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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 frag.machine » Mon Sep 23, 2013 1:35 pm

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 Seven » Mon Sep 23, 2013 6:12 pm

Hello frag.machine,

Your post reminds me of the screenshots you once showed us from your custom start map for original Quake. :)
I think it was end of last year ?

You maybe remember that I asked if you could share it with us, or even better continue to work on it.
I am a big fan of your custom start map with the open areas and ruins and all.
I love medieval / fantasy ambience. And your screens look exactly like this.

Is there a small chance to share it ? :P
It would be a pity if your work would go unseen and unused and stays forever on your dark HDD :wink:

Best wishes,
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Re: What are you working on?

Postby frag.machine » Mon Sep 23, 2013 6:51 pm

@Seven: yup, I remember you asked the map, and I remember not finding it in the slimy and dark maze of folders of my HDD.
I promise I'll look for it again more thoroughly, maybe I even manage to finish the darn thing this time. :)
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 leileilol » Mon Sep 23, 2013 9:30 pm

A visit to S_StartSound with a strcmp friend resulted in......
- Cvar'd: Blood particle bursts from Gib sounds (to make gibs more 'poppy', since relying on gib model trails is not enough)
- Cvar'd: Player death noises playing to forced ATTN_NORM
- Cancel pitchshift for doors, platforms and ambience


Also I tried a dither idea for additive fading... looks grainy. It's more effective in high res and makes coronas fade much better though
Image
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Re: What are you working on?

Postby ceriux » Mon Sep 23, 2013 11:40 pm

that looks really cool leilei. its cool all the stuff software rendering can do.
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Re: What are you working on?

Postby Spike » Mon Sep 23, 2013 11:43 pm

looks awesome, other than the resolution. :s

and yeah, combining sound events with particle events makes a lot of sense, if you can avoid too many special-case hacks.
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Re: What are you working on?

Postby leileilol » Tue Sep 24, 2013 1:08 pm

intercepting the specific sound through startsound is probably the Wrong Thing to do and is Evil but it's the only way I can think of doing it short of adding a new builtin to the qc progs. I know I shouldn't pull a Qrack with the content hack feature creep, no offense to qrack guy. I just did it because I always felt Quake was lacking a few things compared to ROTT and Duke3D and I wanted to do something about it since it was so strange for a new id software game to regress vOv

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Re: What are you working on?

Postby horrorporn » Tue Sep 24, 2013 2:24 pm

is that vertex lighting?? is that water refraction?? is that dripping gore??

Image

there's some hands and a pistol as well, but I don't think they look low poly enough. for a probably never finished/released qc mod.
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Re: What are you working on?

Postby leileilol » Tue Sep 24, 2013 2:39 pm

Vertex lighting - no. but that would be interesting albeit slow, to drop the surfmip lighting stuff to do vertex lighting in ithe wall spans, it'd look similar to Powerslave/Quake Saturn versions
Water refractions - yes.
Dripping gore - Yes.
it's also software rendered in case you haven't noticed

Is that the PEP from Deus Ex Human Revolution?
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Re: What are you working on?

Postby jitspoe » Tue Sep 24, 2013 9:30 pm

Not much exciting going on for me. I just fixed an age-old bug in my Q2 engine where .wal file texture names were being stored WITH the extension, while everything else was storing them without. This caused a few issues, like surfaces with .wal textures having the wrong texture. There were only a couple .wal files still being used, so it was pretty rare to see, anyway.

While I was investigating the issue, I decided to make all the texnums use values from glGenTextures rather than the hardcoded values.

Also put all of the opengl function pointers inside of a struct.

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Re: What are you working on?

Postby hogsy » Wed Sep 25, 2013 8:41 am

Been doing quite a considerable amount of work recently towards the Linux port of OpenKatana, and I've been working on a front-end in Linux using GTK+ for some of the tools as a learning experience. I think we're pretty close to doing a freeze on the tools soon since there's just a few final desired features left to implement, though there's a bug with hmap2 which is bothering me and others on the team, and I haven't gotten round to looking into it yet. I've also done some side work on the new menu system in OpenKatana but it's still a long way from being finished, and as another programmer left I'm also going to have to go back to dealing with the AI again which is going to take up a lot of my time. We really need more programmers...

We've also been looking at what types of secrets we can add to OpenKatana and we're currently looking at things such as hidden weapons since we feel they have more value. I'm not giving away too much since they'll be secrets, obviously, but I think some people will hopefully be surprised.

Also I'm curious if anyone would be interested in seeing Quake support added back into a separate branch of our engine? I've been thinking about it quite a bit lately but certainly wouldn't be able to commit myself to working on it full-time, but if someone's interested in lending a hand towards that then I can sort something out...
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Re: What are you working on?

Postby mankrip » Wed Sep 25, 2013 9:00 am

. I don't know if FTEQW supports scrolling textures, so that was made using multiple BSP models.

And I've noticed the results are very framerate-dependent. If it isn't smooth, the distance between each scrolling model will vary and holes will appear between them.

The QC camera also lags considerably right after starting. It only synchronizes after playing for a while.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: What are you working on?

Postby r00k » Wed Sep 25, 2013 11:53 pm

heh it looks cool though
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Re: What are you working on?

Postby frag.machine » Thu Sep 26, 2013 1:13 pm

@mankrip: cool, are you using MOVETYPE_FOLLOW?
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 Seven » Fri Sep 27, 2013 6:27 pm

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