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my game: Dead Morning

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  • #31
    Really like this Nahuel, great atmosphere

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    • #32
      What torch are you using? Looks better than the one I'm using in Darkplaces

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      • #33
        Originally posted by ajay View Post
        What torch are you using? Looks better than the one I'm using in Darkplaces
        hello ajay, thanks for your comment, in my dead morning i am using seven�s smc code for the torch

        this in qc


        void() particleflamelooptorch = // for particle flames (ONLY torch flame)
        {
        pointparticles(particleeffectnum("particleflamesma ll"), self.origin, '0 0 0', 1);
        self.nextthink = time + 0.02;
        };
        void() flamespawntorchparticle = // for particle flames (only for torches. Reason: repositioning of particles)
        {
        newmis = spawn();
        setorigin(newmis, self.origin + self.dest);
        newmis.think = particleflamelooptorch;
        newmis.nextthink = time;
        };
        void() torchflametorchparticle = // for particle flames (only torches. Reason: repositioning of particle)
        {
        FireAmbient();
        self.think = flamespawntorchparticle;
        self.nextthink = time + 0.1;
        };

        void() torch_small_walltorch =
        {
        self.dest = '0 0 10';
        precache_model ("progs/flame_notop.mdl");
        setmodel (self, "progs/flame_notop.mdl");
        torchflametorchparticle();
        };


        this in effectinfo
        //full particle fire (big fire) - main particles
        effect particleflamesmall
        notunderwater
        countabsolute 1 // count 1.5
        type static
        // blend add
        tex 37 39
        size 3 6
        // sizeincrease -4
        alpha 128 400 900
        color 0xFFAB57 0xFFAB57
        gravity -0.2
        originoffset 0 0 -4
        originjitter 2 2 3
        rotate 160 200 10 40
        velocityjitter 4 4 32
        velocitymultiplier 60

        //full particle fire (big fire) - bright smoke
        effect particleflamesmall
        notunderwater
        countabsolute 0.4
        type smoke
        tex 0 7
        color 0x303030 0x303030
        size 3 15
        sizeincrease 5
        alpha 0 140 80
        originoffset 0 0 25
        originjitter 1 1 1.5
        airfriction 5
        bounce -1
        gravity -0.3
        notunderwater

        //full particle fire (big fire) - sparkles
        effect particleflamesmall
        notunderwater
        countabsolute 1
        type snow
        tex 40 40
        color 0xFFBF80 0xFFFF80
        size 0.3 0.6
        stretchfactor 1
        sizeincrease -0.2
        alpha 150 150 80
        originjitter 1 1 4
        originoffset 0 0 -4
        airfriction 8
        bounce -1
        velocityjitter 120 120 130
        velocitymultiplier -0.2
        gravity -0.2
        notunderwater


        and this particlefont
        https://www.dropbox.com/s/e0amiab7jv...rticlefont.tga


        hope helps you for your awesome mod!
        the invasion has begun! hide your children, grab the guns, and pack sandwiches.

        syluxman2803

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        • #34
          Sorry, I meant the flashlight! (UK word!)
          I played around with the settings on the flashlight code (which I'm pretty sure is yours!) and reducing the brightness ahs made it look better and more like in your screenshots, so I think I've solved it. Many thanks anyway

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          • #35
            Hello Nahuel,

            in DP builds since middle of july until today, LH changed his particle code again
            He didnt release a new beta since then, so I hope he is only experimenting at the moment. And gets it fixed again in next beta or "stable".

            With actual condition (today) Darkplaces does not like self.nextthink�s smaller than time + 0.1 seconds !
            It will kill the server connection and you will see the Disconnected symbol on the upper left corner.
            And even with time + 0.1 think�s, DP gets laggy. Even in single player.

            I hope he is currently in "experimenting" phase.

            Comment


            • #36
              Originally posted by Seven View Post
              Hello Nahuel,

              in DP builds since middle of july until today, LH changed his particle code again
              He didnt release a new beta since then, so I hope he is only experimenting at the moment. And gets it fixed again in next beta or "stable".

              With actual condition (today) Darkplaces does not like self.nextthink�s smaller than time + 0.1 seconds !
              It will kill the server connection and you will see the Disconnected symbol on the upper left corner.
              And even with time + 0.1 think�s, DP gets laggy. Even in single player.

              I hope he is currently in "experimenting" phase.
              ohh so sad to hear, do you try with somehting as frametime stuff? I really do not know how it works , but "frametime" is the correct way to add nextthink (i think), aniway in dead morning and black days we still use a version from 2011!! because this version ( i believe is from october) doesn�t cause strange bugs for my ugly qc
              the invasion has begun! hide your children, grab the guns, and pack sandwiches.

              syluxman2803

              Comment


              • #37
                Originally posted by ajay View Post
                Sorry, I meant the flashlight! (UK word!)
                I played around with the settings on the flashlight code (which I'm pretty sure is yours!) and reducing the brightness ahs made it look better and more like in your screenshots, so I think I've solved it. Many thanks anyway
                hello ajay , you just can change the "color" value of the flashlight, the
                (something like '0.6 0.6 0.6') the light_lev is the distance. Also you can change the brightness of the cubemap.
                * * *
                i changed my dp flashlights, the old version is very "shaky", i mean the flashlight changes the origin
                you can see this ugly effect in this video, the angles of the player and the angles of the player view are not totally sincronized [ame=http://www.youtube.com/watch?v=scCLaEbS-mw]lightest darkplaces - YouTube[/ame]



                i get a more stable version for blackdays, but this version is only for singleplayer and does not work with chasecam stuff

