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

Posted: Fri Jan 02, 2009 4:12 am Post subject: |

http://uk.youtube.com/watch?v=qSm-6HbuRpI _________________ QuakeDB - Quake ModDB Group

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Jan 02, 2009 12:32 pm Post subject: |

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 |

Posted: Mon Jan 05, 2009 12:38 am Post subject: |

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
MHQuake Blog (General)
Direct3D 8 Quake Engines

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Mon Jan 05, 2009 7:34 am Post subject: |

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 |

Posted: Mon Jan 05, 2009 11:04 am Post subject: |

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 |

Posted: Mon Jan 05, 2009 11:26 pm Post subject: |

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 |

Posted: Tue Jan 06, 2009 9:49 am Post subject: |

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 |

Posted: Tue Jan 06, 2009 9:55 am Post subject: |

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.

COBOL!
Nah, it's just all cfg files and cvars.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Jan 06, 2009 10:18 am Post subject: |

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
MHQuake Blog (General)
Direct3D 8 Quake Engines

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Tue Jan 06, 2009 12:41 pm Post subject: |

@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 |

Posted: Tue Jan 06, 2009 1:08 pm Post subject: |

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

Shhhh. No one was supposed to notice that

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Jan 06, 2009 5:41 pm Post subject: |

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
MHQuake Blog (General)
Direct3D 8 Quake Engines

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

Posted: Wed Jan 07, 2009 9:23 pm Post subject: |

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.
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http://www.giffe-bin.net/

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

Posted: Thu Jan 08, 2009 3:00 am Post subject: |

- for shadow _________________ QuakeDB - Quake ModDB Group

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Jan 09, 2009 4:05 am Post subject: |

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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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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