Awesome! MSYS2 is a great project.revelator wrote: ↑Sun Jan 09, 2022 7:52 am blinks... woot.
nice job m8
retired from the game coding scene years back when this site went boom, i still do some supportive work in the opensource community (Msys2) from time to time supplying patches and general help with getting things to run.
But good to see this site up and about again![]()
What are you working on?
Re: What are you working on?
Re: What are you working on?
Scaly demons, maybe changing the legs later to be normal humanoid legs, their walk animation looks kinda strange, alternative would be to make them walk on all 4 limbs and only raise up like this when attacking. They use the human size hitbox but with the FL_MONSTER flag to make them sort of bigger.

Tudor style textures, kinda slow to use if alterating the shapes like this. Normal map a little wrong with the beams not "bumping up", fixing later maybe. Planning to focus on making more textures and levels, polishing stuff later. Could maybe also update the palette, but only update the palette in the glsl shader (which wouldn't need to have a quake palette layout).


Tudor style textures, kinda slow to use if alterating the shapes like this. Normal map a little wrong with the beams not "bumping up", fixing later maybe. Planning to focus on making more textures and levels, polishing stuff later. Could maybe also update the palette, but only update the palette in the glsl shader (which wouldn't need to have a quake palette layout).

zbang!
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Re: What are you working on?
Oh hey, hello there.
Still tinkering with Quake (FTEQW) just for fun, as a hobby.
Nice to see some of the old guard back.
Still tinkering with Quake (FTEQW) just for fun, as a hobby.
Nice to see some of the old guard back.
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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- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
... and, of course, happy to see new blood in the community, too.frag.machine wrote: ↑Tue Jun 07, 2022 3:39 pm Oh hey, hello there.
Still tinkering with Quake (FTEQW) just for fun, as a hobby.
Nice to see some of the old guard back.

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)

Re: What are you working on?
Hi!,
I am building a vampired mod. With a cool map with day/night cycle and (hopefully) cartonified graphics.
https://www.youtube.com/watch?v=AispizufH94
Is awesome to be here again. This is like home
I am building a vampired mod. With a cool map with day/night cycle and (hopefully) cartonified graphics.
https://www.youtube.com/watch?v=AispizufH94
Is awesome to be here again. This is like home

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Re: What are you working on?
Hi, Tei! Nice idea for a mod. What engine are you using ?Teiman wrote: ↑Thu Jun 16, 2022 6:46 pm Hi!,
I am building a vampired mod. With a cool map with day/night cycle and (hopefully) cartonified graphics.
https://www.youtube.com/watch?v=AispizufH94
Is awesome to be here again. This is like home![]()
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)

Re: What are you working on?
I have made the map so big it only runs on FTE, but so far I don't have any feature that really demand a particular engine.
I may even "fold" the map so the coords are safe for other engines.
I did tried to add FTE shaders, but is a hard topic, learned a lot and can't even do a "hello world" yet.
I may even "fold" the map so the coords are safe for other engines.
I did tried to add FTE shaders, but is a hard topic, learned a lot and can't even do a "hello world" yet.
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
Heh, I've been playing with FTE for a good time, although I admit being slow to adopt all the fancy bells and whistles. Just some basic CSQC (mostly HUD/menus customization) and shader scripts mostly. I've been using the Q3A shader manual as reference and so far got things working. Never tried shader fragments, I think they're overkill for my use cases.Teiman wrote: ↑Sun Jun 19, 2022 7:55 am I have made the map so big it only runs on FTE, but so far I don't have any feature that really demand a particular engine.
I may even "fold" the map so the coords are safe for other engines.
I did tried to add FTE shaders, but is a hard topic, learned a lot and can't even do a "hello world" yet.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)

Re: What are you working on?
There are tons of examples to learn from, but yeah it is not quite as easy as q3a shaders.
Teiman wrote: ↑Sun Jun 19, 2022 7:55 am I have made the map so big it only runs on FTE, but so far I don't have any feature that really demand a particular engine.
I may even "fold" the map so the coords are safe for other engines.
I did tried to add FTE shaders, but is a hard topic, learned a lot and can't even do a "hello world" yet.
Re: What are you working on?
A month ago I started work on a Nuclide-lite, that works in standard Quake (including DOS Quake).
It's still in the boilerplate phase, but that's what I've been working on besides the usual stuff.
It will be very class heavy and hopefully point out any issues we have with fteqcc and supporting the old engines with advanced features.
It's still in the boilerplate phase, but that's what I've been working on besides the usual stuff.
It will be very class heavy and hopefully point out any issues we have with fteqcc and supporting the old engines with advanced features.
Re: What are you working on?
I worked a bit on the new Quaddicted, with hashes instead of filenames as identifiers on Postgres, JSONB, flask, Discourse, jinja2. It's looking good! If only I had more time for it.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews