What are you working on?
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Scriptable HUD layouts. It's pretty neat, I can almost exactly reproduce the classic status bar with it (the only difference is that it doesn't shunt over to the left for the mini-DM overlay), and as it's all controlled through cvars custom HUDs can be easily redistributed as cfg files, and modders could even specify a HUD layout through QC.
Pity there's so much hard-coded in the original engine that it would be a bit of a pain to go as far as being able to specify actual images.
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.
Pity there's so much hard-coded in the original engine that it would be a bit of a pain to go as far as being able to specify actual images.
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Umm.. WHO WON'T!? lol.. Unless its scripted in some kind of dead language that I won't be able to understand I'll use it @ least once, mabe thrice!
mh wrote:Scriptable HUD layouts...
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
That's awesome mh.
PS. where's hlsl support?
PS. where's hlsl support?
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
xaGe wrote:Umm.. WHO WON'T!? lol.. Unless its scripted in some kind of dead language that I won't be able to understand I'll use it @ least once, mabe thrice!
mh wrote:Scriptable HUD layouts...
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.
COBOL!
Nah, it's just all cfg files and cvars.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Electro wrote:That's awesome mh.
PS. where's hlsl support?
Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
mh wrote:Electro wrote:That's awesome mh.
PS. where's hlsl support?
Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL.
Speaking of HLSL, I've just been benchmarking Rendermonkey performance on my Intel 910-equipped laptop (I'm travelling this evening so I got nothing better to compare with). Was fully expecting something horrible, but I got about 200 FPS with software-emulated VS 2.0 and hardware PS 2.0 - wow!
If an Intel 910 can do this, I think I'm going to redefine what my "entry point" hardware is; I'd originally been planning on keeping a very basic fixed pipeline for the bad cards and a HLSL pipeline for the Real cards, but things have just changed rather dramatically.
This was with about 8000 triangles onscreen (it dropped to 40 FPS with about 80000 tris) - double wow!
This might be a case of dropping the fixed pipeline altogether and going HLSL all the way.
Next step will be to mock up a test that's closer to what a typical Quake scene is like (say 2000-4000 triangles with little or no shared verts, texturing and some colour) and see how that turns out.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Updated video of the tank game.
http://www.youtube.com/watch?v=jYLgYiuCfRA
Tanks now drive with WSAD, and aim with clicking.
Its actually playable now
(as a MP game). I restarted the menu code as my prior scripted menu code base was lost on an old hd (I am not going to make this one as detailed).
http://giffe-bin.net/media.php?id=39&type=1
One thing I could not figure out for the life of me is how to make a low, hilly terrain map in q3bsp. It just would compile and be the skybox only.
http://www.youtube.com/watch?v=jYLgYiuCfRA
Tanks now drive with WSAD, and aim with clicking.
Its actually playable now
http://giffe-bin.net/media.php?id=39&type=1
One thing I could not figure out for the life of me is how to make a low, hilly terrain map in q3bsp. It just would compile and be the skybox only.
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
Very early stages of QVUE, my new project which is a Quake model viewer/editor:
Skin viewer (showing vertices and triangles):
Some basic header model editing facilities (model saving not implemented yet):
Frame group loading support:
QuakeC wizard. Basically, open the model with QVUE and it will analyze the frames, detect the animations by name similarity and generate the corresponding QuakeC code:

Skin viewer (showing vertices and triangles):
Some basic header model editing facilities (model saving not implemented yet):
Frame group loading support:
QuakeC wizard. Basically, open the model with QVUE and it will analyze the frames, detect the animations by name similarity and generate the corresponding QuakeC code:

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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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