What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
@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: I love your work with FTE! Sliding movements it's a great addition!
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 exampleShpuld wrote:I still need to write smoothing for the camera when crouching
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.Shpuld wrote:and also client-side prediction for all the new movement.
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?
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

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

aut viam inveniam aut faciam
-

Supa - Posts: 164
- Joined: Tue Oct 26, 2004 8:10 am
Re: What are you working on?
wow Supa! Did you do all the work by yourself(code and art)? That's awesome!
Keep it up!
Keep it up!
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?
Playing with DPiOS
http://cs622717.vk.me/v622717817/38aa0/O7Bi4gInjtA.jpg
Coop(ios and pc)
http://cs622717.vk.me/v622717817/38ae7/CMcuselqEXs.jpg
http://cs622717.vk.me/v622717817/38aa0/O7Bi4gInjtA.jpg
Coop(ios and pc)
http://cs622717.vk.me/v622717817/38ae7/CMcuselqEXs.jpg
Sorry for my english 
- Max_Salivan
- Posts: 93
- Joined: Thu Dec 15, 2011 1:00 pm
Re: What are you working on?
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).
its a fun exercise in crazyness if nothing else (now with blobby shadows+rtlights).
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
The blimp gun it's very usefult to kill ogres AND to transport advertising! 
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?
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. -_-
aut viam inveniam aut faciam
-

Supa - Posts: 164
- Joined: Tue Oct 26, 2004 8:10 am
Re: What are you working on?
Monster concept: cratebot. Kind of slow but fires some insta-rail thing and hides among the, umm, crates.


-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
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...


Optimized the machinegun from Blaze for some ingame use. Player holding it single handed at the moment.

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.

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...


Optimized the machinegun from Blaze for some ingame use. Player holding it single handed at the moment.

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.

zbang!
-

jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
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.
spike: can blobby be lumpy too? Clay effect.
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
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.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: What are you working on?
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.

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...

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.

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...

zbang!
-

jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Re: What are you working on?
Generation 3 of Alien Arena teasers. This release, is pretty close to a total reboot.





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?
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).
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).
- jitspoe
- Posts: 217
- Joined: Mon Jan 17, 2005 5:27 am
Re: What are you working on?
@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!
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!
Keep it up!
@jitspoe: Cool! I had to re-play that video 2 times to see the aiming animation, due to the fast pace gaming speed!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Who is online
Users browsing this forum: No registered users and 1 guest