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Postby Chip » Sun Apr 10, 2011 11:24 pm

Damn!... :?
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Postby MasterSplinter » Mon Apr 11, 2011 1:44 pm

I've been working with ZTurtleMan upon getting this new game going:

Image

IOQuake3 engine... inspired by TMNT and Sonic Robo Blast 2.

We currently have a dedicated Dark Places server: DPMaster.SplinterTown.org

Image Image Image
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Postby Dr. Shadowborg » Wed Apr 13, 2011 12:48 am

Nearly done making graphic assets for my DSTrek project. (this is using a modified quake palette incidentally)

http://tlb.quakedev.com/PICS/misc/lower_example_doublesize.png

Note the LCARS-ish style. This is because TOS and TMP-eras rarely give enough computer interface screenshots to work off of.

This is a mockup of what the lower screen would look like, along with the completed sprites. (yes, I intend to make use of touch screen. Displayed on the SRS area are Enterprise, Klingon, Starbase, Klingon Base, Star, Destroyed Star, Black Hole, Nebula, Photon torpedo, Quantum torpedo, Plasma torpedo, and five different planets.)

Going to be working on the upper screen mockup next, the galaxy chart will normally be on the upper screen, when you have the warp / data dialogs up, the galaxy chart and SRS will swap positions for ease of selecting where you want to go. SRS movement is done by simply touching the stylus on where you want to go.

Also note BEAMS tab instead of Phasers. This is for later enhanced versions where you can use non-Starfleet ships. (Vor'cha attack cruiser anybody? :twisted: )
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Postby Nahuel » Wed Apr 13, 2011 3:51 pm

leileilol wrote:OOPS! Oops


Image


.........oops.





Lilith's next.

:shock: :shock:
It´s Great!!!!!!!!!!!!!!!!!!
hi, I am nahuel, I love quake and qc.
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Postby Urre » Wed Apr 13, 2011 11:12 pm

I feel bad for not doing any Quake stuff anymore, but I still feel like this is my home so I want to show off stuff I've been working on to you guys although it's not Quake related. Quake is still in my heart though, and we had another previous Quake mapper on this as well, so it kind of counts? :D

http://www.youtube.com/watch?v=4HCD97njZxw

It's weird in a way to post in this thread considering it's out, but I can't really talk about stuff like this until, well, it's out...
I was once a Quake modder
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Postby Downsider » Wed Apr 13, 2011 11:42 pm

Urre wrote:I feel bad for not doing any Quake stuff anymore, but I still feel like this is my home so I want to show off stuff I've been working on to you guys although it's not Quake related. Quake is still in my heart though, and we had another previous Quake mapper on this as well, so it kind of counts? :D

http://www.youtube.com/watch?v=4HCD97njZxw

It's weird in a way to post in this thread considering it's out, but I can't really talk about stuff like this until, well, it's out...


You made those maps?
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Postby frag.machine » Thu Apr 14, 2011 12:47 am

Dont' feel bad at all, Urre. Personally, I'm very happy to see some Quake veterans being well succeeded in the industry. :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby leileilol » Thu Apr 14, 2011 12:54 am

You got paid to combine evile... with evil?!

(i don't like Portal or The Ball :()
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Postby Urre » Thu Apr 14, 2011 12:23 pm

No we didn't get paid, I'm attending a game-dev school and managed to get a spot on the team making this together with another classmate, meanwhile the rest of the class did level design theory, so yay!

Downsider: I was one of the level designers (did some scripting too), we were 5 level designers, 7 in total with the programmer and modeler. Considering the old-school style approach we had at making it I guess I should call it mapping rather than level design :)
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Postby dreadlorde » Thu Apr 14, 2011 2:09 pm

That looks pretty awesome, Urre. I loved Portal and The Ball. I'll have to check this Potato Sack out.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

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Postby goldenboy » Thu Apr 14, 2011 6:45 pm

Image

Stuff.
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Postby negke » Fri Apr 15, 2011 8:00 am

Black torches. gb or mh fix required.

Urre: awesome stuff!
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Postby frag.machine » Fri Apr 15, 2011 11:41 pm

Ohh, e1m2rmq... Are these dead bodies solid and/or gibbable ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Downsider » Sat Apr 16, 2011 12:09 am

Urre wrote:No we didn't get paid, I'm attending a game-dev school and managed to get a spot on the team making this together with another classmate, meanwhile the rest of the class did level design theory, so yay!

Downsider: I was one of the level designers (did some scripting too), we were 5 level designers, 7 in total with the programmer and modeler. Considering the old-school style approach we had at making it I guess I should call it mapping rather than level design :)


Very cool. I like the way Portal looks on Unreal. Good job, mate, I might actually pick up The Ball just to see what Portal looks like on UE3 now. Consider yourself a useful asset to their marketing department.
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Postby goldenboy » Sat Apr 16, 2011 8:51 am

Frag machine: They're dead NPCs.

RMQ has no gibbable bodies atm. Yet?
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