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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Mar 23, 2010 9:26 pm    Post subject: Reply with quote

You really should invest in some ladder code, and make a less chunky ladder, to match the otherwise good quality of the outdoor environment, same goes for the lightposts, but that's been pointed out already. The indoors feels offscale, very large, whereas outdoors it seems mostly fine.

Keep up the good work Smile
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue Mar 23, 2010 10:41 pm    Post subject: Reply with quote

ajay wrote:
Urre wrote:
I'm liking the atmosphere.


Thanks.

Number two, nothing much extra, just the start in the cellar: http://www.youtube.com/watch?v=jnJ8XUYWDy0


You forgot the "gl_flashblend 0" for your flashlight looks a bit more realistic Smile
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Tue Mar 23, 2010 10:50 pm    Post subject: Reply with quote

I was about to complain about the same thing. The flashlight.

I agree about the proportions. The cellar looks huge. Other than that, I like it.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Wed Mar 24, 2010 3:07 am    Post subject: Reply with quote

I've been doing a character model..


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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Wed Mar 24, 2010 8:48 am    Post subject: Reply with quote

Urre wrote:
You really should invest in some ladder code, and make a less chunky ladder, to match the otherwise good quality of the outdoor environment, same goes for the lightposts, but that's been pointed out already. The indoors feels offscale, very large, whereas outdoors it seems mostly fine.

Keep up the good work Smile


Ladder code: I have, not implemented yet. The jump sound I've removed for the time being.
The lamp posts are the second iteration; I'm loath to make more complicated ones, to keep f/ rates up. If I can find a model in keeping with a British city I'll use it, if not, they'll probably stay.
The indoors (well the cellar anyway, you've not seen ALL the indoors yet Wink ) are off-scale, a testament to the fact they were made before the rest. I want to give the player room to move around, but prob too much at the moment.

frag.machine wrote:
forgot the "gl_flashblend 0" for your flashlight looks a bit more realistic

chip wrote:
I was about to complain about the same thing. The flashlight.

I dislike the flashlight too. The darkplaces compatible one was much better. However... it doesn't work in Fitzquake, which is the engine I'm using now due to my elderly and infirm laptop struggling with DP in any map bigger than a small box @ anything greater than 640x480. Also I'd like the mod not to be incompatible with too many engines, so FQ is a good base I think.
Anyway, frag.machine, whats this "gl_flashblend 0" of which you speak? Smile
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Wed Mar 24, 2010 9:29 am    Post subject: Reply with quote

It makes the engine use dynamic lighting instead of that glow "sprite". Looks much better and it is much more useful as it actually lights the level.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Wed Mar 24, 2010 9:46 am    Post subject: Reply with quote

Spirit wrote:
It makes the engine use dynamic lighting instead of that glow "sprite". Looks much better and it is much more useful as it actually lights the level.


Poor question 1:
Would this work for any engine?

Poor question 2:
Can you implement it thru' qc or config?
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negke



Joined: 16 Apr 2008
Posts: 56

PostPosted: Wed Mar 24, 2010 10:14 am    Post subject: Reply with quote

1: Yes, it works in every engine. The sole purpose of this command was to improve the performance on early GL cards by not having muzzleflash, rockets and explosions emit light.

2. Yes, I think you can - by adding a trigger_command-type entity, for example. Most people should have gl_flashblend disabled anyway.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Wed Mar 24, 2010 11:57 am    Post subject: Reply with quote

[quote="ajay"]
Urre wrote:
Anyway, frag.machine, whats this "gl_flashblend 0" of which you speak? Smile


gl_flashblend is the name of the standard cvar to control the glow effect for any entity with .effects = EF_MUZZLEFLASH: 1 (default) draws a yellow light ball around the light origin , 0 renders the dynamic light, in the same way the software version does. FitzQuake has this cvar and behaves exactly in the expected way, so just put it in your autoexec.cfg and everything should work OK.
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ajay



Joined: 29 Oct 2004
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Location: Swindon, UK

PostPosted: Wed Mar 24, 2010 2:03 pm    Post subject: Reply with quote

Thats brilliant, thanks a lot Smile
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ajay



Joined: 29 Oct 2004
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Location: Swindon, UK

PostPosted: Thu Mar 25, 2010 4:13 pm    Post subject: Reply with quote

http://www.youtube.com/watch?v=8ybwPZ-lR_g

Torch update and ladder code implemented. I'll be shrinking the cellar later, and changing the switch button.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Thu Mar 25, 2010 4:36 pm    Post subject: Reply with quote

Something that I would like to see implemented is a model of a weapon as flashlight with the actual light modeled as a big white cone with smooth alpha. One that look realistic.
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Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Fri Mar 26, 2010 7:56 am    Post subject: Reply with quote

recreating my favorite board game in Quake... while being bored.

http://i250.photobucket.com/albums/gg249/Errorabove/heroquest000001.jpg

that's just a tiled demo.

can't promise this will go anywhere as I already have a few projects.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Mar 26, 2010 10:56 pm    Post subject: Reply with quote

ajay wrote:
http://www.youtube.com/watch?v=8ybwPZ-lR_g

Torch update and ladder code implemented. I'll be shrinking the cellar later, and changing the switch button.


Hey, flashlight looks better now Very Happy Can't wait to see more of this creepy level...
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sat Mar 27, 2010 3:20 am    Post subject: Reply with quote

I decreased the polycount to 5328 for the character.. and the thing on it is 1080 tris. I might try how it'll look if I flip the spike arms down and finger arms up... but now I'm going to sleep.






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