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Re: What are you working on?

Postby hogsy » Sat Mar 23, 2013 10:23 pm

We decided to make the old change-log for OpenKatana public today. Not sure if anyone will honestly bother reading the entire thing but it lists just about everything we worked on during 2012, though I know some stuff in there is missed as we had some moments when we didn't bother adding things to the list.
I suppose it also gives you an idea of how messy work was over the last year but how much time we dedicated to it at the same time :)

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Re: What are you working on?

Postby Nahuel » Sun Mar 24, 2013 5:43 pm

i am working in a little project with a friend called "dead morning" is a short , open art, open source, puzzle based horror game in first person :)

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hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby goldenboy » Mon Mar 25, 2013 12:37 am

Image

Image

The other stuff I work on isn't so show-offable atm.
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Re: What are you working on?

Postby Baker » Mon Mar 25, 2013 2:26 am

hogsy wrote:Not sure if anyone will honestly bother reading the entire thing but it lists just about everything
I did :D

When reading your engine changelog, the main thought that comes to my mind "aggressive goals means there is always so much to be done". It is interesting to see how different the things that influence your goals are than most of the "Quake" engines originated engines.

You and your team clearly have a "not Quake at all point-of-view" that focuses on capabilities of Q2 and beyond and non-Quake games.
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Re: What are you working on?

Postby Seven » Mon Mar 25, 2013 8:08 pm

Hello hogsy,

I am also one of those people, who writes down every step and progress.
Writing things like these will surely be helpful one day; and if not, you will sit back in 2 years, after all the work is done, and read through it
with a smile on your lips. And all the pain and gain is running through your mind again... now that you see your beloved project finished.


Hello Nahuel,

I am no mapper, so I am not sure how much effort sticks in all those neat little details.
But I like these details on your screenshot.
The light from the lamps, the shadow on the window+stairs, the stones on the wall and the grass on the floor.


Hello gb,

I just had a dejavu. :)


This thread is always full of small suprises for me and I enjoy visiting it regularly.
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Re: What are you working on?

Postby Nahuel » Tue Mar 26, 2013 2:32 am

Seven wrote:
Hello Nahuel,

I am no mapper, so I am not sure how much effort sticks in all those neat little details.
But I like these details on your screenshot.
The light from the lamps, the shadow on the window+stairs, the stones on the wall and the grass on the floor.
.

Hello seven :) i am not mapper , and this is my first work that i will release, the mapping for a realistic enviroment is -i believe- very different to a quake ambient. I think is more simple, but with a lot of model props and details in brushes (not complex arquitecture ni insane lovecraftians structures). This is a very early screenshoot :) After i added decals and details in the buildings, I incorporated my rlights editor to my project ( i press f7 everything is freezed and the editor starts, but something advanced than the released in quakeone, for example with cubemaps and angles supports) to do easy the mapping :)
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?

Postby Julius » Thu Mar 28, 2013 10:22 pm

Nahuel wrote:i am working in a little project with a friend called "dead morning" is a short , open art, open source, puzzle based horror game in first person :)

Image


Looks great, and "open art & open source" sounds even better! Maybe some things from http://www.opengameart.org can help you? Or head over to our community of FOSS game development enthusiasts at http://www.freegamedev.net ! Got some more details on the project? I would love to make a blog post on freegamer.blogspot.com about it!
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Re: What are you working on?

Postby stoleYourBike » Sat Mar 30, 2013 12:49 am

pew pew
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Re: What are you working on?

Postby r00k » Sat Mar 30, 2013 1:16 am

is that a phaser in your pocket?
would make a noce sub for the useless nailgun
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Re: What are you working on?

Postby ceriux » Sat Mar 30, 2013 1:33 am

im about to animate and compile this to mdl for mabuse.

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Re: What are you working on?

Postby xaGe » Sun Mar 31, 2013 7:12 am

..I haven't been around much since I couldn't log into the forums so it was nice to catch up on all the threads. It was nice to see your Alteria progress/news update Irritant. I hope the game play is as nice as the visuals in those screenshots. :D


Irritant wrote:The other project which I've been spending time on, is a complete revamp of Alteria, using the CRX engine. This is in it's *very* early stages, so not a lot to show yet. It will probably be a several year project. For those who don't remember Alteria, I released this back in 2001/2002 using an engine based on the Q1 source, and some of I think MHQuake's particle system, and quite a few other changes.
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Re: What are you working on?

Postby Hectate » Thu Apr 04, 2013 3:26 am

Another step closer - I've been modifying DP (engine-side, not QC) to fit what I want to try and to learn some programming. Thanks to the easy record a video feature of DarkPlaces, I have proof!

http://www.youtube.com/watch?v=UflwlAum4as
I'm working on a Quake engine based game. The goal is a flight-based racing game. This is the current state of the game - I've gotten some of the view alterations completed. You can see that it's possible to look around independent of the ship's motion, while the motion still impacts your view. It's a little jerky because the mouse was used for looking around and I was using the keyboard for steering. Ideally it would be a joystick+mouse combination to smooth out the movement somewhat. That and all the settings need to be tweaked.

This mod is based off of the DarkPlaces Quake engine: http://icculus.org/twilight/darkplaces/

As mentioned in the description, the keyboard makes it a bit jerky. The solution will be to either use a joystick, apply some smoothing interpolation to the keyboard input, or (best choice) do both. I believe DP has support for hat switches through SDL so that'll be something to implement instead of mouselook. I need to dig up the joystick I'm sure I have around here somewhere (is it even USB? I have no idea lol).
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Re: What are you working on?

Postby Seven » Sat Apr 06, 2013 8:17 am

Hello stoleYourBike,

I also saw your youtube clip with your new gun in action.
Really nice gun, animation and projectiles.
Thank you for your work and download for sharing it.

It reminds me a tiny little bit of the standard weapon in Unreal.

stoleYourBike wrote:pew pew
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Re: What are you working on?

Postby scar3crow » Sat Apr 06, 2013 7:58 pm

I've been mostly writing for either truepcgaming.com or my own domain, scar3crow.com
I also took 15 minutes to try and make the Quake symbol using the Black Ops 2 emblem editor... http://imgur.com/ttASVQK

Honestly, I've been focused on my daily personal life, mostly my day job. But I felt like sharing for a moment.
...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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Re: What are you working on?

Postby Baker » Wed Apr 10, 2013 2:15 am

I love how Visual Studio 2012 Express Edition is a 6 hour download (4.2 GB or something).

They even trick you with allowing you to download an .iso which is 600 MB, which just launches a web installer ... I wonder what day of the week it will finish?

But I want the availability to try a 64-bit build on Windows and in 2008/2010 the express edition can't do that. And I'm not aware of an easy 64-bit Mingw for CodeBlocks --- if MinGW can even do 64-bit (?). I'll let pioneers take the arrows in the back for MinGW 64. I don't feel like Cygwin hell trying to figure out the trillion different library combinations that might happen to be right.
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