What are you working on?
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Re: What are you working on?
It's shaping up nicely, Ajay.
Seven, that's pretty much how I thought it would look. Nice work.
As for me:

Does anyone wanna try?
Seven, that's pretty much how I thought it would look. Nice work.
As for me:

Does anyone wanna try?
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
I've done DOS conchars a long time ago. It gets old pretty quick as is so I had to enhance it with hints of shading.. I even did those special ASCII chars.
I also ported the VGA variation to Darkplaces where it could be loaded as a taller font. I never released it, but I could probably dig it up and post it.
I also ported the VGA variation to Darkplaces where it could be loaded as a taller font. I never released it, but I could probably dig it up and post it.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
Yes, I've done it mostly for removing external file dependencies in the engine.
The fun part was choosing characters to replace the sliders, golden brackets, and horizontal divider. I've also decided to keep it as monochromatic as possible, only changing color for the repeated groups of characters.
The fun part was choosing characters to replace the sliders, golden brackets, and horizontal divider. I've also decided to keep it as monochromatic as possible, only changing color for the repeated groups of characters.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
Been slowly adding stuff i knew worked into Vanilla Doom3. This time it atleast seems that i prevented the ATI bug my previous builds had in fact this is the fastest Doom3 in existance
http://code.google.com/p/realm/downloads/detail?name=Doom3-special-delivery.7z&can=2&q=
It uses Atomic intrinsics for thread handling (originally it was using omp but it was extremely unstable with the Windows port i made so i rolled some code of my own).
I think you're gonna like this
http://code.google.com/p/realm/downloads/detail?name=Doom3-special-delivery.7z&can=2&q=
It uses Atomic intrinsics for thread handling (originally it was using omp but it was extremely unstable with the Windows port i made so i rolled some code of my own).
I think you're gonna like this
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: What are you working on?
reported as very fast on win7 i guess from qbism has but also as not working on xp (not a valid win32 executable) from a user on doom3world.
seems msvc 2012 does not support xp at all cause i had the same problem with other exe files on xp.
seems msvc 2012 does not support xp at all cause i had the same problem with other exe files on xp.
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: What are you working on?
http://code.google.com/p/realm/downloads/detail?name=Release.7z&can=2&q=
Windows XP build.
Microsofts 2012 and later compilers do not support it natively but this should Work.
Took a lil fiddling with the linker vars
Windows XP build.
Microsofts 2012 and later compilers do not support it natively but this should Work.
Took a lil fiddling with the linker vars
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: What are you working on?

Burnt out - on fire- car test #1

Burnt out - on fire- car test #2 (better, but still tweaking to go)

best so far

same from a different angle
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
Looks good.
Tbh a fire such as that would probably light the entire street reddish, though.
Tbh a fire such as that would probably light the entire street reddish, though.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
Hello reckless,
Thank you that you still care about the poor Win XP users
Yes, Microsoft 2012 compilers tells us to update to a new OS.
And I think that Win7 is really a good choice.
... if only the installation and settings of all the additional software would be quicker.
Hello ajay,
Your fire looks good already.
It is always good to add as much variation into it as possible.
In my small experience, variation is the key for particle effects (especially fire).
For example, you can add variation in effectinfo.txt via:
- tex 0 7
This uses 8 different particle textures (the first row of particlefont.tga) randomly
- size 10 25
This will spawn the particles in a range of the guven values randomly
- alpha 120 70 75
This will spawn the particles with a different transparency (first 2 values) randomly
- originjitter 30 30 30
This will spawn the particles in an area with 30 units borders
The textures you are currently using are round shaped with a border.
The first row of the Nexuiz particlefont would maybe fit better for fire.
It has frayed borders and is not round.
That gives the flame like structures. (Or use existing 32 bit flame textures, which are available in the internet)
You can add multiple effect blocks with the same effect name if you want.
DP will use them all together (parallel).
You can for example (like Chip did it) use one for the flames, one for the smoke and one for sparks.
Below is a screen from slightly modified Chip´s fire with Nexuiz particlefont.tga.

Thank you that you still care about the poor Win XP users
Yes, Microsoft 2012 compilers tells us to update to a new OS.
And I think that Win7 is really a good choice.
... if only the installation and settings of all the additional software would be quicker.
Hello ajay,
Your fire looks good already.
It is always good to add as much variation into it as possible.
In my small experience, variation is the key for particle effects (especially fire).
For example, you can add variation in effectinfo.txt via:
- tex 0 7
This uses 8 different particle textures (the first row of particlefont.tga) randomly
- size 10 25
This will spawn the particles in a range of the guven values randomly
- alpha 120 70 75
This will spawn the particles with a different transparency (first 2 values) randomly
- originjitter 30 30 30
This will spawn the particles in an area with 30 units borders
The textures you are currently using are round shaped with a border.
The first row of the Nexuiz particlefont would maybe fit better for fire.
It has frayed borders and is not round.
That gives the flame like structures. (Or use existing 32 bit flame textures, which are available in the internet)
You can add multiple effect blocks with the same effect name if you want.
DP will use them all together (parallel).
You can for example (like Chip did it) use one for the flames, one for the smoke and one for sparks.
Below is a screen from slightly modified Chip´s fire with Nexuiz particlefont.tga.

- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
Cheers Seven, that's really helpful guidance. Already implemented some of it, with good effect. Thanks again, ajay
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
That fire sure looks purty m8
nice.
Heh and better win7 than win8 WHO ever in there right mind would want to put there greasy mits on the screen to do stuff that they can do so much quicker with a mouse is beyond me
Sadly XP Looses all update support in 2014 so Things will probaly go downhill from there, ofc you can still use it for software that supports it but that might change rather fast also.
Theres a new build on my realm site which is stable now
. XP build will be up soon 2.
Heh and better win7 than win8 WHO ever in there right mind would want to put there greasy mits on the screen to do stuff that they can do so much quicker with a mouse is beyond me
Sadly XP Looses all update support in 2014 so Things will probaly go downhill from there, ofc you can still use it for software that supports it but that might change rather fast also.
Theres a new build on my realm site which is stable now
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: What are you working on?


Test of both a damaged car and fire placed in the main level. Pretty pleased with both for now.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
ajay, your fire doesn't seem to have a focal point that you might expect from a fuel-line fire in a car or whatever, so I'm not really sure what's actually on fire.
the fire's light radius seems better though
also, for the luls

(console embedded in a csqc widget displaying image, xmpp plugin showing a conversation+voip phone call with a linux version of pidgin, two additional game views though from the same perspective as the normal view, an extra spare console window with a third console, and a lame setup menu with lots of omissions and a hue-based player colour selector instead of palette colours).
yay cqsc.
the fire's light radius seems better though
also, for the luls

(console embedded in a csqc widget displaying image, xmpp plugin showing a conversation+voip phone call with a linux version of pidgin, two additional game views though from the same perspective as the normal view, an extra spare console window with a third console, and a lame setup menu with lots of omissions and a hue-based player colour selector instead of palette colours).
yay cqsc.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
lol, csqc pr0n!
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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