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Postby Irritant » Sun Feb 27, 2011 8:41 pm

Mexicouger wrote:@Irritant: What engine is that, and did it start from DP?


That is the CRX engine, started from Q2.
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Chrispy » Mon Feb 28, 2011 6:56 am

Cool, thanks a lot for that input. I've done a bit of mapping for Source so I'm no stranger to displacements... haha. Would be cool to import them from HL2 into Quake though.

Doing a lot of slicing sounds interesting... I'm not really focused on making a super detailed displacement, just something that looks like a terrain at least. :)
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Postby Ranger366 » Mon Feb 28, 2011 8:40 am

The Source engine map format is still almost identical to Quakes, also is Half-Life 2's terrain edgy and not very nice...
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Postby ceriux » Mon Feb 28, 2011 7:35 pm

well you dont really have to do a lot of slicing, get one cube about the size you want, then slice it diagonally , then copy and paste to make a displacement area about the size you want it =) next just move and modify the vertices.
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Postby behind_you » Mon Feb 28, 2011 8:45 pm

Ranger366 wrote:The Source engine map format is still almost identical to Quakes, also is Half-Life 2's terrain edgy and not very nice...


So in theory, hl2bsp could POSSIBLEY (using that term loosly) work in quake? Whats preventing this? Maybe the displacements feature in hl2bsp maps could be ported or something...
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Postby Error » Mon Feb 28, 2011 10:25 pm

I'm working on something simple but blasphemous to the Quake community... Making it play like Black Ops.

- Made the Quake weapons more realistic and balanced
- Added crouching and sprinting
- Iron Sights
- Class Making (choosing primary/secondary weapons, grenade types, and perks)
- Kill Streak rewards

And much more to come. My big projects have taken a toll on my mental health, so I've stopped them for a little bit to make something more simple but fun.

Once standard deathmatch is complete, I'll start work on other modes for things like Team Deathmatch.... etc.
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Postby Wazat » Tue Mar 01, 2011 2:39 am

Error: That sounds pretty cool!
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Postby leileilol » Tue Mar 01, 2011 2:43 am

I hope you're using Darkplaces, because all of that is possible with clever CSQC. except killcams.

What's wrong with Darkplaces is the lacking awareness of it with decent artists. because of that, no one knows what good it is or what it can do. nexuiz/xonotic is not an example. Nexuiz for the 360 prior to the CryEngine3 switch is a fine example though.
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Postby Error » Tue Mar 01, 2011 6:49 am

I honestly didn't want killcams or even observing while waiting for respawn. The second gives you the chance to know exactly where your enemies are.... that's not cool.

and leileilol: I haven't had to use csqc yet. Hopefully I won't have to.
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Postby Ranger366 » Tue Mar 01, 2011 3:03 pm

behind_you wrote:So in theory, hl2bsp could POSSIBLEY (using that term loosly) work in quake? Whats preventing this? Maybe the displacements feature in hl2bsp maps could be ported or something...


It would be pointless, the only thing that makes HL2 attractive are the textures and the lots of entities placed in a map to make it atmospheric good. better stay with Quake BSP + external textures or even HL BSP in DarkPlaces. The only big difference in Source is the lightning, supporting cubemaps and so on...
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Postby ceriux » Tue Mar 01, 2011 4:08 pm

well , i think he's looking for a quick way to make displacements.
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Postby ajay » Tue Mar 01, 2011 6:30 pm

Finished turning the church from solid placeholder to usable building.

Video tour:
http://www.youtube.com/watch?v=YO2EtaeoeY0&hd=1

Shame I didn't update the torch code to a DP one before recording it, but nevertheless I'm happy with the church. Now I shall chose one of the 745 other tasks to do.
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Postby Chip » Tue Mar 01, 2011 8:09 pm

ajay wrote:Finished turning the church from solid placeholder to usable building.


Well, it seems that your city is taking shape with each update. I like it.

What I don't like though is the flashlight. You are using relief mapping and a crappy flashlight.

Also, your level should have a minimum ambient light level, as in coming from the moon. It's too dark in some places, it's pitch black.

Let me suggest you 2 things I'm about to add to my mod. Smoke coming out from some sewers and a bit of fog, 1-2%. It would enhance the mood.
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Postby ajay » Tue Mar 01, 2011 8:22 pm

Cheers Chip. Yep the torch is a generic one at the moment; I'll bump the DP code back in, will definitely look better.
The light looks much darker in the video than when playing it; I have lowered the minimum light level when switching between FitzQuake and DP as DP looked too bright at first. I'll play with it.

The steam idea sounds good, will look into it.
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Postby leileilol » Wed Mar 02, 2011 1:26 am

forget about hl2bsp, i find it inferior to q3bsp anyway. plus there's ugly usage rights plaguing Valve's tools so if you're not using them to make something for their games, you are fucking using them illegally
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