believe this is over 5 years since i started this map!!! (wtf)  :gaysquirrel:

7
General Discussion / Re: First thread of 2018!
« on: August 20, 2018, 11:31:05 pm »
Damn. I haven't played Sauer/Red eclipse or anything cube like in a while.
Anyone still making maps?

8
The Mega Archive / Re: Cya
« on: January 10, 2016, 09:10:04 am »
What isn't worth it? Are you still playing sauer at times?

PS what happened to that huge map we were all working on a while back with the houses and the castle/canyon?  :rockin:

9
Projects / Re: [Clan Map] Anvor
« on: September 12, 2015, 09:45:35 pm »
So i was bored, and tried to make one of the houses in your pictures. It's only the visible part however.

* uf-anvor_house.ogz (45.18 kB - downloaded 249 times.)


If it's any use, feel free to copy it onto the map (i don't have it saved here).

10
Projects / Re: [MH] Race Map
« on: September 12, 2015, 08:40:37 pm »
Sounds like a good idea. I like messing around with linear maps, as you can start off with zero ideas, and just build as you go.  When you don't know what to build, they can be fun to work on.

+1 for trickjumps too. I love making maps with rifle/rocket jumps etc.

11
Resources / Glitchy cubes?
« on: September 12, 2015, 07:55:02 pm »
I've noticed  all the old maps i have lying around on sauer, from the previous edition -- none of the glitchy cubes (other than one-way cubes) are working as they used to.

Ladders/pushing cubes, etc. How do you guys make them nowadays?

Also, if anyone remembers these silly ramp things, where you charge up momentum by running backwards at the top, then you slide down it at crazy speeds:


Is there a new method of making these too?

12
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 19, 2015, 01:01:54 am »
r748

* uf-shadow_moses+r748.zip (3701.54 kB - downloaded 241 times.)

*retextured vents (again)
*Hangar B2 jail resized and monitor/desk added
*added noticeboard to hub area (some client settings the map should use)
*finished nuclear warhead storage room (99% done)
*added some tarps over the nukes/boxes in nuke storage
*added new section 'Commanders Room'
*initial corridor finished for Commanders Room
*started work on toilets in Commanders Room
*misc lighting improvements
*many texture bugs fixed
*removed lots of empty stray cubes all over the place
*many sound entities cleaned up
*more dynlight in the nuke storage
*fixed hub teleports (no more falling through floor)
*lightlod set to '6', lightcompress increased
*many other things i've forgotten about

13
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 31, 2015, 05:52:42 pm »
Well, i had hoped to make the entire map from geometry so you can sendmap/getmap without any extra assets. Although, i might try to improve some things with models (like the security cameras, and maybe the doors) though i'm not too good at being able to texture things in blender (i have never figured out uv mapping lol)

14
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 28, 2015, 10:33:55 pm »
Starting to come together now


EDIT (also)
Some more improvements of the nukes, with a quick attempt at some of the cloth hanging over the frames. (though i pissed up the lightning a bit, i'll try change it back to the previous screen some time)





Hard to get the lighting right for this room, has a bit of blue/green ambient with a yellow glow in some places, but can't really change the ambient as all the other areas elsewhere look funny afterwards.

15
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 27, 2015, 05:18:16 am »
I'm still alive  ;) Here's the latest new things:



Got the lighting just right in the nuke storage. Just needs some wall details, and then i'll hopefully start the next area.

Also interior of Hangar B2 has more furniture. And many speculars removed on some horrible looking areas.



I stopped working on this for a while, but hopefully will start editing more often again.
I'll try update the topic (and upload newer version of the map) when the nuke storage is almost finished.

16
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: February 02, 2015, 10:48:58 am »
Updated map download to r688  ;D

Done some more on this lately, started the vent system above Hangar B1.
Lots of small texture/sound/geom fixes all over the place. Upper vents of tank hangar retextured.
Some other things i've forgotten about, several months since i last updated the file here.

Nuclear storage area started, built the nukes, and started some of the interior rooms on hangar B2.

