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Industri V1.00
Just wanted to let people know that I have released industri. This is a Tenebrae 1.x based single player game and engine. The intial release contains 2 game play levels and a start map. Its about 30 megs to download and will require a GeForce 3 or better hardware to play it. (industri will run on a GeForce 2 but at a slow frame rate or in a very low-res window)

Screenshots, download links and more information here:
http://industri.sourceforge.net/
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... 
very cool.

I have been looking forward to this, since i first read about it at your site.

Tigger, you want me to review this at my site? 
Tigger 
very nice. 
@underworldfan 
Sure! Please do. 
Shock Gasp! 
Tigger-oN posts more news than anyone else and he doesn't even have an account! 
:p 
sm32: shutupRPG! 
Cool 
Loving this map pack hard, runs fine on my gf3 but I hear others I having large FPS issues, its a shame cos this is quality :)

Good use of the dynamic lights and most cast cool shadows all over the place. Tigger did you make all the mapmodels yourself or did you get help from someone? 
Fucking Impressed. 
really good looking!

i'm wondering though, am i doing ok getting 20 fps on a 1ghz athlon + gf4ti4200? seems kind of slow to me, but i have nothing to guage it by... 
Welcome Back To Quake Tigger =) 
Did anyone play any of Tigger`s older Q1SP and Q1DM maps....he had masses of DM maps with twisted, innovative styles in. And sometimes downright fucked up too =). I had fun going through all those lot with Frib`s moral encouragement... 
Thanks And ... 
DaZ: What hardware do people have that are having framerate issues? What framerates are they getting? I hope people are not expecting 120 fps on GF3 cards.

Some simple things like the nails, lightbulbs, cables, fans are by me. The item packs are from n30g3n3s1s http://planetquake.com/quakeremodeled/ The rest are just new skins.

I've changed a lot of the textures from 512x512 tga to 256x256 png (or smaller) and added _luma (or fullbright) layers so they 'glow in the dark'

The exploding boxes are just re-skined, I was going to fix them up as the original skin I did had more animation (and some of the sides have mirrored textures). Maybe when the next 2 maps are further along I'll fix this up.

necros: I'm guessing its your CPU slowing you down. I would expect something closer to 30 fps on a GF4.

btw, I do have a func_msgboard account, I just have forgotten my password. I also had to make a new acount as there is no password send feature. 
Umm... 
that last line shoudl have said... 'I had forgotten my password'. I also had other problems but John has shown me how to post messages with a single quote in them. 
Metlslime Is 0wnz 
nuff said 
Pretty Nice 
Seemed to be a nice atmosphere. Liked the buttons with wires and stuff... dunno if gameplay was too exciting but it was probably better that way for me anyway as I used the industri_fast.bat but still had low framrates with my �ber 450MHz and geforce.

Now all I need is doom III and a new computer. 
CyBeAr 
Wow, you played it on a GeForce 1! I'm very impressed. If you bring the viewsize down (press - a few times) you may get an OK framerate but it will still look pretty crap at 320x240 res :] 
 
"..closer to 30 fps on a GF4."
lol
tenebry is unplayable on below gf4 card

maybe with darkplaces it`d be faster, not sure if DP is 100% compatible with tenbr

please guys mapping with tenebr in mind - switch to DP, it has same features, but it is somewhat optimised code 
Speedy... 
Speedy, Darkplaces is great but its not moving the in right direction for me. DarkPlaces does not work the same as Tenebrae and it does not really have the same features. Sure DP can do bumpmap and gloss but it does not seem like this is the focus of the engine. I also do like (on a personal level) many things about DP and it would take a lot of code and art changes to fix them (for me). Something I do not wish to do. DP is a great engine, it just not for me.

I've been planning on using the Tenebrae 2.x engine from the start and Tenebrae works how I think a dynamic light and stencil shadow engine should work. Curves (patches), Q3Map2 support, shaders, dynamic lights, stencil shadows, light volumes (not radius based lights) and more are in T2 and industri is planed out around these features. 
/me Cries 
Well, looks good... from the screenies ;).

