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Postby Downsider » Tue Jul 13, 2010 4:43 am

So glad I stopped using QMDL for my games.

Even exporting is easier now <3
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Postby SamUK » Tue Jul 13, 2010 1:42 pm

Error wrote:so will there be a pc version of solitude or no?


That video was the darkplaces version. It won't look the best graphically as it's using the same content running on the PSP build.
Working on Solitude
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Postby Chip » Wed Jul 14, 2010 9:35 pm

Two tiny, buggy, incomplete, awesome screenies from my ChipQuake.

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Postby ceriux » Thu Jul 15, 2010 12:04 pm

looks pretty cool chip keep it up =)
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Postby GiffE » Thu Jul 15, 2010 8:42 pm

Quake Dog playing in the grass. Just screwing around with the q3map_fur, I would like to know a more realistic way of making the grass. (I don't need a whole lot of it, just needs be tall enough and efficient enough to fill in your average indoor room size)
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The q3map_fur while it does have an impact, its not terrible when its in a smaller room.
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Postby Downsider » Thu Jul 15, 2010 9:51 pm

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Postby GiffE » Thu Jul 15, 2010 11:47 pm

Downsider wrote:http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

^ Grass rendering :o


Yea I wish I could get an in engine foliage rendering using glsl like the gpu gems article, but I don't have much ability in making engine edits to DP.
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Postby Downsider » Fri Jul 16, 2010 1:52 am

GiffE wrote:
Downsider wrote:http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

^ Grass rendering :o


Yea I wish I could get an in engine foliage rendering using glsl like the gpu gems article, but I don't have much ability in making engine edits to DP.


You could do it in CSQC with models, though. Just arrange the grass in the format the article suggests. Then you can make it less dense further out via CSQC to reduce stress.
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Postby Junrall » Mon Jul 19, 2010 3:32 am

Well, I'm still slowly plugging away at QCPad... and when I say slowly, I mean sssllooooooowly! I have a few outdoor home projects that are huge and taking up most of all my time.
Some of the time that I do have at night I put into QCPad... which is usually about four hours a week...

Anyways...
I've been looking through the code and know that there are things I could have and/or want to do different/cleaner. Also, am not entirely happy with the layout. This version of QCPad is what I've considered "exploratory"... to see how difficult it would be to create.

I'm at a point that I'm getting ready to start fresh again and use some of the old QCPad code base as my "stepping stone" towards a cleaner version.

Just curious...
Who here uses this "exploratory" type of programming?
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Postby Chip » Mon Jul 19, 2010 1:19 pm

Junrall wrote:Just curious...
Who here uses this "exploratory" type of programming?


Sometimes when I don't know how to do something in PHP or even QuakeC recently, I do this "exploratory" type of programming. When I reach my goal, I rewrite everything and optimize my code and that's it.

I may revisit it a while later to see it with fresh eyes and optimize it even more.

This was offtopic.
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Postby ceriux » Mon Jul 19, 2010 3:07 pm

i do it. generally thats how i learn to code .
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Metal Cube

Postby Chip » Tue Jul 27, 2010 1:28 pm

http://vimeo.com/13672707

Metal effects in ChipQuake. I'm testing all materials I'll ever need in the game, such as metal, glass, paint, concrete and several more.

Looks pretty, but it's ugly up close, so I'll be playing with it for a couple of days.
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Version 7.45 released...

Postby Irritant » Thu Jul 29, 2010 6:54 pm

http://red.planetarena.org - Alien Arena and the CRX engine
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Postby CocoT » Fri Jul 30, 2010 4:28 am

Wow, that looks amazing, Irritant!
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Postby r00k » Sat Jul 31, 2010 9:34 am

DOWNLOADING!!!!
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