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  • New QuakeLife videos

    the mod progress is getting better and better. I just put these together from one of the nights me and Avirox were testing. enjoy!





    PLAY QUAKE DODGEBALL!

    http://www.moddb.com/mods/quake-dodgeball

    Trickle's VWeps

  • #2
    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 ...

    Comment


    • #3
      well I was spectating avirox in that first vid actually, when you observe on ezquake you see through water.

      x definitely should serverinfo watervis 1
      Last edited by Trickle; 01-10-2009, 07:23 AM.


      PLAY QUAKE DODGEBALL!

      http://www.moddb.com/mods/quake-dodgeball

      Trickle's VWeps

      Comment


      • #4
        Originally posted by LockNLoad View Post
        well I was spectating avirox in that first vid actually, when you observe on ezquake you see through water.

        x definitely should serverinfo watervis 1
        Heheh, 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.

        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 ...

        Comment


        • #5
          hehe 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 line

          Comment


          • #6
            Originally posted by metchsteekle View Post
            hehe 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 line
            well the server generally has watervis off, my client just enables it when I spectate. with the structures of the underwater areas..its only best to enable watervis. its quite beautiful. the alpha is working better on ezquake too, you probably noticed I was able to see the spider monsters through the glass.
            Last edited by Trickle; 01-11-2009, 01:40 PM.


            PLAY QUAKE DODGEBALL!

            http://www.moddb.com/mods/quake-dodgeball

            Trickle's VWeps

            Comment


            • #7
              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.

              Comment


              • #8
                Originally posted by Baker View Post
                Heheh, 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.
                hey, 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.


                PLAY QUAKE DODGEBALL!

                http://www.moddb.com/mods/quake-dodgeball

                Trickle's VWeps

                Comment


                • #9
                  as far as Quake in 2009 goes, I feel Quake-Life is going to be a big part of it =]


                  PLAY QUAKE DODGEBALL!

                  http://www.moddb.com/mods/quake-dodgeball

                  Trickle's VWeps

                  Comment


                  • #10
                    Originally posted by LockNLoad View Post
                    hey, 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.
                    Actually 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.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                    Comment


                    • #11
                      Originally posted by R00k View Post
                      Actually 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.
                      So much information was lost when that site died and none the forum stuff is in archive.org.

                      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 ...

                      Comment


                      • #12
                        / obligatory use of new smiley in whatever CMS Solecord upgraded us to
                        i dont know but some are really weird such as :

                        but my favorite is :

                        but i know this post is and could be considered

                        Comment


                        • #13
                          Originally posted by R00k View Post
                          Actually 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.
                          oh, 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


                          PLAY QUAKE DODGEBALL!

                          http://www.moddb.com/mods/quake-dodgeball

                          Trickle's VWeps

                          Comment


                          • #14
                            Originally posted by LockNLoad View Post
                            oh, 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
                            what if it was a misaligned texture that had z-fighting?

                            Comment


                            • #15
                              Originally posted by LockNLoad View Post
                              z-fighting
                              Ever since you started bringing this issue up, I can't stand playing e1m1 with any engine without a z-fighting fix.
                              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

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