What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
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
Download
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
Download
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hogsy - Posts: 198
- Joined: Wed Aug 03, 2011 3:44 pm
- Location: UK
Re: What are you working on?
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


hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
I didhogsy wrote:Not sure if anyone will honestly bother reading the entire thing but it lists just about everything
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
Re: What are you working on?
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.
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.
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
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
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
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![]()
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!
- Julius
- Posts: 93
- Joined: Sun Aug 29, 2010 4:32 pm
Re: What are you working on?
is that a phaser in your pocket?
would make a noce sub for the useless nailgun
would make a noce sub for the useless nailgun
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: What are you working on?
im about to animate and compile this to mdl for mabuse.


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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
..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.
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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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Re: What are you working on?
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
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).
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).
- Hectate
- Posts: 8
- Joined: Mon Mar 11, 2013 12:38 am
Re: What are you working on?
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.
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
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
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.
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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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Re: What are you working on?
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.
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.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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