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What are you working on?
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Thu Aug 12, 2010 12:17 pm    Post subject: Reply with quote

Well, kudos for the effort of reccreating almost everything from scratch. It's normal to need some polish in the end of the project. Keep the good work.
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Thu Aug 12, 2010 2:10 pm    Post subject: Reply with quote

SamUK wrote:
Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.
Thanks for the criticism anyway Smile


you could just leave out death animations, but everything will have to explode when it dies...
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GiffE



Joined: 08 Oct 2006
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PostPosted: Thu Aug 12, 2010 2:39 pm    Post subject: Reply with quote

MeTcHsteekle wrote:
SamUK wrote:
Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.
Thanks for the criticism anyway Smile


you could just leave out death animations, but everything will have to explode when it dies...


Quite frankly I'd prefer to see the player gib into bits than play a death animation. Its the more fun way to watch ya die, in my opinion, only to be trumped by proper ragdolls.
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Downsider



Joined: 16 Sep 2008
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PostPosted: Thu Aug 12, 2010 3:46 pm    Post subject: Reply with quote

I think the player being flung as if he's a stiff object when he dies is a pretty bad way to do it. I think he just should freeze in place and play the animation, still fall horizontally, though, if he died mid-flight, but definitely not on the other axises, and definitely not bounce like a ball.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Thu Aug 12, 2010 4:21 pm    Post subject: Reply with quote

MeTcHsteekle wrote:
SamUK wrote:
Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.
Thanks for the criticism anyway Smile


you could just leave out death animations, but everything will have to explode when it dies...


Or simply use a ragdoll (or at least Mauvebib's sagdoll maybe ?).
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Chip



Joined: 21 Jan 2009
Posts: 314
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PostPosted: Sat Aug 14, 2010 12:31 am    Post subject: Reply with quote

1. First of all I suggest creating a second "What are you working on" thread, because this one is becoming huge.

2. Second of all, I just read some RMQ blog posts, and that game is really taking some shape.

3. And, lastly, I'm working to implement a day/night cycle with dynamic lighting (i.e. casting RT shadows). I'm using a bit of help from custents, some Q3 shaders and some smart mapping.

I had to say it!
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Feared



Joined: 11 Jun 2010
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PostPosted: Sat Aug 14, 2010 12:33 am    Post subject: Reply with quote

Chip wrote:
1. First of all I suggest creating a second "What are you working on" thread, because this one is becoming huge.

2. Second of all, I just read some RMQ blog posts, and that game is really taking some shape.

3. And, lastly, I'm working to implement a day/night cycle with dynamic lighting (i.e. casting RT shadows). I'm using a bit of help from custents, some Q3 shaders and some smart mapping.

I had to say it!


1 & 2 - Agreed
3 - Shocked
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Aug 14, 2010 1:22 am    Post subject: Reply with quote

I've done 3 before. It's pretty easy, did mine using just 3 functions!!!! You can even do it by using a very FAR tag attachment to a sunorbit entity (at '0 0 0') which has a very slow avelocity and that would be effective at simulating the cycle. You can also check the angles and set the sky color from that too. It's most effective with deferred rendering and shadowmaps. Don't forget to make it a corona. You could even stick a moon entity on the other side.

SamUK wrote:
If the death really looks that bad I could add a few more frames in, I thought we could get away. Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.

More frames won't solve the offset and bad rigging problem. If Milkshape is still being used as the #1 solution, then kill it with fire.
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r00k



Joined: 13 Nov 2004
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PostPosted: Sat Aug 14, 2010 6:17 am    Post subject: Reply with quote

Ya depending on your weapons, -20 health is fine for GibPlayer.
and MOVETYPE_TOSS is what you want for falling dead bodies. Even adding a small rotation to the corpse as it is moving looks better than just "sit and play dead".
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Spirit



Joined: 20 Nov 2004
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PostPosted: Sat Aug 14, 2010 10:02 am    Post subject: Reply with quote

Chip wrote:
1. First of all I suggest creating a second "What are you working on" thread, because this one is becoming huge.

Huh? Why split it? It would just lead to confusion.
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Stroggos



Joined: 14 Apr 2009
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PostPosted: Sat Aug 14, 2010 10:31 am    Post subject: Reply with quote

I am currently working on quite a few things and at least one is Quake related:

Catacomb 3D Win32 port -- Utilising Wolf4SDL as a base.
Doom 64 Ex SVN Builds -- Just for fun and because I like the game.
A Quake Port -- with LZMA compression and OpenAL eax surround sound. This one is interesting because I have never used EAX for any sound before.
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Feared



Joined: 11 Jun 2010
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PostPosted: Sat Aug 14, 2010 10:34 am    Post subject: Reply with quote

leileilol wrote:
I've done 3 before. It's pretty easy, did mine using just 3 functions!!!! You can even do it by using a very FAR tag attachment to a sunorbit entity (at '0 0 0') which has a very slow avelocity and that would be effective at simulating the cycle. You can also check the angles and set the sky color from that too. It's most effective with deferred rendering and shadowmaps. Don't forget to make it a corona. You could even stick a moon entity on the other side.

SamUK wrote:
If the death really looks that bad I could add a few more frames in, I thought we could get away. Attempting to use the least amount of frames to fit everything onto 28mb of ram. blah blah no excuse.

More frames won't solve the offset and bad rigging problem. If Milkshape is still being used as the #1 solution, then kill it with fire.


That seems kinda hacky.

When I think of a realtime TOD system, I think weather, sun, moon, shadows, skybox's, and so forth.
I don't know, just day/night cycles seem boring and pointless, hell the TOD system is fairly pointless unless used on a proper game.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sat Aug 14, 2010 3:29 pm    Post subject: Reply with quote

Spirit wrote:
Chip wrote:
1. First of all I suggest creating a second "What are you working on" thread, because this one is becoming huge.

Huh? Why split it? It would just lead to confusion.


Yeah... a thread with 71 pages is no less convenient than a thread with 2 pages.

Stroggos wrote:
Catacomb 3D Win32 port -- Utilising Wolf4SDL as a base.


Nice!
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Sat Aug 14, 2010 3:34 pm    Post subject: Reply with quote

Sajt wrote:
Spirit wrote:
Chip wrote:
1. First of all I suggest creating a second "What are you working on" thread, because this one is becoming huge.

Huh? Why split it? It would just lead to confusion.


Yeah... a thread with 71 pages is no less convenient than a thread with 2 pages.


I agree with both views: the current thread is huge, but splitting won't solve the problem (unless this one is locked, people will write in both).
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gnounc



Joined: 06 Apr 2009
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PostPosted: Sat Aug 14, 2010 4:21 pm    Post subject: Reply with quote

I like the huge thread!
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