What are you working on?
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Re: What are you working on?
Similarly i'm also doing overhauls. I'm still on fixed function, but the art direction greatly evolved, and through insanity, lessons are constantly learned. Target polycounts fluctuate, and texture usage and efficiency gets really boiled down.

As you can see I'm really trying to put in the effort to making OA less like the left, the stiff and crappy appearance is what it's unfortunately known for.
Obviously the ArtEvolution and FanservicePack tropes apply.

As you can see I'm really trying to put in the effort to making OA less like the left, the stiff and crappy appearance is what it's unfortunately known for.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
leileilol wrote:Similarly i'm also doing overhauls. I'm still on fixed function, but the art direction greatly evolved, and through insanity, lessons are constantly learned. Target polycounts fluctuate, and texture usage and efficiency gets really boiled down.
As you can see I'm really trying to put in the effort to making OA less like the left, the stiff and crappy appearance is what it's unfortunately known for.Obviously the ArtEvolution and FanservicePack tropes apply.
Breast exposure:
2008: 30%
2009: 40%
2010: 70%
2012: 80%
2014: 90%
The 2016 version should be interesting...
- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
@leileilol: would be interesting to see all the "generations" fighting each other.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
toneddu2000 wrote:Irritant: IMO the new alien model is way betther then the old one. I would have never said that before, but old models for me had head too much big. This Can you please tell where do you learn CSQC? You found a draft by some quake guru or is just hard training?
I'd start here VV
viewtopic.php?f=2&t=5194
but thats just me.
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
jitspoe wrote:leileilol wrote:Similarly i'm also doing overhauls. I'm still on fixed function, but the art direction greatly evolved, and through insanity, lessons are constantly learned. Target polycounts fluctuate, and texture usage and efficiency gets really boiled down.
*insert boobs here*
As you can see I'm really trying to put in the effort to making OA less like the left, the stiff and crappy appearance is what it's unfortunately known for.Obviously the ArtEvolution and FanservicePack tropes apply.
Breast exposure:
2008: 30%
2009: 40%
2010: 70%
2012: 80%
2014: 90%
The 2016 version should be interesting...
Umm... I thought OA3 (the development branch) wanted to make the models more modest, not...this
- Danfun64
- Posts: 16
- Joined: Tue Apr 06, 2010 2:47 pm
Re: What are you working on?
thanks Shpuld fo the hint. Thanks gnounc for the link! I 'll see that too. Other forums link about CSQC that explains from basics? Anyone?
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?
ceriux hud tutorial http://www.inside3d.com/showtutorial.php?id=245
avirox halflife hud viewtopic.php?f=2&t=1560
giffes progress bar viewtopic.php?f=2&t=943&p=9934&hilit=progress+bar#p9934
nahuel camera viewtopic.php?f=2&t=4339
urre rockets http://qexpo.tastyspleen.net/booth.php?id=165&page=317
spike explains sendevent viewtopic.php?f=2&t=5195
viewtopic.php?f=2&t=4467
viewtopic.php?f=2&t=4687
viewtopic.php?f=2&t=5132
Can we get a CSQC subforum yet? and sticky these?
avirox halflife hud viewtopic.php?f=2&t=1560
giffes progress bar viewtopic.php?f=2&t=943&p=9934&hilit=progress+bar#p9934
nahuel camera viewtopic.php?f=2&t=4339
urre rockets http://qexpo.tastyspleen.net/booth.php?id=165&page=317
spike explains sendevent viewtopic.php?f=2&t=5195
viewtopic.php?f=2&t=4467
viewtopic.php?f=2&t=4687
viewtopic.php?f=2&t=5132
Can we get a CSQC subforum yet? and sticky these?
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
wow thanks a lot gnounc!! Now CSQC programming all the night! 
Yes PLEASE!!
Can we get a CSQC subforum yet? and sticky these?
Yes PLEASE!!
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?
leileilol wrote:Similarly i'm also doing overhauls. [...]
As you can see I'm really trying to put in the effort to making OA less like the left, [...]
Personal preferences:

Except for the belt, I didn't change any of the colors, so the origin of each part should be easy to identify.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
Regarding csqc, please be aware that the older tutorials such as Urre's clientside rockets might contain stuff that is no longer up to date.
I recommend reading "CSQC for idiots" which is contained in the FTE subversion repo under specs/.
CSQC subforum? Would be cool, but does anything ever happen at this forum?
Can we also get FTE and DP subforums then for people who want to make actual games with those instead of Quake mods?
I recommend reading "CSQC for idiots" which is contained in the FTE subversion repo under specs/.
CSQC subforum? Would be cool, but does anything ever happen at this forum?
Can we also get FTE and DP subforums then for people who want to make actual games with those instead of Quake mods?
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
I contend that nothing happens in csqc because every thread you find about it is "how do i get started in csqc?"
I think if we had a subforum for it, that while there wouldnt be a tremendous amount of traffic, there would be more than you'd expect.
And people would have an easier time finding the csqc related stuff to start their own projects.
I agree that there should be dp/fte subforums.
and do we even have stickies? we could do with stickies.
I think if we had a subforum for it, that while there wouldnt be a tremendous amount of traffic, there would be more than you'd expect.
And people would have an easier time finding the csqc related stuff to start their own projects.
I agree that there should be dp/fte subforums.
and do we even have stickies? we could do with stickies.
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
goldenboy wrote:Can we also get FTE and DP subforums then for people who want to make actual games with those instead of Quake mods?
+1
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?
thing is, what I'm really missing is an indie game corner of sorts. Something for standalone games (ones that use a quake based engine, but no quake assets whatsoever.) Because that is a huge practical distinction. Something where Quake (the game) is no longer a major thing.
So if we get a DP/FTE subforum and it's mostly full of quake modding stuff, that's actually not what I'm wanting. It's hard to describe.
I'm running out of places to post my stuff in, since it does use a quake based engine and QuakeC (which probably makes it appropriate to discuss here) but it's standalone and most definitely not supposed to be "like Quake" so it's not appropriate to discuss in that "Quake scene" context.
I think the indiedb forums suck compared to this one though. So I'm feeling a little homeless. Is this the point where people usually leave?
So if we get a DP/FTE subforum and it's mostly full of quake modding stuff, that's actually not what I'm wanting. It's hard to describe.
I'm running out of places to post my stuff in, since it does use a quake based engine and QuakeC (which probably makes it appropriate to discuss here) but it's standalone and most definitely not supposed to be "like Quake" so it's not appropriate to discuss in that "Quake scene" context.
I think the indiedb forums suck compared to this one though. So I'm feeling a little homeless. Is this the point where people usually leave?
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goldenboy - Posts: 924
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- Location: Kiel
Re: What are you working on?
It is a strange developer dilemma... and a 'mainstream' quake forum would be worse since it'd be filled with pretentious little dumbbutts that try to run your game as a mod using a completely different source port, or worse..... (*cough*on the PSP*cough*). After that "dumb client" incident, I wouldn't venture far past tightly knit communities.
They are, it's just Sorceress is more of a parody/shoutout to all those deviantART elf OCs i've seen, which often look just as sultry and buxom. Or it could also be a shoutout to Stella and Misa mixed and put through an "ORIGINAL CARICTER DO NOT STEAL" recolor machine. It's kind of too late for changes since I want to move onto a different character now.
Danfun64 wrote:Umm... I thought OA3 (the development branch) wanted to make the models more modest, not...this
They are, it's just Sorceress is more of a parody/shoutout to all those deviantART elf OCs i've seen, which often look just as sultry and buxom. Or it could also be a shoutout to Stella and Misa mixed and put through an "ORIGINAL CARICTER DO NOT STEAL" recolor machine. It's kind of too late for changes since I want to move onto a different character now.
Last edited by leileilol on Fri Jan 17, 2014 12:57 am, edited 1 time in total.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
<$0.02>
A CSQC subforum maybe interesting at some point, when we see enough documentation/tutorials/WIP about the subject. As was already said by gnounc, right now most of the CSQC messages are from people asking for help.
Today a sticky thread palced in the already existing development-related subforums pointing begginers to a centralized CSQC thread in Programming Tutorials would work. And later, if we (hopefully) observe enough interest, it would be trivial to move the existing knowledge base to its own subforum.
DP/FTE standalone games are a bit more complicated to fit in any existing subforums because they aren't essentially Quake - they just use Quake-based technology.
If we check the posts on this very thread we'll see a lot of examples of things that would fit in such subforum. On this case, I am favorable to create it right now.
</$0.02>
A CSQC subforum maybe interesting at some point, when we see enough documentation/tutorials/WIP about the subject. As was already said by gnounc, right now most of the CSQC messages are from people asking for help.
Today a sticky thread palced in the already existing development-related subforums pointing begginers to a centralized CSQC thread in Programming Tutorials would work. And later, if we (hopefully) observe enough interest, it would be trivial to move the existing knowledge base to its own subforum.
DP/FTE standalone games are a bit more complicated to fit in any existing subforums because they aren't essentially Quake - they just use Quake-based technology.
If we check the posts on this very thread we'll see a lot of examples of things that would fit in such subforum. On this case, I am favorable to create it right now.
</$0.02>
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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frag.machine - Posts: 2090
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