What are you working on?

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Shpuld
Posts: 106
Joined: Sat Feb 13, 2010 1:48 pm

Re: What are you working on?

Post by Shpuld »

Small update to the mod I'm working on.

I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.

Video:

http://www.youtube.com/watch?v=FhEYkap-D9M
taniwha
Posts: 401
Joined: Thu Jan 14, 2010 7:11 am
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Re: What are you working on?

Post by taniwha »

Well, I've mostly completed the GLSL renderer for QuakeForge (stage one, anyway). Here are some shots of how it looks:
Image Image
Image Image
I should mention that the default particles won't give the above results: use r_particles_style 0.
Leave others their otherness.
http://quakeforge.net/
taniwha
Posts: 401
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Re: What are you working on?

Post by taniwha »

Shpuld: The effects look quite good. The weapon animations seem a bit stiff, though.
Leave others their otherness.
http://quakeforge.net/
Ace12GA
Posts: 56
Joined: Sat Jan 28, 2012 12:08 am

Re: What are you working on?

Post by Ace12GA »

I have been so impressed with Darkplaces, and the projects coming out around it, I had to tinker.

Image
Image
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

Shpuld wrote:Small update to the mod I'm working on.

I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.

Video:

http://www.youtube.com/watch?v=FhEYkap-D9M

nice stuff man. more alien types later on or no?
mh
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: What are you working on?

Post by mh »

taniwha wrote:Well, I've mostly completed the GLSL renderer for QuakeForge (stage one, anyway). Here are some shots of how it looks:
Image Image
Image Image
I should mention that the default particles won't give the above results: use r_particles_style 0.
That looks awesome. :D

You're welcome to steal my particle shader code if you want, by the way. It's HLSL but it should be easy enough to translate.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
Shpuld
Posts: 106
Joined: Sat Feb 13, 2010 1:48 pm

Re: What are you working on?

Post by Shpuld »

ceriux wrote:
Shpuld wrote:Small update to the mod I'm working on.

I made new sprite based hit effects for the aliens, they look really Half-Lifeish.
I also made animations for my v_models.

Video:

http://www.youtube.com/watch?v=FhEYkap-D9M

nice stuff man. more alien types later on or no?
Yes! I plan on having three types of them. The basic kind you see in the vid, larger chargers, that charge thru masses and pushes other aliens out of it's way or towards you, and also I've planned a cybrid alien, that can fire slow projectiles at the player.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

sounds neat, i might suggest variations of the variations once you have everything set up how you like.
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: What are you working on?

Post by Baker »

Image

Image

Build a mini-solar system. They orbit and stuff, you can navigate around with the keyboard. Saturn doesn't have rings. Isn't quite to scale, it'll look all boring if it were.

I'll end up releasing this as an open source deal eventually. Uses the same concepts of entities as Quake.

Code: Select all

static entity_t myStartEntities [] =
{
//																	|-------------------------------------------------------------------------|
//																	fields are grouped as we may support cyclical alternators in the future    AND NOT in way
//																		 bobbing        rotating            pulsating          glowing    fading    that avelocity would help
//																	|-------------------------------------------------------------------------|
//     name      parentname  texture      model            texture scale        origin          angles            dimensions     color in rgb  alpha    avelocity
	{"camera",   NO_PARENT,  NO_TEXT,        MODEL_NONE,  {  1,  1,  1 }, {  0,  0,  0 }, {  0, 90,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0,  0,  0 } },  		
	{"camera",   NO_PARENT,  NO_TEXT,        MODEL_NONE,  {  1,  1,  1 }, {  0,  0,  0 }, {  0, 90,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0,  0,  0 } },  		
	{"camera",   NO_PARENT,  NO_TEXT,        MODEL_NONE,  {  1,  1,  1 }, {  0,  0,  0 }, {  0, 90,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0,  0,  0 } },  		
	{"camera",   NO_PARENT,  NO_TEXT,        MODEL_NONE,  {  1,  1,  1 }, {  0,  0,  0 }, {  0, 90,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0,  0,  0 } },  		

	{"Sol",		  NO_PARENT,  "sol_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   20.0, 20.0,  20.0 }, {  1,  1,  1 }, 1.0,   {  0, 36/24,   0 } },
	{"gravity1",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, { 25,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/87,   0 } },
	{"gravity2",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, { 50,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/244,  0 } },
	{"gravity3",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, { 75,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/360,  0 } },
	{"gravitym",  "gravity3", NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, { -1,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/28,   0 } },
	{"gravity4",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, {100,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/720,  0 } },
	{"gravity5",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, {150,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/1440, 0 } },
	{"gravity6",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, {200,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/2000, 0 } },
	{"gravity7",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, {250,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/4000, 0 } },
	{"gravity8",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, {300,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/5000, 0 } },
	{"gravity9",  NO_PARENT,  NO_TEXT,		 MODEL_NONE,   {  1,  1,  1 }, {350,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 7000/7000, 0 } },
	
