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  • #46
    Wow awesome effects and I love the vore. You are a talented coder!

    It might be nice to add some sort of color to the melting effect to make it more gruesome. The effect looks great but the white makes me go hmmm.

    Looking forward to this! Great work and keep us updated!!

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    • #47
      @Dutch good work

      Originally posted by Seven View Post
      Reading that you want to change your path and go the High-Poly, High-Res, High-Bling-Bling road suprises me a little bit. I was thinking:"Great, a man with vision and sense for original Quake".
      If you follow the "High-xx" road, everything might be slowing down your progress: modeling, texturing, animation, ...
      Working with the original models (and there are many others available in this flavor in already existing Quake mods)
      No one have told him to do high polys. BTW i think he want to bake the high poly as a normal map. I would tell that you are the one who makes/uses to much bling-bling... your bling-bling makes the game even sometimes unplayable (very slow/slow as hell) Sometimes i dont understand you at all...
      Last edited by Sza; 02-27-2014, 11:32 AM.

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      • #48
        i just saw this today what a cool mod i love the melting effect and the new way for the monster to gib

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        • #49
          Originally posted by Dutch View Post
          No you are absolutely right. I had to check it out just cause of curiosity. The high-res/high-poly idea was a fleeting thought that promplty died last night. I decided it's not what I enjoy about classic Quake.
          [...]
          So I'm shifting my focus back to what it originally was: intense DM and SP gameplay, monsters, weapons, and gore.
          Hello Dutch,
          It makes sense and fits pefectly into your mod and vision. I like how you extend the monsters abilities. But I hope you will not get lost kneedeep in gibs


          Originally posted by Dutch View Post
          As for using DarkPlaces, the reason I have stuck with it is because of the lack of problems I've had with it. I have tested the mod on Quakespasm and FitzQuake and the mod was basically unplayable. Custom sounds wouldn't play and certain models would crash the engine (like the partial gibbed players, which call on separate models that are mapped to the players previous parameters). Maybe I can deal with these issues to make it play better on other engines, but for now all I know is that DP is very friendly to my mod and has absolutely no problem handling it.
          By listening to your words it sounds to me, that one of the main reason for your issues is, that you are using qc-extensions from DP without knowing it. Most probably the 'precache everywhere, everytime' extension. More vanilla focused engines does not allow this. You have to precache your files in worldspawn. Do you precache files somewhere else (not on map start) ?


          Originally posted by Dutch View Post
          That being said, I would like your opinion on what a good engine to focus on other than DP would be. It certainly does bother me that I have problems running it on other engines.
          Best is always to be engine independent of course. As long as you do not use advanced engines extensions (which does not seem to be the case by simply watching your videos). So, you should probably try to kill the bugs you have/mentioned with other engines, before you progress more and more. Later on it will be much harder to find all bugs/issues...
          DP is, compared to other Quake engines, very hardware hungry and its performance is worse than most others. You surely have noticed it when playing regular maps.
          FTE covers almost the same extensions like DP. You could give it a try if you have the time. But again, if you do not need extensions, try to make it engine independent.


          I like your ideas and enjoy your clips a lot.

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          • #50
            Blablabla you are simple fokin afraid that Dutch can do much better things than you... may be you should start to make a simple things for the simpliest Quake One engines instead to write such a pile of shit...

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            • #51
              @sza,
              smc is about 'cool' stuff. particles etc. riftquake appears to be all about the gore...

              seven bundles 3rd party content+textures rather than making his own. as such they're optional.
              in contrast, Dutch is editing all the models to add lots of gore. replacements simply won't work there unless they're all made specially for it.

              sticking with vanilla levels of detail mean you can get away with a lot more. cartoon gore can be greatly exagurated without looking stupid when nothing is pretending to be photo-realistic. its easier to create, certainly faster, matches everything which hasn't been replaced, it still actually looks like quake, its just more appropriate.
              if you want to continue complaining about it, please do so elsewhere, like the 'venting area' subforum. Doing it in this topic isn't fair to Dutch.
              Some Game Thing

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              • #52
                Okay you're right sry for my OT... but Dutch was inspired by my idea which has been desrtoyed by Seven in a couple seconds!... I have not even wrote one word about making high poly models. My video should show only my Muzzle Flash idea which would be looking bad ass with his guns or even the original quake guns!... i have heard from Seven never a positive word about my ideas and thats why i dont like him. Sry but i think this guy have to big fokin ego. Simple is that. Thats all.
                Last edited by Sza; 02-27-2014, 01:48 PM.

