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ceriux

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

Joined: 14 Mar 2006 Posts: 1538
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Posted: Fri Jan 02, 2009 12:32 pm Post subject: |
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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
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Posted: Mon Jan 05, 2009 12:38 am Post subject: |
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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. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Jan 05, 2009 7:34 am Post subject: |
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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 Posts: 1538
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Posted: Mon Jan 05, 2009 11:04 am Post subject: |
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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
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Posted: Mon Jan 05, 2009 11:26 pm Post subject: |
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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!
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
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Posted: Tue Jan 06, 2009 9:49 am Post subject: |
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That's awesome mh.
PS. where's hlsl support?  _________________ Unit reporting!
http://www.bendarling.net/ |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Tue Jan 06, 2009 9:55 am Post subject: |
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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!
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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COBOL!
Nah, it's just all cfg files and cvars.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Tue Jan 06, 2009 10:18 am Post subject: |
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Electro wrote: | That's awesome mh.
PS. where's hlsl support?  |
Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Tue Jan 06, 2009 12:41 pm Post subject: |
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@Baker: Your minimap picture of e1m3 is the wrong way around, at least if it looks like that in the game.
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Jan 06, 2009 1:08 pm Post subject: |
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goldenboy wrote: | @Baker: Your minimap picture of e1m3 is the wrong way around, at least if it looks like that in the game.
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Shhhh. No one was supposed to notice that  |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Tue Jan 06, 2009 5:41 pm Post subject: |
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mh wrote: | Electro wrote: | That's awesome mh.
PS. where's hlsl support?  |
Easy there! Wanna get the basics of the rendering at least complete before even thinking about diving into HLSL.  |
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.
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.
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. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Wed Jan 07, 2009 9:23 pm Post subject: |
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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 (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. _________________ http://www.giffe-bin.net/ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Jan 09, 2009 4:05 am Post subject: |
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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:
 _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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