Awfully my machine isn't really capable of running that :(. I really need to buy some new HW, especially if I take the imminent, erm, "when it's done"-release of Doom III and Far Cry into consideration. 
----qp---- 
It ran okay-ish on my GF2. I'd really enjoy mapping for this if it used all the Q1 monsters and themes.
But Tig - dude - you gotta get some better textures. Just because the new gen of engines can do more 'realistic' surface effects doesn't mean we should be lumbered with yet another concrete-cliche.
The normal mapping on the crete looked more like it had been spray-painted silver than anything else.
And there wasn't a lot of texture alignment that I saw, just a mix of very rough 'corroded' materials slapped together.
More cohesion and less concrete and this is something I'd want to play. 
Kell.. 
re: Q1 monsters. industri/tenebrae is the Quake progs.dat with some modifications. I added a few changes to the monsters but they are spawnflag based (so you do not need to enable them)

You may also like mapping for DarkPlace.

re: textures. Well, help me out. The map files are in the SourceForge CVS and you now have the textures. You are free to help, use, make changes, anything :] The lack of 'real' texture alignment was in fact done on purpose, to give the levels a chaotic feel to the construction. Maybe I need to try harder and re-visit this approach. Most people (using Tenebrae or new engines that I know of) are going for more of a clean, hi-tech, D3 kind of look. I wanted warn-out, old, industrual and rusty. Something that bumpmap looks good on. I'm more than open to surface type suggestion and if you have textures with bumpmap or normalmaps, send me a URL, I'm keen to see them. 
... 
yeah Kell, get "texturing", (or something).

Your textures are usually brilliant. ;) 
Uwf 
don't take the piss, it's hard to laugh with your jaw hanging off ;)

Tig: I agree that the D3 screens mean people are going for clean-steel textures. Personally, I don't see why ancient worn brickwork, decaying flesh, copperplating, marble, sandstone, cobalt, acid-etched zinc and tellurium-based xenotech polyalloys can't be used for environments too. But mediocrity dominates FPS design these days, largely because of the mistaken belief that more concrete = more realism = better game. So I'm glad you tried to do something more grungy with this. I think it's more a matter of cohesion that I was getting at.
I'll probably try fucking about with normal mapping sometime. After I map tho. 
Wh00t. 
Personally, I don`t see why ancient worn brickwork, decaying flesh, copperplating, marble, sandstone, cobalt, acid-etched zinc and tellurium-based xenotech polyalloys can`t be used for environments too. But mediocrity dominates FPS design these days, largely because of the mistaken belief that more concrete = more realism = better game.

FPS cynicism quote of the week there. 
YAY! 
Personally, I don`t see why ancient worn brickwork, decaying flesh, copperplating, marble, sandstone, cobalt, acid-etched zinc and tellurium-based xenotech polyalloys can`t be used for environments too.

Whow, you're developing some nice lovecraftish, adjective abusing, writing there Kell ;)... 
Gom 
I haven't developed it, it has been from the earliest times.

Shamb: do i get prize or sumthin? chocolate? 
Hey 
this was actually playable on my GF2 p3-733 on 640*480, I was surprised.

Nice stuff tig, I think the industrial theme chosen is fine, the architecture isnt actually inspiring though, you seem to rely more on texturing for visuals (maybe that`s how it is in these bumpmapped engines, I`m just making anobservation). Also, I`m with Kell on cohesion though, it`s a bit *too) chaotic and randomish ATM.

Gameplay is alright, nothing really exciting or dramatic but obviously these are the first two maps and the second one did build up more and was more satisfying than the first one.

Cool usage of engine features, you obviously mapped with some of those in mind rather than adding special effects as an afterthought. I also really liked the easy install, IMHO Tenebrae is actually a bitch to install and work, especially if you want the extra ogro skins and 3rd party replacement models/textures. Industri packaged it all up nicely. And I`ve said it before, Ogro`s reworked Shambler is fucking brilliant! 
And Then There Was Light... 
map reviewage has been posted at my site!

http://www.planetquake.com/underworld/quakerev030502.html 
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