What are you working on?

Discuss anything not covered by any of the other categories.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

jim looks awesome!
hogsy
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK
Contact:

Re: What are you working on?

Post by hogsy »

Upped all the source-code to our github now :)
https://github.com/OldTimes-Software/ProjectKatana

Edit:
Forgot to add but everything except the game-logic is up on there. I'll throw a template or example up at some point.
Spirit
Posts: 1067
Joined: Sat Nov 20, 2004 9:00 pm
Contact:

Re: What are you working on?

Post by Spirit »

I was working on a redesign and the embargo was finally lifted: https://www.quaddicted.com/
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

Wow and I recieved a very special valuable third party promotional offer!!!! thanks quaddicted!!!

ALSO BREAKING NEWS
i should not be here
SusanMDK
Posts: 601
Joined: Fri Aug 05, 2005 2:35 pm
Location: In The Sun

Re: What are you working on?

Post by SusanMDK »

14 years to wait for the new Quake is a long time... ;(

I decided scrap my earlier ultra-violent ideas and work on a dancing game instead. Here's a small preview of: Dance Dance Explosion 2000!

It's time to explode your enemies with dance moves!
zbang!
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: What are you working on?

Post by toneddu2000 »

lol. I expect a fight with Lady Gaga!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

new character, and some messing with glsl

Image Image
i should not be here
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Post by ceriux »

Leilei that actually looks really cool.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

Image
i should not be here
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

I'd love to see you creating something inspired in GitS' Major Motoko, leileilol.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Spiney
Posts: 63
Joined: Mon Feb 13, 2012 1:35 pm

Re: What are you working on?

Post by Spiney »

Impressive, the linework in the texture works really nicely together with the sobel (?) filter. Cell shading looks good also. It really brings out the anime aspect. Could be the future look for OA?
jitspoe
Posts: 219
Joined: Mon Jan 17, 2005 5:27 am

Re: What are you working on?

Post by jitspoe »

Felt inspired to fire up Filter Forge again and revise one of my procedurally generated wood textures:

Image
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

Spiney wrote:Could be the future look for OA?
Maybe as a cvar that loads available _cel shaders if found instead (since this would work best with individually made assets, you can't simply throw everything through that stupid "Cell Shading" patch). The celshading works with both ambient color and light color so it's not as lazy as most implementations out there, though it is relatively expensive, with 4 stages, similar to the map texture lightmap multitexture process:

1- ambientcolor flat shading, $whiteimage, opaque
2- directcolor-ambientcolor flat shading, specially uv generated cel circle image, additive
3- the specular, which is like 2 but a much smaller scale of the same cel circle image, additive, alphagen specular w/ GT128
4- the skin, filter blended, rgbgen identity

The best part of this is that vertexlighting mode falls back to a single goraud shaded stage :P

Furthermore the outlines come from a GLSL postprocess shader that adds outlines given depth. It also gives slight color-based sobel outlines at close range, though I rather would have hue/saturation-based outlines The shader also darkens the picture, adds stylized cross bloom (inspired by Prey), and has a second pass to slightly blur it all trying to give things an old OVA look, which i'll try to add more to, like maybe film grain or chromatic abberation.

fun fact: that player model totals 1140kb uncompressed, with both the normal skin and the cel skins (in jpeg form. okay, so there's some compression, and the MDR format, but my point is the overall filesize is a tiny fraction relative to the typical OA player model in MD3, helping my prospect for a smaller total filesize)
i should not be here
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: What are you working on?

Post by r00k »

adding footstep sounds.. based on floor texture name... *testing...

Code: Select all

char *nodename = "                 ";

int RecursiveNodePoint (mnode_t *node, vec3_t start, vec3_t end)
{
	float	front, back, frac;
	vec3_t	mid;
	void DrawGLPolyHighlight(glpoly_t *p);
	
loc0:
	if (node->contents < 0)
		return false;		// didn't hit anything
	
// calculate mid point
	if (node->plane->type < 3)
	{
		front = start[node->plane->type] - node->plane->dist;
		back = end[node->plane->type] - node->plane->dist;
	}
	else
	{
		front = DotProduct(start, node->plane->normal) - node->plane->dist;
		back = DotProduct(end, node->plane->normal) - node->plane->dist;
	}

	// optimized recursion
	if ((back < 0) == (front < 0))
	{
		node = node->children[front < 0];
		goto loc0;
	}
	
	frac = front / (front-back);
	mid[0] = start[0] + (end[0] - start[0]) * frac;
	mid[1] = start[1] + (end[1] - start[1]) * frac;
	mid[2] = start[2] + (end[2] - start[2]) * frac;
	
// go down front side
	if (RecursiveNodePoint(node->children[front < 0], start, mid))
	{		
		return true;	// hit something
	}
	else
	{
		int		i, ds, dt;
		msurface_t	*surf;

		surf = cl.worldmodel->surfaces + node->firstsurface;
		for (i = 0 ; i < node->numsurfaces ; i++, surf++)
		{
			ds = (int)((float)DotProduct (mid, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
			dt = (int)((float)DotProduct (mid, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3]);

			if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
				continue;
			
			ds -= surf->texturemins[0];
			dt -= surf->texturemins[1];
			
			if (ds > surf->extents[0] || dt > surf->extents[1])
				continue;
	
			if (developer.value)
				DrawGLPolyHighlight(surf->polys);

			nodename = (surf->texinfo->texture->name);
			return true;
		}

	// go down back side		
		return RecursiveNodePoint (node->children[front >= 0], mid, end);
	}
}

void GetNodePoint (vec3_t p, vec3_t	end)
{
	RecursiveNodePoint (cl.worldmodel->nodes, p, end);	
	SCR_CenterPrint (nodename);	
}
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

Procedurally generated world + split model + top down camera + misc stuff:

http://youtu.be/tA-mS-inKAg
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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