What are you working on?

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Mad John
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Joined: Fri Jan 21, 2011 2:16 pm

thanks

Post by Mad John »

Thanks!
Chip
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Post by Chip »

ceriux wrote:lol no making that ORPG i been talking bout since i got here.
Hope you'll have some alpha or beta game 'til the Expo. Looks nice. What engine are you using? DP or some custom modified one?
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ceriux
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Post by ceriux »

for now i'm using bakers fitz plus. till LH fix's hlbsp on darkplaces. i have a feeling i'm not good enough to do my own engine coding. so i'm developing with what i have for now.
MasterSplinter
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Post by MasterSplinter »

ceriux wrote:lol no making that ORPG i been talking bout since i got here.
What ORPG is that?
ceriux
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Location: Indiana, USA

Post by ceriux »

it's unnamed at the moment.
xaGe
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Post by xaGe »

What is "broke" exactly?
ceriux wrote:for now i'm using bakers fitz plus. till LH fix's hlbsp on darkplaces. i have a feeling i'm not good enough to do my own engine coding. so i'm developing with what i have for now.
ceriux
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Post by ceriux »

when loading the bsp it says something about missing textures for hlbsp. which the map works in fitz i already spoke with him. he needs help from someone doing debugging.

anyways, shacks for the slightly richer.

Image

Tavern WIP

Image

this ones a little large so im just going to post the link.

http://img819.imageshack.us/img819/5455/hlbsp.png

it has all 3 buildings.

market stall

Image

Video
frag.machine
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Joined: Sat Nov 25, 2006 1:49 pm

Post by frag.machine »

Image
"When it's done(tm)."
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Dr. Shadowborg
InsideQC Staff
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Post by Dr. Shadowborg »

Awesome. :D

Just don't make us wait 12+ years for this. :wink:
leileilol
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Post by leileilol »

Make it well commented so it's super stealab I MEAN, portable too


though, stuffcmding that would be heavy traffic....
i should not be here
frag.machine
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Joined: Sat Nov 25, 2006 1:49 pm

Post by frag.machine »

Yeah, highly portable is my priority, don't worry. :)
And you don't need to stuffcmd everything: you can simply build the hud in a regular .cfg file and simply "exec hud.cfg".

Image

In the pic above, the map name, the BSP file, the player name and the health are read from the engine itself ($mapname, $bspname, $names[0] and $health). Also, there's a picture and a solid black strip (badly placed by me over the picture, not a bug :) ). You can set the strip color and/or alpha, and for text and pictures you can set alpha, too.

Now, I need to sleep a bit, I've been coding straight for like 8 hours :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
ceriux
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Post by ceriux »

this could be awesome
Urre
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Post by Urre »

*gives it an official Urre thumbs up*
I was once a Quake modder
ceriux
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Post by ceriux »

will you be able to do things like visual inventories with this?
frag.machine
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Post by frag.machine »

ceriux wrote:will you be able to do things like visual inventories with this?
Like a chest in a RPG, for example ? Yeah, with a bit of work it's quite possible. ATM I'm sticking to the available information in the standard status bar (plus some additional stuff like if you're in the intermission or if the -rogue/-hipnotic flags are set), but without breaking compatibility with standard protocol 15 you could check the unused positions into the cl.stats array for custom stuff and draw/print accordingly. Or, if you're doing something completely unrelated to Quake itself, you can just ignore the predefined for convenience engine variables ($health, $currentammo, etc) and look directly into the cl.stats ($stats[0], $stats[1], etc). What, where, when and how is drawn/printed in your HUD is up to you.
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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