	{"Mercury",  "gravity1",  "mercury_map", MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   0.5,   0.5,   0.5 }, {  1,  1,  1 }, 1.0,   {  0, 36/57,  0 } },
	{"Venus",    "gravity2",  "venus_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   0.8,   0.8,   0.8 }, {  1,  1,  1 }, 1.0,   {  0, 36/244, 0 } },
	{"Earth",    "gravity3",  "earth_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   1.0,   1.0,   1.0 }, {  1,  1,  1 }, 1.0,   {  0, 36/1,   0 } },
	{"Moon",     "gravitym",  "moon_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   0.3,   0.3,   0.3 }, {  1,  1,  1 }, 1.0,   {  0, 36/28,  0 } },
	{"Mars",     "gravity4",  "mars_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   0.5,   0.5,   0.5 }, {  1,  1,  1 }, 1.0,   {  0, 36/1,   0 } },
	{"Jupiter",  "gravity5",  "jupiter_map", MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   5.0,   5.0,   5.0 }, {  1,  1,  1 }, 1.0,   {  0, 36/0.5, 0 } },	
	{"Saturn",   "gravity6",  "saturn_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   4.0,   4.0,   4.0 }, {  1,  1,  1 }, 1.0,   {  0, 36/0.5, 0 } },	
	{"Uranus",   "gravity7",  "uranus_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   3.0,   3.0,   3.0 }, {  1,  1,  1 }, 1.0,   {  0, 36/0.5, 0 } },	
	{"Neptune",  "gravity8",  "neptune_map", MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   3.0,   3.0,   3.0 }, {  1,  1,  1 }, 1.0,   {  0, 36/0.5, 0 } },	
	{"Pluto",    "gravity9",  "pluto_map",	 MODEL_SPHERE, {  1,  1,  1 }, {  0,  0,  0 }, {  0,  0,  0 }, {   0.3,   0.3,   0.3 }, {  1,  1,  1 }, 1.0,   {  0, 36/6,   0 } },	

	
};
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Entar
Posts: 439
Joined: Fri Nov 05, 2004 7:27 pm
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Re: What are you working on?

Post by Entar »

Baker wrote:Isn't quite to scale, it'll look all boring if it were.
Maybe go with a log(x) scale? :)
CocoT
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Re: What are you working on?

Post by CocoT »

Baker: haha, that's awesome! :)

Shpuld: Cool video! It reminded me a little of Kiss Psycho Circus when the crab creatures attack (watch this, if you don't know what I'm talking about: http://www.youtube.com/watch?v=luXelZh7Eww). How many of those spiders can be on screen without the game lagging too much? And what exactly is the goal of the mod / gameplay be about? :)
Neurotic Conversions - New location: Update your bookmarks!
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: What are you working on?

Post by Baker »

Entar wrote:
Baker wrote:Isn't quite to scale, it'll look all boring if it were.
Maybe go with a log(x) scale? :)
Really the scale isn't the only problem. If you do the orbits accurately, Mercury really zips around the sun compared to the other planets. So if you do the orbital periods, distances and rotation intervals ("sidereal" time is the astronomy term) ... either you are stuck with very boring rotations and decent orbits or lively rotations and some planets moving like race cars. Venus's rotation is something like 224 days, Jupiter is something like 10-12 hours.

So making it anywhere near accurate results in choices.

Part of me would like to model a semi-realistic "our immediate neighborhood" like of the really close stars. Rather cool the stuff sitting around on the internet like this:

List of all spectral type "G" stars (the sun-like ones) within 100 lightyears:

http://www.solstation.com/stars3/100-gs.htm

It takes a bit over an hour for light to hit Saturn. The nearest stars even like Alpha Centauri and such are really, really, really, really far away but that standard. Like 24,000 times further away.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: What are you working on?

Post by Baker »

libsdl:

I'm so glad libsdl exists. I've been trying to port FitzQuake to actual real native OS X and Apple's development documentation is ... uh ... not even in the same city as say Microsoft's. Apple's docs are not bad. They are overly "voluminous". Like 30 pages of information that really does not provide enough information nor any examples.

And they changed the hardware gamma stuff and the only people who seem to know what it is ---> the libsdl developers. No other leads on all the internet to that one.

[Not using libsdl, mostly because using libsdl is a bit like cheating. You don't get your hands dirty and avoid stuff rather than engage it. Which is sometimes ok. But really, OpenGL is OpenGL so the need for SDL really is kind of dubious in a lot of cases. Well, maybe for sound ...]
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

@Baker: I'd love to use your solar system simulation as screensaver. Can you convert it to a Windows .scr ? Maybe with the camera flying around like a comet or a spaceship, that would be ubercool.
EDIT:derp, a simple Google search shows me that's already done. Still, it would be a great screensaver.
EDIT2:ugh, the ones I checked look all too wrong in proportions and full of bloom (in space!). Yours is more close to the real thing, Baker.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: What are you working on?

Post by Baker »

It's not a screen saver. It is a mini-engine, actually. Very thin cvar system, very thin input system, very thin physics, even has timing, texture loader (written from thin air). Entities supported are cubes, faces and sphere. Avelocity supported. Supports no specific limit of "parent" entities (kind of like model tags, you can make things loaded into position related to each other). It doesn't load QuakeC or do collisions. Yet. After I do a PSP engine update, I'm going to make a very simple collision system and the ability to select objects and upload the source (multi platform, of course) do that as the conclusion to the "selecting objects in 3D thread".
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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