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@frag.machine:
I like both of your maps. fmsdq03 plays nicely. For fmsdq02 honestly I didn't see any change compared to the "old" version. May be I was just not too observing. I think they should be added to the next update pack of SDQuake...
@hondobondo: pleaaaasseee
@hondobondo:
The "new" cellshading sdquake engine is very cool. I think the "comic" look perfectly matches the game style of SDQuake plus the engine is much faster than Darkplaces. At least in situations with a lot of flying Dukes and airplanes around. Somehow Darkplaces "draws" the fire sprites different or adds a GPU-intense lightning.
The cellshading engine should be part of the next update pack as well.
I like both of your maps. fmsdq03 plays nicely. For fmsdq02 honestly I didn't see any change compared to the "old" version. May be I was just not too observing. I think they should be added to the next update pack of SDQuake...
@hondobondo: pleaaaasseee
@hondobondo:
The "new" cellshading sdquake engine is very cool. I think the "comic" look perfectly matches the game style of SDQuake plus the engine is much faster than Darkplaces. At least in situations with a lot of flying Dukes and airplanes around. Somehow Darkplaces "draws" the fire sprites different or adds a GPU-intense lightning.
The cellshading engine should be part of the next update pack as well.
- Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
I just made some minor alignments on a couple of info_intermission, glad you haven't noticed that (means I managed to not break anything
).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:I just made some minor alignments on a couple of info_intermission, glad you haven't noticed that (means I managed to not break anything).
Well, I spent about 10 minutes in every map. Not shure if this counts
- Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
I am thinking about make a version of Doom2 map07 (Simple Dead). But not just a clone, I want something... a bit different.
@hondobondo: what are the chances of adding some support to things like breakables and rotating brushes, or even just add Pox's extras over the SDQ code ? I have some cool ideas for maps but they require QC support.
@hondobondo: what are the chances of adding some support to things like breakables and rotating brushes, or even just add Pox's extras over the SDQ code ? I have some cool ideas for maps but they require QC support.
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
frag.machine wrote:I am thinking about make a version of Doom2 map07 (Simple Dead). But not just a clone, I want something... a bit different.![]()
Yezz....I always loved Simple Dead. It was a nice DM map.
BTW: Here is a german page which hosts a Quake version of it:
http://www.klemund.de/quake/Levels.html
- Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
And here it is: fmsdq04 - Dead not so simple.
A small bug report: if you hold fire with some weapons (not all weapons), you can keep firing even without ammo, resulting in negative ammo counts:
Also, in skill 3 sometimes this map makes Darkplaces crash and burn with a QuakeC stack overflow if you use the gravity well (I blame the excessive number of entities). Haven't tested in other engines.
A small bug report: if you hold fire with some weapons (not all weapons), you can keep firing even without ammo, resulting in negative ammo counts:
Also, in skill 3 sometimes this map makes Darkplaces crash and burn with a QuakeC stack overflow if you use the gravity well (I blame the excessive number of entities). Haven't tested in other engines.
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
good stuff
@frag
rotating brushes would be cool. i'll look into that. i actually tried to do that engine-side but had no idea how to test it, i.e. map wise. what pox code do you like?
i'll put just any map into the next update as long as it plays well -- lots of open space.
i know that about the negative ammo counts. tracking them down
stack overflow is a problem in sdqengine. haven't seen it in darkplaces yet, but thanks. that's a problem i'm not sure how to deal with except to maybe decrease monster count
rotating brushes would be cool. i'll look into that. i actually tried to do that engine-side but had no idea how to test it, i.e. map wise. what pox code do you like?
i'll put just any map into the next update as long as it plays well -- lots of open space.
i know that about the negative ammo counts. tracking them down
stack overflow is a problem in sdqengine. haven't seen it in darkplaces yet, but thanks. that's a problem i'm not sure how to deal with except to maybe decrease monster count
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
sweet map frag
frag.machine wrote:And here it is: fmsdq04 - Dead not so simple.
A small bug report: if you hold fire with some weapons (not all weapons), you can keep firing even without ammo, resulting in negative ammo counts:
Also, in skill 3 sometimes this map makes Darkplaces crash and burn with a QuakeC stack overflow if you use the gravity well (I blame the excessive number of entities). Haven't tested in other engines.
that's a definitive yes
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Breakable stuff would be awesome (either by damage or triggered by other entities, please). If you want, I have some QC that already does that, I could try to ad this to 2.7 codebase. Also, when making fmsdq04 I had the idea of having an alternate way to finish the map (pushing the eye-button stuff that exists in the original Doom map), but that required a trigger_changelevel that could be triggered by other entity instead only by touching.
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
tried that
frag.machine wrote:Breakable stuff would be awesome (either by damage or triggered by other entities, please). If you want, I have some QC that already does that, I could try to ad this to 2.7 codebase. Also, when making fmsdq04 I had the idea of having an alternate way to finish the map (pushing the eye-button stuff that exists in the original Doom map), but that required a trigger_changelevel that could be triggered by other entity instead only by touching.
i looked into breakable stuff before, but decided that it required more entities in a level which would already be super-overloaded. i might try it out and see if that adds more stack overflow problem
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
new stuff coming
check it out at moddb
http://www.moddb.com/mods/bondos-superduper-quake-25/images
http://www.moddb.com/mods/bondos-superduper-quake-25/images
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
Yay, looks cool...
I like to see the striker hover turret in action
Can we expect frag machines maps included in the next update ?
Will colored lightning work with the updated sdquake engine ?
BTW: The new "metal" textures for the rocket shotgun look much better than the previous green ones.
Cheers
-D$
I like to see the striker hover turret in action
Can we expect frag machines maps included in the next update ?
Will colored lightning work with the updated sdquake engine ?
BTW: The new "metal" textures for the rocket shotgun look much better than the previous green ones.
Cheers
-D$
- Dark$oul71
- Posts: 58
- Joined: Sat Dec 05, 2009 6:56 pm
Dark$oul71 wrote:Yay, looks cool...
I like to see the striker hover turret in action
Can we expect frag machines maps included in the next update ?
yes
Will colored lightning work with the updated sdquake engine ?
the world model is lit, but not entity models, so no
BTW: The new "metal" textures for the rocket shotgun look much better than the previous green ones.
i think so too
- hondobondo
- Posts: 207
- Joined: Tue Sep 26, 2006 2:48 am
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