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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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On CSQC 
My mistake on believing it was DP only.
Though while it looks interesting, I don't really understand how it works, nor its functions. I guess I should've said instead of lacking documentations, more like it lacks tutorials, since I don't see many people use it that much, so I don't really get what does what.
Still, I'd like to know more about CSQC. Maybe after working on that HUD stuff I could see if I can move the weapon viewmodel around the screen, like nQuake did (though purely for cosmetic reasons, sometimes I like me some side weaponmodel, better if I can switch that on while looking at demos). 
 
when you start using extensions - any extension - you can find yourself tempted to use just one more... CSQC's versatility makes this so very tempting.
There really is no harm with just making a hud and stopping there.

I keep thinking that I ought to write a patch for quakespasm or markv to provide hud-only csqc support, except that I'd probably end up overcomplicating it or something, plus I've got enough other stuff demanding my attention. 
 
maikfranzxaver posted this on twitter

https://twitter.com/MaikFranzXaver/status/726178528241324033 
I Really Did 
Another One 
@mfx 
will "Einmal D�ner mit Shambler und scharf bitte" be part of AD 1.5 ?? 
Nee, Alter! 
 
Sie Meinen? 
 
Quake's Start Map Replacement 
Here's a fixed start.bsp derived from the vanilla GPL release:
Download

I've fixed all the texture misalignments that annoyed me, plus some brushwork. Also added _dirt -1 to some light entities and compiled it with -dirtscale 1.25 and lit liquids. 
Start.bsp Fixed 
fixed textures can make all the difference in the world. thank you mankrip. misaligned textures in original q1 are terrible with hd textures.
-
jakub 
Gameplay Video 
I've modified some things in the chiaroscuro lighting, because the models were getting too bloody dark when they shouldn't: Explore or Die - map gameplay.

I've died in a humiliating way in that video, but the video as a whole was nice to watch so I've not re-recorded it. 
Mankrip 
What's that music?
I love that name, explore or die.... 
Hipshot 
Mankrip 
A really cool map, one of my favourites. The video looks really dark on my screen, maybe try a YT filter or brighten it up with Video Editing Software like Windows Movie Maker. 
Sock 
I'll re-record it with a higher gamma setting in the game. It looks really good when playing, but YouTube compression is really bad on dark areas.

I'll try to find out a good balance between dark areas and YouTube compression; one of my goals with these videos is to learn how to make the game look better on YouTube videos. Video compression is really bad for a visual style built around per-pixel grainyness.

On a side note, it's curious how this video didn't suffer from the same hiccups of the previous ones. 
Mankrip 
I don't know if playing a heavily colored-lit map in an engine that doesn't yet support them was the best idea. 
Onetruepurple 
For the purpose of testing the image fidelity between the engine and YouTube, that's enough.

Right now I'm focusing on gamecode, there's a lot to do. 
So Very Yes 
 
work of art 
Buddy 5ths Does Good 
Nice 
Very Cool, And Green. 
 
Was Bored 
Decided to screw around with Arcane Dimensions stuff in my Jam6 map.

1
2 
 
Looking good, but I think you should stick to the skybox you used in your original map, it suits the textureset better than moorise. 
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