Search found 422 matches

by JasonX
Wed Jul 08, 2015 6:27 pm
Forum: Gameplay & Design
Topic: Mods with innovative gameplay
Replies: 3
Views: 4966

Mods with innovative gameplay

Some are my favorites:
  • Transloquake (Q1)
  • FreezeTag (Q3)
  • Ricochet (HL1)
by JasonX
Wed Apr 22, 2015 7:03 pm
Forum: Engine Programming
Topic: Dynamic bounding-box collision in Q1
Replies: 4
Views: 1390

Dynamic bounding-box collision in Q1

This is something that i've been always curious, but never really understood in Q1: how does collision really work? Is it related to the BSP format? Isn't it easier, today, to just calculate the bounding box of all models (grunts, player, dogs, etc.) and detect if they are colliding with the BSP geo...
by JasonX
Wed Apr 15, 2015 11:44 pm
Forum: General Discussion
Topic: Using Quake to teach gamedev
Replies: 9
Views: 2911

Re: Using Quake to teach gamedev

I would definitely take some classes! Where do you live? Have you considered setting up a patreon for your engine work? Most of the guys here would love to support you.
by JasonX
Wed Apr 08, 2015 10:30 pm
Forum: Engine Programming
Topic: Blending different animations
Replies: 6
Views: 1504

Re: Blending different animations

You're a living encyclopaedia, Spike. Thanks!
by JasonX
Wed Apr 08, 2015 12:48 am
Forum: Engine Programming
Topic: Blending different animations
Replies: 6
Views: 1504

Re: Blending different animations

I'm implementing IQM and skeletal animation support. Somewhat works... but now i want to experiment with blending, otherwise, IQM would be useless.
by JasonX
Tue Apr 07, 2015 11:56 pm
Forum: CSQC Programming
Topic: ScratchCSQC?
Replies: 23
Views: 14648

ScratchCSQC?

I was wondering how nice would it be to have a project like ScratchQC, but aimed at CSQC features and modern engines. Specially when dealing with MP stuff, like vweaps. Any guru up to it? :D
by JasonX
Tue Apr 07, 2015 11:53 pm
Forum: Modeling
Topic: Model editor used in Quake1?
Replies: 6
Views: 5594

Model editor used in Quake1?

Does anyone know the original modelling program used by the artists in Q1? What about the painting program?
by JasonX
Tue Apr 07, 2015 11:51 pm
Forum: Engine Programming
Topic: Darkplaces VWEAP documentation?
Replies: 3
Views: 1767

Darkplaces VWEAP documentation?

Is there any documentation on the VWEAP support in DP?
by JasonX
Tue Apr 07, 2015 11:51 pm
Forum: Engine Programming
Topic: Blending different animations
Replies: 6
Views: 1504

Blending different animations

Even though the way Q3 handles animation blending is elegant, it requires a much more complex art pipeline, forcing artists to think in separate body parts. I'm thinking about starting a simple test in QuakeSpasm and implement animation blending in multiplayer: running and shooting, for example, wit...
by JasonX
Tue Apr 07, 2015 9:17 pm
Forum: General Programming
Topic: Detailed MDL format docs?
Replies: 5
Views: 4470

Detailed MDL format docs?

I'm writing a small MDL viewier/editor and i'm interested in knowing more details about the format. Any links? Basically, i'm using QT to recreate what QME does, in a more modern and cross-platform framework. For fun, obviously.
by JasonX
Mon Mar 23, 2015 11:57 pm
Forum: Engine Programming
Topic: Best engine for lot's of entities?
Replies: 6
Views: 1810

Re: Best engine for lot's of entities?

Would it be possible to write some entity pooling on QuakeC code? Or this has to be something on the engine side? Would it help to just remanage entities, instead of destroying/instancing them? Also, i plan to use very low-poly game models (< 500 polys), both for enemies and other data... would this...
by JasonX
Mon Mar 23, 2015 4:09 pm
Forum: Engine Programming
Topic: Best engine for lot's of entities?
Replies: 6
Views: 1810

Best engine for lot's of entities?

Darkplaces seemed like a good choice, but it's framerate drops with about 100 monsters at the screen. Is there a good engine for handling lot's of enemies? FitzQuake in software mode, maybe?
by JasonX
Tue Mar 17, 2015 2:57 am
Forum: Engine Programming
Topic: Removing old quake UI and replacing with custom lib
Replies: 3
Views: 1433

Removing old quake UI and replacing with custom lib

So, i've been thinking about removing the old quake ui code entirely and replacing it with something like imgui . I'm planning to do this on top of Darkplaces, since it seems to be a more modern base for experimenting with such stuff. However, does anyone have any idea of how the UI code communicate...
by JasonX
Sun Feb 08, 2015 9:57 pm
Forum: Gameplay & Design
Topic: Modern Quake
Replies: 3
Views: 4482

Modern Quake

So, there are a few games being developed that are bringing back the arena shooters back. Strife, an indie title, bringing the Doom feel back. What would you like to seen in a modern Quake title? I don't really like the idea of retro-graphics, i would love to see something with AAA graphics/physics/...
by JasonX
Sun Feb 08, 2015 9:54 pm
Forum: Engine Programming
Topic: Weapon model sway techniques
Replies: 12
Views: 3753

Re: Weapon model sway techniques

Thanks a lot for the info, guys. The OpenKatana code was very instructive. :D