What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
I tried to implement a muzzleflash fix in Engoo but I ended up sticking more vertices than I intended, so it's temporarily disabled. I personally make muzzleflashes by shrinking and growing right in front of the barrel, I don't see any issues with that...
lol, of all engines, even EZQuake has a muzzleflash fix...
lol, of all engines, even EZQuake has a muzzleflash fix...
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
disgusting evil engine hacks to fix things that are not even engine bugs in the first place.
and people wonder why ezquake has such slow model rendering...
and people wonder why ezquake has such slow model rendering...
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
Did some temp HUD, conchars, 2 item models and level stuff.. Then recorded a video of some action. Then I noticed the Wizards/Scrags were able to fly through the walls in my level. But none of the other monsters do that, and they don't do that in the Quake levels. They still collide with each other and get hit by weapons. I'm thinking they're incompatible with Q3BSP or it was a bad idea to have the brushes intersect each other? Maybe I need to try them in some other level and see if they still fly through the walls...
The Video: New Guns in Action
The Video: New Guns in Action
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?

The part of game design where you don't program anything. You know, the boring stuff.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
goldenboy: Cool drawing. Is it someone from Strife? Haven't played it more than the demo, but I remember it has something called Order.
Yesterday I made the punchangle to affect attacks. So if player gets damage and the gun points up, and fires the weapon, the shots will fly up there too. And also the projectiles are spawned from some bones in the guns, so moving around makes the shooting slightly inaccurate, but isn't some random unpredictable inaccuracy. I tried to get the view and third person models be in the same locations, but the way things are now, that seems impossible.
Sorted out the flying monsters going through walls and stuff by enabling all the sv_gameplayfix_xxxxxx cvars, but I think something broke something, because now when I kill all the monsters in the level, player's movement starts to stagger. Ehh.. it's always something
Guess I'll have to enable them one by one.
And here's some more text, now it's got both the BIG and small characters, and improved the numbers, also accuracy/damage stats:

Note: console screenshot was placed below, because the centerprint stats were up... so it's 2 screenshots merged...
Yesterday I made the punchangle to affect attacks. So if player gets damage and the gun points up, and fires the weapon, the shots will fly up there too. And also the projectiles are spawned from some bones in the guns, so moving around makes the shooting slightly inaccurate, but isn't some random unpredictable inaccuracy. I tried to get the view and third person models be in the same locations, but the way things are now, that seems impossible.
Sorted out the flying monsters going through walls and stuff by enabling all the sv_gameplayfix_xxxxxx cvars, but I think something broke something, because now when I kill all the monsters in the level, player's movement starts to stagger. Ehh.. it's always something
And here's some more text, now it's got both the BIG and small characters, and improved the numbers, also accuracy/damage stats:
Note: console screenshot was placed below, because the centerprint stats were up... so it's 2 screenshots merged...
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
Dr. Shadowborg, I feel dirty, but I added it... At least for certain known models.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
Trying to fix some bugs in the Q2 compiler that mangles small brushes...
- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
I added respawning monsters, items, and tried some HUB levels. So player could go to multiple levels from one level and then return.. and play some level again, or play them different order next time. Yesterday I had some crashes just when I had added the respawning monsters.. then today I experimented on changing player's weapon sounds to use sound7 to have some minor pitch changes.. and now it hasn't crashed at all and I've been killing hundreds of monsters. Glad that bug fixed itself without me needing to do anything... 
Screenshots:
HUB Level:

Normal Level:

HeartSphere (some old model, optimized a bit).. plus some empty shells from the rifle.. they will vanish in 10 seconds, but I had increased the time for the screenshot..

And some others:
http://www.moddb.com/games/blaze/images/ammo
http://www.moddb.com/games/blaze/images/hub-level1
http://www.moddb.com/games/blaze/images/other-level1
Maybe I should work on some new monsters next...
Screenshots:
HUB Level:
Normal Level:
HeartSphere (some old model, optimized a bit).. plus some empty shells from the rifle.. they will vanish in 10 seconds, but I had increased the time for the screenshot..
And some others:
http://www.moddb.com/games/blaze/images/ammo
http://www.moddb.com/games/blaze/images/hub-level1
http://www.moddb.com/games/blaze/images/other-level1
Maybe I should work on some new monsters next...
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
Nice drawing gb, I like your style! The mask recreates quite nicely the "iron" material.
jim: Good style for map. What engine is?
EDIT: nevermind I looked at previous shot and I found out that is Darkplaces!
jim: Good style for map. What engine is?
EDIT: nevermind I looked at previous shot and I found out that is Darkplaces!
Last edited by toneddu2000 on Fri Nov 22, 2013 5:18 pm, edited 1 time in total.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: What are you working on?
Nice sword Jim. Nice looking textures, too. Has a Quake 2 feel to it.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
Spike wrote:Dr. Shadowborg, I feel dirty, but I added it... At least for certain known models.
Groovy.
Which models? Is it anything self.weaponmodel? Anything with a v_ prefix? Or is it by specific name? i.e. v_shot, v_shot2, v_nail, etc.?
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Re: What are you working on?
for known models (vanilla v_ ones, other than the axe).
enabling it in a universal way is far too dangerous/unreliable as they each need their own threshold value to stop things being too buggy, would just be too glitchy otherwise. if you've an extra/custom model I can hack it in easily enough.
enabling it in a universal way is far too dangerous/unreliable as they each need their own threshold value to stop things being too buggy, would just be too glitchy otherwise. if you've an extra/custom model I can hack it in easily enough.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
nice tablewear suitable for any pepper lover.
needs a salt cellar too.
needs a salt cellar too.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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