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Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

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Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby Spirit » Wed Nov 02, 2011 6:50 pm

http://quakeone.com/forums/quake-mod-re ... ammer.html
http://quakeone.com/forums/quake-mod-re ... lazer.html

It started out as a raycast game TC years back for the Mac, but have converted and rebuilt it to a quake TC in Darkplaces. With Quake I believe that you can do some interesting stuff with the fast paced engine, but with the 'locked' raycast style gameplay perspective in Singleplayer.

Image

The game's graphical style is done 100% from scratch. Its reminiscent of your classic 90s style games with a good bit of your classic FPS aesthetics, so I think its something new for those of you who enjoy the classics style games.

Image

Everything is redone, all the textures as well as the GFX, sounds, and Music. the game's visuals are not limited to a single 'floor' like wolf3d, but share some of the blocky grid aesthetics.



:shock:

Best call for help I've ever seen(TM). Go help him! Attach your name to a game that looks like it might make quite a nice impact. Get famous and rich!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby toneddu2000 » Wed Nov 02, 2011 7:16 pm

Very very promising work! Weapon models and art in general are fabolous! I wish I could be a programmer! C*O*N*G*G*R*A*T*S!!

EDIT: How is it possible to achieve that cartoon effect on weapons?
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Thu Nov 03, 2011 2:20 am

Looks like sprites. With CSQC you can fake directional sprites in theory, but i'm just giving a csqc hinty bullshit here. but it is possible to have angles calculated from your position in csqc, pick a frame from that, etc. etc.


LOVING THE MAP TEXTURES BTW
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby JasonX » Thu Nov 03, 2011 2:26 am

Is that Darkplaces? Running with sprites instead of models? How curious!
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby Spike » Thu Nov 03, 2011 3:04 am

.customizeentityforclient (or whatever its called) can also do the directional sprites without csqc, but its quite messy in its own right, as you need to use .frame to generate .frame values without breaking .frame... Or just use something other than .frame, which means you're using something other than .frame to express .frame... Yeah, messy. :P
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby R-Blazer » Fri Nov 04, 2011 3:07 pm

Thanks guys for the comments! Glad you guys enjoy the style!

All most all of the elements are 2d including the weapons, though there are a few mdls for architecture here and there. The entire game is also fullbright, so there actually are no lights, made getting the assets organized take longer, but in the long run making maps is very easy, and the maps render extremely fast.

Currently looking for help in really any aspect, including Interface programming for new HUDs ect.

Thanks guys!
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby JasonX » Mon Jan 16, 2012 10:57 pm

I'm dying to know how you made those enemies and weapons using only sprites. Will you open source this? Maybe a tutorial if you don't plan on open-sourcing? (although engine changes should be open sourced anyway due to GPL).
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby ceriux » Tue Jan 17, 2012 1:37 am

toneddu2000 wrote:
EDIT: How is it possible to achieve that cartoon effect on weapons?



you could make a flat plane in your model editor for the v_wep, make a sprite to use as the weapons texture save it as a tga, give it a transparent background and ta-da !

problem then would be animation, since darkplaces or any other quake engine doesnt support self.weaponskin (an equivalent to self.skin but for weapons.) a solution to that would be to have different versions of that v_wep and if self.weaponframe = x change the model to the slightly different version of that v_wep to simulate the sprite animation.

code wise it may be slightly different. but something like it would work.
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Tue Jan 17, 2012 3:23 am

ceriux wrote: since darkplaces or any other quake engine doesnt support self.weaponskin (an equivalent to self.skin but for weapons.)

it doesn't need that, it's a viewmodelforclient enitty, it can do anything a model can do.
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby JasonX » Tue Jan 17, 2012 3:56 am

leileilol wrote:
ceriux wrote: since darkplaces or any other quake engine doesnt support self.weaponskin (an equivalent to self.skin but for weapons.)

it doesn't need that, it's a viewmodelforclient enitty, it can do anything a model can do.


Do you have any examples of this feature? Or documentation? Is it DP specific?
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Tue Jan 17, 2012 4:47 am

read dpextensions.qc, it'll explain it. One of the cool things you can pull of on that method is tags so you could have shells ejecting from where the gun ejects shells rather than dirty approximation though QC, and also muzzleflashes that comes out of..... oh my god..... the gun's muzzle!
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby ceriux » Tue Jan 17, 2012 5:45 am

thanks leilei, i didn't know that. but if you didn't have that extension on the engine my way would work no?
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Re: Darkplaces Standalone/TC "RetroBlazer" needs QuakeC help

Postby leileilol » Tue Jan 17, 2012 9:12 am

or you can think for a second, and realize that the world doesn't revolve around obscure hacked up psp engine features.


besides, the game uses actual sprites, and animates by frames, not skins.
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