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

Posted: Thu Aug 12, 2010 12:17 pm Post subject: |

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

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Thu Aug 12, 2010 2:10 pm Post subject: |

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

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

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

Posted: Thu Aug 12, 2010 2:39 pm Post subject: |

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

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

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Aug 12, 2010 3:46 pm Post subject: |

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 Posts: 728 |

Posted: Thu Aug 12, 2010 4:21 pm Post subject: |

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

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

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Sat Aug 14, 2010 12:31 am Post subject: |

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!
_________________
My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Sat Aug 14, 2010 12:33 am Post subject: |

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 -

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sat Aug 14, 2010 1:22 am Post subject: |

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 Posts: 483 |

Posted: Sat Aug 14, 2010 6:17 am Post subject: |

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 Posts: 476 |

Posted: Sat Aug 14, 2010 10:02 am Post subject: |

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.
_________________
Quake Maps

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Stroggos Joined: 14 Apr 2009 Posts: 43 |

Posted: Sat Aug 14, 2010 10:31 am Post subject: |

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.
_________________
Dont even try to port Quake 4 to the ipod

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Feared Joined: 11 Jun 2010 Posts: 17 |

Posted: Sat Aug 14, 2010 10:34 am Post subject: |

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 Posts: 1026 |

Posted: Sat Aug 14, 2010 3:29 pm Post subject: |

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!
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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

Posted: Sat Aug 14, 2010 3:34 pm Post subject: |

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

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Sat Aug 14, 2010 4:21 pm Post subject: |

I like the huge thread!

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