Forum

What are you working on?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: What are you working on?

Postby hogsy » Mon Oct 21, 2013 9:03 am

jim wrote:hogsy: Looks pretty cool, like some of the levels in Unreal.


That's awesome to hear since Unreal has been a big inspiration for us when it comes to level design! I can't name the number of times I've just played the game simply for inspiration. Though for me and Eukos, we're also drawing a lot of inspiration in-regards to things such as lighting from screenshots of Prey from 1998 :lol:

For example...
Image

Also ignore the QuakeKatana SVN I posted up earlier, we're planning on making OpenKatana's/Katana's source-code open earlier and working Quake support into the main code-base instead, as somewhat of an example. This way everyone can contribute to it and OpenKatana as a whole can benefit at the same time. Everyone wins... Or that's the theory anyway :)
User avatar
hogsy
 
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK

Re: What are you working on?

Postby frag.machine » Mon Oct 21, 2013 12:59 pm

hogsy, can you tell me if there are significant differences in the alias model format from the original Quake ? I suppose since Daikatana is a hybrid Quake/Quake 2 engine it doesn't stray too much from the version 6 format, but never found any useful info about.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Postby hogsy » Mon Oct 21, 2013 2:03 pm

frag.machine wrote:hogsy, can you tell me if there are significant differences in the alias model format from the original Quake ? I suppose since Daikatana is a hybrid Quake/Quake 2 engine it doesn't stray too much from the version 6 format, but never found any useful info about.


If you're speaking specifically about when it still used the Quake engine, there were two different model versions that were based upon Quake's original model format that the Daikatana team developed. I can't remember the specifics since I haven't touched any of that in a while (in OpenKatana we're using the md2 model format) but from what I recall the first version simply didn't contain a stored texture and instead relied on an external one, and the second version loaded multiple textures from a packaged external texture-set and the file structure is a little different. I didn't get to look into the latter too much honestly, since we were only looking into supporting those when we first started development on OpenKatana.

As for the resultant game that used the Quake 2 engine, the model format is fairly similar to the original md2 format with a few minor changes. There should be some articles on the changes somewhere online but if you can't find them then I'm sure I could probably get away with posting some bits online myself considering parts of Daikatana's source-code have already been exposed openly online. Primarily, talking of the final game, Daikatana is primarily based on the Quake 2 engine with some code from Quake wedged back in some places purely so they didn't have to rewrite their own code.
User avatar
hogsy
 
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK

Re: What are you working on?

Postby ajay » Mon Oct 21, 2013 3:22 pm

frag.machine wrote:
ajay wrote:Finished (ish) the damaged end of the flats. Tired of trying to make semi-effectve rubble and lose walls etc., so I'll add tidying it up to the list of "things to do when it's done". Going to break from the flats, in spite of the more interesting internal aspects that need doing, to work on some fun stuff, though I haven't decided what yet.

http://earthquakemod.wordpress.com/2013 ... 9_10_2013/


You should try to use some "dirty" textures for the inner walls, the destroyed portions are looking too "clean" and uniform this way.


Can't argue with that. It's on my "To-Do-If-I've-Otherwise-Finished-It-And-I'm-Not-Fed-Up-With-It" List. It's a looooong list ;)
User avatar
ajay
 
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Postby jitspoe » Mon Oct 21, 2013 3:39 pm

I think I have no-navmesh random wandering functional to an acceptable degree. Bots don't ram into walls TOO often, and I've toned down the spazzing a bit.
jitspoe
 
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Postby ajay » Wed Oct 23, 2013 3:15 pm

Bit of self-indulgence (shock!) in latest blog. It's a video tour of the map, firstly just to play with video quality and secondly as it's useful to play videos back to notice stuff about the level you (well, I) don't always spot when playing it. (Especially lighting and how newer areas, while far from perfect, are much better than some original ones)
It's 8 minutes long, which considering there's no gameplay, most buildings aren't entered or explored fully, there's masses of places to add or complete and it's only a quick viewing, is indicative of the size of the map.

http://earthquakemod.wordpress.com/2013/10/23/836/
User avatar
ajay
 
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Postby Irritant » Thu Oct 24, 2013 3:23 am

Best to just show the trailer, too much to even write about...

http://red.planetarena.org/files/aatacticalpromo.wmv
http://red.planetarena.org - Alien Arena and the CRX engine
Irritant
 
Posts: 250
Joined: Mon May 19, 2008 2:54 pm
Location: Maryland

Re: What are you working on?

Postby leileilol » Fri Oct 25, 2013 11:28 am

Image
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Postby jitspoe » Fri Oct 25, 2013 8:40 pm

Irritant wrote:Best to just show the trailer, too much to even write about...

http://red.planetarena.org/files/aatacticalpromo.wmv

Cool. In what way were you sponsored?
jitspoe
 
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Postby Irritant » Sat Oct 26, 2013 1:31 pm

jitspoe wrote:
Irritant wrote:Best to just show the trailer, too much to even write about...

http://red.planetarena.org/files/aatacticalpromo.wmv

Cool. In what way were you sponsored?


Some are giving hardware prizes for tournaments, others paying for booths in shows like Dreamhack, among other things. Kingston put our logo and copy of the game on runs of their thumb drives, etc.
http://red.planetarena.org - Alien Arena and the CRX engine
Irritant
 
Posts: 250
Joined: Mon May 19, 2008 2:54 pm
Location: Maryland

Re: What are you working on?

Postby jitspoe » Mon Oct 28, 2013 8:11 pm

Irritant wrote:
jitspoe wrote:
Irritant wrote:Best to just show the trailer, too much to even write about...

http://red.planetarena.org/files/aatacticalpromo.wmv

Cool. In what way were you sponsored?


Some are giving hardware prizes for tournaments, others paying for booths in shows like Dreamhack, among other things. Kingston put our logo and copy of the game on runs of their thumb drives, etc.

Awesome.
jitspoe
 
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Postby leileilol » Mon Oct 28, 2013 8:58 pm

Image

mouth and nose suck. This is my first model in a long while
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Postby goldenboy » Wed Oct 30, 2013 12:58 am

nice, I like the colours.
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby frag.machine » Wed Oct 30, 2013 6:38 pm

Delphi + OpenGL = ph00n
Image
Image
Image
Image
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Postby leileilol » Thu Oct 31, 2013 2:25 am

Delphi.... So it's like an actually functional QuArK then?

It's nice that it pads the texture, instead of doing horrible round-down resampling like QuArK does.

I just hope clicking a vertex by accident in the 3d view doesn't spam a console error window about broken python functions :)
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest