What are you working on?
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Re: What are you working on?
I made a dungeon generation algorithm in QuakeC.




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Shpuld - Posts: 92
- Joined: Sat Feb 13, 2010 1:48 pm
Re: What are you working on?
this is cool, Shpuld
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?
Hmmm, that's interesting... Are you using bsp blocks only ? What are the grid dimensions ? And the cell dimensions ? How about performance ? Sorry if I am throwing too many questions at once but I tried this before and had serious frame dropping issues past certain a number of bsp blocks (immv but usually anything beyond 32x32 grids were unbearable). Of course, I was trying to generate relatively big outdoor areas, and mazes offer better opportunities to optimization.
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?
frag.machine: every block is a 128*128 bsp model and the size is 48*48 currently, it's not very optimized right now.
I get frame drops from 200 to 70 by just looking around.
I get frame drops from 200 to 70 by just looking around.
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Shpuld - Posts: 92
- Joined: Sat Feb 13, 2010 1:48 pm
Re: What are you working on?
Heh, "Quake Roguelike". Now make everything also move & act turnbased.
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?
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
really cool Nahuel! CSQC, right?
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?
update, i pretty much finished him. but the AO bake messed up his texture.

actually i finished them .


actually i finished them .

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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
so funny, it's perfect for a mobile game, ceriux! but I prefer the AO version
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?

Not only this is in a palette, it also makes use of GL_EXT_paletted_texture where available.
WHAT
DID I JUST USE A DEPRECATED EXTENSION!?!!!! OH THE HERESY
(BTW, I can't get paletted alpha working at the moment despite the spec mentioning it, so that's RGBA8'd for now)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
toneddu2000 wrote:so funny, it's perfect for a mobile game, ceriux! but I prefer the AO version
It has the ao but I accidentally colored it o.O maybe ill give a second ao pass see how it goes
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
I got paletted alpha working now too
had to make a 1024-byte palette to pass to GL with the last 256 bytes being transparency values for each index
Afterward, I can happily use index 255 for transparent effects just fine like a software renderer
The extension does work, I was unable to test it until I revived a Voodoo2 machine and it worked there with much faster (but unsurprisingly uglier) results.
had to make a 1024-byte palette to pass to GL with the last 256 bytes being transparency values for each index
Afterward, I can happily use index 255 for transparent effects just fine like a software renderer
The extension does work, I was unable to test it until I revived a Voodoo2 machine and it worked there with much faster (but unsurprisingly uglier) results.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
added crappy minimap to operation:Grouphug. Minimap wont be so crappy on flatter open terrain type levels.

added hovertext descriptions to the draft menu as well.


added hovertext descriptions to the draft menu as well.

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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Re: What are you working on?
Been working on some more palette. I made the palette with "DOS" colors. So, every color value is in steps of 4, and jump 5 after 60, 125 and 190. Also noticed my monitor doesn't even really display 32bit colors. Lots of dark colors/shades look exactly the same.
I also made it with whatever amounts of shades I wanted (pretty close to the palette in Abuse), but then organized it in a way that it would also work with Quake levels without them becoming some tuttifrutti out of space. Most textures work pretty ok, but about every liquid texture becomes kind of bad (that's happened with any palette I've done). Should make it easier to try some gameplay before I have done my own levels.
http://koti.mbnet.fi/jeejeeje/blaze/blaze_palette.png - left side: intelligent order, right side: quake compatible order
http://koti.mbnet.fi/jeejeeje/blaze/qua ... alette.jpg - 4 shots from Quake with the palette
And here's some icky stuff that fell from the sky...

I also made it with whatever amounts of shades I wanted (pretty close to the palette in Abuse), but then organized it in a way that it would also work with Quake levels without them becoming some tuttifrutti out of space. Most textures work pretty ok, but about every liquid texture becomes kind of bad (that's happened with any palette I've done). Should make it easier to try some gameplay before I have done my own levels.
http://koti.mbnet.fi/jeejeeje/blaze/blaze_palette.png - left side: intelligent order, right side: quake compatible order
http://koti.mbnet.fi/jeejeeje/blaze/qua ... alette.jpg - 4 shots from Quake with the palette
And here's some icky stuff that fell from the sky...

zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
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