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Inside3D Staff


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

PostPosted: Fri Jan 23, 2009 8:30 pm    Post subject: Reply with quote

I personally hope no one ever makes a WW2 mod. (I know there have been a few already) I'm sick of it.
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xaGe



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

PostPosted: Sat Jan 24, 2009 3:30 am    Post subject: Re: CoD Reply with quote

..Not sure why you would even think that... Specially considering I do believe he is making this mod with Darkplaces as the target engine. Although its based from the quake engine source its now closer to doom 3 like effects and possible looks coupled with the power of good old qc make for endless possibilities. It ain't your daddy's quake engine... Laughing



Chip wrote:
Although, the future could look rather bleak with the Quake engine. Eh, time will decide. Wink
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GiffE



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

PostPosted: Mon Jan 26, 2009 6:12 pm    Post subject: Reply with quote

Another video of the tank game. Nothing much new shown in this, but I did do alot which is not shown in there.
http://www.youtube.com/watch?v=ZVcW0BmCQSs

For starts I brought the projectile it fires into csqc, this allowed me to do a distance based sound. If you are far away you would hear a muffled, more realistic distant explosion which would sound much like an ambient noise.

I made use of DP's effect info to include dirt effects when it drives (kicks up dirt behind it). It also now has a blast of smoke at the turret when you fire. The last thing I did effect wise was make a flame thrower Very Happy



I got most of the gametype done (simple round based mode) and its almost ready to be play-tested a little. Its getting quite fun now Very Happy
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xaGe



Joined: 01 Mar 2006
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Location: Upstate, New York

PostPosted: Mon Jan 26, 2009 11:09 pm    Post subject: Reply with quote

THat looks like fun GiffE... Can't wait to play around with it after release... My favorite tank game of all time is Combat on the Atari2600
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GiffE



Joined: 08 Oct 2006
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Location: USA, CT

PostPosted: Fri Mar 20, 2009 8:46 pm    Post subject: Reply with quote

I'm Back!

Got the first tank in game...
M48 Patton Medium Tank:

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jim



Joined: 05 Aug 2005
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PostPosted: Mon Mar 23, 2009 4:54 pm    Post subject: Reply with quote

Tank game looks nice. The grass texture could have some tweaks. Have you used clone brush on it? There's 2 very similar looking grass areas near each other.

---

I've decided to make my own game engine, as I was rather unsatisfied with existing engines.

So far I've managed to get DirectInput and OpenGL initialized, use keyboard with DirectInput and render a square to the window using OpenGL. Pressing arrowkeys makes the square render in wireframe / filled with colour. I'll be showing something when I get it do something more interesting.
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GiffE



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PostPosted: Mon Mar 23, 2009 9:38 pm    Post subject: Reply with quote

*looks around* I'll let ya in on a secret.... its not my texture... I stole it from DiD2 Embarassed Its not staying in there by no means. Just needed some filler.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Mon Mar 23, 2009 10:33 pm    Post subject: Reply with quote

That texture, like most of the DiD2 textures, can from the site of the fantastic lemog.
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jim



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PostPosted: Fri Mar 27, 2009 10:18 pm    Post subject: Reply with quote

More work on my programming.. Now I can move the square around the view. It's also possible to do multiple actions at the same time. Unfortunately this code is not very good. Every key press will make the program use more memory. Also the program Release build crashes into a key press.
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jim



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PostPosted: Wed Apr 01, 2009 2:25 am    Post subject: Reply with quote

Hee! I solved these silly errors and now the program is more interesting and interactive!

gengish 20090401_02 - I've included the source code in this too..

Instructions:
F1 = change rendermode
Enter = set the square ingame/reset back to start
Space = "jump"
Arrow keys = move around
Right Control = spawn a rotating triangle!
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MeTcHsteekle



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PostPosted: Wed Apr 01, 2009 3:18 am    Post subject: Reply with quote

lol, cool!
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Spike



Joined: 05 Nov 2004
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PostPosted: Thu Apr 09, 2009 11:47 am    Post subject: Reply with quote

TeamFortress Live
bug reports welcome

Can be adapted to direct the plugin to download+start a custom map, mod, or join a server.
Need to find a better way to find existing q1 game data.
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Thu Apr 09, 2009 3:52 pm    Post subject: Reply with quote

What plugin does it use? Chrome says there's no plugin Sad
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Thu Apr 09, 2009 3:57 pm    Post subject: Reply with quote

It works in Firefox, I tested it the other week. I am also pleased to note that it doesn't put Quake on your system if you don't have it =)
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Spike



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PostPosted: Thu Apr 09, 2009 4:45 pm    Post subject: Reply with quote

Urre wrote:
What plugin does it use? Chrome says there's no plugin :(


It uses an [url="http://avirox.amnesiagames.com/Amnesia/fortressLive/npqtv.xpi"]xpi file[/url] so its easier for firefox users.
I'm not sure how much of the npapi chrome actually supports, tbh.
But hey, an xpi file is just a zip. Rename it (easier), open it up, grab the dll, and shove it in the right place in your chrome directory, and it might work. Or do nothing. Or it might crash spectacularly!

It does run in opera (again awkward to install). However the main target at the moment is firefox, because I'm too lazy to make an .exe installer.
There's an issue with Opera in that it ignores mouse clicks outside the plugin while its running. I do know why, but I've no idea how to fix it correctly. I severely doubt google chrome has the same issue though.
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