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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 hondobondo » Tue Aug 09, 2016 12:05 am


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Re: What are you working on?

Postby frag.machine » Tue Aug 09, 2016 2:02 pm

BTW, this screenshot was taken in SDQ 3.2. Why did you removed AGAIN the DN3D monsters from SQD3.3 ? Someone from HRP harassing you again ?
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 c0burn » Sat Aug 13, 2016 9:00 pm

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

Tonights experiment with sidescrolling
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Re: What are you working on?

Postby toneddu2000 » Sun Aug 14, 2016 10:33 pm

so nice c0burn! csqc? Or engine modification?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby c0burn » Sun Aug 14, 2016 10:39 pm

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Re: What are you working on?

Postby toneddu2000 » Mon Aug 15, 2016 7:12 am

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

Postby Barnes » Sat Aug 20, 2016 7:57 pm

skin shader with detail normal maping

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Re: What are you working on?

Postby toneddu2000 » Mon Aug 22, 2016 5:53 pm

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

Postby Seven » Sun Aug 28, 2016 11:37 am

Hello,
I am working on a "corpse decomposing" effect. Still work in progress:
https://www.youtube.com/watch?v=HJHGbdNNOEA

Each monster type leaves a unique thing/item behind, so you can still see where a monster and which monster died. :smile:

Slight modified effect can also be used for other game situations... there may be several possibilities.
Thread at quakeone: http://quakeone.com/forums/quake-mod-re ... -wind.html
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Re: What are you working on?

Postby toneddu2000 » Sun Aug 28, 2016 7:20 pm

As always, great work Seven! I admire your particle work on DP. Is it DP, right? No chances you'll use also FTE in the future?
I'd need a mentor who teach me how to use particle in FTE! :)
How did you accomplished the particles following mesh shape? It's awesome! Keep up the great work!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby frag.machine » Mon Aug 29, 2016 2:37 am

Everyone who already played any Wolfenstein game . So I figured this would be a good idea for a new Quake boss: the . It's a work in progress, so please forgive the torrent of bprint's and the lack of actual SS soldiers (for now).
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 Jay Dolan » Mon Aug 29, 2016 3:50 pm

Nice, I love these Q1 mods :)

Here's yet another update on ObjectivelyMVC / Quetoo's new menus:

Image

Recent features:

* Introduction of and for tabular and grid data presentation
* Both TableView and CollectionView embed a , which allows scrolling of content within the superview's frame
* Both TableView and CollectionView employ dataSource and delegate protocols to make wiring them up to any data set straightforward. No subclassing.
* Ability for views to clip their subviews and prevent overdraw via glScissor
* for managing the presentation of numerous child ViewControllers

https://github.com/jdolan/ObjectivelyMVC
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Re: What are you working on?

Postby toneddu2000 » Thu Sep 01, 2016 11:17 am

@frag.machine: it's a nice enemy, plus I like rotation movements. May I suggest to add a little hovering effect? I think it could add realism to the model

@Jay Dolan: every new screenshot I like this project more! I'd love to see this implemented on FTEQW engine. TableView is awesome! :) Great great work!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby mankrip » Fri Sep 02, 2016 12:09 am

Seven: LOL @ the dogs' teeth!

frag.machine: Funny one, reminds me of the Metal Slug games.

As for me, gamma-corrected color blending:

. The scene in this screenshot is a worst case scenario.

with brightness-correct & color-correct lighting, color-correct & gamma-correct translucency, gamma-correct per-pixel dithered quantization on mipmaps, and soft-depth transparency on blended liquids (the "glass" in this map actually uses a flat-colored liquid texture, which is why it's also rendered with soft-depth transparency).

Gamma correction on color blending makes the resulting image more smooth and colorful, avoiding saturation losses across different hues. This is actual gamma correction, based on the gamma scaling techniques implemented on computer monitor hardware. . I've also studied a lot of other links with deeper information on this, and may write an article about it someday.

was how it looked without gamma correction. The colors were more dull (as in the example from the link above), and less smooth (as can be seen in the wall at the right side of the image).
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: What are you working on?

Postby Spike » Sun Sep 04, 2016 3:04 am

I've now got a local version of fteqcc that can read in an existing progs.dat, and can then compile additional qc functions directly into it, without needing to decompile it.
I need to work some more on the wrapping syntax, but I already have a version of frikbot that can be statically applied to existing mods (if it wasn't for me getting it to use spawnclient etc, it would work in any engine), without needing access to the original code (assuming its still close enough to vanilla anyway).

this could also be used to add custom particle emitters into existing mods or whatever.

essentually a cross-engine qcc-based version of fte_multiprogs.
I just need to make it a bit more user friemdly or something...
.
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