What are you working on?
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Re: What are you working on?
@Spike: so this could lead also to a "QuakeC MarketPlace", where a developer creates a commerciale .dat plugin (without releasing source code) and you can embed it in your code?
If it's like this, it's awesome!!
PS: now that FTE has basic Vulkan support, any chance that you could take in consideration re-managing lighting code?
If it's like this, it's awesome!!
PS: now that FTE has basic Vulkan support, any chance that you could take in consideration re-managing lighting code?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
@toneddu, no.
you can load up a progs.dat, but *only* if there's no other functions defined yet. you can't load in multiple .dats, you can only bolt in extra stuff on the side.
what you can do, is take an existing mod and add extra entities or rewrite some function to bypass a crash or extra monsters or whatever.
you can also use the wrap stuff to keep parts of a mod more separate, for instance making a load of new stuff for vanilla quake, hipnotic, and rogue at the same time. it might be more readable. or less...
it would be awesome if someone made some sort of advanced map scripting system that could be used across multiple engines+mods, but yeah, probably all anyone will use it for is adding in a few particle effects or something dull like that... but hey.
I'm still too lazy to try tackling global illumination, and too paranoid about performance.
you can load up a progs.dat, but *only* if there's no other functions defined yet. you can't load in multiple .dats, you can only bolt in extra stuff on the side.
what you can do, is take an existing mod and add extra entities or rewrite some function to bypass a crash or extra monsters or whatever.
you can also use the wrap stuff to keep parts of a mod more separate, for instance making a load of new stuff for vanilla quake, hipnotic, and rogue at the same time. it might be more readable. or less...
it would be awesome if someone made some sort of advanced map scripting system that could be used across multiple engines+mods, but yeah, probably all anyone will use it for is adding in a few particle effects or something dull like that... but hey.
I'm still too lazy to try tackling global illumination, and too paranoid about performance.
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Re: What are you working on?
ah, okSpike wrote:you can load up a progs.dat, but *only* if there's no other functions defined yet. you can't load in multiple .dats, you can only bolt in extra stuff on the side.
Well, it's a pity imo, now that we have vulkan support and no nowadays-standard gi system! But, hey, whatever!Spike wrote:I'm still too lazy to try tackling global illumination, and too paranoid about performance.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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Re: What are you working on?
Actually, IMO binary-only, closed source Quake mods would suck.toneddu2000 wrote:@Spike: so this could lead also to a "QuakeC MarketPlace", where a developer creates a commerciale .dat plugin (without releasing source code) and you can embed it in your code?
If it's like this, it's awesome!!
But again, it's my opinion.
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?
A short point and click adventure, using some simple cell-shading style. We are using darkplaces engine
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?
Well done Nahuel! I like the style! Do you have plans to sell it? There's a web site? Keep up the good work!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
thanks Toneddu2000!! we do not have website at the moment The project is small (actually our main goal is to finisht it ) maybe in the future will be something like and "pay what you want" (even 0$)toneddu2000 wrote:Well done Nahuel! I like the style! Do you have plans to sell it? There's a web site? Keep up the good work!
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?
Cool! How many people are in the team?Nahuel wrote: thanks Toneddu2000!! we do not have website at the moment The project is small (actually our main goal is to finisht it ) maybe in the future will be something like and "pay what you want" (even 0$)
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
we are two guys!!
and another guy is a tester
and another guy is a tester
hi, I am nahuel, I love quake and qc.
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Re: What are you working on?
well, sometimes small team are better, less discussions and more work! Can't wait to see more!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
@Nahuel: Looks awesome. Would be great to make a mobile VR (Cardboard/Daydream/GearVR) version of it! For the Darkplaces VR port see here:
https://github.com/poVoq/Quake-1-Cardboard-Port-QVR
https://github.com/poVoq/Quake-1-Cardboard-Port-QVR
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Re: What are you working on?
@Barnes: wow, look at the pebbles on the ground! So cool! I like a lot second from above (with ambient).
I finally put online projectUnknown website. I hope to release it soon.
I finally put online projectUnknown website. I hope to release it soon.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: What are you working on?
we call auto bump as"plasticine bump"