Also, uploaded a video showing what's been done so far:  https://www.youtube.com/watch?v=S83H8G-SINY

17
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: January 06, 2015, 04:30:19 pm »
Start of the Hangar B2 (darpa chief/meryl area)



Got a nice blendmap on the canyon now



And the start of / entrance to nuclear warhead storage facility;



18
Maps / Re: To-Ru Octavus
« on: January 06, 2015, 04:23:47 pm »
Well i went ahead and cleaned up this retextured version, list of changes at link here:
http://redeclipse.net/forum/viewtopic.php?f=5&t=576

Screenies:






https://imgur.com/a/xKZUQ

19
The Mega Archive / Re: Merry Christmas!
« on: December 25, 2014, 08:56:44 am »
Merry Christmas!

20
Maps / Re: To-Ru Octavus
« on: December 17, 2014, 10:36:24 pm »
Playing around again...

https://imgur.com/a/OKIKh#0

Just after an opinion really, i feel the dark texture shrouds alot of the other texturing detail (trim/grates/vents/panels etc) so it just looks all dark and gloomy.... with the greyish metal texture (i'll still add some more detail with other textures) it seems to contrast better with the sand and sky...

Thoughts?

21
Tesseract / What is the tesseract engine comparable to?
« on: December 13, 2014, 12:56:50 pm »
Tesseract uses alot of modern tech in terms of graphics. Most of which is lighting/shadow related.

From many screens i've seen of some maps, it has a feel not unlike Valve's source engine. Would that be a fair comparison?
In terms of what the engine is capable of graphically.

I'm still waiting for the second release of tesseract until i start fiddling with it more. Reason for that, is assets. Not many textures in the 1.0 release, and i'm not too great at making large texture packs. I usually end up taking ideas from available textures.

For comparison of shadows/hdr lighting:
complex (tesseract)
https://i.imgur.com/JVc9Yq5.jpg

season (CS:GO)
http://www.4gamez.de/wp-content/uploads/2014/11/CS-GO-de_season.jpg

What would you say is most comparable engine to tesseract in its current state? I ask, because it might help get some more ideas of what you can do with lighting/shadows by looking at other engines with similar capabilities.

22
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: November 22, 2014, 05:58:27 am »
I've been working on this again lately. Not really don alot, mostly texture fixes and some small detail changes in the hangar.
I finished the canyon, clipped etc.
Just started work on the Nuclear storage. The layout of the room is done (may have to move/shrink some walls for scale), and started some geometry like the walkway and the nuclear missiles.

When i've finished most of the texturing in that room i'll update the map download. Might not be for a while though.

23
Maps / Re: Reflection
« on: October 21, 2014, 05:39:50 pm »
Very nice!
Love the architecture, especially the suspended second floor. Those struts look great.

24
Resources / Pumpkin head
« on: October 21, 2014, 05:35:55 pm »


 :funneh:

license: Public Domain CC0

25
Resources / Re: Witch hat vanity
« on: October 21, 2014, 04:48:36 pm »
Moar hats!  ;D

26
Resources / Witch hat vanity
« on: October 20, 2014, 11:36:30 pm »
Found a nice hat (with generous licensing) and converted it to iqm, after modifying it a little.



CC-BY-SA 3.0

27
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: August 14, 2014, 06:38:33 pm »
Updated link to r637.

* Lots of small bugged cubes / texture fixes to all areas.
* improved lighting in tank hanger
* improved skylight / sunlight
* fixed the missing fog
* completed canyon section w/ frozen tank
* added weather particles to canyon
* started corridor leading into nuclear storage
* added small lower level storage room to tank hangar
* added silly VR debug room with quick teleports (this is temporary)
* retextured vent system that connects hangar to heliport
*  vent system now fully connects on upper level
* redid some of the vscale/voffset for the tank textures to fit better.

Screenshots in OP post have been updated aswell  :gaysquirrel:

28
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 31, 2014, 05:04:36 am »
 :P
server link i provided above has gone done for now... we had a lightning storm last week and it destroyed the hard drive (power surge on old equipment etc) and i don't have another spare computer for the meanwhile.

But, i have worke don this the past few nights. The snowfield area (not 100% sure if that's the level name -- where you first encounter Raven in the tank) has been finished.

I added another tank to look frozen and the mountains are hand crafted (no heightmaps!) which took a long time fiddling around with.
Some screenshots:

I will try to update the map in the OP soon. (currently at r600~ or so).













