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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 revelator » Thu Nov 15, 2012 10:36 am

Ofc :)

Your map looks interresting, some upcomming mod or will it be standalone ?

And yep the parallax ocllusion makes stones stand out quite a bit :) unfortunatly without material support it will be applied to every single surface in game even decals, and that breaks them quite badly.
I hope someone can help me sometime to put proper material supported POM interaction code in idtech4 so we can enable it on select surfaces only.
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Re: What are you working on?

Postby Chip » Thu Nov 15, 2012 9:30 pm





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Re: What are you working on?

Postby goldenboy » Sat Nov 17, 2012 8:20 am

No, but I thought it was obvious that I was working on a map (see thread title) and was hoping for feedback on that.

Lesson learned, next time I will just disable any HUD elements.

It is an upcoming D3SP with a bit of a mod attached.
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Re: What are you working on?

Postby revelator » Sat Nov 17, 2012 1:16 pm

My comment was just spontaneus sorry to have derailed you trying to get feedback.

As for the map it looks great :)
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Re: What are you working on?

Postby hogsy » Sat Nov 17, 2012 3:59 pm

Working on a cooperative modification for Prey in my free time which is slowly coming along. Hopefully should have something to show of that soon :)
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Re: What are you working on?

Postby mankrip » Sun Nov 18, 2012 7:55 pm

Implemented true hi-res screen waterwarping in Makaqu. My previous hi-res waterwarp code did render the scene in hi-res, but the waves of the warping effect weren't scaled up. Haven't posted about it in the blog yet because I still have to take some screenshots for comparison.

Also, fixing a few things in the Windows version.
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Re: What are you working on?

Postby mankrip » Tue Nov 20, 2012 2:36 am

I guess most people (outside of here, at least) never noticed how jagged the surface warping effect in the software renderer is:
Image
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Re: What are you working on?

Postby ceriux » Tue Nov 20, 2012 7:30 pm

i think the one on the left looks better.
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Re: What are you working on?

Postby ChOwW » Tue Nov 20, 2012 8:37 pm

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Re: What are you working on?

Postby taniwha » Wed Nov 21, 2012 12:13 am

Actually, I have to agree that the left one looks better. Yes, the one on the right is nice and smooth, but it's very obvious that the texture is low-res. The jaggedness of the left actually creates an illusion that the texture is of a higher resolution than it really is. Now, put a high-res texture in place and the right will look nice :)
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Re: What are you working on?

Postby mh » Wed Nov 21, 2012 12:29 am

I vote for right. If I'm reading this correctly, the individual texels should hold together better on the right-hand one, but it's hard to say without seeing them move.
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Re: What are you working on?

Postby leileilol » Wed Nov 21, 2012 1:19 am

It would be faster if the turbulence was on a surfmipblock so it uses the original jagged function for more distanced water. It also makes me wonder why Carmack or Abrash didn't mipmap their water in the first place!!
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Re: What are you working on?

Postby ceriux » Wed Nov 21, 2012 8:57 am

the reason i say left is because if you look at the right, the pixels seem to all form blobs of the same color. the one on the left to me seem to show more detail and the right washes it out or blurs the pixels to the same color giving the blob effect i was talking about. the right seems to remove detail that was previously there.
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Re: What are you working on?

Postby mankrip » Thu Nov 22, 2012 12:20 am

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Re: What are you working on?

Postby Seven » Sun Dec 02, 2012 7:25 pm

Dear all,

I want to show a short clip about a new Quake monster (see below).
It was a lot of fun to code the new AI, sounds, effects and animations into the game.

A big big Thank you to Psionic. He is the author of this amazing model.

Some facts about its properties:
- 3 different melee attacks
- 1 long jump attack
- 1 ranged attack: Spits out webs that glues the player to the ground for a short (adjustable) time.
- Has an adjustable chance to resist shotguns and nailguns attacks
- Has an adjustable chance of hiding/sneeking inside the ground (= suprise attack)
- Fully adjustable replacement monster for all Quake monsters individually.
Depending on which monster it replaces, its health points and skin texture will change accordingly, to keep the balance of the game !

No new/special maps needed. Works on all maps.
Using DarkPlaces together with its auto_cvar extension to make the above mentioned adjustments for it in-game.
So that the user/player can adjust its appearance to its personal liking.
With fixed values the source can be used for any Q1 engine.

I hope some people will like it a bit. It is quite funny to play against it and its mean abilities.

Youtube in-game clip:
http://www.youtube.com/watch?v=1RUMEjOj ... ature=plcp

Render screenshot:


Kind regards,
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