Elite / Frontier Infinity Quest for Earth : Tech Demo Video 2010 released!

Hi There
Welcome to the Frontier forum!:)
Infinity seems to be shaping up really well, perhaps we are finally getting close to a real 21st century Elite. :rolleyes:
 
Oh, well i actually think u read my post in the ideas for Elite. Yea, its a very nice vid again and i am looking also forward how the project becomes.
 
Here's the news :

http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=114&Itemid=49

This game will be as awesome as Elite/Frontier was back in time!

Welcome indeed - that is seriously pretty. Early days yes, but I'm going to say that if you continue with that sort of quality you'll have at least a very good looking game.

Frontier are going to have to both pull finger on getting E4 rolling and also live up to a pretty high standard of visuals.

Excellent work - I can't wait for an open alpha/beta to be available to see what the underlying game structure is like.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Had a look at the trailer and thought its looking good, would love to see a beta soon, and as Steve said, Frontier will have to pull there finger out or someone is going to get there first.

Looks very nice though :)
 
Impressive.:cool:
All the more so when you consider it not there day job, only wish the commercial deves would do some thing similar instead of just a re hash of Elites game play that most of them do.
I don’t think Infinity is a threat to Elite4, from what I have read about the game they only intend to go as far FFE did in 1995 and as the game is online only, I would say that Elite4 is more of threat to Infinity.
 
I think you are right there Spacegamer. Once the Frontier devs take a good look at Infinity, it can only help them frame their own ideas in how to proceed with Elite IV's development. It may also be interesting to the devs to see how well Infinity does when it's released, in providing a snapshot of this type of game genre's popularity in the marketplace. Speaking personally, I reckon it will do well. :)
 
The tech demo looks great; they've done a really nice job thus far. I'll certainly be keeping an eye on its progression to see what else they pull out of the bag. Community-generated games are great for the space simulation scene; and we're always pleased to see them come to fruition at Frontier.
 
I don’t think Infinity is a threat to Elite4, from what I have read about the game they only intend to go as far FFE did in 1995 and as the game is online only, I would say that Elite4 is more of threat to Infinity.
Well, thats not true. Theres a lot more. Its planed to use vehicles on planets, its possible to own multiple ships (also capital ships) and let them fly from the ki, u can also own stations also whole planets. Also there are epic story people can complete.

And well, for only online:
Will I be able to play off-line, or is this game only online ?
Although we are currently developing Infinity as an MMO, we plan to release a special version to play and train off-line. Most of the features will be fully available in that version, but it'll play more as a sand-box game without the story.
source: http://www.infinity-universe.com/In...com_easyfaq&task=cat&catid=16&Itemid=28#faq31

I'll certainly be keeping an eye on its progression to see what else they pull out of the bag. Community-generated games are great for the space simulation scene; and we're always pleased to see them come to fruition at Frontier.
Well, its some kind of funny.
My main and only project at the moment is Infinity – The Quest for Earth. To simplify, this is a space-sim, sandbox MMO, a bit like Eve Online, but twitch-based (no point & click, you directly control your ship). It is directly inspired from the old franchise Elite/Frontier, and one of the main “selling” points, like Elite, is its realistic universe with seamless planetary landings and a massive procedural universe.
He was developing the game, because hes a fan of Elite. Now the Elite developer taking an eye on the project. Now the circle is closing. ;)

But yes, such projects are really intresting. And for peoples who want to see some additional project in development ;)
http://northstar.wikia.com/wiki/Northstar_Wiki
So the graphic is still looking a bit crap, but its also some intresting project. Sandbox game also with mp support. :)
 
fortunately games not only consists of grfx. :)

looks a bit artificial, especially the trees, can't you let them "grow" (procedural generated)?

nebulas, fine thing too look at from far, but you don't want to use them in a close up? else think of how boring they will look from inside in reality, a nebula sized over billions of km, looks colorful and nice from a earthly view, but if you are in it you won't see much, because the particles are spread to far from each other to make any visual effect (does this guy allways have to spoil our fantasies?). definately, no.

but making a fantasy as close as possible to reality, is imo the sci in fi.
that doesn't means visuals in foremost, even the rest has to be well constructed and comprehensible, so it will become the "feel" of a real universe.

comparison;
i like to play virtual golf, but newer games including a complete artificial environment, did'nt fascinate me like old which are based on simple 2d photos, why?
simply because they look artificial, even if you can see the tips of the trees and the grass waving in the wind. still completely artificial and i don't like much.
it's not that they wave, it's the stupid programmed way they do the movement, absolutely unreal, because even the stem is twisting, imagine, so they look (feel) like they are made of rubber (trees don't do a twisting in the wind, it's more a irregular circular movement of the branches.

consequence;
a lower spec grfx could be more fascinating then a fully generated 3d universe (leaves some parts to the imagination of the player).

i know, i'm old fashioned and if you wan't to attract the consumers eye, stunning 3d grfx, are a must.

i also "removed" the additional planetary textures from ffed3d, and i'm much more satisfied with the resulting original generated surfaces, see. ;)
and i'm very displeased with the wrong use for atmosphere on all "cloud covered" planets, by projecting the texture to the surface.

something that is well thought-out, shouldn't be changed just for the look ;)
 
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You made there quite a few nice observations.

a lower spec grfx could be more fascinating then a fully generated 3d universe (leaves some parts to the imagination of the player).

i know, i'm old fashioned and if you wan't to attract the consumers eye, stunning 3d grfx, are a must.
Not really, you are right.

