What are you working on?

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frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

sock wrote: @frag.machine, you need to vary the floor it is too flat. Get the player moving up and down through the environment. It will also make the AI more fun to play against when they have different height to attack from. (ogre grenades etc). Also vary the width/scale of the lattice ceiling woodwork, it looks too uniform and add some angled supports (eg like doorframe). I would recommend using a proper groin vault texture (something with a trim and diagonal edges) instead of brick. Make your broken wall detail larger, don't cut small bricks, use large cuts and show more of the wall layers. Let people fill in the fine details with their imagination.
Thanks for the tips, sock. The whole map is a WIP, something I've been playing on and off for a while, and I am slowly adding details to it. Although not seen in the pics the floor does vary in some points (the map itself is some kind of tower, the arc corridors are just one of the lower levels, some sort of catacombs). I agree about the wood texture looking too uniform, I'll play with angles or even mixing another texture to break this. Good call about the trim textures, good ones are hard to find, I suppose I'll end up creating something to add variety. The wall crack is not alone, but as I said the area is not complete, I am using the cracks to pass the idea of a decaying environment.

ceriux: I made the fists, my maps uses a lot of custom QC, monsters and models. There's also a knife for stealth attacks but isnt skinned yet.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Seven
Posts: 301
Joined: Sat Oct 06, 2007 8:49 pm
Location: Germany

Re: What are you working on?

Post by Seven »

Hello frag.machine,

Your post reminds me of the screenshots you once showed us from your custom start map for original Quake. :)
I think it was end of last year ?

You maybe remember that I asked if you could share it with us, or even better continue to work on it.
I am a big fan of your custom start map with the open areas and ruins and all.
I love medieval / fantasy ambience. And your screens look exactly like this.

Is there a small chance to share it ? :P
It would be a pity if your work would go unseen and unused and stays forever on your dark HDD :wink:

Best wishes,
Seven
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

@Seven: yup, I remember you asked the map, and I remember not finding it in the slimy and dark maze of folders of my HDD.
I promise I'll look for it again more thoroughly, maybe I even manage to finish the darn thing this time. :)
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

A visit to S_StartSound with a strcmp friend resulted in......
- Cvar'd: Blood particle bursts from Gib sounds (to make gibs more 'poppy', since relying on gib model trails is not enough)
- Cvar'd: Player death noises playing to forced ATTN_NORM
- Cancel pitchshift for doors, platforms and ambience


Also I tried a dither idea for additive fading... looks grainy. It's more effective in high res and makes coronas fade much better though
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 »

that looks really cool leilei. its cool all the stuff software rendering can do.
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK
Contact:

Re: What are you working on?

Post by Spike »

looks awesome, other than the resolution. :s

and yeah, combining sound events with particle events makes a lot of sense, if you can avoid too many special-case hacks.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

intercepting the specific sound through startsound is probably the Wrong Thing to do and is Evil but it's the only way I can think of doing it short of adding a new builtin to the qc progs. I know I shouldn't pull a Qrack with the content hack feature creep, no offense to qrack guy. I just did it because I always felt Quake was lacking a few things compared to ROTT and Duke3D and I wanted to do something about it since it was so strange for a new id software game to regress vOv

sure is worth it though
i should not be here
horrorporn
Posts: 29
Joined: Tue Sep 21, 2010 5:38 pm
Location: Australia

Re: What are you working on?

Post by horrorporn »

is that vertex lighting?? is that water refraction?? is that dripping gore??

Image

there's some hands and a pistol as well, but I don't think they look low poly enough. for a probably never finished/released qc mod.
leileilol
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Post by leileilol »

Vertex lighting - no. but that would be interesting albeit slow, to drop the surfmip lighting stuff to do vertex lighting in ithe wall spans, it'd look similar to Powerslave/Quake Saturn versions
Water refractions - yes.
Dripping gore - Yes. sociopath not included.
it's also software rendered in case you haven't noticed

Is that the PEP from Deus Ex Human Revolution?
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 »

Not much exciting going on for me. I just fixed an age-old bug in my Q2 engine where .wal file texture names were being stored WITH the extension, while everything else was storing them without. This caused a few issues, like surfaces with .wal textures having the wrong texture. There were only a couple .wal files still being used, so it was pretty rare to see, anyway.

While I was investigating the issue, I decided to make all the texnums use values from glGenTextures rather than the hardcoded values.

Also put all of the opengl function pointers inside of a struct.
hogsy
Posts: 198
Joined: Wed Aug 03, 2011 3:44 pm
Location: UK
Contact:

Re: What are you working on?

Post by hogsy »

Been doing quite a considerable amount of work recently towards the Linux port of OpenKatana, and I've been working on a front-end in Linux using GTK+ for some of the tools as a learning experience. I think we're pretty close to doing a freeze on the tools soon since there's just a few final desired features left to implement, though there's a bug with hmap2 which is bothering me and others on the team, and I haven't gotten round to looking into it yet. I've also done some side work on the new menu system in OpenKatana but it's still a long way from being finished, and as another programmer left I'm also going to have to go back to dealing with the AI again which is going to take up a lot of my time. We really need more programmers...

We've also been looking at what types of secrets we can add to OpenKatana and we're currently looking at things such as hidden weapons since we feel they have more value. I'm not giving away too much since they'll be secrets, obviously, but I think some people will hopefully be surprised.

Also I'm curious if anyone would be interested in seeing Quake support added back into a separate branch of our engine? I've been thinking about it quite a bit lately but certainly wouldn't be able to commit myself to working on it full-time, but if someone's interested in lending a hand towards that then I can sort something out...
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: What are you working on?

Post by mankrip »

Some sidescrolling stuff. I don't know if FTEQW supports scrolling textures, so that was made using multiple BSP models.

And I've noticed the results are very framerate-dependent. If it isn't smooth, the distance between each scrolling model will vary and holes will appear between them.

The QC camera also lags considerably right after starting. It only synchronizes after playing for a while.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: What are you working on?

Post by r00k »

heh it looks cool though
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: What are you working on?

Post by frag.machine »

@mankrip: cool, are you using MOVETYPE_FOLLOW?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Seven
Posts: 301
Joined: Sat Oct 06, 2007 8:49 pm
Location: Germany

Re: What are you working on?

Post by Seven »

frag.machine wrote:@Seven: yup, I remember you asked the map, and I remember not finding it in the slimy and dark maze of folders of my HDD.
I promise I'll look for it again more thoroughly, maybe I even manage to finish the darn thing this time. :)
That would be great :D
Thank you very much.
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