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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 » Wed Mar 12, 2014 10:23 am

I made a dungeon generation algorithm in QuakeC.
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Image
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Re: What are you working on?

Postby toneddu2000 » Wed Mar 12, 2014 11:04 am

this is cool, Shpuld
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby frag.machine » Wed Mar 12, 2014 12:12 pm

Hmmm, that's interesting... Are you using bsp blocks only ? What are the grid dimensions ? And the cell dimensions ? How about performance ? Sorry if I am throwing too many questions at once but I tried this before and had serious frame dropping issues past certain a number of bsp blocks (immv but usually anything beyond 32x32 grids were unbearable). Of course, I was trying to generate relatively big outdoor areas, and mazes offer better opportunities to optimization.
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 Shpuld » Wed Mar 12, 2014 2:50 pm

frag.machine: every block is a 128*128 bsp model and the size is 48*48 currently, it's not very optimized right now.
I get frame drops from 200 to 70 by just looking around.
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Re: What are you working on?

Postby jim » Wed Mar 12, 2014 5:03 pm

Heh, "Quake Roguelike". Now make everything also move & act turnbased.
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Re: What are you working on?

Postby leileilol » Wed Mar 12, 2014 9:47 pm

Image

r_drawSun fixed and enhancified
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Re: What are you working on?

Postby Nahuel » Thu Mar 13, 2014 1:24 am

doom3 style keypads for doors in blackdays :)
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby toneddu2000 » Thu Mar 13, 2014 10:08 am

really cool Nahuel! CSQC, right?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby ceriux » Thu Mar 13, 2014 4:14 pm

update, i pretty much finished him. but the AO bake messed up his texture.

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actually i finished them .

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Re: What are you working on?

Postby toneddu2000 » Fri Mar 14, 2014 9:57 pm

so funny, it's perfect for a mobile game, ceriux! but I prefer the AO version
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby leileilol » Sat Mar 15, 2014 9:55 am

Image


Not only this is in a palette, it also makes use of GL_EXT_paletted_texture where available.

WHAT


DID I JUST USE A DEPRECATED EXTENSION!?!!!! OH THE HERESY


(BTW, I can't get paletted alpha working at the moment despite the spec mentioning it, so that's RGBA8'd for now)
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Re: What are you working on?

Postby ceriux » Sat Mar 15, 2014 2:48 pm

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Re: What are you working on?

Postby leileilol » Sun Mar 16, 2014 10:34 pm

I got paletted alpha working now too

had to make a 1024-byte palette to pass to GL with the last 256 bytes being transparency values for each index

Afterward, I can happily use index 255 for transparent effects just fine like a software renderer :D


The extension does work, I was unable to test it until I revived a Voodoo2 machine and it worked there with much faster (but unsurprisingly uglier) results.
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Re: What are you working on?

Postby gnounc » Mon Mar 17, 2014 3:01 am

added crappy minimap to operation:Grouphug. Minimap wont be so crappy on flatter open terrain type levels.
Image

added hovertext descriptions to the draft menu as well.
Image
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Re: What are you working on?

Postby jim » Mon Mar 17, 2014 4:50 pm

Been working on some more palette. I made the palette with "DOS" colors. So, every color value is in steps of 4, and jump 5 after 60, 125 and 190. Also noticed my monitor doesn't even really display 32bit colors. Lots of dark colors/shades look exactly the same.

I also made it with whatever amounts of shades I wanted (pretty close to the palette in Abuse), but then organized it in a way that it would also work with Quake levels without them becoming some tuttifrutti out of space. Most textures work pretty ok, but about every liquid texture becomes kind of bad (that's happened with any palette I've done). Should make it easier to try some gameplay before I have done my own levels.

http://koti.mbnet.fi/jeejeeje/blaze/blaze_palette.png - left side: intelligent order, right side: quake compatible order
http://koti.mbnet.fi/jeejeeje/blaze/qua ... alette.jpg - 4 shots from Quake with the palette

And here's some icky stuff that fell from the sky...
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