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Postby ceriux » Fri Jan 02, 2009 4:12 am

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Postby Baker » Fri Jan 02, 2009 12:32 pm

Some recent stuff I've seen:

Image

/I tried to prod one of these individuals to show off the skins here, to no avail.
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Postby mh » Mon Jan 05, 2009 12:38 am

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.
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Postby leileilol » Mon Jan 05, 2009 7:34 am

it'd be cool if you could like, do build-style game hud with it, have cvars configured to track certain local floats of the client entity so mods could set ammo types and maxes by hud cfg appropriately
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Postby Baker » Mon Jan 05, 2009 11:04 am

mh wrote:Scriptable HUD layouts.


I want centerprint markup language or something to expose a lot more fun in centerprinting.

Here in a few months, I no doubt will start doing some research on this.
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Postby xaGe » Mon Jan 05, 2009 11:26 pm

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! :lol:

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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Postby Electro » Tue Jan 06, 2009 9:49 am

That's awesome mh.

PS. where's hlsl support? :twisted:
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Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
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Postby mh » Tue Jan 06, 2009 9:55 am

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! :lol:

mh wrote:Scriptable HUD layouts...
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.

COBOL! :twisted:

Nah, it's just all cfg files and cvars. :D
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Postby mh » Tue Jan 06, 2009 10:18 am

Electro wrote:That's awesome mh.

PS. where's hlsl support? :twisted:

Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL. :D
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Postby goldenboy » Tue Jan 06, 2009 12:41 pm

@Baker: Your minimap picture of e1m3 is the wrong way around, at least if it looks like that in the game.

;-)
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Postby Baker » Tue Jan 06, 2009 1:08 pm

goldenboy wrote:@Baker: Your minimap picture of e1m3 is the wrong way around, at least if it looks like that in the game.

;-)


Shhhh. No one was supposed to notice that ;)
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Postby mh » Tue Jan 06, 2009 5:41 pm

mh wrote:
Electro wrote:That's awesome mh.

PS. where's hlsl support? :twisted:

Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL. :D

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. :D

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. :D

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
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Postby GiffE » Wed Jan 07, 2009 9:23 pm

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 :D (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.
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Postby ceriux » Thu Jan 08, 2009 3:00 am

- for shadow :)



Image
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Postby frag.machine » Fri Jan 09, 2009 4:05 am

Very early stages of QVUE, my new project which is a Quake model viewer/editor:

Skin viewer (showing vertices and triangles):
Image

Some basic header model editing facilities (model saving not implemented yet):
Image

Frame group loading support:
Image

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:
Image
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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