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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby Shpuld » Tue Jan 31, 2012 7:14 am

Small update to the mod I'm working on.

I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.

Video:

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Re: What are you working on?

Postby taniwha » Tue Jan 31, 2012 10:20 am

Well, I've mostly completed the GLSL renderer for QuakeForge (stage one, anyway). Here are some shots of how it looks:


I should mention that the default particles won't give the above results: use r_particles_style 0.
Leave others their otherness.
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Re: What are you working on?

Postby taniwha » Tue Jan 31, 2012 10:26 am

Shpuld: The effects look quite good. The weapon animations seem a bit stiff, though.
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Re: What are you working on?

Postby Ace12GA » Tue Jan 31, 2012 5:24 pm

I have been so impressed with Darkplaces, and the projects coming out around it, I had to tinker.


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Re: What are you working on?

Postby ceriux » Tue Jan 31, 2012 5:35 pm

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Re: What are you working on?

Postby mh » Tue Jan 31, 2012 6:20 pm

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Re: What are you working on?

Postby Shpuld » Wed Feb 01, 2012 6:22 am

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Re: What are you working on?

Postby ceriux » Wed Feb 01, 2012 7:05 pm

sounds neat, i might suggest variations of the variations once you have everything set up how you like.
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Re: What are you working on?

Postby Baker » Thu Feb 02, 2012 7:16 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: What are you working on?

Postby Entar » Thu Feb 02, 2012 10:57 pm

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Re: What are you working on?

Postby CocoT » Fri Feb 03, 2012 2:41 pm

Baker: haha, that's awesome! :)

Shpuld: Cool video! It reminded me a little of Kiss Psycho Circus when the crab creatures attack (watch this, if you don't know what I'm talking about: http://www.youtube.com/watch?v=luXelZh7Eww). How many of those spiders can be on screen without the game lagging too much? And what exactly is the goal of the mod / gameplay be about? :)
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Re: What are you working on?

Postby Baker » Sat Feb 04, 2012 7:32 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: What are you working on?

Postby Baker » Sat Feb 04, 2012 7:40 am

libsdl:

I'm so glad libsdl exists. I've been trying to port FitzQuake to actual real native OS X and Apple's development documentation is ... uh ... not even in the same city as say Microsoft's. Apple's docs are not bad. They are overly "voluminous". Like 30 pages of information that really does not provide enough information nor any examples.

And they changed the hardware gamma stuff and the only people who seem to know what it is ---> the libsdl developers. No other leads on all the internet to that one.

[Not using libsdl, mostly because using libsdl is a bit like cheating. You don't get your hands dirty and avoid stuff rather than engage it. Which is sometimes ok. But really, OpenGL is OpenGL so the need for SDL really is kind of dubious in a lot of cases. Well, maybe for sound ...]
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Re: What are you working on?

Postby frag.machine » Sat Feb 04, 2012 1:22 pm

@Baker: I'd love to use your solar system simulation as screensaver. Can you convert it to a Windows .scr ? Maybe with the camera flying around like a comet or a spaceship, that would be ubercool.
EDIT:derp, a simple Google search shows me that's already done. Still, it would be a great screensaver.
EDIT2:ugh, the ones I checked look all too wrong in proportions and full of bloom (in space!). Yours is more close to the real thing, Baker.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: What are you working on?

Postby Baker » Sat Feb 04, 2012 2:03 pm

It's not a screen saver. It is a mini-engine, actually. Very thin cvar system, very thin input system, very thin physics, even has timing, texture loader (written from thin air). Entities supported are cubes, faces and sphere. Avelocity supported. Supports no specific limit of "parent" entities (kind of like model tags, you can make things loaded into position related to each other). It doesn't load QuakeC or do collisions. Yet. After I do a PSP engine update, I'm going to make a very simple collision system and the ability to select objects and upload the source (multi platform, of course) do that as the conclusion to the "selecting objects in 3D thread".
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