What are you working on?
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lth - Posts: 144
- Joined: Thu Nov 11, 2004 1:15 pm
I played with kill heatmaps from QW again. I noticed you can abuse r_showbboxes 1 in DP to create some kind of miasma with an .ent file.
http://www.quakeworld.nu/forum/viewtopi ... 003#p51003 (see first post for what it is all about)
Now I need a tiny mod that simply stops items from dropping to the ground. I use item_key1, so that would be enough. I guess it would just be changing "MOVETYPE_TOSS" to "MOVEYPE_NONE" in items.qc's void() PlaceItem. Could someone do that for me? Thanks!
Nevermind, Supa is doing it!
http://www.quakeworld.nu/forum/viewtopi ... 003#p51003 (see first post for what it is all about)
Now I need a tiny mod that simply stops items from dropping to the ground. I use item_key1, so that would be enough. I guess it would just be changing "MOVETYPE_TOSS" to "MOVEYPE_NONE" in items.qc's void() PlaceItem. Could someone do that for me? Thanks!
Nevermind, Supa is doing it!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Coding my own game engine from scratch, in Java. It relies heavily on object-oriented features like anonymous object creation, inheritance and overloading.
As an example, any Text object in the game can be translated, used as a cvar, used as a console command, store numeric Value or TextList objects (which in turn can store more Text objects), and store regular strings.
The game itself will be simple, but with this engine I should be able to create several other games quite fast.
As an example, any Text object in the game can be translated, used as a cvar, used as a console command, store numeric Value or TextList objects (which in turn can store more Text objects), and store regular strings.
The game itself will be simple, but with this engine I should be able to create several other games quite fast.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Not too happy with how these screenshots turned out, but what the hell:
First up, the new opening area (hmm, what a conveniently placed collection of crates, leading up to an equally conveniently placed ventilation grill...):
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake00.gif
This used to be the old opening area, now spiffed up to fit with how the new opening goes:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake01.gif
Some renovation to the underhall tunnel system, enforcers feel much more comfortable in their new security stations:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake02.gif
Yet another tunnel security station:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake04.gif
Reactor Core. Lots of concrete. Getting in will be easy enough, getting out after you do what you need to down here is another matter
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake05.gif
Another shot of the Reactor Core. The lone computer on the right will open up the access hatch you need:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake06.gif
After this area is done, renovation to the exit area, replete with the CyberVoreing... Going slow, but getting there.
First up, the new opening area (hmm, what a conveniently placed collection of crates, leading up to an equally conveniently placed ventilation grill...):
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake00.gif
This used to be the old opening area, now spiffed up to fit with how the new opening goes:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake01.gif
Some renovation to the underhall tunnel system, enforcers feel much more comfortable in their new security stations:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake02.gif
Yet another tunnel security station:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake04.gif
Reactor Core. Lots of concrete. Getting in will be easy enough, getting out after you do what you need to down here is another matter
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake05.gif
Another shot of the Reactor Core. The lone computer on the right will open up the access hatch you need:
http://tlb.quakedev.com/hsmash/shots/hse1m1/quake06.gif
After this area is done, renovation to the exit area, replete with the CyberVoreing... Going slow, but getting there.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
czg answered me, thanks. Disregard the text below.
Currently working on an article about Fullbrights I need answers to these questions by engine coders (or wiseguys
):
1. is the colormap also where overbrights come from? http://quakery.quakedev.com/qwiki/index ... e#Colormap says "shade 0 is double bright"
2. non-sw engines do not use the colormap because of the very limited color range, correct?
edit: 3. Are the fire colours technically fullbright too? That would make sense.
Currently working on an article about Fullbrights I need answers to these questions by engine coders (or wiseguys
1. is the colormap also where overbrights come from? http://quakery.quakedev.com/qwiki/index ... e#Colormap says "shade 0 is double bright"
2. non-sw engines do not use the colormap because of the very limited color range, correct?
edit: 3. Are the fire colours technically fullbright too? That would make sense.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Another chapter done: http://www.quaddicted.com/software-vs-g ... llbrights/
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Deathray, a new level for AA.
Started out thinking of q3dm6, wound up something wierd.
And, a new skin. Did alot of skin and texture work for this next release actually.

And, a new skin. Did alot of skin and texture work for this next release actually.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Remember the warcraft 3 map I mentioned a long time ago? You can download it now. So at least I haven't stopped modding completely.
Thread here

Thread here

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
Making a Quake engine that doesn't choke on large complex open scenes - quite successfully I might add. Marcher, ctf1rq, it eats them for breakfast and comes back looking for more.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
negke wrote:Try masque.bsp, looking down from the mountain tops with monsters still alive and awake.
Worst case scenario I could find was on top of the mountain at the rune area. Looking down, it made 32 FPS on an Intel 945.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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