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                • #53
                  Originally posted by Seven
                  By listening to your words it sounds to me, that one of the main reason for your issues is, that you are using qc-extensions from DP without knowing it. Most probably the 'precache everywhere, everytime' extension. More vanilla focused engines does not allow this. You have to precache your files in worldspawn. Do you precache files somewhere else (not on map start)
                  This sounds like it could definitely be the problem. I'm going to see if I can get a hold of the vanilla source and check out the differences. The source I had downloaded - even before I modified it - called on model and sound precaches for monsters within the monster QC files, and so on and so forth. Thanks, this might actually be making sense. All this time I thought I was using vanilla source...

                  Originally posted by Sza
                  Okay you're right sry for my OT... but Dutch was inspired by my idea which has been desrtoyed by Seven in a couple seconds!... I have not even wrote one word about making high poly models. My video should show only my Muzzle Flash idea which would be looking bad ass with his guns or even the original quake guns!
                  Hey buddy I didn't shy away from the high-res/high-poly stuff because other people convinced me too. I did that because I realized how much it would grind the project to a halt. I would have to go back and literally re-do every little detail I've already covered. Additionally, I started the project wanting to stay more or less within the realms of vanilla Quake. But since a lot of this is new to me I obviously had to check out the options.

                  Your Q2 enhancements are superb. You've got an eye for detail. And seeing your muzzleflashes has got me thinking about different ways I could improve my own. I have a lot of respect for you guys that re-model and re-texture old school stuff because now I understand how much time and effort goes into that. Your Q2 mod must have taken quite awhile, keep up the badass work on it. I'll def be checking it out (I had my share of Q2 days as well, it wasn't all Q1).
                  'Replacement Player Models' Project

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                  • #54
                    That's friggin awesome, Dutch (@ vore video). This almost makes me want to play Quake.

                    Are you doing all this by yourself? If so, dayum.
                    http://www.nextgenquake.com

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                    • #55
                      DP will warn if you use setmodel without precaching it first.
                      apparently if you set sv_protocol quake then it should complain about precaching things outside of spawn functions too.
                      in both cases just a print, although the second will result in no model getting used too.

                      the fact that more-vanilla engines will trigger a host_endgame with a sane readable message implies that this is not the problem with your mod. if it was, you would have fixed it by now.
                      you're quite possibly hitting some engine limit with some model. there's limits all over the place, like texture size, maximum strip lengths etc (which the engine generates based on your geometry so somewhat unpredictable). pretty much any limit will end up as some memory overwrite that goes kaboom in an unfriendly way. there's lots of ways to crash, see if you can find them all!
                      Some Game Thing

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                      • #56
                        @Dutch - I like how your videos are about 30 seconds. I always use up my high-speed bandwidth before the end of the month, which puts me using slownet however, waiting for 30 seconds to load, even on slownet, isn't too bad

                        Sorry to double post but, my other post was in regards to the vore video. When I hit submit there was a whole nother page that I didn't realize existed. I'll pay more attention next time.
                        http://www.nextgenquake.com

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                        • #57
                          Originally posted by MadGypsy View Post
                          That's friggin awesome, Dutch (@ vore video). This almost makes me want to play Quake.

                          Are you doing all this by yourself? If so, dayum.
                          Thanks buddy. Yep, so far it's just me. I have had a lot of help studying up on other people's tutorials in coding and what not, all of which I have given credit to in the readme. It's amazing how you think back on the smallest of lessons and can use what you've learned to alter an entirely different aspect of the game. No worries on the double post lol doesn't bother me a bit.

                          Originally posted by Spike
                          the fact that more-vanilla engines will trigger a host_endgame with a sane readable message implies that this is not the problem with your mod.
                          Swell. Lol. I'm going to look into this after I eat some dinner. I'll launch up on FitzQuake and see if I can't figure some things out.
                          'Replacement Player Models' Project

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                          • #58
                            What map editor are you using?

