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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 » Sun Nov 17, 2013 12:28 am

I tried to implement a muzzleflash fix in Engoo but I ended up sticking more vertices than I intended, so it's temporarily disabled. I personally make muzzleflashes by shrinking and growing right in front of the barrel, I don't see any issues with that...

lol, of all engines, even EZQuake has a muzzleflash fix...
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Re: What are you working on?

Postby Spike » Sun Nov 17, 2013 2:16 am

disgusting evil engine hacks to fix things that are not even engine bugs in the first place.
and people wonder why ezquake has such slow model rendering...
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Re: What are you working on?

Postby jim » Sun Nov 17, 2013 7:48 pm

Did some temp HUD, conchars, 2 item models and level stuff.. Then recorded a video of some action. Then I noticed the Wizards/Scrags were able to fly through the walls in my level. But none of the other monsters do that, and they don't do that in the Quake levels. They still collide with each other and get hit by weapons. I'm thinking they're incompatible with Q3BSP or it was a bad idea to have the brushes intersect each other? Maybe I need to try them in some other level and see if they still fly through the walls...

The Video:
zbang!
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Re: What are you working on?

Postby goldenboy » Mon Nov 18, 2013 2:43 pm

Image

The part of game design where you don't program anything. You know, the boring stuff. :wink:
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Re: What are you working on?

Postby jim » Tue Nov 19, 2013 3:21 pm

goldenboy: Cool drawing. Is it someone from Strife? Haven't played it more than the demo, but I remember it has something called Order.


Yesterday I made the punchangle to affect attacks. So if player gets damage and the gun points up, and fires the weapon, the shots will fly up there too. And also the projectiles are spawned from some bones in the guns, so moving around makes the shooting slightly inaccurate, but isn't some random unpredictable inaccuracy. I tried to get the view and third person models be in the same locations, but the way things are now, that seems impossible.

Sorted out the flying monsters going through walls and stuff by enabling all the sv_gameplayfix_xxxxxx cvars, but I think something broke something, because now when I kill all the monsters in the level, player's movement starts to stagger. Ehh.. it's always something :( Guess I'll have to enable them one by one.

And here's some more text, now it's got both the BIG and small characters, and improved the numbers, also accuracy/damage stats:


Note: console screenshot was placed below, because the centerprint stats were up... so it's 2 screenshots merged...
zbang!
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Re: What are you working on?

Postby goldenboy » Tue Nov 19, 2013 4:02 pm

Strife? Nah, monster concept for a game.
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Re: What are you working on?

Postby Spike » Thu Nov 21, 2013 11:28 pm

Dr. Shadowborg, I feel dirty, but I added it... At least for certain known models.
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Re: What are you working on?

Postby jitspoe » Fri Nov 22, 2013 12:29 am

Trying to fix some bugs in the Q2 compiler that mangles small brushes...

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Re: What are you working on?

Postby jim » Fri Nov 22, 2013 6:23 am

I added respawning monsters, items, and tried some HUB levels. So player could go to multiple levels from one level and then return.. and play some level again, or play them different order next time. Yesterday I had some crashes just when I had added the respawning monsters.. then today I experimented on changing player's weapon sounds to use sound7 to have some minor pitch changes.. and now it hasn't crashed at all and I've been killing hundreds of monsters. Glad that bug fixed itself without me needing to do anything... :roll:

Screenshots:

HUB Level:


Normal Level:


HeartSphere (some old model, optimized a bit).. plus some empty shells from the rifle.. they will vanish in 10 seconds, but I had increased the time for the screenshot..


And some others:
http://www.moddb.com/games/blaze/images/ammo
http://www.moddb.com/games/blaze/images/hub-level1
http://www.moddb.com/games/blaze/images/other-level1

Maybe I should work on some new monsters next...
zbang!
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Re: What are you working on?

Postby toneddu2000 » Fri Nov 22, 2013 9:51 am

Nice drawing gb, I like your style! The mask recreates quite nicely the "iron" material.
jim: Good style for map. What engine is?
EDIT: nevermind I looked at previous shot and I found out that is Darkplaces! :)
Last edited by toneddu2000 on Fri Nov 22, 2013 5:18 pm, edited 1 time in total.
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby goldenboy » Fri Nov 22, 2013 11:19 am

Nice sword Jim. Nice looking textures, too. Has a Quake 2 feel to it.
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Re: What are you working on?

Postby Dr. Shadowborg » Fri Nov 22, 2013 5:01 pm

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Re: What are you working on?

Postby Spike » Fri Nov 22, 2013 6:09 pm

for known models (vanilla v_ ones, other than the axe).
enabling it in a universal way is far too dangerous/unreliable as they each need their own threshold value to stop things being too buggy, would just be too glitchy otherwise. if you've an extra/custom model I can hack it in easily enough.
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Re: What are you working on?

Postby jim » Sat Nov 23, 2013 12:17 am

Thanks toneddu2000 and goldenboy!

Exterminate! Exterminate!

Image
zbang!
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Re: What are you working on?

Postby Spike » Sat Nov 23, 2013 3:39 am

nice tablewear suitable for any pepper lover.
needs a salt cellar too.
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