Eternal-Silence - Space Screenshots!

Iced_Eagle

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Well, the day is finally come for us to show off our WIP space portion, one of the most exciting portions for the mod.

Here is the news update we just posted on our site!

Well this week, as promised, we're bringing you another update from (hopefully) your favorite mod team. Also as promised, we will be bringing you our first space screens! Hopefully you guys enjoy the work we put into it (we have been keeping this behind the scene for a few months already). The coding team has been on a blitz, especially john, to bring out these screens. I won't babble too much longer, here they are:



Now I must speak a little about these screenshots, because like most stills they are taken out of context. Some of you may notice a slight imbalance in the main thrust, and some steam coming out of weird openings. This is not a weird bug, these are the ship's thrusters for maneuvering. Since ES is built off a purely newtonian model, even our arcade flight model benefits from some newtonian eye candy. This means that if you yaw left and then stop, you will see the ship thrust up to a certain angular velocity, then counter-thrust to get rid of the momentum. This happens with all ship movements and is as realistic as it gets. For example, the UTF Fighter in the first shot has a total of 12 individual thrusters matching your input and adjusting appropriatly. Also, the red arrow is for mouse flight.

As with all our media, this is a work in progress and of course subject to change closer to release. I hope you enjoy our show of progress and realize that ES will be released with infantry and space. Those with joysticks can also breathe a sigh of relief... all joysticks are supported.

Also, we're looking for new staff members in the areas of level art, concept art and animation. If you think you have what it takes, head on over to the "Join the team!" page, or PM Raz or myself on the forums.

Have a nice week
MadMech
 
Nope, our coders put in a custom client-side vehicle prediction system that works wonders! :)

Hopefully in the coming weeks, as our graphics in space start to solidify and things start to look more polished that we can record a small gameplay trailer for you guys. We'll see. :)
 
it has the the textures need a little more work for the indoor levels but everything else is awesome!
 
The space combat sounds great. Innovation ftw!
 
I like where this is heading. Finally, a team that's able to pitch rather wild ideas and follow through with them.

-Angry Lawyer
 
wow looks awesome. It doesn't look like source.
 
Thanks guys!

Obviously as time goes on, they will only get better. :cool:
 
Really nice, and comparing this to Eve is only a great compliment (Graphic wise, Eve is awesome...) but it has a feeling of it's own, and I can't wait to play it. Excellent work guys, keep it up! :)
 
Angry Lawyer said:
Finally, a team that's able to pitch rather wild ideas and follow through with them.

-Angry Lawyer

True.

Looks very promising. Amazing what you can do with Source. :)
 
Loke said:
True.

Looks very promising. Amazing what you can do with Source. :)

i believe that was one of the point's why VALVe made source
 
A lot of people are thinking that our mod will have lots of lag due to vehicles... I just wanted to point out this comment made by our leader/coder

Unlike empires, our vehicle code was basically written from scratch, rather than try to work around the valve base classes (which IMO were pretty badly laid out) we just dumped it and started from the very bottom of the tree. As a result, client side prediction is much more predictable (pun intended) meaning less stuttering, and its also much lighter. Vehicles in ES don't cause any more lag than throwing a grenade does.
Source: http://www.eternal-silence.net/forums/index.php?showtopic=2399
 
Our other coder is American though.

So effectively, we can just say that obviously anyone in the North American continent owns at coding! ;) lol
 
Hey, would it be possible to release that prediction code? It would be really nice to see more mods with vehicles.
 
You could start a topic about it in our forums, and see what they have to say. No harm in asking our coders :)

I'm not sure how ES-specific our prediction code is, so it may not be built for any/every mod out there.
 
thats pretty cool - nice to see innovative ideas and solutions

:thumbs:
 
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