                            I don't know if you know this, but I compiled a gamepack for radiant that includes every compiler, build menu examples and a bunch more stuff in a completely drop and go package. It is specifically designed for q1 mapping in NetRadiant.

                            Actually, I also compiled a NP++ QC environment that has syntax hilighting for damn near every static QC var and keyboard shortcuts that lead to a compiler menu, which allows you to choose what and how you will compile, using FTEQCC. It also has a full project tree and some other options.

                            I also wrote a controller map and custom radiant shortcut map that allows you to map in radiant using a Logitech Dual Action Controller

                            I know I've made other stuff that you may like to use but, I can't think of what they are right now. I've actually made kind of a lot of stuff. Mostly by putting together other peoples stuff and writing code/maps/xml configs... that tie it together.

                            Oh I wrote a bunch of tutorias on how to do various things with various things...

                            @double post - i was apologizing more to the people that just came here, read my post, and went back to new posts, just to come back here and realize it's me again...lol. It was my attempt at being a gentleman (which I'm not really known for or anything... lol, I'm learning)
                            Last edited by MadGypsy; 02-27-2014, 08:28 PM.
                            http://www.nextgenquake.com

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                            • #59
                              Originally posted by Dutch View Post
                              Hey buddy I didn't shy away from the high-res/high-poly stuff because other people convinced me too. I did that because I realized how much it would grind the project to a halt. I would have to go back and literally re-do every little detail I've already covered. Additionally, I started the project wanting to stay more or less within the realms of vanilla Quake. But since a lot of this is new to me I obviously had to check out the options.
                              I understand you. High poly is taking a litlle bit more time than low poly, but it depends on the amount and shape of your details. Your project looks very interesting so if you want some high poly normals/textures for your weapons simple just ask.

                              Originally posted by Dutch View Post
                              Your Q2 enhancements are superb. You've got an eye for detail. And seeing your muzzleflashes has got me thinking about different ways I could improve my own. I have a lot of respect for you guys that re-model and re-texture old school stuff because now I understand how much time and effort goes into that. Your Q2 mod must have taken quite awhile, keep up the badass work on it. I'll def be checking it out (I had my share of Q2 days as well, it wasn't all Q1).
                              Thank You. The textures are hand painted and uses 4 or 5 effect textures. The method for my muzzle flash is very simple even for you. I can show you some day how it looks/works, naturally only if you want it.

                              The "metal storm" gun looks great!

                              Keep up the good work! thumbs up

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                              • #60
                                Originally posted by MadGypsy
                                What map editor are you using?
                                Unfortunately, the first and only editor I've mastered 100% is Qoole 2.50 with all of it's awful floating point issues. This means it's very finicky with angled geometry other then 90 and 45 degress in the Y and Z axes. But I love the interface and have made dozens of fairly decent maps. Here's a few pics detailing more recent works using ID, Fury, and Knave texture wads. The second one down was from a Dead Space inspired theme with lots of paths/movement options for monsters so you never get quite the same experience twice when playing through (even made me jump a bit playing it, and I made the damn thing).

















                                You may notice some of the floating point problems I mentioned in the curved geometry just in these pics alone, so I'm hoping to pick up on Radiant or Worldcraft. I have both on my computer but haven't had the patience to learn them quite yet. I've also been pretty busy modding so I've put mapping on the back burner for now (but I'm a mapper at heart so I can't wait to get back at it). Seeing as you've done some pretty cool things with Radiant, and you're willing to share, that editor is looking pretty appealing to me right now. Thanks.

                                Originally posted by Sza
                                Your project looks very interesting so if you want some high poly normals/textures for your weapons simple just ask.
                                Absolutely. I want to release finalized weapons that look natural amongst all the other models in RiftQuake but you are more than welcome to re-render/texture them as you see fit to look more realistic and detailed. And yes, I would be interested on a couple details of your muzzleflash if you don't mind. You don't have to get too carried away in explanation but any advice would be much appreciated.
                                'Replacement Player Models' Project

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