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Re: What are you working on?

Posted: Thu Sep 17, 2015 3:19 am
by mankrip
The core of the problem is that blending can be done using just indexes, while (dynamic) colored lighting needs raw color values in order to mix dynamic lights of different colors at multiple shading levels at once (with a smooth quality).
And then we can have multiple overlays of different translucent surfaces with multiple different colors of lights on each one. And there will probably be fog too…

As I'm aiming for feature consistency, the "r_coloredlighting > 1" approach you mentioned won't cut it. I'm making sure to optimize the engine in a fully-featured mode first.

Re: What are you working on?

Posted: Wed Sep 23, 2015 6:11 am
by jitspoe
Hmm, lots of stuff going on in my life, so I haven't had time to post much, but now I have a bunch of things to post!

I put the source for that star viewer program I made in the Q2 engine up on GitHub, if anybody wants to play with it. I also added a (quick and dirty) command to generate skyboxes, though you'll have to tweak the code to adjust rotation and stuff if you want different angles.

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https://github.com/jitspoe/starviewer


New version of Paintball2 is out:

http://www.digitalpaint.org/

And, something I'm actually getting paid to do (not exactly Quake related, but in a similar spirit): We just got back from PAX announcing our new title Law Breakers: http://www.lawbreakers.com/ -- be sure to check out the gameplay trailer! I worked on improving the grapple swing, ragdolls, some shooting behavior, gravity, and a bunch of other misc. stuff.

While people were fragging at the event, we took videos of their kills and posted them on twitter:
https://twitter.com/lawbreakers You'll have to scroll down a bit to get to the videos, or you can look at this compilation somebody put together: https://www.youtube.com/watch?v=T6tgNT-57EU

The quality is kind of poor due to the level of compression we had to use, but it should give you an idea of what the gameplay is like.

Re: What are you working on?

Posted: Wed Sep 23, 2015 8:00 am
by mankrip
Lawbreakers looks incredibly beautiful.

Re: What are you working on?

Posted: Fri Sep 25, 2015 4:40 pm
by toneddu2000
Thanks jitspoe for sharing the star viewer!
Lawbreakers seems soooo cool...

Re: What are you working on?

Posted: Fri Sep 25, 2015 4:58 pm
by toneddu2000
I just downloaded and player starviewer and it's a really cool experience to be surrounded by starts in a Quake engine(!), but that's something I don't understand. It seems like the entire universe is limited to a very small (invisible) cube. When I touch the borders of this cube, screen becomes orange and if I continue to go in that direction, it seems that camera goes back to origin (it's difficult to understand it because in universe you don't have reference points).
There's some sort of teleports mechanism, am I right? Is impossible to create a endless universe in Quake engine, right? I mean, creating a "map" only by code and not with a tool and populate it with code.

Re: What are you working on?

Posted: Sat Sep 26, 2015 5:49 am
by jitspoe
Starviewer is limited to the Quake2 bounds, and it's in a really large room because I was in a rush to get it done. :)

If you want more freedom / a larger universe, you should check out Space Engine.

Another not-quake-related thing, but I tried making a quick 2D pixel art animation. Might try my hand at a small scale game that I can actually complete...

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Re: What are you working on?

Posted: Sat Sep 26, 2015 8:09 am
by toneddu2000
thanks for the Space Engine hint, jitspoe!
PS: your character it's cute! :biggrin:

Re: What are you working on?

Posted: Mon Sep 28, 2015 5:03 pm
by qbism
Lawbreakers: I like the grapple line effect, and the swing physics look good in the video (a little elastic but not too bouncy). Also pop-up backpack RL is great.

Re: What are you working on?

Posted: Tue Sep 29, 2015 12:54 am
by mankrip
I've been doing some more mapping to figure out ways to do some kinds of stuff with the current tech, and to realize which of those needs a different map format/tools to be done in an easier & more intuitive way, as well as finding out things that are currently impossible and really needs to be implemented.

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Re: What are you working on?

Posted: Tue Sep 29, 2015 3:10 am
by ceriux
that looks really cool . I really really like the skyboxes.

Re: What are you working on?

Posted: Fri Oct 16, 2015 2:42 am
by mankrip
A taste of how simplified the protocol specifics are becoming.
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Re: What are you working on?

Posted: Sat Oct 31, 2015 10:28 pm
by Irritant
Working heavily towards getting an Alien Arena Gen 3 demo version. 4 of the planned 7 DM maps are completed now. 3 CTF and 2 Tactical maps will be included as well. Once that is done, work on the new HUD system and netcode will commence. Couple of the weapon models are not yet updated, but they are coming too.

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Re: What are you working on?

Posted: Sat Oct 31, 2015 10:34 pm
by toneddu2000
wow Irritant, just... wow! I love those mech-a-like entities and 4th map image from top. Keep it up the awesome work! Also rocket launcher it's cool!

Re: What are you working on?

Posted: Mon Nov 02, 2015 1:13 am
by qbism
Nice AA shots. Looks like a higher realism of level and model detail without losing the retro sci-fi vibe.

Re: What are you working on?

Posted: Wed Nov 04, 2015 5:43 am
by mankrip