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InsideQC Forums • View topic - Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Discuss programming in the QuakeC language.

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Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby Spirit » Wed Nov 02, 2011 6:50 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby toneddu2000 » Wed Nov 02, 2011 7:16 pm

Very very promising work! Weapon models and art in general are fabolous! I wish I could be a programmer! C*O*N*G*G*R*A*T*S!!

EDIT: How is it possible to achieve that cartoon effect on weapons?
- my first commercial game, made with FTEQW game engine
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Thu Nov 03, 2011 2:20 am

Looks like sprites. With CSQC you can fake directional sprites in theory, but i'm just giving a csqc hinty bullshit here. but it is possible to have angles calculated from your position in csqc, pick a frame from that, etc. etc.


LOVING THE MAP TEXTURES BTW
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby JasonX » Thu Nov 03, 2011 2:26 am

Is that Darkplaces? Running with sprites instead of models? How curious!
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby Spike » Thu Nov 03, 2011 3:04 am

.customizeentityforclient (or whatever its called) can also do the directional sprites without csqc, but its quite messy in its own right, as you need to use .frame to generate .frame values without breaking .frame... Or just use something other than .frame, which means you're using something other than .frame to express .frame... Yeah, messy. :P
.
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby R-Blazer » Fri Nov 04, 2011 3:07 pm

Thanks guys for the comments! Glad you guys enjoy the style!

All most all of the elements are 2d including the weapons, though there are a few mdls for architecture here and there. The entire game is also fullbright, so there actually are no lights, made getting the assets organized take longer, but in the long run making maps is very easy, and the maps render extremely fast.

Currently looking for help in really any aspect, including Interface programming for new HUDs ect.

Thanks guys!
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby JasonX » Mon Jan 16, 2012 10:57 pm

I'm dying to know how you made those enemies and weapons using only sprites. Will you open source this? Maybe a tutorial if you don't plan on open-sourcing? (although engine changes should be open sourced anyway due to GPL).
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby ceriux » Tue Jan 17, 2012 1:37 am

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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Tue Jan 17, 2012 3:23 am

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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby JasonX » Tue Jan 17, 2012 3:56 am

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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Tue Jan 17, 2012 4:47 am

read dpextensions.qc, it'll explain it. One of the cool things you can pull of on that method is tags so you could have shells ejecting from where the gun ejects shells rather than dirty approximation though QC, and also muzzleflashes that comes out of..... oh my god..... the gun's muzzle!
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby ceriux » Tue Jan 17, 2012 5:45 am

thanks leilei, i didn't know that. but if you didn't have that extension on the engine my way would work no?
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Tue Jan 17, 2012 9:12 am

or you can think for a second, and realize that the world doesn't revolve around obscure hacked up psp engine features.


besides, the game uses actual sprites, and animates by frames, not skins.
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