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Postby Urre » Tue Mar 23, 2010 9:26 pm

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 :)
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Postby frag.machine » Tue Mar 23, 2010 10:41 pm

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 :)
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Postby Chip » Tue Mar 23, 2010 10:50 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.
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Postby jim » Wed Mar 24, 2010 3:07 am

I've been doing a character model..

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Postby ajay » Wed Mar 24, 2010 8:48 am

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 :wink: ) are off-scale, a testament to the fact they were made before the rest. I want to give the player room to move around, but prob too much at the moment.

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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Postby Spirit » Wed Mar 24, 2010 9:29 am

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.
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Postby ajay » Wed Mar 24, 2010 9:46 am

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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Postby negke » Wed Mar 24, 2010 10:14 am

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.
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Postby frag.machine » Wed Mar 24, 2010 11:57 am

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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Postby ajay » Wed Mar 24, 2010 2:03 pm

Thats brilliant, thanks a lot :)
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Postby ajay » Thu Mar 25, 2010 4:13 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.
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Postby Teiman » Thu Mar 25, 2010 4:36 pm

Something that I would like to see implemented is a model of a weapon as flashlight with the actual light modeled as a big white cone with smooth alpha. One that look realistic.
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Postby Error » Fri Mar 26, 2010 7:56 am

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.
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Postby frag.machine » Fri Mar 26, 2010 10:56 pm

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 :D Can't wait to see more of this creepy level...
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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Postby jim » Sat Mar 27, 2010 3:20 am

I decreased the polycount to 5328 for the character.. and the thing on it is 1080 tris. I might try how it'll look if I flip the spike arms down and finger arms up... but now I'm going to sleep.

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