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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 mankrip » Fri Aug 16, 2013 10:40 am

It's shaping up nicely, Ajay.

Seven, that's pretty much how I thought it would look. Nice work.

As for me:
Image
Does anyone wanna try?
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Re: What are you working on?

Postby leileilol » Fri Aug 16, 2013 11:18 am

I've done DOS conchars a long time ago. It gets old pretty quick as is so I had to enhance it with hints of shading.. I even did those special ASCII chars.
I also ported the VGA variation to Darkplaces where it could be loaded as a taller font. I never released it, but I could probably dig it up and post it.
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Re: What are you working on?

Postby mankrip » Fri Aug 16, 2013 1:22 pm

Yes, I've done it mostly for removing external file dependencies in the engine.

The fun part was choosing characters to replace the sliders, golden brackets, and horizontal divider. I've also decided to keep it as monochromatic as possible, only changing color for the repeated groups of characters.
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Re: What are you working on?

Postby revelator » Fri Aug 16, 2013 11:47 pm

Been slowly adding stuff i knew worked into Vanilla Doom3. This time it atleast seems that i prevented the ATI bug my previous builds had in fact this is the fastest Doom3 in existance :mrgreen:



It uses Atomic intrinsics for thread handling (originally it was using omp but it was extremely unstable with the Windows port i made so i rolled some code of my own).

I think you're gonna like this :)
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Re: What are you working on?

Postby revelator » Sat Aug 17, 2013 6:13 pm

reported as very fast on win7 i guess from qbism has but also as not working on xp (not a valid win32 executable) from a user on doom3world.
seems msvc 2012 does not support xp at all cause i had the same problem with other exe files on xp.
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Re: What are you working on?

Postby revelator » Sat Aug 17, 2013 6:40 pm



Windows XP build.

Microsofts 2012 and later compilers do not support it natively but this should Work.
Took a lil fiddling with the linker vars :)
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Re: What are you working on?

Postby ajay » Sun Aug 18, 2013 4:39 pm

Image
Burnt out - on fire- car test #1

Image
Burnt out - on fire- car test #2 (better, but still tweaking to go)

Image
best so far

Image
same from a different angle
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Re: What are you working on?

Postby goldenboy » Mon Aug 19, 2013 2:34 am

Looks good.

Tbh a fire such as that would probably light the entire street reddish, though.
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Re: What are you working on?

Postby Seven » Mon Aug 19, 2013 6:05 pm

Hello reckless,

Thank you that you still care about the poor Win XP users :)
Yes, Microsoft 2012 compilers tells us to update to a new OS.
And I think that Win7 is really a good choice.
... if only the installation and settings of all the additional software would be quicker.



Hello ajay,

Your fire looks good already.
It is always good to add as much variation into it as possible.
In my small experience, variation is the key for particle effects (especially fire).
For example, you can add variation in effectinfo.txt via:
- tex 0 7
This uses 8 different particle textures (the first row of particlefont.tga) randomly
- size 10 25
This will spawn the particles in a range of the guven values randomly
- alpha 120 70 75
This will spawn the particles with a different transparency (first 2 values) randomly
- originjitter 30 30 30
This will spawn the particles in an area with 30 units borders

The textures you are currently using are round shaped with a border.
The first row of the Nexuiz particlefont would maybe fit better for fire.
It has frayed borders and is not round.
That gives the flame like structures. (Or use existing 32 bit flame textures, which are available in the internet)

You can add multiple effect blocks with the same effect name if you want.
DP will use them all together (parallel).
You can for example (like Chip did it) use one for the flames, one for the smoke and one for sparks.

Below is a screen from slightly modified Chip´s fire with Nexuiz particlefont.tga.

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Re: What are you working on?

Postby ajay » Mon Aug 19, 2013 6:28 pm

Cheers Seven, that's really helpful guidance. Already implemented some of it, with good effect. Thanks again, ajay
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Re: What are you working on?

Postby revelator » Mon Aug 19, 2013 6:44 pm

That fire sure looks purty m8 :) nice.

Heh and better win7 than win8 WHO ever in there right mind would want to put there greasy mits on the screen to do stuff that they can do so much quicker with a mouse is beyond me :lol:

Sadly XP Looses all update support in 2014 so Things will probaly go downhill from there, ofc you can still use it for software that supports it but that might change rather fast also.

Theres a new build on my realm site which is stable now :) . XP build will be up soon 2.
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Re: What are you working on?

Postby ajay » Mon Aug 19, 2013 7:27 pm

Image

Image

Test of both a damaged car and fire placed in the main level. Pretty pleased with both for now.
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Re: What are you working on?

Postby Spike » Tue Aug 20, 2013 1:50 am

ajay, your fire doesn't seem to have a focal point that you might expect from a fuel-line fire in a car or whatever, so I'm not really sure what's actually on fire.
the fire's light radius seems better though :)

also, for the luls
Image
(console embedded in a csqc widget displaying image, xmpp plugin showing a conversation+voip phone call with a linux version of pidgin, two additional game views though from the same perspective as the normal view, an extra spare console window with a third console, and a lame setup menu with lots of omissions and a hue-based player colour selector instead of palette colours).
yay cqsc.
.
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Re: What are you working on?

Postby frag.machine » Tue Aug 20, 2013 2:16 pm

lol, csqc pr0n!
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 ajay » Wed Aug 21, 2013 2:24 pm

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