29
General Discussion / Re: Unreal Tournament 4
« on: July 28, 2014, 04:01:56 pm »
Well, I've tried a few of them and I'm not THAT impressed. It's just an evolutionary step forward, but it's obviously still based on the familiar techniques, just with a few new techniques and lots of effects. Also, I got low FPS because I'm not using Jake's GTX 560 anymore (replaced it with my cheaper card because it was noisy).

I think it's impressive to see something of that quality running on linux. But i'm also blown any with how optimized it seems to be in its early state. Sure it's not massive open worlds, but there's many engines that are a few years old out there that can't achieve 60fps with even half the quality these demos are showing. Unreal has always been one of the best optimized engines i think.

30
General Discussion / Re: Unreal Tournament 4
« on: July 25, 2014, 06:01:29 am »
https://wiki.unrealengine.com/Linux_Demos
So beautiful. Most of them run really well on my gtx 650 ti, the elemental demo gets very laggy at a few points... but wow. I can barely believe it's realtime rendering... looks like hollywood CGI from several years back.... and that isn't even a really good card considering that unreal 4 is gonna be around for a long time.

"Reflections Subway" = digital porn.

It's basically a tiny room, but i had about an hour exploring it lol.

31
Maps / Re: Shadow Moses (Metal Gear Solid, map+vars)
« on: July 20, 2014, 08:29:12 am »
Cool, i'd love to see what you made in assaultcube. I never got the hang of the old cube engines editor.
Not too familiar with the cheathacks in emulators either  ??? Mostly i'm editing from memory, looking up some screenshots of areas for the texturing.

Hopefully i'll start expanding it again soon. Been caught up in some things lately. There's a few small changes added recently to the map, but not updated here, just some small texture/light bugs fixes and finally connected the air ducts to the hangar.

BTW
I've got a (crap-)server running the map/vars on redeclipse.anarchy.info:33333, it should be up often.

Also, with licensing, apparently it should be fine with CC-BY-SA ? Someone on #redeclipse  asked me why i changed it to NC for "obvious reasons", apparently, map design/layout isn't copyrightable unless it's a perfect copy for copy (as in ripping the entire mesh), but because this has been built by hand, it's not the same thing. I'm not sure, but i may change it back to CC-BY-SA in the next update.

32
Tesseract / Tesseract (first edition)
« on: May 12, 2014, 08:15:34 pm »
Hey guys, just saw tesseract has its first release since yesterday.

First Edition (May 11, 2014)
http://tesseract.gg/

33
General Discussion / Re: Unreal Tournament 4
« on: May 10, 2014, 03:10:36 pm »
Quote
A game being free and not f2p is also a whole new concept for AAA titles and a steam marketplace-like system that allows modders to earn money from their creations is also a great idea
It's kinda sad how people are shocked (i am) when you hear about a "free" game, we instantly assume it is bogged down with micro-transaction BS. It really only caters to the people who either smuggle their parents credit cards into their bedrooms or those who want to watch the world burn, lol. The amount of games out there that require you to spend in excess of £100 to fully own the game (all content) is ridiculous.

Micro-transactions has killed so many great games. I'm just happy to see that UT isn't going to be using them. Otherwise i could just picture everyone running around with a stick and a loin cloth unless they shell out £10 for some consumable weapons and a pair a degradable shoes.

34
General Discussion / Unreal Tournament 4
« on: May 09, 2014, 02:49:17 pm »
Windows, Mac, and Linux ........... NO COST!

Quote
Epic's decision to build the game in public isn't the only change that reflects the passage of time. Unreal Tournament will be free — but not free-to-play, according to the developer.

"Free means free — no microtransactions," he said. "Just free."

http://www.phoronix.com/scan.php?page=news_item&px=MTY4NTM
http://www.polygon.com/2014/5/8/5695404/unreal-tournament-new-2014-free-unreal-engine-4-epic-games

What do you guys think? I'm chuffed at just official linux support... but they also seem to be going the quasi-opensource path too (good and bad depending on how you look at licensing). But they're gunna be developing it in the open via github.

 ;D ;D ;D

35
Maps / Re: Decay
« on: April 05, 2014, 10:30:08 pm »

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