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thanks

Posted: Sun Jan 30, 2011 5:40 am
by Mad John
Thanks!

Posted: Sun Jan 30, 2011 12:09 pm
by Chip
ceriux wrote:lol no making that ORPG i been talking bout since i got here.
Hope you'll have some alpha or beta game 'til the Expo. Looks nice. What engine are you using? DP or some custom modified one?

Posted: Sun Jan 30, 2011 12:55 pm
by ceriux
for now i'm using bakers fitz plus. till LH fix's hlbsp on darkplaces. i have a feeling i'm not good enough to do my own engine coding. so i'm developing with what i have for now.

Posted: Sun Jan 30, 2011 4:56 pm
by MasterSplinter
ceriux wrote:lol no making that ORPG i been talking bout since i got here.
What ORPG is that?

Posted: Sun Jan 30, 2011 8:06 pm
by ceriux
it's unnamed at the moment.

Posted: Sun Jan 30, 2011 9:12 pm
by xaGe
What is "broke" exactly?
ceriux wrote:for now i'm using bakers fitz plus. till LH fix's hlbsp on darkplaces. i have a feeling i'm not good enough to do my own engine coding. so i'm developing with what i have for now.

Posted: Sun Jan 30, 2011 9:13 pm
by ceriux
when loading the bsp it says something about missing textures for hlbsp. which the map works in fitz i already spoke with him. he needs help from someone doing debugging.

anyways, shacks for the slightly richer.

Image

Tavern WIP

Image

this ones a little large so im just going to post the link.

http://img819.imageshack.us/img819/5455/hlbsp.png

it has all 3 buildings.

market stall

Image

Video

Posted: Sun Feb 06, 2011 2:25 am
by frag.machine
Image
"When it's done(tm)."

Posted: Sun Feb 06, 2011 2:52 am
by Dr. Shadowborg
Awesome. :D

Just don't make us wait 12+ years for this. :wink:

Posted: Sun Feb 06, 2011 3:07 am
by leileilol
Make it well commented so it's super stealab I MEAN, portable too


though, stuffcmding that would be heavy traffic....

Posted: Sun Feb 06, 2011 4:23 am
by frag.machine
Yeah, highly portable is my priority, don't worry. :)
And you don't need to stuffcmd everything: you can simply build the hud in a regular .cfg file and simply "exec hud.cfg".

Image

In the pic above, the map name, the BSP file, the player name and the health are read from the engine itself ($mapname, $bspname, $names[0] and $health). Also, there's a picture and a solid black strip (badly placed by me over the picture, not a bug :) ). You can set the strip color and/or alpha, and for text and pictures you can set alpha, too.

Now, I need to sleep a bit, I've been coding straight for like 8 hours :)

Posted: Sun Feb 06, 2011 5:06 am
by ceriux
this could be awesome

Posted: Sun Feb 06, 2011 7:33 am
by Urre
*gives it an official Urre thumbs up*

Posted: Sun Feb 06, 2011 7:38 am
by ceriux
will you be able to do things like visual inventories with this?

Posted: Sun Feb 06, 2011 1:10 pm
by frag.machine
ceriux wrote:will you be able to do things like visual inventories with this?
Like a chest in a RPG, for example ? Yeah, with a bit of work it's quite possible. ATM I'm sticking to the available information in the standard status bar (plus some additional stuff like if you're in the intermission or if the -rogue/-hipnotic flags are set), but without breaking compatibility with standard protocol 15 you could check the unused positions into the cl.stats array for custom stuff and draw/print accordingly. Or, if you're doing something completely unrelated to Quake itself, you can just ignore the predefined for convenience engine variables ($health, $currentammo, etc) and look directly into the cl.stats ($stats[0], $stats[1], etc). What, where, when and how is drawn/printed in your HUD is up to you.