- Transloquake (Q1)
- FreezeTag (Q3)
- Ricochet (HL1)
Search found 422 matches
- 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:
- 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...
- 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.
- 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!
- 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.
- 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?
- 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?
- 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?
- 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...
- 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.
- 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...
- 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?
- 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...
- 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/...
- 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.