What are you working on?
Moderator: InsideQC Admins
I'm working on the biggest mod repository for Quake 1. I got tons of mods, and I'm sorting them up, versioning and cataloguing them. Most of them are old, abandoned, the current download links don't work anymore, and they've been on my hard drive for a while.
The link is in my signature.
Being a web developer and working with WordPress, I took their plugin repository as an example and started uploading mods on QuakeWiki. It's my contribution to the Quake world and the entire community around (and inside) it. At the moment of writing this, I have 32 mods added and 100 more waiting to be archived and uploaded. After finishing this task (which shouldn't take more 2 weeks), I'll make an official announcement.
Another project I'm working on is a small mod based on an old, unfinished project. More details soon.
The link is in my signature.
Being a web developer and working with WordPress, I took their plugin repository as an example and started uploading mods on QuakeWiki. It's my contribution to the Quake world and the entire community around (and inside) it. At the moment of writing this, I have 32 mods added and 100 more waiting to be archived and uploaded. After finishing this task (which shouldn't take more 2 weeks), I'll make an official announcement.
Another project I'm working on is a small mod based on an old, unfinished project. More details soon.
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Soft shadows using GLSL shadowmapping, up to 5 light sources. Still a ways to go, but getting there. On my GTX9800 it's quite faster than stencil volumes, and looks much more natural.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Nice looking guns there Jim, and pretty nifty shadows Irritant.
I've been working on... work. Living in the new location, working on a new project I can't talk about, which leaves me kinda flatlined when I get home each night, so I've not been exactly productive.
I've been working on... work. Living in the new location, working on a new project I can't talk about, which leaves me kinda flatlined when I get home each night, so I've not been exactly productive.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
scar3crow wrote:I've been working on... work. Living in the new location, working on a new project I can't talk about, which leaves me kinda flatlined when I get home each night, so I've not been exactly productive.
I know exactly how that feels.
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
I've been trying to get a release of Hellsmash ready, though things in real life(tm) seem to keep getting in the way.
I've almost finished adding in all the stuff for deathmatch functionality in HSE1M1.BSP and am (when I've got time) experimenting with wierd stuff like making the pent give both pent and quad, and the quad giving regeneration and making anybody who has the pent vulnerable to damage from the holder, plus reverse the felt effects from quad damage attacks to 1/4.
All said, it won't be much longer till private betatesters then public release of the current version.
I've almost finished adding in all the stuff for deathmatch functionality in HSE1M1.BSP and am (when I've got time) experimenting with wierd stuff like making the pent give both pent and quad, and the quad giving regeneration and making anybody who has the pent vulnerable to damage from the holder, plus reverse the felt effects from quad damage attacks to 1/4.
All said, it won't be much longer till private betatesters then public release of the current version.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Putting together some preliminary bits for my upcoming mod, basically monsters with movetype_walk and player like physics properties - that is, they will move with velocity, and have friction and gravity exactlty as players do.
Video here :- http://c0burn.net/quake/movetypewalk.mp4
Video here :- http://c0burn.net/quake/movetypewalk.mp4
- c0burn
- Posts: 208
- Joined: Fri Nov 05, 2004 12:48 pm
- Location: Liverpool, England
So I got bored with the disgusting Duke Nukem skin I found in the interwebs and decided to make one by myself...


I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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