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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Fri Jan 02, 2009 4:12 am    Post subject: Reply with quote

http://uk.youtube.com/watch?v=qSm-6HbuRpI
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri Jan 02, 2009 12:32 pm    Post subject: Reply with quote

Some recent stuff I've seen:



/I tried to prod one of these individuals to show off the skins here, to no avail.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Mon Jan 05, 2009 12:38 am    Post subject: Reply with quote

Scriptable HUD layouts. It's pretty neat, I can almost exactly reproduce the classic status bar with it (the only difference is that it doesn't shunt over to the left for the mini-DM overlay), and as it's all controlled through cvars custom HUDs can be easily redistributed as cfg files, and modders could even specify a HUD layout through QC.

Pity there's so much hard-coded in the original engine that it would be a bit of a pain to go as far as being able to specify actual images.

Nobody will probably ever actually use it, but it's satisfying me well enough all the same.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jan 05, 2009 7:34 am    Post subject: Reply with quote

it'd be cool if you could like, do build-style game hud with it, have cvars configured to track certain local floats of the client entity so mods could set ammo types and maxes by hud cfg appropriately
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Jan 05, 2009 11:04 am    Post subject: Reply with quote

mh wrote:
Scriptable HUD layouts.


I want centerprint markup language or something to expose a lot more fun in centerprinting.

Here in a few months, I no doubt will start doing some research on this.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Jan 05, 2009 11:26 pm    Post subject: Reply with quote

Umm.. WHO WON'T!? lol.. Unless its scripted in some kind of dead language that I won't be able to understand I'll use it @ least once, mabe thrice! Laughing

mh wrote:
Scriptable HUD layouts...
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Tue Jan 06, 2009 9:49 am    Post subject: Reply with quote

That's awesome mh.

PS. where's hlsl support? Twisted Evil
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mh



Joined: 12 Jan 2008
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PostPosted: Tue Jan 06, 2009 9:55 am    Post subject: Reply with quote

xaGe wrote:
Umm.. WHO WON'T!? lol.. Unless its scripted in some kind of dead language that I won't be able to understand I'll use it @ least once, mabe thrice! Laughing

mh wrote:
Scriptable HUD layouts...
Nobody will probably ever actually use it, but it's satisfying me well enough all the same.

COBOL! Twisted Evil

Nah, it's just all cfg files and cvars. Very Happy
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mh



Joined: 12 Jan 2008
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PostPosted: Tue Jan 06, 2009 10:18 am    Post subject: Reply with quote

Electro wrote:
That's awesome mh.

PS. where's hlsl support? Twisted Evil

Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL. Very Happy
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Tue Jan 06, 2009 12:41 pm    Post subject: Reply with quote

@Baker: Your minimap picture of e1m3 is the wrong way around, at least if it looks like that in the game.

Wink
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Jan 06, 2009 1:08 pm    Post subject: Reply with quote

goldenboy wrote:
@Baker: Your minimap picture of e1m3 is the wrong way around, at least if it looks like that in the game.

Wink


Shhhh. No one was supposed to notice that Wink
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mh



Joined: 12 Jan 2008
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PostPosted: Tue Jan 06, 2009 5:41 pm    Post subject: Reply with quote

mh wrote:
Electro wrote:
That's awesome mh.

PS. where's hlsl support? Twisted Evil

Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL. Very Happy

Speaking of HLSL, I've just been benchmarking Rendermonkey performance on my Intel 910-equipped laptop (I'm travelling this evening so I got nothing better to compare with). Was fully expecting something horrible, but I got about 200 FPS with software-emulated VS 2.0 and hardware PS 2.0 - wow!

If an Intel 910 can do this, I think I'm going to redefine what my "entry point" hardware is; I'd originally been planning on keeping a very basic fixed pipeline for the bad cards and a HLSL pipeline for the Real cards, but things have just changed rather dramatically. Very Happy

This was with about 8000 triangles onscreen (it dropped to 40 FPS with about 80000 tris) - double wow!

This might be a case of dropping the fixed pipeline altogether and going HLSL all the way. Very Happy

Next step will be to mock up a test that's closer to what a typical Quake scene is like (say 2000-4000 triangles with little or no shared verts, texturing and some colour) and see how that turns out.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Wed Jan 07, 2009 9:23 pm    Post subject: Reply with quote

Updated video of the tank game.
http://www.youtube.com/watch?v=jYLgYiuCfRA

Tanks now drive with WSAD, and aim with clicking.
Its actually playable now Very Happy (as a MP game). I restarted the menu code as my prior scripted menu code base was lost on an old hd (I am not going to make this one as detailed).
http://giffe-bin.net/media.php?id=39&type=1

One thing I could not figure out for the life of me is how to make a low, hilly terrain map in q3bsp. It just would compile and be the skybox only.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Thu Jan 08, 2009 3:00 am    Post subject: Reply with quote

- for shadow Smile




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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Jan 09, 2009 4:05 am    Post subject: Reply with quote

Very early stages of QVUE, my new project which is a Quake model viewer/editor:

Skin viewer (showing vertices and triangles):


Some basic header model editing facilities (model saving not implemented yet):


Frame group loading support:


QuakeC wizard. Basically, open the model with QVUE and it will analyze the frames, detect the animations by name similarity and generate the corresponding QuakeC code:

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