the mod progress is getting better and better. I just put these together from one of the nights me and Avirox were testing. enjoy!
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Great stuff
I loved in that first video where you swam to the top, and underwater entities disappeared for a sec and then you swam down under the water line again. The instincts of a veteran tester
Got moving water brush support?
(Or surface flag support! That would be awesome).
/cough why not serverinfo watervis 1?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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well I was spectating avirox in that first vid actually, when you observe on ezquake you see through water.
x definitely should serverinfo watervis 1Last edited by Trickle; 01-10-2009, 07:23 AM.
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Originally posted by LockNLoad View Postwell I was spectating avirox in that first vid actually, when you observe on ezquake you see through water.
x definitely should serverinfo watervis 1
If someone recorded me walking around you'll probably find me stopping and doing a double-take if I saw a misaligned texture, heh.
On the watervis thing, maybe that information isn't automatically used when playing a demo in Quakeworld even if it was being used while the demo is being recorded?
/isbug? is "feature"?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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Originally posted by metchsteekle View Posthehe i laughed to when he touched the lightning
/and i also take note of little things like the water vis, or for me it more of the space when you have your vision between the water lineLast edited by Trickle; 01-11-2009, 01:40 PM.
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nice videos. Good to get in the spotlight too - i didn't notice it was actually my playing in the first vid till I saw how much the player was looking around lol At any rate, things are coming along rather nicely now! Just a few more bug fixes and I think public testing shall be warranted - maybe a public nq/qw server of some sort.
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Originally posted by Baker View PostHeheh, I still think it is funny how people who make a lot of things for Quake get preoccupied with any little detail they notice when walking around.
If someone recorded me walking around you'll probably find me stopping and doing a double-take if I saw a misaligned texture, heh.
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as far as Quake in 2009 goes, I feel Quake-Life is going to be a big part of it =]
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Originally posted by LockNLoad View Posthey, I'm the same way. I'm the one who made the big deal about z-fighting in Quake. I then informed the ezQuake team, told r00k about it and he borrowed the code..made it a lot better. then just recently I presented the updated code to the ezQuake team and z-fighting is practically gone for the most part.
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Originally posted by R00k View PostActually much of the z-fighting was discussed on the old QuakeSource.org, i'm sure you we're a member on there. I cant recall who it was but someone mentioned using gl_polygon_offset, MH? I miss that site.
Fortunately, a lot of the information is preserved in the form of enhancements in the source codes of things like DarkPlaces, FTE, MhQuake and so on but it isn't as good to have to manually reverse engineer something out as to have a discussion walkthrough difficulties or get some special random insight just by reading a conversation.
/ obligatory use of new smiley in whatever CMS Solecord upgraded us to
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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Originally posted by R00k View PostActually much of the z-fighting was discussed on the old QuakeSource.org, i'm sure you we're a member on there. I cant recall who it was but someone mentioned using gl_polygon_offset, MH? I miss that site.
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Originally posted by LockNLoad View Postoh, nah I only noticed it in 05 or so(cause I started playing quake again). I know Darkplaces was the first engine to have a z-fighting fix, but I think I made a bigger deal about it then anybody. to me, a misaligned texture compared to z-fighting is like a spill of cereal on a counter to an entire household full of mud. yeah it bothered me that bad Lol
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Originally posted by LockNLoad View Postz-fightingQuakeone.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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