Inside3D!
     

SuperDuper Quake is back and better than EVER!
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Mon Jun 28, 2010 8:11 am    Post subject: Reply with quote

@frag.machine:
I like both of your maps. fmsdq03 plays nicely. For fmsdq02 honestly I didn't see any change compared to the "old" version. May be I was just not too observing. I think they should be added to the next update pack of SDQuake...
@hondobondo: pleaaaasseee Smile

@hondobondo:
The "new" cellshading sdquake engine is very cool. I think the "comic" look perfectly matches the game style of SDQuake plus the engine is much faster than Darkplaces. At least in situations with a lot of flying Dukes and airplanes around. Somehow Darkplaces "draws" the fire sprites different or adds a GPU-intense lightning.
The cellshading engine should be part of the next update pack as well.
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Jun 28, 2010 11:17 am    Post subject: Reply with quote

I just made some minor alignments on a couple of info_intermission, glad you haven't noticed that (means I managed to not break anything Smile ).
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Mon Jun 28, 2010 2:29 pm    Post subject: Reply with quote

frag.machine wrote:
I just made some minor alignments on a couple of info_intermission, glad you haven't noticed that (means I managed to not break anything Smile ).

Well, I spent about 10 minutes in every map. Not shure if this counts Wink
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Jun 28, 2010 2:55 pm    Post subject: Reply with quote

I am thinking about make a version of Doom2 map07 (Simple Dead). But not just a clone, I want something... a bit different. Twisted Evil

@hondobondo: what are the chances of adding some support to things like breakables and rotating brushes, or even just add Pox's extras over the SDQ code ? I have some cool ideas for maps but they require QC support.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jun 28, 2010 8:19 pm    Post subject: Reply with quote

frag.machine wrote:
just add Pox's extras over the SDQ code ?

p0x's extras is gpl licensed code, it'd be a conflict
_________________
Back to top
View user's profile Send private message
Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Wed Jun 30, 2010 12:50 pm    Post subject: Reply with quote

frag.machine wrote:
I am thinking about make a version of Doom2 map07 (Simple Dead). But not just a clone, I want something... a bit different. Twisted Evil

Yezz....I always loved Simple Dead. It was a nice DM map.

BTW: Here is a german page which hosts a Quake version of it:
http://www.klemund.de/quake/Levels.html
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sun Jul 04, 2010 1:13 am    Post subject: Reply with quote

And here it is: fmsdq04 - Dead not so simple.

A small bug report: if you hold fire with some weapons (not all weapons), you can keep firing even without ammo, resulting in negative ammo counts:

Also, in skill 3 sometimes this map makes Darkplaces crash and burn with a QuakeC stack overflow if you use the gravity well (I blame the excessive number of entities). Haven't tested in other engines.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Fri Jul 09, 2010 5:51 am    Post subject: good stuff Reply with quote

@frag
rotating brushes would be cool. i'll look into that. i actually tried to do that engine-side but had no idea how to test it, i.e. map wise. what pox code do you like?

i'll put just any map into the next update as long as it plays well -- lots of open space.

i know that about the negative ammo counts. tracking them down

stack overflow is a problem in sdqengine. haven't seen it in darkplaces yet, but thanks. that's a problem i'm not sure how to deal with except to maybe decrease monster count Sad
Back to top
View user's profile Send private message
hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Fri Jul 09, 2010 5:56 am    Post subject: sweet map frag Reply with quote

frag.machine wrote:
And here it is: fmsdq04 - Dead not so simple.

A small bug report: if you hold fire with some weapons (not all weapons), you can keep firing even without ammo, resulting in negative ammo counts:

Also, in skill 3 sometimes this map makes Darkplaces crash and burn with a QuakeC stack overflow if you use the gravity well (I blame the excessive number of entities). Haven't tested in other engines.


that's a definitive yes
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Jul 09, 2010 1:00 pm    Post subject: Reply with quote

Breakable stuff would be awesome (either by damage or triggered by other entities, please). If you want, I have some QC that already does that, I could try to ad this to 2.7 codebase. Also, when making fmsdq04 I had the idea of having an alternate way to finish the map (pushing the eye-button stuff that exists in the original Doom map), but that required a trigger_changelevel that could be triggered by other entity instead only by touching.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Fri Jul 09, 2010 3:23 pm    Post subject: tried that Reply with quote

frag.machine wrote:
Breakable stuff would be awesome (either by damage or triggered by other entities, please). If you want, I have some QC that already does that, I could try to ad this to 2.7 codebase. Also, when making fmsdq04 I had the idea of having an alternate way to finish the map (pushing the eye-button stuff that exists in the original Doom map), but that required a trigger_changelevel that could be triggered by other entity instead only by touching.


i looked into breakable stuff before, but decided that it required more entities in a level which would already be super-overloaded. i might try it out and see if that adds more stack overflow problem
Back to top
View user's profile Send private message
hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Wed Jul 21, 2010 5:28 pm    Post subject: new stuff coming Reply with quote

check it out at moddb
http://www.moddb.com/mods/bondos-superduper-quake-25/images
Back to top
View user's profile Send private message
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Wed Jul 21, 2010 6:07 pm    Post subject: Reply with quote

That looks amazing!
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Wed Jul 21, 2010 6:28 pm    Post subject: Reply with quote

Yay, looks cool...

I like to see the striker hover turret in action Smile

Can we expect frag machines maps included in the next update ?
Will colored lightning work with the updated sdquake engine ?

BTW: The new "metal" textures for the rocket shotgun look much better than the previous green ones.

Cheers
-D$
Back to top
View user's profile Send private message
hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Thu Jul 22, 2010 2:29 am    Post subject: Reply with quote

Dark$oul71 wrote:
Yay, looks cool...

I like to see the striker hover turret in action Smile

Can we expect frag machines maps included in the next update ?

yes

Quote:
Will colored lightning work with the updated sdquake engine ?

the world model is lit, but not entity models, so no

Quote:
BTW: The new "metal" textures for the rocket shotgun look much better than the previous green ones.

i think so too
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion All times are GMT
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
Page 5 of 7

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group