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Re: What are you working on?

Postby toneddu2000 » Sat Jun 27, 2015 9:16 am

@Seven: great effect, as always! Just one small note: can you interpolate more frames to make the pool less "laggy"?

@Shpuld: I love your work with FTE! Sliding movements it's a great addition!

Shpuld wrote:I still need to write smoothing for the camera when crouching
If you take a look at fteskel code, I used camera attached to skeleton head bone, so you can do cool stuff like cinematic camera animations or smooth transition for crouching/standing animation, for example

Shpuld wrote:and also client-side prediction for all the new movement.
When you do this, please pm me, cause maybe we can collaborate about this because my next step for fteskel is prediction. I think that the 2 more important functions are SV_ClientCommand for ssqc and CSQC_InputFrame for csqc but I still didn't dig into it.
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Re: What are you working on?

Postby Supa » Mon Jun 29, 2015 5:09 am

I know it's been a while since I've shared any progress, but Brood Hunter is still going at a pretty decent clip now.. I still have a lot left to implement (and fix) but I'm pretty happy with how everything is shaping up so far. :)

https://www.youtube.com/watch?v=Lh2k-IH1wBY

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Re: What are you working on?

Postby toneddu2000 » Mon Jun 29, 2015 9:56 am

wow Supa! Did you do all the work by yourself(code and art)? That's awesome!
Keep it up!
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Re: What are you working on?

Postby Max_Salivan » Mon Jun 29, 2015 5:17 pm

Sorry for my english :)
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Re: What are you working on?

Postby Spike » Mon Jun 29, 2015 9:44 pm

http://triptohell.info/moodles/junk/theblimpgun.png attack of the blobifier!
its a fun exercise in crazyness if nothing else (now with blobby shadows+rtlights).
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Re: What are you working on?

Postby toneddu2000 » Mon Jun 29, 2015 11:02 pm

The blimp gun it's very usefult to kill ogres AND to transport advertising! :D
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Re: What are you working on?

Postby Supa » Tue Jun 30, 2015 12:11 am

toneddu2000 wrote:wow Supa! Did you do all the work by yourself(code and art)? That's awesome! Keep it up!

Thanks. :)

The art is pretty much just hacked together Fiend Hunter assets, though I did the anims from scratch. I'm not a real artist at all.

As for the qc I wrote more or less everything but the remaining innards of FBX, though I've spent a fair bit of time hacking at it and rebuilding the core to make use of relevant DP extensions - DP_SV_BOTCLIENT, tracebox movement and etc. I still need to finish up and release the conversion patch for that. -_-
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Re: What are you working on?

Postby qbism » Thu Jul 02, 2015 8:39 pm

Monster concept: cratebot. Kind of slow but fires some insta-rail thing and hides among the, umm, crates.
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Re: What are you working on?

Postby jim » Sat Jul 04, 2015 1:43 am

qbism: Looks funny cool. Kind of Q2 like thing.


Thought to see what happens if I combine the simple modeling with the earlier low color palette idea. I made 16 and 32 color palettes. The 16 palette has 6 greys, 2 reds, 3 yellows, 3 greens and 2 blues. The 32 palette has 8 greys and 8 colors with 3 shades each. Don't know yet which one I want to use, or should I use some other amount of colors, or if this is a new project or yet another restart for Blaze...

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Optimized the machinegun from Blaze for some ingame use. Player holding it single handed at the moment.
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HUD, Dark vents & nightvision mode. The nightvision mode use a different palette and a large dynamic light without shadows and not visible to other players.
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Re: What are you working on?

Postby qbism » Mon Jul 06, 2015 1:29 am

jim: try 32 groups of 8 nearly identical colors (slight variations in HSV) = 256. It may soften color boundaries similar to an old CRT monitor. Great HUD as always.

spike: can blobby be lumpy too? Clay effect.
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Re: What are you working on?

Postby Spike » Mon Jul 06, 2015 5:09 pm

qbism, once you have the extra verts, I don't see why you can't push them out a little according to a normalmap, either with or instead of the blob thing. I'm not sure how easy it would be to control the precision though.
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Re: What are you working on?

Postby jim » Tue Jul 07, 2015 3:26 am

qbism: Not really sure what you mean. Anyway, the way I've done the post process palette effect is kind of slow. Not a good idea to have more than 32 colors with it. The HUD probably changes later, but I try to keep this style with it. Also the blue bars are just decoration...

Optimized the 3 other earlier weapon models for ingame use. Rocket launcher changed and got a sort of M202 look. The grenade and rocket launcher textures don't have any of the little details yet.
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Mmm.. Got a pretty retro look with the 16 color palette plus these settings: vid_width 1280, vid_height 800, r_viewscale 0.25, gl_texturemode GL_NEAREST force. This way it will appear like 320x200 resolution scaled up to 1280x800, and the "force" after GL_NEAREST removes the blurring that would otherwise happen with r_viewscale. If change gl_texturemode GL_LINEAR_MIPMAP_LINEAR, without the "force" after forcing the nearest filter, things will look like it's run through a median filter. I could set/force some of these settings with default.cfg or qc. The median filter doesn't work from the cfg, the game needs to be running for it to work, otherwise it looks like crap. I could have some cvar for the texturemodes, and then change the gl_texturemode in qc with the cvar.. uhuh...
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Re: What are you working on?

Postby Irritant » Fri Jul 10, 2015 1:35 am

Generation 3 of Alien Arena teasers. This release, is pretty close to a total reboot.

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http://red.planetarena.org - Alien Arena and the CRX engine
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Re: What are you working on?

Postby jitspoe » Mon Jul 13, 2015 5:54 am

Haven't had much free time lately, so still slowly working on bot AI stuff.

Getting natural looking aiming and shooting:

https://vimeo.com/126889898

https://www.youtube.com/watch?v=EfVI0218V4U

(both are the same video, just on different hosting sites).
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Re: What are you working on?

Postby toneddu2000 » Wed Jul 15, 2015 10:26 am

@Irritant: I love how much passion you're putting into that game! Hope to see AA "Generation 3" quite soon! Great work! The only little incoherence in CRX engine imho is lighting. Probably with a modern real time GI illumination it could be real awesome, but I know it's really difficult to implement. I'm still waiting that Spike is tempted to do the same on FTEQW! :lol: Great work, though.


@jitspoe: Cool! I had to re-play that video 2 times to see the aiming animation, due to the fast pace gaming speed! :D Keep it up!
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