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QRACK v1.80

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  • I was considering ,(without thinking through it more than the words), of an overlay like the console background drops over the screen with an alpha channel, a flash of like 1000ms should be long enough, then maybe lowering the alpha subtly until it fades away. It wouldnt need to be 24bit it would be just red blood Kinda would be cool to see when u die and your head is laying on the floor. But, then again I haven't thought it through all the way either
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • Sounds kinda familiar...
      IT LIVES! http://directq.blogspot.com/

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      • oooh mh u have beaten me to it..damn school

        i was gonna say like keep a nice circular shap in middel of screen clean and put blood at edges when it hits

        like a round invisable windsheld wiper

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        • Alpha fade from edge to center as well, anyone?
          IT LIVES! http://directq.blogspot.com/

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          • ???

            and you should make the blood that falls to the florr from people/monsters permanantly there for the time on the level

            hmm im seeing completly black floors on multiplayer im my head now :/

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            • You'll either overflow your decals list or run out of memory if you do that!
              IT LIVES! http://directq.blogspot.com/

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              • Would the same be true if player skins showed varying degrees of blood as their injuries increase as they do in painkeep? Or presumably this would be included in to a custom player skin inside Qrack?
                Mr.Burns
                "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
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                • You could just write it directly into the skin texels; Quake already stores 16 separate player textures in each client, so it would be trivial enough to do.
                  IT LIVES! http://directq.blogspot.com/

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                  • At present Qrack has an option for CL_Teamskins which when set to 1 allows players to use custom skins dependant upon the player colour they have selected. Please excuse my QuakeC newbieness but you've got me intrigued. I appreciate R00k may be the only person who can answer this but...
                    a) Do you think it's likely that the cl_teamskin option would have already used these 16 seperate player textures, in which case is there an alternative way of achieving this, and if not
                    b) Would these "bloodskins" have to be used instead of or in conjunction with the Teamskins or any other skins?

                    I would [humbly] suggest that the ideal situation would be to emulate the old Painkeep method and have it enabled in the Qrack/ProQ client by cl_bloodskin 1 which would cause the players in view to become increasingly bloody as their injuries increase and their health goes down. Yes it's also a bit gimmicky but it can also help players identify the more desirable targets which will inevitably change your gameplay, well at least a little .

                    Failing that perhaps it might be a candidate for inclusion in Rook's TC project.

                    Kind regards


                    Monty
                    Last edited by Mr.Burns; 06-12-2008, 02:27 AM.
                    Mr.Burns
                    "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                    WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                    Servers: Quake.shmack.net, damage.servequake.com

                    News: JCR's excellent ctsj_jcr map is being ported to OOT

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                    • hmm i wonder what 1 health looks like


                      oh ya and i found out what my menu problem was

                      it was not colored be cause i had turned the crosshair off and was using laser pointer

                      so some how the menu is related to he crosshair

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                      • Originally posted by mhquake View Post
                        I'm pretty positive that it's a sky texture on brush models, but I don't have Malice to test or confirm this one. I'd be willing to bet that this would break on just about every engine that's implemented any form of improved sky, and might even break on DP if you loaded a skybox.

                        This is another case of where the original Q1 engine allowed Weird Things That You Probably Should Not Do, but which mod authors promptly picked up and ran with. Hipnotic is full of them too.
                        so is there any such way the non-leaking would be implemented in Qrack similar to Darkplaces? btw, I read up on the mhquake blogs a lot. seems to be a real faithful engine!

                        nice suggestion Mr. Burns! that would be kick ass.


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                        • if u are going for the blood stuff on players

                          what about monsters too?

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                          • Originally posted by metchsteekle View Post
                            if u are going for the blood stuff on players

                            what about monsters too?
                            one problem with that is the fact that some players have different 24-bit textures for monsters(I use the some of the monster skins from the FVF website)..wait. I just thought of something crazy!

                            even though imho, the new Mortal Kombat games suck hard. they had the cool feature where they bleed on the outside and it runs down them. that would be cool to have..but idk lol.


                            PLAY QUAKE DODGEBALL!

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                            Trickle's VWeps

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                            • ya i got the fvf ones too they rock

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                              • sadhfbdsavljsda
                                i cant wait for this qrack :}

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