Subliminal 2

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Subliminal 2

Postby Twixn » Thu Jan 19, 2006 4:33 am

Ok, some of you may remember my Subliminal engine,
well this is version 2! And it uses Newton 1.5!

Ok, firstly, Subliminal 2 has a GUI, and while it
does indeed need a face-lift i think its pretty cool :D
Pretty much allows you to pick resolution/ mode etc.

Also notice that you can pick maps.
Image
Image

Next up is lighting, it still uses zfail Stencil Shadows.
Also note that the second screen is a 'torch' attached to the weapon.
Image
Image

Now, although there is no grav gun, you can still pick up
and throw objects...although keep in mind, some things will
be too heavy for you to pick up.
Image
Image

Lastly, perhaps the greatest addition is VEHICLES!!
There is a Humvee in every level you can jump into and drive.
This is pretty much the biggest change (apart from the GUI)
Image
Image

Some other changes you wont be able to see here is the
optimizations. The biggest being PVS (Potential Visibility Set),
or Visibility database. The engine overall has about a 500%
speed increase over my old engine.

And there are other various minor effects, like bullet tracers,
crosshair effects, gun bobbing etc.

Make sure you read the readme (in the 'doc's folder).
For keys/changes etc.

And of course the demo: (~3mb)
http://www.twixn.com/downloads/Subliminal2.zip

Enjoy :D

-Twixn-

[edit]

I've had reports of bugs with the GUI,
expect it to play up if you change the Multisample settings,
or use the exit button.

If the Exit button doesnt work, pressing ESC should work fine.

[/edit]
Failure is not an option!...It comes bundled with the software.
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Postby Assembler » Thu Jan 19, 2006 9:04 am

woa! the speed increase is pretty good!
i love it :)

when do you start with networking or AI?
Programming is just for 15 year old boys! Not for grown ups! :)

http://www.celement.de (currently german only)
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Postby kallaspriit » Thu Jan 19, 2006 10:14 am

I get errors:

ERROR: Compilation Error in Shaders\ModelBumpDiff.frag(Fragment):
ERROR: Compilation Error in Shaders\ModelBumpLight.frag(Fragment):
ERROR: Compilation Error in Shaders\ModelBumpLightSpot.frag(Fragment):


And get left into the dark, I guess my graphics card is just s**t :P
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Postby Twixn » Thu Jan 19, 2006 5:54 pm

Thanks Assembler :D

@kallaspriit: What card do you have? As it wont run on less than a geforce
FX 5200 (or ATI equivilant).

-Twixn-
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Postby Julio Jerez » Fri Jan 20, 2006 3:40 pm

Wow I had not been checking the demos lately. Very impressive
I was able to jump on the hummer bee and park of the second level of the parking garage.
The character controller is very smooth and responsive too.
I was not able to pick any object when I right click with mouse.
This is very impressive project you are working.
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Postby Twixn » Fri Jan 20, 2006 6:07 pm

Thanks julio! :D

Julio Jerez wrote:I was not able to pick any object when I right click with mouse.


That might be becuase of weight restrictions, you cant pick
up some objects because they are 'too heavy', Try with
the smaller objects on each levels.

Thanks again :D

-Twixn-
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Postby Yezide » Sun Jan 22, 2006 6:58 am

Very nice! Quite some features similar to my own engine :)

The picking was kinda unstabel though... I had a hard time holding the object and mostly only threw em away. Perhaps I need to do it in a particalar way perhaps?

(Julio: You must press 1 and put down the weapon to pick up stuff. I missed this myself at first).
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Postby Twixn » Sun Jan 22, 2006 7:21 am

I set the picking to let go after a certain amount of force is applied to it,
this was to avoid the player using small objects to move large ones
by simply ramming it into the larger object...or if you ram it into a wall,
i should make the force threshhold larger, so you dont just drop the
object while turning fast.

Its all in the readme (in the doc's folder, i should have put it in the
root dir to make it obvious). But yeah, i thought it would be hard to
pick up a box AND have a rifle in your hand :P so you have to be unarmed.

And yeah, i saw your demo, very cool :D I noticed some similarities aswell.

