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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 horrorporn » Fri Dec 14, 2012 1:12 am

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Re: What are you working on?

Postby ceriux » Fri Dec 14, 2012 5:17 am

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Re: What are you working on?

Postby Nahuel » Fri Dec 14, 2012 6:05 pm

hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby leileilol » Sat Dec 15, 2012 3:46 pm

thanks fabiensanglard
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Re: What are you working on?

Postby hogsy » Sat Dec 15, 2012 7:27 pm

Experimenting with the HUD in OpenKatana seeing how it looks depending on the contrast and brightness of the environment versus the brightness of the HUD. Ignore the level as it's incomplete.
Image

It's interesting how vastly it can change the mood of a scene, when too dark everything can seem incredibly dull but when the opposite it can really help make everything feel more alive and vice-versa. We're currently looking into having the brightness of the HUD adjust automatically depending on the scene :)
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Re: What are you working on?

Postby mankrip » Sun Dec 16, 2012 8:25 am

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Re: What are you working on?

Postby leileilol » Sun Dec 16, 2012 12:56 pm

Halves it (at least it does in Dosbox). This is unfortunately a C-only implementation. I tried to get it to work with the mh spans duff device but that just brought me with colorful noise and crashes, so i'm using it with the initial qbism Drawspans16_C.
I got it to as well, since the span functions are similar.

While it does appear very grainy in screenshots, in motion it's not very noticably grainy and almost looks like Vquake.

I , i'll commit this later. :P
I almost want to do a release, but there are some strange bugs involving dynamic lighting and aspect ratio at the moment, and i'd also like to attempt implementing model interpolation from mh's tutorial again. My first attempt led to heavy crashes, and doing it now i'd have to start over as I have colored lighting stuff all over the model code.

andrewj's is something i'd like to get working again too (rendered the map in 15bpp, then dithered to 8bpp). It would be interesting to combine that, the kernel filtering, and the colored lighting all together to make one quasi-Unrealish renderer, and maybe bring all that up to having a 16bpp/24bpp option as well.
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Re: What are you working on?

Postby hogsy » Sun Dec 16, 2012 2:59 pm

Blending test between light and dark HUD. This is obviously early stuff again but should give you an idea of what we're looking at doing...
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Re: What are you working on?

Postby mankrip » Sun Dec 16, 2012 6:04 pm

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Re: What are you working on?

Postby mankrip » Sun Dec 16, 2012 7:41 pm

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Re: What are you working on?

Postby ceriux » Tue Dec 18, 2012 7:13 am

a player customization system. so far only the head is animated.

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Re: What are you working on?

Postby mankrip » Tue Dec 18, 2012 2:56 pm

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Re: What are you working on?

Postby hogsy » Thu Dec 20, 2012 3:35 am

We intentionally want the HUD to be part of the world otherwise we feel that compared to everything else within the scene, it sticks out too much.
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Re: What are you working on?

Postby qbism » Thu Dec 20, 2012 3:59 am

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Re: What are you working on?

Postby leileilol » Thu Dec 20, 2012 1:31 pm

I'd probably print a ibar num of self.currentammo on the gun's skin itself with a provided position through some externally loaded file loaded with the model(v_rifle.scr). This is the only way I can think of imitating an unreal-style scripted texture (and animated textures in software - textures/WFALL.scr could be a file telling it to scroll down)

to give an idea to start with, FTEQW has a scrapped "Bulleten" system intended to print text on walls like a bulletin. This system can be reworked as a texture script system.


Also, I benchmarked the filtering on a Pentium. Going from 21fps to 15fps average on start.bsp isn't so bad at 320x200 (and that's jumping from an ASM spans to a C spans!), and even in 360x480 the fps loss is small from 10fps to 6fps. I do wonder why the loss is much bigger in DOSBox and modern cpus, though
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