Forum

What are you working on?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: What are you working on?

Postby mankrip » Sat Feb 21, 2015 8:14 am

Barnes: That's stunning, and I also love the effect that mimics the swirly texture of the water.

Hogsy: I love that style. It's like the best parts of Turok 2 and Daikatana mixed together.

And I've managed to upload some screenshots. Even though there's still much to be improved in the code, these particles are a lot faster than my previous (flat) particles. It improved "timedemo demo1" tests from 95 fps to 99 fps.

Image
Image
Image
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
User avatar
mankrip
 
Posts: 915
Joined: Fri Jul 04, 2008 3:02 am

Re: What are you working on?

Postby Spirit » Sat Feb 21, 2015 11:04 am

The lighting on the player model in shot 2 is awesome, looks like some artsy image filter.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Re: What are you working on?

Postby hogsy » Sat Feb 21, 2015 3:00 pm

mankrip wrote:Hogsy: I love that style. It's like the best parts of Turok 2 and Daikatana mixed together.


Not quite made by me. Here's another shot that should clarify things a bit better...
Image
User avatar
hogsy
 
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK

Re: What are you working on?

Postby toneddu2000 » Sat Feb 21, 2015 5:10 pm

Very cool effect Barnes! Maybe making water a bit more reflective could be even better
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?

Postby ceriux » Sun Feb 22, 2015 5:43 am

Mankrip I really really like those particles. I wish dp and fte had particles like that. Instead they have those neon blob particles... :-[
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby jitspoe » Tue Feb 24, 2015 3:55 am

Image

Getting started on a map for the Quake 2 Cafe mapping contest. More WIP stuff will be posted here... if I have time to get around to it: http://leray.proboards.com/thread/3632/ ... -wip-stuff
jitspoe
 
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Postby mankrip » Tue Feb 24, 2015 11:44 pm

Hogsy: I've never played FAKK2.

jitspoe: Great textures. The buildings looks great on distance, but I recall playing some maps with similar buildings, and they looked boring when I walked near. That architectural style can be tricky to pull off. :D Good luck.

ceriux wrote:Mankrip I really really like those particles. I wish dp and fte had particles like that. Instead they have those neon blob particles... :-[

Thanks. In fact, they're a bit inspired in Darkplaces' particles - the "translucency" fading is linear, instead of being proportional to the sphere density (which would be more accurate). At least, that's how I remember Darkplaces' particles looking like.

This time I've aimed for a more gameplay-focused visual style, instead of the pure mathematical accuracy focus employed in the previous version of my particle drawing code. The more distant the particles are, the more they'll look like the vanilla DOS Quake's particles, making it easier to see where the shots hit. And the closer they are, the more "soft" they become, to not distract the player.

The algorithm has been refined a lot since those screenshots, and the pixel distribution algorithm has been fixed so the individual particles looks less grainy. Even though the code is already fast, it still needs a few important optimizations before reimplementing the translucent particles. I'm really curious to see how the final effect will look.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
User avatar
mankrip
 
Posts: 915
Joined: Fri Jul 04, 2008 3:02 am

Re: What are you working on?

Postby jim » Wed Feb 25, 2015 6:12 pm

jitspoe: I like the buildings too. Someday I want to make some textures/stuff like those...

Animated my CookieRaider. The flying & swimming monsters also got some more up/down movement.
Image
http://media.moddb.com/images/games/1/3 ... ed_002.jpg
zbang!
User avatar
jim
 
Posts: 599
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Re: What are you working on?

Postby jitspoe » Thu Mar 05, 2015 1:12 am

The sunlight in arghrad bothered me. It was set up so everything that had line of sight to the sky was uniformly lit with an "ambient" value. This ended up causing things to look very bland and incorrect. Reflected light would make areas that should have been darker actually lighter.

Image

So I set about using the DeWan tools as a base to create better sun/ambient lighting. Sadly, it was in a pretty rough state to start out with:

Image

Not sure how things came anywhere close to working with the way the sun light code was handled, so I scrapped it and eventually ended up with:

Image

All was well and good, until I tried to use it in a real map I was working on:

Image

Turns out hint brushes were casting shadows. Oops.

I do have the source of my changes so far up on sf.net's cvs: http://paintball2.cvs.sourceforge.net/v ... tools_src/
jitspoe
 
Posts: 217
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Postby Spiney » Thu Mar 05, 2015 1:40 pm

Sweet! :D
Spiney
 
Posts: 63
Joined: Mon Feb 13, 2012 1:35 pm

Re: What are you working on?

Postby Spirit » Thu Mar 05, 2015 6:38 pm

Jitspoe, check out the more recent posts in http://www.celephais.net/board/view_thread.php?id=60967 , there is fancy new sunlight in Q1 tools.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Re: What are you working on?

Postby Irritant » Fri Mar 06, 2015 8:36 pm

Spirit wrote:Jitspoe, check out the more recent posts in http://www.celephais.net/board/view_thread.php?id=60967 , there is fancy new sunlight in Q1 tools.


I always wondered why does Func_messagebrd use such a horrid format? Finding posts in there is utterly fruitless and frustrating.
http://red.planetarena.org - Alien Arena and the CRX engine
Irritant
 
Posts: 250
Joined: Mon May 19, 2008 2:54 pm
Location: Maryland

Re: What are you working on?

Postby toneddu2000 » Fri Mar 06, 2015 9:13 pm

Irritant wrote:I always wondered why does Func_messagebrd use such a horrid format? Finding posts in there is utterly fruitless and frustrating.
+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?

Postby ceriux » Sun Mar 08, 2015 3:32 am

toneddu2000 wrote:
Irritant wrote:I always wondered why does Func_messagebrd use such a horrid format? Finding posts in there is utterly fruitless and frustrating.
+1

+2
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby Spirit » Sun Mar 08, 2015 1:57 pm

It's more of a chat system for ongoing discussion you participate in.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest