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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 leileilol » Thu Aug 29, 2013 11:00 pm

I think that could be faked just as well with clever VP_ORIENTED sprites that rotate their top to an info_null on spawn....


When the zdoom community discovered volumetric lighting by layering linedefs, there was quite the savage wars over "NO I INVENTED IT ITS MY IDEA (C) ME" etc... despite such an effect seen quite a long time ago.
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Re: What are you working on?

Postby Nahuel » Thu Aug 29, 2013 11:35 pm

you can test the fake beams of the b/w map

this beams are solid because i changed the "func_notsolidwall" for "func_wall" function
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby ajay » Sun Sep 01, 2013 8:21 pm

http://earthquakemod.wordpress.com/

Latest mini-blog: new lamp posts! Excitement!
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Re: What are you working on?

Postby Spike » Sun Sep 01, 2013 10:37 pm

no road signs?
no neighbourhood watch warnings about invasion of privacy?
not even any serial numbers?
:/

:P
.
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Re: What are you working on?

Postby ajay » Wed Sep 04, 2013 6:55 pm

Haha Spike, soon, maybe...

On that note, a long rambling blog on planning and organising work on my mod, which neatly and coincidently demonstrates why it's development is long and rambling: http://earthquakemod.wordpress.com/
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Re: What are you working on?

Postby jitspoe » Thu Sep 05, 2013 4:37 am

Finally getting around to fixing some issues with the reflective water in paintball2 so it respects scaling, rotation, and flow direction.

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Re: What are you working on?

Postby leileilol » Thu Sep 05, 2013 11:51 am

good. let me know how it goes, because I have serious pvs issues with my reflective water.
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Re: What are you working on?

Postby jitspoe » Thu Sep 05, 2013 2:45 pm


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Re: What are you working on?

Postby ajay » Fri Sep 06, 2013 7:02 pm

http://earthquakemod.wordpress.com/

Constructive destruction! Process of making buildings damaged. Hard, as I'm finding, to get right. First go really, hopefully I'll get better.
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Re: What are you working on?

Postby ceriux » Sat Sep 07, 2013 12:43 am

ajay your mod is looking awesome i cant wait to play it!
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Re: What are you working on?

Postby leileilol » Sun Sep 08, 2013 12:22 pm

Image

implemented unreal-style death cam!
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Re: What are you working on?

Postby ajay » Sun Sep 08, 2013 9:20 pm

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Re: What are you working on?

Postby mankrip » Sun Sep 08, 2013 11:10 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: What are you working on?

Postby leileilol » Sun Sep 08, 2013 11:37 pm

Image

should really pull a Source and make the largest body of water only have a reflection instead of having all water surfaces getting it because I only have one freakin' buffer!
maybe reflective cubemaps can be implemented somehow, like rendering an area-generated skybox into the reflect buffer. The water at the top is gray because it's reading from a clear part of the reflectbuffer meant for the bottom reflection.
what's really needed is some chains and regional updates of the buffer to be layered from far to near...
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Re: What are you working on?

Postby jitspoe » Mon Sep 09, 2013 4:28 am

Yeah, multiple water surfaces is a pain. I was thinking of doing some sort of cubemap or generic effect for additional water surfaces. I've got a cvar to control the max reflection buffers (default is 2), but some maps have a bunch of different water surfaces, and some of them will just not render.

Oh, and regarding the vis stuff, I just grabbed a position on the water for the PVS. You're probably already doing something like this, but I figured I'd mention it since it's at least better than using the player camera position...

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