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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 » Wed Jul 20, 2016 8:30 pm

Guys can anyone help me? I thought QuakeExpo last date to register was 29 of July, not 15! :cry: My project is finished(I created site page and youtube video), can you put me in? Pleeeeeeeeeaseeee! I'm Italian, we love to sneak trough when party is already started! LOOOL :biggrin:
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby qbism » Sat Jul 23, 2016 5:54 pm

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Re: What are you working on?

Postby toneddu2000 » Sun Jul 24, 2016 7:44 pm

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

Postby c0burn » Sun Jul 31, 2016 9:51 pm

https://www.youtube.com/watch?v=sMLeHLN8kZU

Made a chainsaw this weekend using the Ogre chainsaw model and the hands from loga mira's models. I need to work on the sounds, I'm happy with the idle sound but the others could use some work.

I also finally got round to tidying up and improving a load of the AI code.

Some other things to note in this video:
- ogres now have a run and gun animation, meaning they don't stand still when shooting grenades at you. this happens 50% of the time
- ogre grenades now lead the player a bit taking into account if the player is moving, also if the player is above/below the ogre
- couple of good examples of monsters popping up in unexpected places due to them using the waypointing code to find me!
- you can pick health packs up to take you over 100
- if you're below 100 health, you will regen back to your nearest 20 health (20, 40, 60 80 etc)
- this needs a lot more balancing as currently it's too easy
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Re: What are you working on?

Postby frag.machine » Mon Aug 01, 2016 4:29 am

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 Spiney » Mon Aug 01, 2016 12:03 pm

Indeed, nice way of mixing things up.

Some other healing ideas inspired by rpg and fighting games:
* Tie the regen amount to armor, eg. 20 armor = generate up to 20 health (relative or absolute).
* Have enemies drop health, but a la Q2 inventory items which can be activated on demand, combine that with a cooldown time for each usage.
* Introduce new fodder-baddies that always drop a certain item when killed, so they become walking/flying items essentially, could be cool for mappers to set up battle that way.

Nice mod :)
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Re: What are you working on?

Postby toneddu2000 » Mon Aug 01, 2016 1:32 pm

Great work c0burn! WIll you replace also quake enemies models with doom ones? Chainsaw is fantastic! :biggrin:
One thing I didn't understand: why video title is "Quakespasm ..etc"? Isn't your mod a quakec mod, usable on every engine? Or is it also a preview of new QuakeSpasm release?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby c0burn » Mon Aug 01, 2016 5:32 pm

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Re: What are you working on?

Postby toneddu2000 » Tue Aug 02, 2016 12:30 am

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

Postby c0burn » Tue Aug 02, 2016 6:16 am

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Re: What are you working on?

Postby Barnes » Tue Aug 02, 2016 9:29 am

Im found very nice skins for some q2 items on quakeOne ) Powered by Focalor :smile:



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Re: What are you working on?

Postby toneddu2000 » Wed Aug 03, 2016 12:51 pm

@c0burn: thanks man! As soon as I get my pc back, I'll test it!

@Barnes: I kinda like cross belt, but I want to see super high poly models to test q2xp engine rendering features!! :)
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby frag.machine » Sun Aug 07, 2016 10:28 pm

This is a WIP map designed for SDQ and intended to be finished in time for QExpo, but... let's say that real life truly sucks sometimes.
OTOH without the schedule pressure I was able to add more details and a couple secret areas, yay.

Image

Image

Image
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 mankrip » Mon Aug 08, 2016 8:01 pm

Implemented .

Also, my mipmap generation algorithm actually doesn't have gamma correction yet. When MH suggested gamma correction earlier in this thread, I thought he was talking about RGB value normalization to avoid losses when rounding down the blended values. Afterwards I've done some good research and learned what gamma correction actually is. I'm going to implement this soon.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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