                [ame=http://www.youtube.com/watch?v=O3Tafokg4pA]blackdaysflashlight_prealpha - YouTube[/ame]

                this flashlight is more "realistic".

                if you are interested in this version i will explain you. First be sure you have dpextensions.qc after defs.qc in your progs.src. open your weapons.qc

                and put this in weapons.qc above
                .
                void() W_SetCurrentAmmo;
                //entity flashlightmano; //// flashlight muzzleflash stuff for blackdays
                .float flash_flag;


                void () flash_toggle =
                {


                if (self.flash_flag == FALSE)
                {
                self.flash_flag = TRUE;

                sound (self, CHAN_WEAPON, "misc/click.wav", 1, ATTN_NORM); // turn on flashlight sound

                //self.flashlightmano.skin = 1; //// flashlight muzzleflash stuff for blackdays

                }

                else
                {
                self.flash_flag = FALSE;
                W_SetCurrentAmmo ();

                sound (self, CHAN_WEAPON, "misc/clickoff.wav", 1, ATTN_NORM); // turn off flashlight sound

                //self.flashlightmano.skin = 0; //// flashlight muzzleflash stuff for blackdays
                }


                };






                void() checkflaslight=
                {

                if (self.owner.flash_flag)
                {
                self.pflags = PFLAGS_FULLDYNAMIC|PFLAGS_CORONA;
                }
                else
                {
                self.pflags = 0;
                }

                self.think = checkflaslight;
                self.nextthink = time;
                };


                void(vector org,entity e) FlashLight =
                {
                newmis = spawn();
                newmis.owner = self;
                setmodel(newmis, "");
                newmis.origin = org;
                newmis.angles_y = newmis.angles_y - 180;
                newmis.owner = e;
                newmis.light_lev = 750;
                newmis.color = '0.6 0.6 0.6';
                newmis.skin = 200;
                newmis.viewmodelforclient = self;
                newmis.think = checkflaslight;
                newmis.nextthink = time;
                };
                still in weapons.qc put this under "CycleWeaponReverseCommand();" in ImpulseCommands function

                if (self.impulse == 30)
                flash_toggle();
                so you will toggle the flashlight with impulse 30

                in client.qc put this in "PutClientInServer" funtion before "DecodeLevelParms ();"


                FlashLight('11 -3.64 -5.74',self);
                in dead morning we are using this cubemap
                https://www.dropbox.com/s/j6ukbq7qqp4rbf0/200nx.tga
                Last edited by nahuel; 09-03-2013, 12:50 PM.
                the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                syluxman2803

                Comment


                • #38
                  Nahuel; that's great. Is that flashlight model something I could use; I'd understand if you wanted to keep it for the mod, if not I'd really grateful to use it?

                  Comment


                  • #39
                    Originally posted by ajay View Post
                    Nahuel; that's great. Is that flashlight model something I could use; I'd understand if you wanted to keep it for the mod, if not I'd really grateful to use it?
                    hello ajay, i can give you the flashlight + muzzleflash (with the current code for the toggle muzzleflash effect) but i can not give you the hand. The flashlight are mine but the hands are of the blackdays . If you want the models without the hand please let me know and i will edit the models and paste the code to the effect
                    Aniway i think is pretty simple "to paste" a hand to the flashlight!
                    the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                    syluxman2803

                    Comment


                    • #40
                      That would be excellent thank you. Not sure I can paste it to a hand though. Modelling of any sort is compeltely absent from my skill set

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                      • #41
                        Originally posted by ajay View Post
                        That would be excellent thank you. Not sure I can paste it to a hand though. Modelling of any sort is compeltely absent from my skill set
                        here you have a clean and rewrited mod with models and stuff, this is very "hacked" stuff, but is easy to read , v model flashlight is fake, you need IT_EXTRA_WEAPON to select the flashlight.
                        modified files:
                        weapons.qc,
                        client.qc,

                        added files:
                        flashlight.qc
                        dpextensions.qc


                        https://www.dropbox.com/s/4ek0xl9il9msnlb/torch.rar
                        This mod is just for singleplayer and darkplaces engine.

                        COMMANDS : impulse 31 . get the flashlight ,
                        impulse 9 (get the weapons, keys and flashlight),
                        impulse 30 (select the flashlight) ,
                        attack (with flashlight selected) turn the flashlight.

                        I included progs/torch.md3 if you want to add the flashlight as an item
                        Last edited by nahuel; 09-10-2013, 03:48 PM.
                        the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                        syluxman2803

                        Comment


                        • #42
                          Originally posted by Sza
                          Sh... i am scared only from looking on your screens... but i love it! There is so much dirt and dark everywhere like in the movie Silent Hill or RE2 on PSX! Great Textures, Maps, Light Effects but some modells looks a little bit angularly. How long you are working on your project? How much time u need to complete the project?

                          BTW: May be i can help you with some dark RE style music (NO SAMPLES, I have played every instrument personally). Don't be scared!
                          SzaONE-Don't go out (Hip Hop) - YouTube
                          hello depelovment is at the moment freezed for some personal reasons. We will retake it in november-december. You have great stuff!! we are not musics, and only get some noises with lmms !! I think your music is great!! i will send you a pm
                          Last edited by nahuel; 09-10-2013, 04:55 PM.
                          the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                          syluxman2803

                          Comment


                          • #43
                            Originally posted by Sza
                            thx mahuel! Have u a demo preview somewher online? Can i test your game? Link?

                            BTW: oh sh.. the end of your second video was really scary! I hope this game will have english language too, because i love puzzles. I love it!
                            not really, the dead morning stuff is in dropbox at the moment, but we do not have a demo
                            the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                            syluxman2803

                            Comment

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