What are you working on?
Moderator: InsideQC Admins
Not quake related but, I downloaded devkitARM and PALib in order to hammer some C/C++ into my head.
I've been making some sprites for this unnamed DS project...
http://tlb.quakedev.com/PICS/misc/DST_SRS_spr.png
These are 16x16, I bet most kids these days can't guess what this will be for...
I've been making some sprites for this unnamed DS project...
http://tlb.quakedev.com/PICS/misc/DST_SRS_spr.png
These are 16x16, I bet most kids these days can't guess what this will be for...
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Dr. Shadowborg wrote:These are 16x16, I bet most kids these days can't guess what this will be for...
Indeed. SRS = short range scan = OMG TEH CLASSIC GAEM OF STAR TREK ON TEH DS!
crap i've spoiled it. but the DS would be perfect for it with the srs on top screen
I had the weird idea of implementing the same game within QuakeC once. but in a virtual bridge, with loads of entities representing visuals
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
This weekend I will be re-sizing road textures for eQ, a not altogether difficult task, though the bends will be tricky. I've known it's been needed for some time, but making videos last weekend just hammered it home to me. The yellow lines and drains etc are far too large, just running round the map isn't too much of a problem, but as soon as you put enemies in it's obvious as they look ludicrously small in comparison.
Another job to do, again one I've known that's needed to be done, is to replace the placeholder lamppost with something both thinner, more realistic and less blocky.
Once they're both done, it's time to open the 'east' of the map and see just how big I can make it...
Another job to do, again one I've known that's needed to be done, is to replace the placeholder lamppost with something both thinner, more realistic and less blocky.
Once they're both done, it's time to open the 'east' of the map and see just how big I can make it...
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Downsider wrote:Galaga clone?
Good guess but no. Neither sprite really looks like something from Galaga, and only the Enterprise sprite bears a passing resemblance to the ship from Galaxian.
leileilol wrote:Dr. Shadowborg wrote:These are 16x16, I bet most kids these days can't guess what this will be for...
Indeed. SRS = short range scan = OMG TEH CLASSIC GAEM OF STAR TREK ON TEH DS!
crap i've spoiled it. but the DS would be perfect for it with the srs on top screen
I had the weird idea of implementing the same game within QuakeC once. but in a virtual bridge, with loads of entities representing visuals
Spot on target here.
Dammit, your good.
I'll probably start with doing a "classic" version incorporating most of the features from EGATrek and a few from Visual Star Trek (VGATrek). After that the "enhanced" version with freelancer mode and multiple playable ship types gets brought out...
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
I've just written a gibbable corpses tutorial that allows for semisolid corpses in vanilla quake -- shouldn't require any special engine support. The player can shoot the corpses normally, but his movement is not impeded by them at all. I still have two bugs to fix, though.
Speaking of which... does anyone know if player frames (i.e. player_axe3) are run between PlayerPreThink and PlayerPostThink? That's the only reasonable way I can explain why the axe doesn't hit corpses and the lightning gun only hits when its attack first starts (not while holding down the button).
After I solve these bugs (or perhaps before), I'm going to test if this semisolid method works for solid bsp objects. If so, that will allow for the creation of team-friendly walls that let allies pass but block enemies.
Imagine a game of Mutant where the mutants can pass through certain walls but the humans cannot. That would be cool.
Other examples are TF and CTF. No more problems with enemies getting through team doors.
Speaking of which... does anyone know if player frames (i.e. player_axe3) are run between PlayerPreThink and PlayerPostThink? That's the only reasonable way I can explain why the axe doesn't hit corpses and the lightning gun only hits when its attack first starts (not while holding down the button).
After I solve these bugs (or perhaps before), I'm going to test if this semisolid method works for solid bsp objects. If so, that will allow for the creation of team-friendly walls that let allies pass but block enemies.
Imagine a game of Mutant where the mutants can pass through certain walls but the humans cannot. That would be cool.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
Great work on that tut for the gibbable corpses would be perfect once you fix the bugs you mentioned (that non-solid walls becomes a big one lol).
As I don't have a full understanding of the engine, I always thought if one made the height "hit box" of the corpse very small it would allow the player to step on and over - like a stair. Like on E1M2 those steps at the start they don't slow you down. However does the engine "stop" a player regardless of him hitting a hitbox?
As I don't have a full understanding of the engine, I always thought if one made the height "hit box" of the corpse very small it would allow the player to step on and over - like a stair. Like on E1M2 those steps at the start they don't slow you down. However does the engine "stop" a player regardless of him hitting a hitbox?
- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
Well the func_wall bug only affects walls with the semisolid feature. Shouldn't hurt other walls.
As for stepping on bodies, there's a few options. One involves adding the FL_ONGROUND flag when the player touches the corpse, which if I remember right allows him to step onto it. However, this allows bodies to block doorways and my have other issues. Another is to simply make bodies gib when touched by a player (kicking corpses), so they're never in the way.
I'm sure I can get my system fixed though...
As for stepping on bodies, there's a few options. One involves adding the FL_ONGROUND flag when the player touches the corpse, which if I remember right allows him to step onto it. However, this allows bodies to block doorways and my have other issues. Another is to simply make bodies gib when touched by a player (kicking corpses), so they're never in the way.
I'm sure I can get my system fixed though...
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
Working on a Crysis 2 parody... more infos to follow soon. Since I'm new in the board I'm wondering where project ideas/project progress infos can be posted?
EDIT: What I mean is where can you present your project if you are looking for possible new members.
Anyway, great forum you have here and nice tutorials on the main page
EDIT: What I mean is where can you present your project if you are looking for possible new members.
Anyway, great forum you have here and nice tutorials on the main page
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
- s87
- Posts: 8
- Joined: Wed Mar 30, 2011 7:47 am
- Location: Germany
s87 wrote:Working on a Crysis 2 parody... more infos to follow soon. Since I'm new in the board I'm wondering where project ideas/project progress infos can be posted?
EDIT: What I mean is where can you present your project if you are looking for possible new members.
Anyway, great forum you have here and nice tutorials on the main page
Welcome aboard.
I think it's okay to show up a screenshot or two of your current work right here, unless you have enough stuff that justify to pull a new thread. But that's what I think, not a strict rule.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
s87 wrote:Working on a Crysis 2 parody... more infos to follow soon. Since I'm new in the board I'm wondering where project ideas/project progress infos can be posted?
EDIT: What I mean is where can you present your project if you are looking for possible new members.
Anyway, great forum you have here and nice tutorials on the main page
Gameplay and Design ?
What are you working on? ?
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Created some video showing the current stage of development and opened a new thread discussing the goals/design and recruiting options 
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
- s87
- Posts: 8
- Joined: Wed Mar 30, 2011 7:47 am
- Location: Germany
i don't think recruiting will be effective here. for one thing, all we're ever experienced with is a engine that is 15 years old
though on the rare exception here i have wider experience (darkstar, build, doom, unreal1/2/3, idt3) but it doesn't really matter for cryengine3
though on the rare exception here i have wider experience (darkstar, build, doom, unreal1/2/3, idt3) but it doesn't really matter for cryengine3
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Who is online
Users browsing this forum: No registered users and 1 guest

