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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 Julius » Sat Oct 08, 2016 11:08 am

@toneddu2000: great, was wondering what came out of this after the quake expo. Please put in on github soon ;)

Also: will it have an Linux, Android and WebGL version as those are supported by FTEQW?

Edit: Does it include the CSQC realtime light editor and support for Trenchbroom for easy level editing?
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Re: What are you working on?

Postby toneddu2000 » Sat Oct 08, 2016 1:27 pm

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

Postby Julius » Sat Oct 08, 2016 3:19 pm

Well, you could just put all the QC code into Github so that others can easily contribute fixes and it would also give you a nice issue tracker that many people use. The artistic source files and all the rest can stay as a separate download on sourceforge or such.

Is FTEQW somewhat inefficient with real-time lights? I would have imagined that when starting a new game from scratch it would have been a good time to get away from the legacy tech. With only real-time lights you could have also used a more simple map-format that is supported by trenchbroom (currently Q1 & Q2 bsp, but Q3 will come sooner or later).

Don't get me wrong, I really applaud you for this cool one-man project, and it is nice to finally see a game that uses FTEQW... but it feels a bit redundant at this point (a bit like a poor man's copy of Xonotic). What I would really like to see (and maybe it is not too late for that) is a quake based game that ditches all the legacy stuff and focuses on being really easy and fun to edit. So basically a small fun base game, that's fully open-source and comes with easy to edit source files for everything, as well as a modern level-editor that comes ready setup with the download etc. I think the way QC works, makes it actually a really nice modding platform (as the original intend and as evident by the still existing community after all these years), but the rest of the quake 'ecosystem', especially mapping and and ready to go modern base-game without overly complicated stuff is kind of missing these days.
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Re: What are you working on?

Postby toneddu2000 » Sat Oct 08, 2016 4:42 pm

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

Postby Julius » Sun Oct 09, 2016 3:59 am

Ok, I see. Thanks for explaining in detail... a bit of a pity, but lets see how things develop.

Oh and there will be always some things to fix and improve, so don't worry about that and make a public release. You will probably not get too much feedback initially (so don't be too disappointed), but at least its out there and people will start taking more interest. No one benefits from it just sitting on your harddrive :)
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Re: What are you working on?

Postby Barnes » Sun Oct 30, 2016 2:21 pm

hdr bloom



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Re: What are you working on?

Postby qbism » Mon Oct 31, 2016 12:32 am

hdr bloom looks good with the chroma distortion. Could there be bloom that scales- more bloom for explosions and very bright lights?
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Re: What are you working on?

Postby toneddu2000 » Mon Oct 31, 2016 7:25 am

Really cool effect Barnes, it adds a lot of realism to the scene! Compliments!
I agree with qbism, adding glsl post processing chromatic aberration would be great. I added it to my projectUnknown (converting a glsl from shadertoy to suit FTE needs) game and it really pumps the graphics up! :)
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Re: What are you working on?

Postby Barnes » Sun Nov 06, 2016 10:38 am

remake bloom shape (use star shape), all work w/o hdr, more shader optimizations

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Re: What are you working on?

Postby toneddu2000 » Sun Nov 06, 2016 12:16 pm

mmm... personally I prefer old one, this seems too fake, but probably there are situations where the use of this kind of effect could be more appropriate
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Sun Nov 06, 2016 4:12 pm

Previous versions gave too many artifacts. Strong flicker, wrong glare size on large luminous surfaces. By this, I modified the original version (star shape)
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Re: What are you working on?

Postby toneddu2000 » Wed Nov 09, 2016 9:32 pm

I see. So, switching to star shape reduced artifacts. How is possible? Or is still possible to use new version with elliptical shape bloom?
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Re: What are you working on?

Postby Error » Fri Nov 11, 2016 4:56 pm

BEHOLD! :shock: My Zelda : A Link to the Past inspired WIP

Image

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Re: What are you working on?

Postby toneddu2000 » Fri Nov 11, 2016 9:26 pm

Soo cute! I wanna see it in motion, now! Video! Video!

PS: what's the glow on the left bottom flower? Mouse cursor?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Error » Fri Nov 11, 2016 10:09 pm

Sadly, I still haven't found a reliable way to take good videos... so I'll have to look more into that.

The light is simply that, a test light in the test map.

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