On CSQC
#13617 posted by
aDaya on 2016/04/27 22:15:08
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).
#13618 posted by Spike on 2016/04/29 03:04:44
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.
#13619 posted by anonymous user on 2016/04/30 00:53:26
I Really Did
#13620 posted by
mfx on 2016/04/30 00:59:08
Another One
#13621 posted by anonymous user on 2016/04/30 01:06:54
@mfx
#13622 posted by Icaro on 2016/04/30 10:55:07
will "Einmal D�ner mit Shambler und scharf bitte" be part of AD 1.5 ??
Quake's Start Map Replacement
#13625 posted by
mankrip on 2016/05/01 06:04:22
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
#13626 posted by jakub on 2016/05/01 21:20:10
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
#13627 posted by
mankrip on 2016/05/02 18:00:44
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
#13628 posted by
Hipshot on 2016/05/03 07:55:22
What's that music?
I love that name, explore or die....
Mankrip
#13630 posted by
sock on 2016/05/03 15:03:27
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
#13631 posted by
mankrip on 2016/05/03 17:40:33
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
#13633 posted by
mankrip on 2016/05/03 21:26:40
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.
Was Bored
#13639 posted by
Breezeep_ on 2016/05/23 02:41:21
Decided to screw around with Arcane Dimensions stuff in my Jam6 map.
1
2
#13640 posted by
skacky on 2016/05/23 05:06:42
Looking good, but I think you should stick to the skybox you used in your original map, it suits the textureset better than moorise.