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Postby jim » Tue Jun 16, 2009 12:41 am

Progress on it.. I'm not sure how exactly it works, and it troubles me a bit, but fuck it, I don't want to scrap this model. I worked on it like two weeks... and I'm quite pleased with the looks of it (though not complete yet).

It does this: Top muzzle is used to fire small projectiles at fast rate of fire. If they were fired from the bottom muzzle, they would be very inaccurate. The bottom muzzle is used for
a) big explosive projectile
b) flamethrower attack (this was the initial idea)
c) shotgun mode that combines multiple smaller projectiles..

but just one of them... other two will be made into another weapon(s). The top muzzle would be too small for this alternative attack. And so that's why there are 2 muzzles! Hoorraah! I solved my problem by rambling something about it :lol:

Oh and here's the model, you probably wanted to see it more than read my ramblings..

Image
zbang!
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Postby Irritant » Tue Jun 16, 2009 3:00 am

Very nice work Jim. You have a great, unique style to your work.
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Postby ceriux » Tue Jun 16, 2009 4:26 pm

looks good, but id say add some damage to the handel or w/e , it looks brand new compared to the metal on the gun.
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Postby jim » Fri Jun 19, 2009 2:51 am

It's done now.. It doesn't have that paint peel off thing anymore, since I wasn't satisfied with any of my tries at that..

Image
zbang!
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Postby ceriux » Fri Jun 19, 2009 5:56 am

i think it looks better :D
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Postby MeTcHsteekle » Fri Jun 19, 2009 2:17 pm

fucking pimp man
bah
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Postby ceriux » Fri Jun 19, 2009 4:37 pm

what im working on is crap -.- Image
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Postby Chip » Sat Jun 27, 2009 5:47 am

Working on some pretty levels:

Image Image Image Image Image Image Image Image

And some green light pool water. I'll have a full scale pool in a couple of days and post it here.

Image Image Image
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Postby Urre » Sat Jun 27, 2009 1:01 pm

Cool.

Your HUD is oddly stretched though.
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Postby Chip » Sat Jun 27, 2009 1:19 pm

Urre wrote:Your HUD is oddly stretched though.


I'm working on a wide monitor, and I didn't started on the HUD yet. The mod has still other priorities.

On the other side, I don't think it should stretch like this. It should have the same width regardless of resolution. Do you know any trick for that?
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Postby Urre » Sat Jun 27, 2009 1:28 pm

Is it written in CSQC?
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Postby Chip » Sat Jun 27, 2009 5:36 pm

Urre wrote:Is it written in CSQC?


Are you talking about the HUD? If you do, yes, it is CSQC. What you see there is a fragment of the Kleshik mod for DP.
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Postby Spike » Sat Jun 27, 2009 6:44 pm

CSQC is scaled to the -conwidth argument that was present in glquake. In DP you can specify this via the vid_conwidth cvar.
This width (and height) doesn't always match the actual width+height.
Its not technically possible to get the actual width. Querying the vid_width is just a guess (can be different from the real width if the user is setting cvars before doing a vid restart or something similar).

This means csqc has the same aspect as the menu and console.
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Postby Wazat » Sat Jun 27, 2009 8:41 pm

That water is amazing...
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Postby Chip » Sun Jun 28, 2009 10:45 am

@Spike: this means I could create a launcher with predefined resolutions which apply both to screen and to console. So that a wide monitor should have a wide console, and therefore, not stretched.
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