What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
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
For example...

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
-

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

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
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.
-

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

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
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?
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/
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/
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
Best to just show the trailer, too much to even write about...
http://red.planetarena.org/files/aatacticalpromo.wmv
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?
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?
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?
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?
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?
Delphi + OpenGL = ph00n








I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
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
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
Who is online
Users browsing this forum: No registered users and 1 guest