The problem isn't kitting the game with all the newest bells and whistles, the problem is using them in a cohesive, well thought out way, that isn't superfluous in some areas, but lacking in the others. If the graphics consists of a lot of newest special effects just thrown together haphazardly, it may stun at first through sheer sensory overload, but will age very fast and very badly. If it utilizes whatever resources it takes, with thought, balance and for maximum effect, it will look fresh even several years later.

Take oblivion, for example (my favourite example, considering how horribly bad it was, despite all the critical acclaim it received) - it filled the screen with shaders, bloom, it covered about every single object with unnatural looking, 'plastic' specular map. Technically speaking, it was impressive. Visually? We've got ugly, plastic world, oversaturated with colour, filled with potato-faced pointless NPCs carrying out their pointless and senseless little gossips consisting of obvious, out-of-character gameplay hints, everything covered with horribly blurry textures that made the world look as if a two year old puked on it after ingesting a case of pastels.

On the other hand, take S.T.A.L.K.E.R.
It was similarly buggy and unfinished game, and it was built on similar free-roaming philosophy.
However, it did look (and will look) way better - it's textures crisper, colours natural, effects purposeful and not overdone, processing power used to generate accurate, atmosphere building lighting and shadows instead of wasted on several layers of postprocessing probably emulating the effects of night long solvent inhalation party.
It was also about thousand of times better in terms of the gameplay, but I digress.

i also "removed" the additional planetary textures from ffed3d, and i'm much more satisfied with the resulting original generated surfaces, see. ;)
and i'm very displeased with the wrong use for atmosphere on all "cloud covered" planets, by projecting the texture to the surface.

something that is well thought-out, shouldn't be changed just for the look ;)
The reasons why I still prefer vanilla JJFFE to D3D one.
Yes, the ships look absolutely stunning more often than not, but they lack visible equipment and registrations of originals, the new planetary textures predictably do completely unsatisfactory job considering the range of scales they need to work for (a simple texture won't look anywhere remotely good when examined both from a thousand of km away and several meters, nor will it mould itself to fit the landscape).And atmospheres? They just look plain wrong.
 
the labels are still in progress ;)
no, in fact i made some discoveries, but have to find the clou in the original code to make them visible on all ships (maybe really all and one side reg # other side pilots name? would be possible. you can replace parts of the original models commands, if you do it carefully). it seems the labels depend on the call of the other submodels (in ffed3d at least) and if there is no scoop visible there are no labels and so on (strange but true, submodel call must be terminated after one is not used by ffed3d).
it would be also possible to have your name in small letters under the rostrum, just to give you an idea. (i will fix an example cobra mk1 up, soon).

btw, i would really like to discuss a new release with dreamzz and remove some restrictions he made, because i can see other more customizable solutions to it. pos. lights and thruster flames position, easy to solve, but with that at hand it should be possible to have a "built in" solution for it.
you can play around with the use of the submodels, if clever done you can use it for your advantage.
this get's me to the limit, cause source for ffed3d is not offered, but needet when you change the offsets of original ffe.

anyway, allready within those limits things can be rearranged, cockpit and pilot submodel are not used or can be restricted if needet, free submodels can be used for a new (altering of a existing) model.
i.e. solve the 3 eagles misuse, having different working ship models for courier & trader, get the missiles (8 different types) shown proper before they are launched (tricky one).

i could fix some right now, but some of the left original models will become a strange or at least a broken look until they are updated, should i?
maybe one (whertz?) with higher programming skills as me could help to develop a "model editor".

on the other hand this leads me often to a point where i think, it should be all done new from ground up and then i stop all projects i'm on for ffed3d except modeling (which leads me back to the wish to fix those problems, a sawmill).

atmosphere, yes a bad solution imho. they replaced the original call by a built in model, so no fix possible (to be seen by me), except to revert to a original look.
therefore create models folder 113 up to 137 and put following effect.fx in each:
Code:
float4x4 viewprojmat;	// view*proj
float4x4 worldmat;	// world
float4 light;		// light source
float4 lightcol;	// light color
float4 ambient;		// ambient color

texture tex;		// current texture
int texnum;

sampler s_tex = sampler_state 
{
    texture = <tex>;
    AddressU  = WRAP;        
    AddressV  = WRAP;
    MIPFILTER = LINEAR;
    MINFILTER = LINEAR;
    MAGFILTER = LINEAR;
};

struct VS_OUTPUT
{
    float4 position : POSITION;
    float3 normal	: TEXCOORD1;
    float4 color	: COLOR0;    
    float3 tex_vu	: TEXCOORD0;
    float3 lightDir : TEXCOORD2;
};

VS_OUTPUT Vexel_Sh(
    float4 pos		: POSITION,
    float3 nor		: NORMAL,
    float4 col		: COLOR0,
	float3 tex_vu	: TEXCOORD0
    )
{
    VS_OUTPUT Out = (VS_OUTPUT)0;

    Out.position = mul( mul(pos, worldmat), viewprojmat);

    Out.lightDir = light;

    Out.normal = normalize(mul(nor, worldmat));
    Out.color = col;
	Out.tex_vu = tex_vu;
	
    return Out;
}

float4 Pixel_Sh(
	float2 tex_vu	: TEXCOORD0,
    float3 normal	: TEXCOORD1,
    float3 lightDir : TEXCOORD2,
    float4 color	: COLOR0
  ) : COLOR0
{
	float4 ut;
	ut.a=1;
	
	float4 texcol = tex2D(s_tex, tex_vu);
    float3 lightn = normalize(lightDir);
    float4 diffuse = saturate(dot(lightn, normal));
        
    ut.rgb = diffuse * lightcol * color * texcol;
    
    return ut;
}

technique PixelLight
{
    pass P0
    {
        VertexShader = compile vs_1_1 Vexel_Sh();
        PixelShader  = compile ps_2_0 Pixel_Sh();
    }
}
*

the planets should have a more or less original look now, incl. somewhat deeper saturation.
maybe experiment with distance/tesselation values in jjffe.conf until you are satisfied.
except the handling of atmosphere, it's something i don't understand why they did such a cheap solution.
ok, the opacity of the sky seen from ground can't be fixed easely, but why is the atmosphere only seen from one side (inside) on all "cloudy" planets, just to project the pic in the surface, if you go close everything changes anyway.

shots:
this is the result for a heavy polluted planet (earth) i used also a "blank" (no color) cloud texture for this shots,

the same with a colr fix by me (sadly old earthfix won't work so this),


if interested: change following bytes at offset 0x1170D0 in ffed3d from
00 00 00 00 1F 00 64 08 06 02 04 00 04 00 5C 0F
to
00 00 00 00 1F 00 64 08 06 02 04 00 01 00 5C 0F *

don't think atmosphere depends on the atmo model in models folder, you can remove it and nothing happens (i have really no idea what it is for).

* edit sorry
 
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Hmm, followed your instructions above and got this...

funnyearth.jpg


Did I miss a stage in the process? :confused:
 
:eek:
oops, wait have to check it.
where is the ellipsoid atmosphere coming from? (i have allready an idea i think it was a experiment along with the color changereally i have to check it out, cause it had no effect on my machine).
seems like sky and surface are turned over (inverted somewhat) :confused:
could be by different use of shader commands on different machines (dx version, processor depending, maybe)
there are still some problems unsolved i know you that got textured rings for saturn me not and still i haven't found out why (complete virgin installation didn't helps also).

let's repeat,
model folders 113 up to 137 containing described effect.fx
that wasn't the problem but i used this texture for tex699 and tex700

don't wonder if you don't see anything it's a grayscale mask only to get rid of all atmospheres are blue (now they are all white and can't be changed, so far)
atmo.x doesn't have no clue in my setup
ffed3d didn't need to be hacked (only to change color set for earth),
if, here again a restricted hack (sorry) change the byte at 0x1170DC from 04 to 01 would be enough to do so, but didn't changes anything to use of atmosphere in my game.

i guess if i get such a weird result i would be happy, because it would maybe answer some questions.

i think i will post the hack anyway (i was about to stop) on ssc, i like to see more weird results. ;)
 
really it makes me wild, must be os or machine i have no explanation.
i use xp sp3 on a dual core intel at 2GHz and dx 9.0c (sdl 2009 present).

you haven't any model in folders 113-137, only the fx?

a transparent ellipsioid surface and a opaque atmosphere, what is going on?
 
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Yeah, only the effect.fx

It now works better with just the one byte change, which you mentioned over at SSC, which is 04 to 01 at 0x1170DC. In your earlier post here, other bytes changed as well :rolleyes:

funnyearth3.jpg


This hack has made the surface at London disappear...

funnyearth2.jpg


...but I'll hack a bit more and see if I can change that :)
 
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it didn't disapeared, old problem when landing a larger craft in certain places and outside cameras z location is located underneeth surface, change to an eagle, lift and land can help, but mainly it depends on "real" level 0, & not to the graphic of the planet, greetings from fe2. ;)
anyway, a lot of cities are now located in water, before they was on that brown smudge, the "extra" bytes i changed was a experiment to see if i can change the "continents" but it failed as you can see.

so it was because of that? mail the altered exe to me, maybe you edit some i didn't expect by looking just at the code and theunis explanations to it, this "turned over use" is interesting and maybe useful.

this ellipsoid shape is in the code allready, but......
 
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forget the first part of my answer, it's a new problem.
but persist with original ffed3d to (less extreme imo).
planet surface normals? (only 2 undefinied).
i have to make a break and eat something, else i get a headake :rolleyes:
 
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I wish they would find a new theme for the game. The whole "finding earth" story is getting old.

How about:

Terraphobia: Get the f*ck out!


Earth is in deep s*it and the corrupt, evil government is expanding its influence! You must find a save route, to escape from earth-controlled territory. The farther you escape, the better.
 
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