What are you working on?
Moderator: InsideQC Admins
another Realms of Quake update:
Up at the top, status text (basic things that go on).
Text at the bottom is the spell that the mouse is over, with the castbar right above it.
You can also see a quick mock-up of the quick spell bar for easier casting of important spells/abilities.
Up at the top, status text (basic things that go on).
Text at the bottom is the spell that the mouse is over, with the castbar right above it.
You can also see a quick mock-up of the quick spell bar for easier casting of important spells/abilities.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
It looks useful. Well, now that I've looked at it sometime, I notice the boxes have unequal space between them.. maybe just have no space between them? Oh no! Soldier dropped his hulahoop!
Testing textures together.. I also need to draw more of them. I decided to draw the textures after all. Modeling them was just too time consuming to get all the elements of the texture into a level editor friendly grid. Maybe I will shape this one into a real level.
http://koti.mbnet.fi/jeejeeje/wip/metal_10.jpg
Testing textures together.. I also need to draw more of them. I decided to draw the textures after all. Modeling them was just too time consuming to get all the elements of the texture into a level editor friendly grid. Maybe I will shape this one into a real level.
http://koti.mbnet.fi/jeejeeje/wip/metal_10.jpg
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
jim I hope you eventually finish up some of the stuff you make because it looks good and I'd like to play it 
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
No screenshots, but I have an automatic vwep generator under way. Will probably take 2 weeks [4 weeks if unlucky] to complete since it has to share time with all my other projects.
Basically, I have a model loader almost done and I'm going to track 3 vertices where the hand is to determine weapon offsets and angles.
And then stage 2 that it will take the weapon model and reposition the location and the angles in relation to the other models.
Minor manual labor could end up being involved, a couple of outstanding little questions remain.
Basically, I have a model loader almost done and I'm going to track 3 vertices where the hand is to determine weapon offsets and angles.
And then stage 2 that it will take the weapon model and reposition the location and the angles in relation to the other models.
Minor manual labor could end up being involved, a couple of outstanding little questions remain.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
I currently implemented a new animation system for both the player and the monsters, which makes life easier on writing frame codes, you don't have to write frame by frame like the traditional method.
The frame code I got from the scratch tutorials that were used by the player, and I modified that function for monsters.
The cool thing is that when a monster is in the middle of his pain frames, he does NOT get out of his running state, he can still move and fire his weapon IN THE MIDDLE of the pain sequence! (If you misunderstood this, when the monster goes to pain frames, he doesn't need to wait until the last frame to move and shoot. It interrupts the pain sequence and go directly to the shooting sequence!) Very player-like, I loved that behavior!
I'm gonna implement that for all monsters, I only implemented for the grunt and the ogre yet.
EDIT: There's a little bug that a monster may shoot his weapon or melee attack twice on the same animation frame...
The frame code I got from the scratch tutorials that were used by the player, and I modified that function for monsters.
The cool thing is that when a monster is in the middle of his pain frames, he does NOT get out of his running state, he can still move and fire his weapon IN THE MIDDLE of the pain sequence! (If you misunderstood this, when the monster goes to pain frames, he doesn't need to wait until the last frame to move and shoot. It interrupts the pain sequence and go directly to the shooting sequence!) Very player-like, I loved that behavior!
I'm gonna implement that for all monsters, I only implemented for the grunt and the ogre yet.
EDIT: There's a little bug that a monster may shoot his weapon or melee attack twice on the same animation frame...
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
I used a similar method for player view weapon animations, but it was extremely glitchy. Also it's behaviour changed if the game speed was altered.
Nice knight there ceriux
Could be some player character in some medieval game.
Baker, I hope I'll get my stuff finished as well. I have a good feeling about getting this stuff complete. I just got a name for my project yesterday: Swamp Warrior. Earlier it was just Warrior, but then I got some little feedback that it wasn't good enough name.
Nice knight there ceriux
Baker, I hope I'll get my stuff finished as well. I have a good feeling about getting this stuff complete. I just got a name for my project yesterday: Swamp Warrior. Earlier it was just Warrior, but then I got some little feedback that it wasn't good enough name.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
Heh, I'm in a singular situation. I am working in that mod I showed you guys in the video a while back. And things are actually going quite nicely, there's a lot of job before reaching an alpha stage, but lots of cool stuff and some key features are already working. However, so far I haven't come with a good name. Then, here I am, with a SP squad mod starring some of the greatests video game heroes of all time, and absolutely no clue in how to call it (maybe "Copyright Violation Team" ? "Cease & Desist Gang versus the Evil Lawyers of Doom" ?
). So, suggestions are welcome.
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
That is awesome, but there's no source for the light. It looks odd.
I didn't know you could have railing like that in Quake.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
You can have railing like that in Quake. Just set your grid at 1 or 2px and manually create a railing. I once did a staircase to a roof, all by hand. And it looked great.
I dug it up and re-rendered it with Q3Map2, took a lot of time.
Here they are:
http://www.quakewiki.net/stuff/screens/tmpQuArK000006.jpg
http://www.quakewiki.net/stuff/screens/tmpQuArK000007.jpg
I dug it up and re-rendered it with Q3Map2, took a lot of time.
Here they are:
http://www.quakewiki.net/stuff/screens/tmpQuArK000006.jpg
http://www.quakewiki.net/stuff/screens/tmpQuArK000007.jpg
Last edited by Chip on Sat Jan 30, 2010 10:32 pm, edited 1 time in total.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Chip wrote:You can have railing like that in Quake. Just set your grid at 1 or 2px and manually create a railing. I once did a staircase to a roof, all by hand. And it looked great.
I dug it up and re-rendered it with Q3Map2, took a lot of time.
Here they are:
http://www.quakewiki.net/stuff/tmpQuArK000006.jpg
http://www.quakewiki.net/stuff/tmpQuArK000007.jpg
Your links appear dead. They redirect to the quakewiki.net homepage.
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
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Wazat wrote:Your links appear dead. They redirect to the quakewiki.net homepage.
Done. Edited them. Here they are again:
http://www.quakewiki.net/stuff/screens/tmpQuArK000006.jpg
http://www.quakewiki.net/stuff/screens/tmpQuArK000007.jpg
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Fear not the dark, but what the dark hides.
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Chip - Posts: 575
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- Location: Dublin, Ireland
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