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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Postby Trickle » Sun Jul 12, 2009 4:52 am

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Postby Spike » Sun Jul 12, 2009 7:29 am

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Postby Urre » Sun Jul 12, 2009 8:08 am

I was once a Quake modder
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Postby revelator » Mon Jul 13, 2009 1:13 am

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Postby MauveBib » Mon Jul 13, 2009 2:32 am

Apathy Now!
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Postby revelator » Mon Jul 13, 2009 9:05 am

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Postby jim » Wed Jul 29, 2009 2:03 am

Working on some clothing for my character... Each clothing set is meant to be a different character, they will also have different skin colours & patterns, something similar what snakes have, one could have colours like a python, another could have viper pattern.. maybe third could have this basic green.. For a start, I think this is just fine, later I could do some differences to the body model too.

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zbang!
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Working on a level...

Postby Willem » Wed Jul 29, 2009 12:30 pm

It's coming along slowly but it IS coming, I swear!

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Postby ceriux » Wed Jul 29, 2009 8:23 pm

that map looks cool =)
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Postby Zylyx_ » Wed Jul 29, 2009 8:45 pm

That map looks really badass! Good job.

And that lizard model looks very cool!
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Postby frag.machine » Thu Jul 30, 2009 1:25 am

All maps from episode 1 (Ziggurat Vertigo included) cranked into a single .BSP file (light is incorrect, but it's fully VISed):



ATM no monsters or items, only the bare minimum entities to allow to reach the end of the map (doors, plats and a few teleporters). May be a good place to a survival mod or something like that.

EDIT: Ok, I lied about the monsters: Chton is there, just to trigger the exit (that brings you back to e1m1).
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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Postby Urre » Fri Jul 31, 2009 8:41 am

/me loves frag.machine

I meant to attempt that myself, although I would've left monsters in, and required an engine with increased entity limits to run it. The original plan was to have the start map as a hub, and all the episodes would span from the episode selection rooms forward. It would've been awesome. Could still be done, ofcourse.

Note though, it wouldn't be worth it unless as many of the exits/entrances as possible would be made seamless. No teleports between levels besides the ones which have actual teleports. Slipgates between start map and e*m1 could be skipped too, for awesomeness.

Haven't tested yours yet, will do
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Postby Willem » Fri Jul 31, 2009 9:24 am

I did up a version of VIS that supports multithreading for Windows.

http://wantonhubris.com/blog/2009/07/29 ... r-windows/

The guys over at func_ are enjoying it!
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Postby Zylyx_ » Fri Jul 31, 2009 11:05 am

What's all this talk that BSP's were only good for the old fixed function pipeline graphics cards? Graphic's folk are now saying that BSP's are no longer needed. You can just have static meshes that act as map objects and perform collision detection on them, or something like that.

Maybe Quake needs to take advatage of this...
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Postby ceriux » Fri Jul 31, 2009 3:40 pm

doesnt hl2 still use bsps?
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