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Tzunami: GPL Quake Client Development

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  • #76
    Error's experiment:

    [ame=http://www.youtube.com/watch?v=0TuohcmfDpA]YouTube - Visual Weapons System2[/ame]
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #77
      Nice one, his version seems to be client independent.

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      • #78
        Originally posted by d1554573r View Post
        Nice one, his version seems to be client independent.
        Clients are changing every day, ya know.

        Quakespasm, the RMQ engine, FTEQW, ProQuake, Qrack, DirectQ have all had updates in the last 14 days.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #79
          Originally posted by Baker View Post
          although there is this subpar job I did ....

          Inside3d Forums :: View topic - gdmx maps (GPL id1 dm1 thru dm6)
          Looks good! Very Quake 2 esque!

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          • #80
            Originally posted by Baker View Post
            Clients are changing every day, ya know.

            Quakespasm, the RMQ engine, FTEQW, ProQuake, Qrack, DirectQ have all had updates in the last 14 days.
            Clients change QW remains the same
            I'll update this player conversion, mdl texture size might be intolerable for some clients

            UPDATE: it's here http://quakeone.com/forums/quake-mod...erted-mdl.html
            Last edited by d1554573r; 08-03-2010, 03:52 AM.

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            • #81
              Originally posted by Baker View Post
              I think if someone comes up with a killer HUD, all the other problems will sort themselves out. Even if the HUD requires custom engine programming, something I'd be more than willing to do.
              Then prepare Yourself I was about to do sfx today but thats uber-boring. HUD seems cooler option for afternoon.

              Btw would You like to overhaul entire UI or just HUD? I would like to change mainmenu a little bit. (no sp mode, modern server selection window etc, player setup with realtime 3d model instead of player sprite lol)

              Im at work atm but ill make some fast preview skectches so U'll have something to choose from

              V1 simple hud

              Funky hud:
              Last edited by d1554573r; 08-03-2010, 07:44 AM.

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              • #82
                And now you are speaking my language

                A HUD so incredibly important. Very important. Vital.

                It needs to be simple. It needs to be flashy. It needs to amaze. To be clean, concise and out of the way.

                Don't forget. In Quake you do need a clock on-screen for most mods so you know how long you have left in a match (CTF or DM) or how much more time the level is lasting (free-for-all) or for how fast you getting something done (speedrunning or trying to kill bots in record time or possible future single player).
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #83
                  I've always thought the Halflife 2 HUD was very tidy:

                  http://static.computergames.ro/cg/as...sodetwo112.jpg

                  Basic, but still effective.

                  Also note the health and ammo levels are shown around the crosshair.

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                  • #84


                    3 other options

                    last one around crosshair is what i like (imagine semitranspartent one ...)

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                    • #85
                      Please let go of the bars unless you plan to print a number too. Crowding around the crosshair isn't a good idea. The rest of the screen would look barren while all the crap you don't have to look at very often is right where you're trying to see so you can aim.

                      Don't put a maximum for the numbers if you actually decide to show them; only show one number. Keep it simple. Quake isn't a game with a health bar or pain system. The game needs to have the concision of simple numbers to keep with the competitive nature of the game.
                      sigpic

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                      • #86
                        Originally posted by Skutarth View Post
                        Please let go of the bars unless you plan to print a number too. Crowding around the crosshair isn't a good idea. The rest of the screen would look barren while all the crap you don't have to look at very often is right where you're trying to see so you can aim.

                        Don't put a maximum for the numbers if you actually decide to show them; only show one number. Keep it simple. Quake isn't a game with a health bar or pain system. The game needs to have the concision of simple numbers to keep with the competitive nature of the game.
                        You can always have a few different HUD styles to choose from.

                        Numbers are easy to add to anything in the engine.

                        What I'd like to see is some HUD that doesn't look Quake 3 -- the Quake 3 HUD looks rather dated today, imho.

                        Personally, I'd like a HUD where I didn't have to read a number to know my health. And honestly, I find looking at the bottom of the screen to see my health as a distraction away from my focus of pay attention to my environment.

                        So some sort of new age HUD would be cool. It wouldn't need to be forced on anyone. And displaying something like the old HUD is just printing 3 numbers (health/armor/ammo) really ... not really hard -- and not very appealing in screenshots either.
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment


                        • #87
                          I liked one of the choices that OSP for q3a had: the option to make the color of your crosshair reflect your current health/armor.
                          dfsp*spirit
                          my FPS maps

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                          • #88
                            Originally posted by dfsp_spirit View Post
                            I liked one of the choices that OSP for q3a had: the option to make the color of your crosshair reflect your current health/armor.
                            I'd like a screen outline showing what color I am (red vs. blue, etc.). I'm sure everyone on occasion has played a team game and forgotten their color. Especially in stuff like Clan Arena where you might be blue 4 games in a row and then red ... and then you spawn and instinctively start attacking reds just out of habit.

                            In truth, a slightly re-imagined Quake multiplayer should feature enemy-skins like are often used in QW to avoid that problem.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment


                            • #89
                              Variant #4 looks like a winner to me tbh, those 2 bars with 10 belts each for 10% of health turning from red to ther colour for 100+ hp and armour bar around crosshair. Both burs like 50% transparent not too close to the croshair it self, i also find looking down to check hp annoying. Ammo info isnt needed in center of the screen since most of the time you shot with what you got (sounds like WYSIWYG rofl).

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                              • #90
                                Originally posted by Baker View Post
                                You can always have a few different HUD styles to choose from.

                                Numbers are easy to add to anything in the engine.

                                What I'd like to see is some HUD that doesn't look Quake 3 -- the Quake 3 HUD looks rather dated today, imho.

                                Personally, I'd like a HUD where I didn't have to read a number to know my health. And honestly, I find looking at the bottom of the screen to see my health as a distraction away from my focus of pay attention to my environment.

                                So some sort of new age HUD would be cool. It wouldn't need to be forced on anyone. And displaying something like the old HUD is just printing 3 numbers (health/armor/ammo) really ... not really hard -- and not very appealing in screenshots either.
                                I don't know if you noticed, but Quake 3's HUD hardly looks dated. In fact, the only real "innovation" to newer game HUD design is that portions of the HUD that are not important at the time fade out of view, which hardly fits the spirit of Quake. On top of that, these newer games have a bar (ala Halo's recharging shield) or no health shown at all (ala Gears of War's pain system).

                                At the very least, make the few assets that are needed for the stock hud to work in the GPL pak files and leave it as an option in the engine.
                                sigpic

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