What are you working on?

Discuss anything not covered by any of the other categories.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

I think that could be faked just as well with clever VP_ORIENTED sprites that rotate their top to an info_null on spawn....


When the zdoom community discovered volumetric lighting by layering linedefs, there was quite the savage wars over "NO I INVENTED IT ITS MY IDEA (C) ME" etc... despite such an effect seen quite a long time ago.
i should not be here
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: What are you working on?

Post by Nahuel »

you can test the fake beams of the b/w map
https://www.dropbox.com/s/cfb04z3396ydugs/beam.pk3
this beams are solid because i changed the "func_notsolidwall" for "func_wall" function
hi, I am nahuel, I love quake and qc.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

http://earthquakemod.wordpress.com/

Latest mini-blog: new lamp posts! Excitement!
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
Contact:

Re: What are you working on?

Post by Spike »

no road signs?
no neighbourhood watch warnings about invasion of privacy?
not even any serial numbers?
:/

:P
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

Haha Spike, soon, maybe...

On that note, a long rambling blog on planning and organising work on my mod, which neatly and coincidently demonstrates why it's development is long and rambling: http://earthquakemod.wordpress.com/
jitspoe
Posts: 219
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Post by jitspoe »

Finally getting around to fixing some issues with the reflective water in paintball2 so it respects scaling, rotation, and flow direction.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

good. let me know how it goes, because I have serious pvs issues with my reflective water.
i should not be here
jitspoe
Posts: 219
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Post by jitspoe »

leileilol wrote:good. let me know how it goes, because I have serious pvs issues with my reflective water.
Can't really fix those without a new map format, or some kind of additional PVS data for reflections.
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

http://earthquakemod.wordpress.com/

Constructive destruction! Process of making buildings damaged. Hard, as I'm finding, to get right. First go really, hopefully I'll get better.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

ajay your mod is looking awesome i cant wait to play it!
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

Image

implemented unreal-style death cam!
i should not be here
ajay
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Post by ajay »

ceriux wrote:ajay your mod is looking awesome i cant wait to play it!
Me too! Such a lot of work to do...

Have done some stuff today though (http://earthquakemod.wordpress.com/) onwards and upwards (though sometimes a little sideways)
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: What are you working on?

Post by mankrip »

leileilol wrote:Image
How does that reflection look when inside the E4 water pool at start.bsp?
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

Image

should really pull a Source and make the largest body of water only have a reflection instead of having all water surfaces getting it because I only have one freakin' buffer!
maybe reflective cubemaps can be implemented somehow, like rendering an area-generated skybox into the reflect buffer. The water at the top is gray because it's reading from a clear part of the reflectbuffer meant for the bottom reflection.
what's really needed is some chains and regional updates of the buffer to be layered from far to near...
i should not be here
jitspoe
Posts: 219
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Post by jitspoe »

Yeah, multiple water surfaces is a pain. I was thinking of doing some sort of cubemap or generic effect for additional water surfaces. I've got a cvar to control the max reflection buffers (default is 2), but some maps have a bunch of different water surfaces, and some of them will just not render.

Oh, and regarding the vis stuff, I just grabbed a position on the water for the PVS. You're probably already doing something like this, but I figured I'd mention it since it's at least better than using the player camera position...
Post Reply