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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 » Sun Sep 04, 2016 5:11 pm

@Spike: so this could lead also to a "QuakeC MarketPlace", where a developer creates a commerciale .dat plugin (without releasing source code) and you can embed it in your code?
If it's like this, it's awesome!!

PS: now that FTE has basic Vulkan support, any chance that you could take in consideration re-managing lighting code?
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Spike » Sun Sep 04, 2016 9:07 pm

@toneddu, no.
you can load up a progs.dat, but *only* if there's no other functions defined yet. you can't load in multiple .dats, you can only bolt in extra stuff on the side.
what you can do, is take an existing mod and add extra entities or rewrite some function to bypass a crash or extra monsters or whatever.
you can also use the wrap stuff to keep parts of a mod more separate, for instance making a load of new stuff for vanilla quake, hipnotic, and rogue at the same time. it might be more readable. or less...
it would be awesome if someone made some sort of advanced map scripting system that could be used across multiple engines+mods, but yeah, probably all anyone will use it for is adding in a few particle effects or something dull like that... but hey.

I'm still too lazy to try tackling global illumination, and too paranoid about performance.
.
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Re: What are you working on?

Postby toneddu2000 » Mon Sep 05, 2016 11:31 am

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

Postby mankrip » Mon Sep 05, 2016 12:04 pm

Soft-depth sprites (aka "soft particles").
Image
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: What are you working on?

Postby frag.machine » Mon Sep 05, 2016 12:50 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 Nahuel » Tue Sep 20, 2016 9:54 am

A short point and click adventure, using some simple cell-shading style. We are using darkplaces engine :)
Image
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby toneddu2000 » Tue Sep 20, 2016 11:35 am

Well done Nahuel! I like the style! Do you have plans to sell it? There's a web site? Keep up the good work!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Nahuel » Tue Sep 20, 2016 7:18 pm

hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby toneddu2000 » Tue Sep 20, 2016 8:27 pm

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

Postby Nahuel » Tue Sep 20, 2016 11:21 pm

we are two guys!!
and another guy is a tester :)
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby toneddu2000 » Wed Sep 21, 2016 11:50 am

well, sometimes small team are better, less discussions and more work! :) Can't wait to see more!
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Julius » Sun Oct 02, 2016 2:45 am

@Nahuel: Looks awesome. Would be great to make a mobile VR (Cardboard/Daydream/GearVR) version of it! For the Darkplaces VR port see here:
https://github.com/poVoq/Quake-1-Cardboard-Port-QVR
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Re: What are you working on?

Postby Barnes » Mon Oct 03, 2016 6:17 pm

realtime generate normal maps from color textures (for original wal only) on oldest gf9800gt

autobump, no ambient

with ambient

old flat default normalmap

with ambient
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Re: What are you working on?

Postby toneddu2000 » Wed Oct 05, 2016 12:55 pm

@Barnes: wow, look at the pebbles on the ground! So cool! I like a lot second from above (with ambient).

I finally . I hope to release it soon.
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Barnes » Wed Oct 05, 2016 4:36 pm

we call auto bump as"plasticine bump" :biggrin:
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