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cmusch |
Posted: Fri Apr 04, 2008 6:51 pm Post subject: Subject: Zero Ballistics - open beta |
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Joined: 02 Aug 2007 Posts: 33
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Hello!
Our team at QuantiCode is proud to announce that we have released a
public beta version of our game "Zero Ballistics" !
Levels were build with Grome, using our own export & input plugins to
read our own model format and directly export playable levels - such
tight integration would not have been possible without the great
plugin architecture!
The game is designed as a multiplayer online title, featuring some
fast-paced tank action. There are two opposing teams battling each
other with heavily armed and armored tanks.
Players control their tank from the ego-perspective and fire weapons
with a ballistic trajectory at their enemies, which requires a good
aiming skill. Each player can equip his tank with different primary
and secondary wepaons and can choose from a range of additional
skills. As the game progresses, players are able to upgrade their
tanks with weapon, speed and armor enhancements.
Please visit our website http://www.zeroballistics.com for more
information and download the client there!
Hopefully you will enjoy playing our game and you are welcome to post
any feedback to our forum at http://forum.zeroballistics.com
kind regards,
Christian |
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ALicu |
Posted: Fri Apr 04, 2008 8:32 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1327
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Hi,
Thank you for letting us know about your project.
The screens look great. I will download the beta to play over the weekend
Regards,
Adrian L. |
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Mihai |
Posted: Sat Apr 05, 2008 2:05 pm Post subject: |
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Joined: 26 Jan 2007 Posts: 85
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Congratulation for your project , the screens and the in game movie looks great.
Hope to see more tipes of levels soon
Keep up the good work !
Mihai |
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ALicu |
Posted: Sat Apr 05, 2008 2:40 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1327
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Hi, great fun. I've played the game today with other 3 users and get my a** kicked.
Looking at your game folder (programmer curiosity ) I see that you use terrain LOD with morphing and up to 6 textures of detail (+ lightmap + base color). Probably the masks are exported from Grome and normalized. Good, clean way of dealing with multiple terrain layers into a single rendering pass. Vertical mapping seems also implemented.
Shows that one can really use Grome terrain for any type of shading scheme a game may require. I also saw you are using OpenSceneGraph engine.
Good stuff. Keep up the good work and let us know your progress.
Regards,
Adrian L. |
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ALicu |
Posted: Sun Apr 06, 2008 10:29 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1327
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Oh, one thing I forgot to tell you. For my computer I need to put the shaders and water on low otherwise the maps will not load (error compiling default shader or something like that). My card is a 570FX Quadro (equivalent of 8600GT), Vista 64bit, OpenGL 2.1 drivers. |
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cmusch |
Posted: Sat Apr 12, 2008 11:00 am Post subject: |
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Joined: 02 Aug 2007 Posts: 33
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Hi!
Thanks for your feedback
You are right about the detail layers - detail.png contains the normalized layer masks, 2 per color channel.
About your shader issue: we've had a few people report this. ATM we assume it's an NVidia driver bug, but thanks for reporting it.
regards
christian |
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