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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 Seven » Sun May 15, 2016 10:24 am

Hello jitspoe,
Your new trailer looks amazing. Really well made.
You can even shoot backwards. LOL. Cool !
Your game looks like gravity is no longer a limit :)


Hello mankrip,
I watched your gameplay videos. Unfortunately most of them were too dark to see anything.
Why so many people play with so low brightness ? :)
But I enjoyed your Adib Murad´s Signati clip and I was amazed by your lava visuals and blood splats when shooting enemies.
Especially the bloodsplats visual is something I will try to bring into my mod. Ontop of my ToDo list now. :)
It looks a lot like original Quake particles movement-wise but with new particles. Really great work !


Hello c0burn,
If an ogre manages it to find you from e1m1 exit area up to the beginning, then I believe you, your code works ! Your youtube clips looks like the player leaves some sort of scented stamps, which the enemies follow. That is a great idea.



I am tinkering with some HUD effects/ideas at the moment and would like to show a small clip about it:
https://www.youtube.com/watch?v=UlkwRc5oc_M

If you are interested, there is a Download link and some more explanation about it here:
http://quakeone.com/forums/quake-mod-re ... odels.html

Best wishes,
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Re: What are you working on?

Postby c0burn » Sun May 15, 2016 10:25 pm

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Re: What are you working on?

Postby toneddu2000 » Mon May 16, 2016 6:02 am

Loving animated HUD, Seven! Helmet texture is very neat!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby mankrip » Tue May 17, 2016 9:02 am

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

Postby Seven » Wed May 18, 2016 9:33 am

Thank you very much for giving insigths into engine (particle) behaviour.
It is always interesting to read, even though I most probably never will edit engine code.

I am using the DarkPlaces engine and therefore can adjust pretty much via the effectinfo syntax scripts.
Drawing the particles opacity depending on the distance towards the player is a good idea though.
Far away particles (especially dark blood ones) are not seen very good otherwise.
Well, on the other side, most of them new age players are using very dark settings with rtlights and all.
That makes the blood almost invisible anyhow, as everything is dark.

I managed to get a little bit the "feeling" from your gameplay clips into a Darkplaces mod, using airfriction and velocity to keep the blood for a short time besides the monster, before it starts to fall. Thank you again for your inspiration.


Yes, the HUD model code is only ssqc, that is why the underwater warp affects them.
Darkplaces gives you the possibility to add these extensions:
DP_EF_NOGUNBOB = 256;
EF_FULLBRIGHT = 512;

So it was possible to get a HUD-like effect. If Darkplaces would also offer something like:
DP_EF_NOWATERWARP
then we would need no more csqc for HUD elements in SP mods. :razz:
I know, the issue with resolution and fov is still there...
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Re: What are you working on?

Postby Dr. Shadowborg » Sat May 21, 2016 1:27 am

When not working on frikbot, I work on my standalone project Smash. (alas, not as much free time as I would like to work on these things... :cry: )

Anyway, some screenshots: (Postimg.org used because wordpress is being ass and not letting me upload anything)

Blaster, unskinned. (Modelling is definitely going to be the real bottleneck here. Unwrapping skin verts is hard work.)
http://postimg.org/image/rxwyk9cxb/

Couple of shots of textures in a testmap:
http://postimg.org/image/mdp2nd3fz/
http://postimg.org/image/fd12ul1nz/

Couple of shots of an experimental remake of DM3 using my new textures and q2bsp format:
http://postimg.org/image/gx6esza27/
http://postimg.org/image/3k7v43ulr/
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Re: What are you working on?

Postby ceriux » Sat May 21, 2016 1:29 am

just curious why q2bsp?
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Re: What are you working on?

Postby Dr. Shadowborg » Sat May 21, 2016 1:50 am

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Re: What are you working on?

Postby ceriux » Sat May 21, 2016 2:54 am

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Re: What are you working on?

Postby Dr. Shadowborg » Sat May 21, 2016 3:50 am

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Re: What are you working on?

Postby ceriux » Sat May 21, 2016 4:43 am

Halflifes colored lighting is the best imo :)

Also that hud stuff posted above - awesome !
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Re: What are you working on?

Postby mh » Sun May 22, 2016 11:48 pm

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Re: What are you working on?

Postby frag.machine » Mon May 23, 2016 2:08 am



Therefore, stills illegal to use any Valve format (maps, models, etc) outside HL.
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 hogsy » Wed May 25, 2016 8:55 pm

Nothing interesting to report my end. Been working on abstracting out and tidying up the camera code in our engine to support multiple cameras a bit more nicely (with multiple viewport support coming along too). This is both in mind of the editor and also in mind of a few little bits 'n bobs I've been working on lately.

Work is absorbing a lot of my time now and most of my motivation is being drained up but hey, still marching on I guess... I am leaning towards ditching everything and working on a small project with UE4 though which would probably mean I might not be hanging around here as much as I have done.
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Re: What are you working on?

Postby Dr. Shadowborg » Thu Jun 02, 2016 8:50 pm

More textures, this time of a server and some arcade cabinet-ish computers. (All computers in the future look like arcade cabinets. Except for laptops. And those thingies that are installed in your power suit / HUD. :razz: )

http://postimg.org/image/tip0bwpin/
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