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Re: What are you working on?

Postby leileilol » Sat Nov 23, 2013 4:01 am

My only suggestion would be an icosphere for the top dome instead of an uvsphere...
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Re: What are you working on?

Postby scar3crow » Sat Nov 23, 2013 4:41 am

Not at all in any way Quake related, but it was a bit of a personal milestone - this is what I've been working on: http://www.youtube.com/watch?v=ecsCrOEYl7c

(Yes, I know, I'm only QA, but I feel like I contributed, and it did get me in the credits).
...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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Re: What are you working on?

Postby leileilol » Sat Nov 23, 2013 8:15 pm

EDIT: Nevermind
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Re: What are you working on?

Postby Spirit » Sat Nov 23, 2013 9:36 pm

Switched my work-in-progress Fileplanet (public) archive frontend's backend from sqlite to postgres and got a 10x increase in speed. This makes it actually usable.

https://www.quaddicted.com/stuff/temp/f ... ame=yeehaw
https://www.quaddicted.com/stuff/temp/f ... ion/quake/

Still WIP but feel free to heavily use it for yourself. Please don't publish it further.
The details pages are still slow.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: What are you working on?

Postby toneddu2000 » Sun Nov 24, 2013 2:59 pm

to scar3crow: What is QA? Quality Assistance? Do you work at Crytek? And with which tasks?
Wow congrats bro!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby Dr. Shadowborg » Sun Nov 24, 2013 4:46 pm

Spike wrote: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.


I did some experimenting, the only HS v_weapon model that had any trouble was the gunblade's melee anim, renamed it to v_nail2 (v_nail is used by the plasmagun) and that fixed it. Everything else looks GTG. Thanks again! :D
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Re: What are you working on?

Postby goldenboy » Sun Nov 24, 2013 4:59 pm

DRS update your blog dammit! :mrgreen:
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Re: What are you working on?

Postby scar3crow » Mon Nov 25, 2013 12:07 am

toneddu2000 - Quality Assurance. I work with a QA vendor, we get a wide variety of customers. I managed testers on the multiplayer component.
...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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Re: What are you working on?

Postby toneddu2000 » Mon Nov 25, 2013 9:56 am

scar3crow wrote:toneddu2000 - Quality Assurance. I work with a QA vendor, we get a wide variety of customers. I managed testers on the multiplayer component.

Cool. Since 90's, videogame industry become larger and more articulated and now there is the need of roles like this like any other industry
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby jim » Tue Nov 26, 2013 8:37 am

Figured out what made my game have some stupid lags. First I suspected the randomized/respawning monsters, but that wasn't it, they were made from perfectly recycled materials. I had some projectiles that were never removed. Sometimes they'd just fly out of the level, or just get stuck in midair. I think the projectiles that flied out of the level did the bullet impact effects, so I thought they were destroyed. The respawning monsters just made the projectile issue appear, since I shot more stuff.

Also sorted out a problem with the sword not hitting walls in newer DarkPlaces builds.
zbang!
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Re: What are you working on?

Postby sock » Tue Nov 26, 2013 10:48 pm

Another map in progress ...
Image
@scar3crow, congrats on the release of Ryse for the xbox :)
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Re: What are you working on?

Postby hogsy » Tue Nov 26, 2013 11:37 pm

Image
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Re: What are you working on?

Postby ceriux » Wed Nov 27, 2013 3:34 am

sock that map looks too good =)
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Re: What are you working on?

Postby Supa » Wed Nov 27, 2013 5:43 am

Oh hey, we're posting editor shots again? Cool. :D

Image

Sorry, the next teaser is still going to be a ways away. :|
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Re: What are you working on?

Postby frag.machine » Wed Nov 27, 2013 1:39 pm

@sock: as usual, another fine map.
@Supa: yay, QuakeC highlight for Notepad++! Can you make the definitions file available for us ? I started creating one but is far from completion...
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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