What are you working on?
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You really should invest in some ladder code, and make a less chunky ladder, to match the otherwise good quality of the outdoor environment, same goes for the lightposts, but that's been pointed out already. The indoors feels offscale, very large, whereas outdoors it seems mostly fine.
Keep up the good work
Keep up the good work
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
ajay wrote:Urre wrote:I'm liking the atmosphere.
Thanks.
Number two, nothing much extra, just the start in the cellar: http://www.youtube.com/watch?v=jnJ8XUYWDy0
You forgot the "gl_flashblend 0" for your flashlight looks a bit more realistic
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
I was about to complain about the same thing. The flashlight.
I agree about the proportions. The cellar looks huge. Other than that, I like it.
I agree about the proportions. The cellar looks huge. Other than that, I like it.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Urre wrote:You really should invest in some ladder code, and make a less chunky ladder, to match the otherwise good quality of the outdoor environment, same goes for the lightposts, but that's been pointed out already. The indoors feels offscale, very large, whereas outdoors it seems mostly fine.
Keep up the good work
Ladder code: I have, not implemented yet. The jump sound I've removed for the time being.
The lamp posts are the second iteration; I'm loath to make more complicated ones, to keep f/ rates up. If I can find a model in keeping with a British city I'll use it, if not, they'll probably stay.
The indoors (well the cellar anyway, you've not seen ALL the indoors yet
frag.machine wrote: forgot the "gl_flashblend 0" for your flashlight looks a bit more realistic
chip wrote:I was about to complain about the same thing. The flashlight.
I dislike the flashlight too. The darkplaces compatible one was much better. However... it doesn't work in Fitzquake, which is the engine I'm using now due to my elderly and infirm laptop struggling with DP in any map bigger than a small box @ anything greater than 640x480. Also I'd like the mod not to be incompatible with too many engines, so FQ is a good base I think.
Anyway, frag.machine, whats this "gl_flashblend 0" of which you speak?
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
It makes the engine use dynamic lighting instead of that glow "sprite". Looks much better and it is much more useful as it actually lights the level.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Spirit wrote:It makes the engine use dynamic lighting instead of that glow "sprite". Looks much better and it is much more useful as it actually lights the level.
Poor question 1:
Would this work for any engine?
Poor question 2:
Can you implement it thru' qc or config?
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
1: Yes, it works in every engine. The sole purpose of this command was to improve the performance on early GL cards by not having muzzleflash, rockets and explosions emit light.
2. Yes, I think you can - by adding a trigger_command-type entity, for example. Most people should have gl_flashblend disabled anyway.
2. Yes, I think you can - by adding a trigger_command-type entity, for example. Most people should have gl_flashblend disabled anyway.
- negke
- Posts: 150
- Joined: Wed Apr 16, 2008 5:53 pm
ajay wrote:Urre wrote:Anyway, frag.machine, whats this "gl_flashblend 0" of which you speak?
gl_flashblend is the name of the standard cvar to control the glow effect for any entity with .effects = EF_MUZZLEFLASH: 1 (default) draws a yellow light ball around the light origin , 0 renders the dynamic light, in the same way the software version does. FitzQuake has this cvar and behaves exactly in the expected way, so just put it in your autoexec.cfg and everything should work OK.
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
http://www.youtube.com/watch?v=8ybwPZ-lR_g
Torch update and ladder code implemented. I'll be shrinking the cellar later, and changing the switch button.
Torch update and ladder code implemented. I'll be shrinking the cellar later, and changing the switch button.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
recreating my favorite board game in Quake... while being bored.
http://i250.photobucket.com/albums/gg249/Errorabove/heroquest000001.jpg
that's just a tiled demo.
can't promise this will go anywhere as I already have a few projects.
http://i250.photobucket.com/albums/gg249/Errorabove/heroquest000001.jpg
that's just a tiled demo.
can't promise this will go anywhere as I already have a few projects.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
ajay wrote:http://www.youtube.com/watch?v=8ybwPZ-lR_g
Torch update and ladder code implemented. I'll be shrinking the cellar later, and changing the switch button.
Hey, flashlight looks better now
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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