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Aliens-Quake toatl conversion on telejano engine

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new video

Postby fallus666 » Tue May 06, 2008 4:16 pm

this is new video from conversion :
http://pl.youtube.com/watch?v=S0NdhLBy1DE
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Postby RenegadeC » Tue May 06, 2008 11:37 pm

Well I'm impressed, it looks a lot more atmospheric. My only complaint is using models for the guns muzzleflash; what about using a sprite you can spawn in front of the player? Other players would be able to see it too if you have the QuakeC source that is.
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Postby fallus666 » Wed May 07, 2008 3:27 pm

well..i was trying to do it but looks not so good...sprite was too large and view screened.
I think this is not important detail
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Postby jim » Wed May 07, 2008 3:56 pm

I've always done muzzle flashes with models... Though they're quite like sprites, recently I've used a cup shape, which can be used in first person and third person.

Have you tried virtualdub to record videos? It's free and can record as long videos as you want. Not limited to 30 seconds. It may be a bit harder to use though.. at least it took me one hour to find out I can't use open gl hardware acceleration to capture videos with it and another hour to set up what I want to capture exactly...
zbang!
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Postby fallus666 » Wed May 07, 2008 4:10 pm

i have used fraps to record video and virtualdub to compression.
fraps is trial and record only 30 sec :( virtualdub its good but compression too hard and quality of recording deteriorates
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Postby RenegadeC » Thu May 08, 2008 4:24 am

fallus666 wrote:i have used fraps to record video and virtualdub to compression.
fraps is trial and record only 30 sec :( virtualdub its good but compression too hard and quality of recording deteriorates


Fraps can be easily cracked.

VirtualDub is good if you know which is best to use:
I tend to use Divx 1 Logical CPU for Video encoding and Mp3 22khz mono 8-bit for sound. Comes out nice.
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Postby fallus666 » Thu May 08, 2008 1:13 pm

ok thanx for help i'll try on the next record
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Postby fallus666 » Sun May 11, 2008 11:40 am

another screenshot from conversion still in progress:)
Image
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Postby Irritant » Mon May 19, 2008 3:20 pm

RenegadeC wrote:I'm curious as to why it's considered a demo release when it's based off Aliens Quake TC. :o


From looking at the videos and screens, it doen't appear to be at all.
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby fallus666 » Wed May 21, 2008 3:48 pm

that's right. We are inspired from alien quake tc but we made much better conversion - better models,sounds,maps etc.
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Postby fallus666 » Sun Jun 01, 2008 5:22 pm

the conversion was updated

www.fallus666.w8w.pl
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Postby xaGe » Mon Jun 02, 2008 4:56 pm

GOOD! :D


fallus666 wrote:the conversion was updated

www.fallus666.w8w.pl
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Postby lth » Tue Jun 03, 2008 1:43 pm

Maps look nice. Can I make a suggestion? (tough, I'm gonna) Remove the left arms from the view weapons. I don't think they add anything apart from looking ugly as hell - just having the gun protruding from the lower-right corner is fine IMHO.
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Postby Dr. Shadowborg » Tue Jun 03, 2008 2:35 pm

lth wrote:Remove the left arms from the view weapons. I don't think they add anything apart from looking ugly as hell - just having the gun protruding from the lower-right corner is fine IMHO.


They look just fine to me judging from the screenshots, and there's nothing more retarded looking than having a gun that should have a visible arm on it not having one. To say nothing of what happens when you play reloading anims. :wink:
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Postby lth » Tue Jun 03, 2008 2:52 pm

I disagree. I think that you can either take the view that the player is 'firing from the hip', in which case there should be much less of the gun in the apparent fov anyway, or that the player is holding the gun right up to the chin SWAT-style, in which case the left arm would be considerably more vertical. As it is in these screens, the gun is apparently being held very, very far forwards and to the right in a position that's pretty uncomfortable if you actually try to emulate it.
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