What are you working on?
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mh wrote:HL1 BSP is hopeless anyway
If I knew how, and wasn't busy leveling up my modelling skills, I'd be working on Quake2 BSP and turning it into Super Robo-er ah Inter-Quake BSP with all the best parts from Q3BSP and HLBSP.
Then we wouldn't have to deal with all this /me want HL1BSP for PSP, Q3BSP is bettar (except for lightstyles), etc. stuff...
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
metlslime wrote:previous post looks like spam to me
yeah, it is.
Now this type of spam totally pisses me off.
I hate the idea of scrutinizing every legit looking post. Only to pass it up because I don't recognize the name.
What a shame.
Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
ajay: Perhaps it's the way your mod works (horror, careful exploration and all), but everything you showed looked too dark in my view. Pitch black rooms are probably more frustrating than atmospheric when having to fight monsters. A few subtle (low level or short fade distance) lights, possibly some with flicker effects, would work as a compromise, I think. So that it's still very dark, but players are less likely to bump into every single piece of furniture.
Perhaps some small floor lights between the banks in the church, like in a theatre. And likewise in the aisles of your supermarket.
Why is the flashlight battery power decreasing even if it's switched off? Are there additional light items - maybe in an upgrade sort of sense, like first a lighter, than a glowstick, then a torch, then the flashlight? Do the molotov coctails do emit some fair light when lit?
Perhaps some small floor lights between the banks in the church, like in a theatre. And likewise in the aisles of your supermarket.
Why is the flashlight battery power decreasing even if it's switched off? Are there additional light items - maybe in an upgrade sort of sense, like first a lighter, than a glowstick, then a torch, then the flashlight? Do the molotov coctails do emit some fair light when lit?
- negke
- Posts: 150
- Joined: Wed Apr 16, 2008 5:53 pm
The torch was a bug (due to swapping between flashlight code and missing out the code to turn off the battery running down - one line, now inserted, all fixed. Hadn't noticed it until watching the video)
As for the light levels, 2 things. 1) As I said it looks brighter in-game than it does in videos. 2) It's gonna be dark however; part of what you'll playing against is that atmosphere that darkness provides, which is why you have a torch and also, for added atmosphere, why it has pseudo-realistic battery usage (the current reduction is somewhat speeded-up and won't be as fast when the mod's finished) It will be one of the pressures on the player; finding batteries - though balancing that with the speed of them running out and the amount of them available, will be tricky.
The light levels aren't always, therefore, going to be player-friendly; I'm going to resist trapping players with it, but if I make every area navigable without the torch, it will kind of remove what I'd like to create in terms of suspense.
The bigger dilemma for me is getting the default min level right as different engines will display it differently; DP is brighter than FQ for instance, DirectQ is somewhat closer to DP, but brighter than FQ. I'd like it to be similar in terms of experience for players whatever engine they use, e.g. if you need the torch in an area in FQ, you'll need it in DP.
As for the light levels, 2 things. 1) As I said it looks brighter in-game than it does in videos. 2) It's gonna be dark however; part of what you'll playing against is that atmosphere that darkness provides, which is why you have a torch and also, for added atmosphere, why it has pseudo-realistic battery usage (the current reduction is somewhat speeded-up and won't be as fast when the mod's finished) It will be one of the pressures on the player; finding batteries - though balancing that with the speed of them running out and the amount of them available, will be tricky.
The light levels aren't always, therefore, going to be player-friendly; I'm going to resist trapping players with it, but if I make every area navigable without the torch, it will kind of remove what I'd like to create in terms of suspense.
The bigger dilemma for me is getting the default min level right as different engines will display it differently; DP is brighter than FQ for instance, DirectQ is somewhat closer to DP, but brighter than FQ. I'd like it to be similar in terms of experience for players whatever engine they use, e.g. if you need the torch in an area in FQ, you'll need it in DP.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
A screenshot bonanza:
"The Gate" : minus rubble from the building it's part destroyed. Will be replaced at a later date.
The entrance to the church and graveyard.
The church and graveyard with the school beyond
Church's stainglass windows.
Inside the church from the pulpit to the entrance.
Back gardens from the longest terrace of houses. Only currently lit by torchlight, will be lit, at least partially, by street lights along the alley to the left.
The meeting of two alleys at the corner of two terraces of houses. At the rear is the start of the raised railway line.
"The Gate" : minus rubble from the building it's part destroyed. Will be replaced at a later date.
The entrance to the church and graveyard.
The church and graveyard with the school beyond
Church's stainglass windows.
Inside the church from the pulpit to the entrance.
Back gardens from the longest terrace of houses. Only currently lit by torchlight, will be lit, at least partially, by street lights along the alley to the left.
The meeting of two alleys at the corner of two terraces of houses. At the rear is the start of the raised railway line.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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Error - InsideQC Staff
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- Location: VA, USA
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