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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 toneddu2000 » Fri Apr 18, 2014 9:37 am

Cool frag.machine!! Will it support altitude difference(hills, valleys,etc)? Will it be open sourced?
Great work tough, I never saw a functional procedurally generated world in quake. Is it made in C or quakec?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby frag.machine » Fri Apr 18, 2014 3:35 pm

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 toneddu2000 » Fri Apr 18, 2014 3:49 pm

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

Postby frag.machine » Fri Apr 18, 2014 8:11 pm

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 ceriux » Fri Apr 18, 2014 9:19 pm

I can't make out anything on my phone :/
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Re: What are you working on?

Postby qbism » Sat Apr 19, 2014 2:54 am

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Re: What are you working on?

Postby toneddu2000 » Sat Apr 19, 2014 7:11 am

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

Postby Seven » Sat Apr 19, 2014 9:39 am

I also like the rocks, they look almost natural with their shape.
Maybe one thing: You could try to raise the rocks higher that their top is no more visible,
that will give the impression of beeing inside a dungeon. Seeing that you can "enter" into rocks in your clip.
The rocks outside of a dungeon should stay as they are right now.

Really great work frag.machine !
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Re: What are you working on?

Postby frag.machine » Sat Apr 19, 2014 1:57 pm

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 ceriux » Sat Apr 19, 2014 2:38 pm

it kind of already seems like a dungeon/cave because of the textures used and how when you go to a new area it seems to always point down, like you're going down a level. maybe you could use portals of some kind rather than what you already have for out door areas?
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Re: What are you working on?

Postby frag.machine » Sat Apr 19, 2014 8:57 pm

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 qbism » Mon Apr 21, 2014 4:50 pm

Q2 software-renderer mash-up:
3.24 unofficial Q2 from Knightmare
Colored light from Lei Q2
Use GDI driver for full screen modes (avoid Win7 ddraw palette derp)
Increase engine limits for largish maps
Engine can do Lazarus mod?

...because I want to play SMD in software mode.

Besides the 3.24 patch and FTEQW-SW, any other software Q2 code bases with stealing from?
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Re: What are you working on?

Postby leileilol » Tue Apr 22, 2014 12:41 am

Nope. The majority of Q2 ports are "cool particle system's for GL" and there's only like one port that even fixes NPO2 and overbrights. DirectQII is the closest Fitzish thing, but the site is now defunct and mh has been corporately absorbed for quite the while. I still have all the files and source releases though


I'd also like to toy with the idea of a simple GL wrapper that artificially limits extensions and does a few GLSL postprocess effects, as a 3dfxgl.dll replacement - because for a while after it came out, Quake2's appearance was mostly representated by 3dfx and their high gamma and filtering. While glide wrappers are one thing, experiencing Voodoo vision is another, and that's not an area Glide wrappers explore in.
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Re: What are you working on?

Postby qbism » Tue Apr 22, 2014 4:55 pm

Seems many of the older q2 source ports are endangered of disappearing, but surprising to hear about directq2. While surfing I've noticed that deaconstomb and jimw sites are recently gone.
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Re: What are you working on?

Postby hogsy » Fri Apr 25, 2014 11:15 pm

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