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Re: What are you working on?

Postby ceriux » Sat Mar 22, 2014 3:01 pm

jim looks awesome!
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Re: What are you working on?

Postby hogsy » Sun Mar 23, 2014 4:58 pm

Upped all the source-code to our github now :)
https://github.com/OldTimes-Software/ProjectKatana

Edit:
Forgot to add but everything except the game-logic is up on there. I'll throw a template or example up at some point.
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Re: What are you working on?

Postby Spirit » Mon Mar 31, 2014 9:50 pm

I was working on a redesign and the embargo was finally lifted: https://www.quaddicted.com/
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: What are you working on?

Postby leileilol » Mon Mar 31, 2014 11:01 pm

Wow and I recieved a very special valuable third party promotional offer!!!! thanks quaddicted!!!

ALSO BREAKING NEWS
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Re: What are you working on?

Postby jim » Tue Apr 01, 2014 3:37 pm

14 years to wait for the new Quake is a long time... ;(

I decided scrap my earlier ultra-violent ideas and work on a dancing game instead. Here's a small preview of: Dance Dance Explosion 2000!

It's time to explode your enemies with dance moves!
zbang!
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Re: What are you working on?

Postby toneddu2000 » Tue Apr 01, 2014 3:57 pm

lol. I expect a fight with Lady Gaga!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby leileilol » Mon Apr 07, 2014 10:16 pm

new character, and some messing with glsl

Image Image
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Re: What are you working on?

Postby ceriux » Tue Apr 08, 2014 3:52 pm

Leilei that actually looks really cool.
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Re: What are you working on?

Postby leileilol » Wed Apr 09, 2014 2:46 pm

Image
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Re: What are you working on?

Postby frag.machine » Wed Apr 09, 2014 2:53 pm

I'd love to see you creating something inspired in GitS' Major Motoko, leileilol.
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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Re: What are you working on?

Postby Spiney » Wed Apr 09, 2014 10:18 pm

Impressive, the linework in the texture works really nicely together with the sobel (?) filter. Cell shading looks good also. It really brings out the anime aspect. Could be the future look for OA?
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Re: What are you working on?

Postby jitspoe » Thu Apr 10, 2014 12:15 am

Felt inspired to fire up Filter Forge again and revise one of my procedurally generated wood textures:

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Re: What are you working on?

Postby leileilol » Thu Apr 10, 2014 12:23 am

Spiney wrote:Could be the future look for OA?


Maybe as a cvar that loads available _cel shaders if found instead (since this would work best with individually made assets, you can't simply throw everything through that stupid "Cell Shading" patch). The celshading works with both ambient color and light color so it's not as lazy as most implementations out there, though it is relatively expensive, with 4 stages, similar to the map texture lightmap multitexture process:

1- ambientcolor flat shading, $whiteimage, opaque
2- directcolor-ambientcolor flat shading, specially uv generated cel circle image, additive
3- the specular, which is like 2 but a much smaller scale of the same cel circle image, additive, alphagen specular w/ GT128
4- the skin, filter blended, rgbgen identity

The best part of this is that vertexlighting mode falls back to a single goraud shaded stage :P

Furthermore the outlines come from a GLSL postprocess shader that adds outlines given depth. It also gives slight color-based sobel outlines at close range, though I rather would have hue/saturation-based outlines The shader also darkens the picture, adds stylized cross bloom (inspired by Prey), and has a second pass to slightly blur it all trying to give things an old OVA look, which i'll try to add more to, like maybe film grain or chromatic abberation.

fun fact: that player model totals 1140kb uncompressed, with both the normal skin and the cel skins (in jpeg form. okay, so there's some compression, and the MDR format, but my point is the overall filesize is a tiny fraction relative to the typical OA player model in MD3, helping my prospect for a smaller total filesize)
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Re: What are you working on?

Postby r00k » Sat Apr 12, 2014 6:20 am

adding footstep sounds.. based on floor texture name... *testing...
Code: Select all
char *nodename = "                 ";

int RecursiveNodePoint (mnode_t *node, vec3_t start, vec3_t end)
{
   float   front, back, frac;
   vec3_t   mid;
   void DrawGLPolyHighlight(glpoly_t *p);
   
loc0:
   if (node->contents < 0)
      return false;      // didn't hit anything
   
// calculate mid point
   if (node->plane->type < 3)
   {
      front = start[node->plane->type] - node->plane->dist;
      back = end[node->plane->type] - node->plane->dist;
   }
   else
   {
      front = DotProduct(start, node->plane->normal) - node->plane->dist;
      back = DotProduct(end, node->plane->normal) - node->plane->dist;
   }

   // optimized recursion
   if ((back < 0) == (front < 0))
   {
      node = node->children[front < 0];
      goto loc0;
   }
   
   frac = front / (front-back);
   mid[0] = start[0] + (end[0] - start[0]) * frac;
   mid[1] = start[1] + (end[1] - start[1]) * frac;
   mid[2] = start[2] + (end[2] - start[2]) * frac;
   
// go down front side
   if (RecursiveNodePoint(node->children[front < 0], start, mid))
   {      
      return true;   // hit something
   }
   else
   {
      int      i, ds, dt;
      msurface_t   *surf;

      surf = cl.worldmodel->surfaces + node->firstsurface;
      for (i = 0 ; i < node->numsurfaces ; i++, surf++)
      {
         ds = (int)((float)DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
         dt = (int)((float)DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);

         if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
            continue;
         
         ds -= surf->texturemins[0];
         dt -= surf->texturemins[1];
         
         if (ds > surf->extents[0] || dt > surf->extents[1])
            continue;
   
         if (developer.value)
            DrawGLPolyHighlight(surf->polys);

         nodename = (surf->texinfo->texture->name);
         return true;
      }

   // go down back side      
      return RecursiveNodePoint (node->children[front >= 0], mid, end);
   }
}

void GetNodePoint (vec3_t p, vec3_t   end)
{
   RecursiveNodePoint (cl.worldmodel->nodes, p, end);   
   SCR_CenterPrint (nodename);   
}
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Re: What are you working on?

Postby frag.machine » Fri Apr 18, 2014 1:43 am

Procedurally generated world + split model + top down camera + misc stuff:

http://youtu.be/tA-mS-inKAg
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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