What are you working on?
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I personally hope no one ever makes a WW2 mod. (I know there have been a few already) I'm sick of it.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Re: CoD
..Not sure why you would even think that... Specially considering I do believe he is making this mod with Darkplaces as the target engine. Although its based from the quake engine source its now closer to doom 3 like effects and possible looks coupled with the power of good old qc make for endless possibilities. It ain't your daddy's quake engine...
Chip wrote:Although, the future could look rather bleak with the Quake engine. Eh, time will decide.
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
Another video of the tank game. Nothing much new shown in this, but I did do alot which is not shown in there.
http://www.youtube.com/watch?v=ZVcW0BmCQSs
For starts I brought the projectile it fires into csqc, this allowed me to do a distance based sound. If you are far away you would hear a muffled, more realistic distant explosion which would sound much like an ambient noise.
I made use of DP's effect info to include dirt effects when it drives (kicks up dirt behind it). It also now has a blast of smoke at the turret when you fire. The last thing I did effect wise was make a flame thrower
I got most of the gametype done (simple round based mode) and its almost ready to be play-tested a little. Its getting quite fun now
http://www.youtube.com/watch?v=ZVcW0BmCQSs
For starts I brought the projectile it fires into csqc, this allowed me to do a distance based sound. If you are far away you would hear a muffled, more realistic distant explosion which would sound much like an ambient noise.
I made use of DP's effect info to include dirt effects when it drives (kicks up dirt behind it). It also now has a blast of smoke at the turret when you fire. The last thing I did effect wise was make a flame thrower
I got most of the gametype done (simple round based mode) and its almost ready to be play-tested a little. Its getting quite fun now
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
Tank game looks nice. The grass texture could have some tweaks. Have you used clone brush on it? There's 2 very similar looking grass areas near each other.
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I've decided to make my own game engine, as I was rather unsatisfied with existing engines.
So far I've managed to get DirectInput and OpenGL initialized, use keyboard with DirectInput and render a square to the window using OpenGL. Pressing arrowkeys makes the square render in wireframe / filled with colour. I'll be showing something when I get it do something more interesting.
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I've decided to make my own game engine, as I was rather unsatisfied with existing engines.
So far I've managed to get DirectInput and OpenGL initialized, use keyboard with DirectInput and render a square to the window using OpenGL. Pressing arrowkeys makes the square render in wireframe / filled with colour. I'll be showing something when I get it do something more interesting.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
*looks around* I'll let ya in on a secret.... its not my texture... I stole it from DiD2
Its not staying in there by no means. Just needed some filler.
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
More work on my programming.. Now I can move the square around the view. It's also possible to do multiple actions at the same time. Unfortunately this code is not very good. Every key press will make the program use more memory. Also the program Release build crashes into a key press.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Hee! I solved these silly errors and now the program is more interesting and interactive!
gengish 20090401_02 - I've included the source code in this too..
Instructions:
F1 = change rendermode
Enter = set the square ingame/reset back to start
Space = "jump"
Arrow keys = move around
Right Control = spawn a rotating triangle!
gengish 20090401_02 - I've included the source code in this too..
Instructions:
F1 = change rendermode
Enter = set the square ingame/reset back to start
Space = "jump"
Arrow keys = move around
Right Control = spawn a rotating triangle!
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
TeamFortress Live
bug reports welcome
Can be adapted to direct the plugin to download+start a custom map, mod, or join a server.
Need to find a better way to find existing q1 game data.
bug reports welcome
Can be adapted to direct the plugin to download+start a custom map, mod, or join a server.
Need to find a better way to find existing q1 game data.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
It works in Firefox, I tested it the other week. I am also pleased to note that it doesn't put Quake on your system if you don't have it =)
...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
Urre wrote:What plugin does it use? Chrome says there's no plugin :(
It uses an [url="http://avirox.amnesiagames.com/Amnesia/fortressLive/npqtv.xpi"]xpi file[/url] so its easier for firefox users.
I'm not sure how much of the npapi chrome actually supports, tbh.
But hey, an xpi file is just a zip. Rename it (easier), open it up, grab the dll, and shove it in the right place in your chrome directory, and it might work. Or do nothing. Or it might crash spectacularly!
It does run in opera (again awkward to install). However the main target at the moment is firefox, because I'm too lazy to make an .exe installer.
There's an issue with Opera in that it ignores mouse clicks outside the plugin while its running. I do know why, but I've no idea how to fix it correctly. I severely doubt google chrome has the same issue though.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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