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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 Squirt » Thu Oct 31, 2013 6:55 am

leilei that looks awesome.
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Re: What are you working on?

Postby sock » Thu Oct 31, 2013 10:08 am

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: What are you working on?

Postby ceriux » Thu Oct 31, 2013 11:58 am

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Re: What are you working on?

Postby frag.machine » Thu Oct 31, 2013 1:50 pm

@leileilol: yup, I hope so :) The texture padding is made when uploading to OpenGL texture (for viewing only), the original texture is preserved (but a "make texture OpenGL friendly" option would be trivial to add).
@sock: yes, I plan to release it when the minimal feature set is implemented and stable enough (0.0.1-SNAPSHOT isn't exactly "stable" :P). About adding features: all I can say is I can sure hear requests, but no promises though - a full featured editor is fairly more complicated than a simple viewer, specially when the target audience is used to things far sophisticated like Blender, 3DStudio and such.


Right now, it's just an OpenGL based .mdl viewer. It is already better than QuArK 4.07:
- supports framegroups and skingroups;
- allows opening up to 32 models at once;
- don't crash randomly, at least in the 2 machines I tested it so far.

Yeah, my main goal is to support *AT LEAST* .mdl, .md2, .md3 and to combine the best features from QuArK, QME and StudioMDL, but I reckon it's a long, bumpy road to that.
Next in the list is .md2 support (which hopefully will be easier now that .mdl is mastered), and while I'm there I'll take a good look at Daikatana models.

"But but but... Why Delphi ?!" Well I had to unrust my mad Pascalz skillz due some legacy projects at work, and I already had something started back then, so I said to myself: "hell, why not ?". :D

When the viewer part is complete (and the code clean enough to not embarass me) I'll release it, probably under GPL v3. When it's done, but not in Valve time (I hope :P ).
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 goldenboy » Thu Oct 31, 2013 10:09 pm

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Re: What are you working on?

Postby ceriux » Fri Nov 01, 2013 12:21 am

that stuff does look pretty sexy =p
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Re: What are you working on?

Postby goldenboy » Fri Nov 01, 2013 6:02 pm

I'm looking for people who want to help with it, too. PM me if interested.
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Re: What are you working on?

Postby leileilol » Sat Nov 02, 2013 5:53 pm

Image
Image
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Re: What are you working on?

Postby jitspoe » Mon Nov 04, 2013 10:16 pm

After a short break of becoming , I'm back on Paintball2 AI.

I did a quick experiment last night where I took my input and applied it to the bots. It was really unnerving, actually. Imagine being in a hall of mirrors, but surrounded by people doing exactly what you do instead of reflections.

My plan is to build up paths around the maps using recorded player movements, so the bots will move like players do and be able to access paths with trick jumps and such.

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Re: What are you working on?

Postby leileilol » Wed Nov 06, 2013 6:49 pm

I should probably explain my sexy screenshot

I am writing a GLSL shader to mimic how 3dfx Voodoo2 filtered the image. So far it does:

- Dirty inaccurate dither pattern
- Color reduction to 16bpp
- "scanlines"
- Rudimentary inaccurate 4x1 filter with lots of edge ringing (back to 32bpp at that point)

Currently for Darkplaces and OpenArena at the moment, I have plans for some shader for some postprocessing wrapper dll out there.... I really want to play Glide wrapper stuff in this! And DX11 games....

EDIT: Yep, reached that stage of the postprocess adventure
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Image
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Re: What are you working on?

Postby Spirit » Thu Nov 07, 2013 9:49 pm

That kind of shaders are awesome for http://www.libretro.com/
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: What are you working on?

Postby jitspoe » Fri Nov 08, 2013 5:00 am

Oh, man, I absolutely despised the look of the Voodoo renders... software rendering looked better!

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Re: What are you working on?

Postby leileilol » Fri Nov 08, 2013 7:32 am

Here's the shader itself (for EFX+SweetFX, which requires some manual tinkering with main.h to add them to the passes)
http://leileilol.mancubus.net/shaders/cg/leifx_reduct.h
http://leileilol.mancubus.net/shaders/cg/leifx_filter.h

Image

What I really need to do is the 2x2 box filter. I have a very rudimentary one in already and it doesn't look properly compared to the real thing.

The motivation of this shader is really in the name of preservation - the forced DAC filters are a nostalgic thing many love their Voodoos for (since it often was the quality placebo when compared to those other 'darker' 3d cards with 'grainy' 16-bit color output) and I hope it gets improved with a greater degree of accuracy some day.
I haven't even fully reverse engineered what the DAC does either, it's all guesswork from just visually guessing between of Quake2, and an old of OA.

@Spirit: RetroArch looks shadergasmically interesting though I can't see where a 3dfx filter could apply (no console used it (Dreamcast almost did), though several arcade machines have). Its TyrQuake-based Quake core is software rendered, in C, and seems useless since hitting the Escape menu just quits RetroArch entirely :(

EDIT: Updated with a 4-pass method which is much better
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Re: What are you working on?

Postby scar3crow » Sat Nov 09, 2013 4:42 am

Well now that I've got the Facing Worlds music stuck in my head for the rest of the night...
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: What are you working on?

Postby ceriux » Sat Nov 09, 2013 10:26 pm

map im working on in tb

Image
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