-Twixn-
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Postby Mike » Tue Jan 24, 2006 10:41 am

I got errors:
Code: Select all
- Loading Shaders!
-- Loading Level Diffuse Shader!
ERROR: Compilation Error in Shaders\ModelBumpDiff.vert(Vertex): ERROR: 0:21: 'gl_ModelViewMatrixInverse' : undeclared identifier
ERROR: 1 compilation errors.  No code generated.


-- Getting Level Diffuse Shader Uniforms!
-- Loading Level Lighting Shader!
ERROR: Compilation Error in Shaders\ModelBumpLight.vert(Vertex): ERROR: 0:17: 'gl_ModelViewMatrixInverse' : undeclared identifier
ERROR: 1 compilation errors.  No code generated.


-- Getting Level Lighting Shader Uniforms!
-- Loading Level Spot Lighting Shader!
ERROR: Compilation Error in Shaders\ModelBumpLightSpot.vert(Vertex): ERROR: 0:19: 'gl_ModelViewMatrixInverse' : undeclared identifier
ERROR: 1 compilation errors.  No code generated.


ERROR: Compilation Error in Shaders\ModelBumpLightSpot.frag(Fragment): ERROR: 0:57: 'saturate' : no matching overloaded function found
ERROR: 1 compilation errors.  No code generated.


-- Getting Level Spot Lighting Shader Uniforms!
-- Loading Shadow Shader!
ERROR: Compilation Error in Shaders\ModelShad.vert(Vertex): ERROR: 0:11: 'gl_ModelViewMatrixInverse' : undeclared identifier
ERROR: 1 compilation errors.  No code generated.


The screen goes black and the whole system locks up or I can play but it is all berserk, looks like messed up shaders.

My video card: ATi Mobility Radeon 9700
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Postby Twixn » Tue Jan 24, 2006 6:04 pm

Do you have the latest drivers? All of my shader's were
'validated' by GLSLValidate...so they should work on all systems.

Its really strange how 'gl_ModelViewMatrixInverse'
doesnt work...i mean that is a core GLSL uniform.

Although i've never tested it on the ATI Mobility series.
Perhaps their GLSL compiler isn't that mature yet.

Anyway, try the latest drivers....if you already have them then
there is not much i can do, 'gl_ModelViewMatrixInverse' is needed.
But i still dont understand why it doesnt work.

-Twixn-
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Postby Mike » Wed Jan 25, 2006 12:42 pm

No I don't have the latest drivers. There should be an option to turn off shaders, this is a forum for testing physics not graphics :).
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Postby Julio Jerez » Wed Jan 25, 2006 1:39 pm

yes but the graphics is what make the physics looks cool, it is like the topping of a vanilla ice screen.
it is the same ice screeen but it taste and lock better with teh topping.
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Postby Twixn » Wed Jan 25, 2006 6:01 pm

Sorry but Julio is right, without the graphics it would just
look bland...im not going to be able to improve newton, so
its my job to show it off :P

Udating the drivers would be agood idea, ATI have only just
recently increased their GLSL support to a passable level,
and im pretty sure Subliminal 2 will run on a 9700 (im not sure
about he mobility series though).

However later on i will port Subliminal 2 to my software rasterizer,
that will run on nearly anything...(and its a good show of newton too,
i mean the CPU would be going through hell :P )

-Twixn-
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Postby Mike » Thu Jan 26, 2006 3:39 pm

Julio Jerez wrote:yes but the graphics is what make the physics looks cool, it is like the topping of a vanilla ice screen.
it is the same ice screeen but it taste and lock better with teh topping.


I don't agree, for example Elastomania (http://www.elastomania.com/) looks * but it is hell of a good game with fun physics. But I don't want to make a discussion about this :).
A simple "if shaders_supported then use_shaders else display_crappy_gfx" statement would solve all problems IMO.
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Postby Twixn » Thu Jan 26, 2006 6:37 pm

Mike wrote:A simple "if shaders_supported then use_shaders else display_crappy_gfx" statement would solve all problems IMO.


Its an idea, however it will require more work than just that.

Im pretty sure it will work on a 9700 with the latest drivers tho,
i mean its worked on a 9700 before. Unless the mobility series is toned
down. And Subliminal has issues with bugs in older ATI drivers
(with the immature ATI GLSL compiler).

-Twixn-
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