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Postby scar3crow » Sat May 21, 2011 2:47 am

I love coffee_move, the simplicity is grand, "they're essentially blind, so treat them like the blind, make handrails".

What am I working on?
I'm working full time testing cell phone games, it... pays the bills. In my tiny bit of spare time I'm working on a DarkPlaces project with a few people, doing design, project management and mapping.

I'd show screenshots, but then I'd have to upload them somewhere.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby Irritant » Sat May 21, 2011 4:23 am

Working on getting my vegetation shaders to cast shadowmaps...very early on, but making some headway...

Image
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby dreadlorde » Wed May 25, 2011 9:28 pm

currently working on sys_plan9.c. It's coming along, just very slowly.

edit: I wish Carmack would have listen/been informed of a revelation from Rob Pike from 1989[1]:
Simple rule: include files should never include include files. If instead they state (in comments or implicitly) what files they need to have included first, the problem of deciding which files to include is pushed to the user (programmer) but in a way that's easy to handle and that, by construction, avoids multiple inclusions. Multiple inclusions are a bane of systems programming. It's not rare to have files included five or more times to compile a single C source file. The Unix /usr/include/sys stuff is terrible this way.

There's a little dance involving #ifdef's that can prevent a file being read twice, but it's usually done wrong in practice - the #ifdef's are in the file itself, not the file that includes it. The result is often thousands of needless lines of code passing through the lexical analyzer, which is (in good compilers) the most expensive phase.

Just follow the simple rule.


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[1]http://www.lysator.liu.se/c/pikestyle.html
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Postby goldenboy » Mon May 30, 2011 3:05 pm

Image

Making grass suck less (this first try uses "fence textures")
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Postby Chip » Mon May 30, 2011 3:13 pm

goldenboy wrote:Making grass suck less (this first try uses "fence textures")


That grass looks great! Makes a nice addition to outdoor maps.
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Postby goldenboy » Mon May 30, 2011 3:22 pm

Chip wrote:
goldenboy wrote:Making grass suck less (this first try uses "fence textures")


That grass looks great! Makes a nice addition to outdoor maps.


It still has problems...

Image
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Postby goldenboy » Mon May 30, 2011 4:43 pm

Actually, forget that shit I posted above...

Image

That's it! 8)
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Postby revelator » Mon May 30, 2011 4:48 pm

:shock:

very nice :)
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Postby Chip » Mon May 30, 2011 4:51 pm

Now, you need some shadows, and you're done! :D
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Postby mh » Mon May 30, 2011 4:54 pm

don't mention the shadows!!! :lol:
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Postby Nahuel » Mon May 30, 2011 4:55 pm

very beauty grass!!!!!!!!
Excuse me for the noob question, but: It is a model ?
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Postby Spirit » Mon May 30, 2011 5:16 pm

No, it is an oriented sprite (or two rather, by the looks of it). Looks fantastic, sprites are something I really look forward to in custom maps. They can enable the addition of detailed looking things without having to sculp them (cables etc).
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Postby goldenboy » Mon May 30, 2011 5:21 pm

Fence textures, as I said. RMQ feature. Two brushes.

Soon to become sprites and/or models.

Need more textures. Really hard to find these. Also hard to make.

edit: The latter version is the same as the first shot, just texture reworked and using entity alpha in addition.

Crysis mapping paid off.
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Postby Spirit » Mon May 30, 2011 6:01 pm

Oops, I always thought those fence textures were sprites already. Good to hear that sprites will be there indeed. 8)
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Postby mh » Mon May 30, 2011 6:56 pm

IQM support in RMQ.

Image

Lit, textured, animated, multiple mesh support, $frame compatibility, slow as treacle (see http://mhquake.blogspot.com/2011/05/iqm ... -2-of.html for the reason why).
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