Search found 106 matches
- Tue Apr 14, 2015 4:50 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
Maybe not the best thread to post this, but I'm most likely gonna be taking part in Ludum Dare 32 ( http://ludumdare.com/compo/ ) this weekend, with FTEQW being my engine of choice of course. I'll be streaming the whole on my personal twitch, http://www.twitch.tv/shpuld . It's more like 'what are yo...
- Fri Apr 10, 2015 9:54 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
mankrip: looking great, could you try having the particles square but rotated 45 deg? Like diamond shape? I think that would be pretty awesome, not quite as smooth as a circle but doesn't look as cheap as normal squares. jim: loving colors and creativity in your game. gnounc: sounds good, can't wait...
- Thu Apr 09, 2015 7:46 am
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 13105
Re: ScratchCSQC?
As Spike mentioned, I have a FTEQW only full scratch base (both server and client), that I've used for mobster massacre, new nba and also this bullet hell game I'm working on. I have it on github https://github.com/shpuld/CleanQC4FTE but it's still a "work in progress" version, buggy code,...
- Thu Mar 26, 2015 8:01 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
Fair point frag.machine, most of the graphics are still very much WIP, so I'll probably have the enemy fire have more interesting colors to make it stand out.
- Wed Mar 25, 2015 11:11 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
Toneddu2000: The player hitbox is as big as the bright blue cockpit, so very small. That's how the bullet hell games play out, difficulty comes from seeing the paths inside the moving bullets and navigating through it. I dunno about free or commerical yet, if I can get it polished on a good level I ...
- Wed Mar 25, 2015 5:33 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
Thanks for the comments guys, small gameplay video of the current progress, doesn't look like christmas at the moment anymore:
http://youtu.be/vePY2oGk__Q
http://youtu.be/vePY2oGk__Q
- Wed Mar 18, 2015 2:40 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
FTE is magic, don't let anyone tell you otherwise, so far bending it to power a bullet hell shmup hasn't been any trouble. Whole thing runs client-side because sending possibly hundreds of bullet-entities between client/server would probably not be good idea.
- Sat Mar 14, 2015 3:01 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
toneddu2000: Sure, you can have the material point to whatever you want, instead of "test123" you can have "textures/myfancyshader" or whatever. I personally just like to keep my shader names simple. In my models.shader file I have stuff like "playermat", "mgammoma...
- Sat Mar 14, 2015 1:20 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 5897400
Re: What are you working on?
I made a small video about exporting IQM with Blender.
If you've had trouble with materials or animations not exporting properly, it might help you.
https://www.youtube.com/watch?v=-12ozVO ... e=youtu.be
If you've had trouble with materials or animations not exporting properly, it might help you.
https://www.youtube.com/watch?v=-12ozVO ... e=youtu.be
- Sat Jan 24, 2015 12:15 pm
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 12920
Re: how to use <insert here> in CSQC
If you want to do manipulation in CSQC for certain entities that share a model, for example players, you can use deltalisten(). float(string modelname, float(float isnew) updatecallback, float flags) deltalisten = #371; /* Specifies a per-modelindex callback to listen for engine-networking entity up...
- Fri Jan 23, 2015 1:43 pm
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 12920
Re: how to use <insert here> in CSQC
Let's go through one way of doing client -> server communication. Like mentioned in the last post I'll go through sendevent: void(string evname, string evargs, ...) sendevent = #359; /* Invoke Cmd_evname_evargs in ssqc. evargs must be a string of initials refering to the types of the arguments to pa...
- Fri Jan 23, 2015 1:14 pm
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 12920
Re: how to use <insert here> in CSQC
First I'd like to point out that the stuff I'm gonna write is FTEQW ONLY. Darkplaces doesn't have multicasts or sendevents, in DP you can hack temp entities and sv_parseclientcommand. Your game/mod is most likely going to need the client and server parts to work together, this requires information e...
- Fri Dec 12, 2014 4:10 pm
- Forum: Project Showcase
- Topic: [FTEQW] Mobster Massacre - a Ludum Dare #31 Entry
- Replies: 15
- Views: 11074
Re: [FTEQW] Mobster Massacre - a Ludum Dare #31 Entry
Oh yeah I didn't think about what license to attach to this. I think this LD release will be just free to use for whatever you want. I don't care much if you credit me or not.
- Thu Dec 11, 2014 10:36 am
- Forum: Project Showcase
- Topic: [FTEQW] Mobster Massacre - a Ludum Dare #31 Entry
- Replies: 15
- Views: 11074
Re: [FTEQW] Mobster Massacre - a Ludum Dare #31 Entry
Glad you enjoy it!
- Wed Dec 10, 2014 12:27 am
- Forum: Project Showcase
- Topic: [FTEQW] Mobster Massacre - a Ludum Dare #31 Entry
- Replies: 15
- Views: 11074
Re: [FTEQW] Mobster Massacre - a Ludum Dare #31 Entry
phew, what a relief! Thanks for the update! But, when you tested it on your pc, player and enemies models were visible? I had newer hardware and drivers I think. There was also apparently a small bug in the engine that made the shader require ogl3 support or so, the now removed custom shader should...