Love The GREEN!
#13744 posted by
xaGe on 2016/07/15 01:08:03
Looks good. Nice industrial look to it.
Love The Green
#13745 posted by
mjb on 2016/07/15 02:31:10
Moody green ambiance is one of my favorites!
#13747 posted by
Rick on 2016/07/31 14:26:57
Here are two wood textures I made. I think I probably wasted a Saturday morning because I don't like them much. Better than wizwood1_8 maybe but they don't look enough like wood to me. The closer you are, the worse they look.
http://quaketastic.com/files/screen_shots/wish_rk_wood1.jpg
(gamma corrected but forgot to rescale before uploading, sorry)
Looks ok Rick. I think it may be a good idea to work at a higher res than 64x64. Try 128x128 and add some more variance here and there.
#13749 posted by
Rick on 2016/07/31 16:00:02
Well, those are 128x256 actually. I may go ahead and use them. For some reason though, they really look bad on steps. Maybe a separate version with narrower planks would look better, 8 pixels instead of 16 pixels.
After looking through a lot of texture wads I've decided that most wood textures depend heavily on context (how they are used). If not for the seams that divide them into planks and a bit of curviness to the pixels, most could pass for metal.
There are many variations of wood in the RTCW and Kingpin wads.
Some Ideas For Rick
#13750 posted by
killpixel on 2016/07/31 18:28:54
nice texture, maybe adding more variance as fifth said might make it nicer.
Maybe try making each board a different length so it's no perfectly symmetrical. Perhaps add more woodgrain to reinforce the idea that it's wood and not metal or stone.
I did a texture test similar to this a few weeks ago,
this is my result. Not great, but a step in the right direction. Maybe it will give you some ideas.
So. . .
#13752 posted by
Qmaster on 2016/08/08 22:30:49
When can we download this awesome kripquake or mankuake build of yours mankrip, whatever it is you call it? ;)
#13753 posted by
mankrip on 2016/08/09 20:08:46
I've modified the stippling patterns for 8-bit alpha, so they combine better with dithered filtering:
screenshot.
The previous screenshots of this scene were taken with r_fullbright 1, by the way.
Qmaster: I have no idea, there's a lot to do. Also, right now I'm only doing some work in this engine because I'm recovering from some injuries, but my current priority is to solve some real life problems.
Wow To That Shot...
#13754 posted by
distrans on 2016/08/10 05:37:12
...and good luck with the RL stuff.
Map Jam 7 Is Done
#13755 posted by
ionous on 2016/08/21 09:20:37
Yummy!
#13756 posted by
Mugwump on 2016/08/21 14:47:19
Loving those dark blue atmospheric lights. What's the theme of MJ7?
#13758 posted by
Mugwump on 2016/08/22 03:32:52
Yeah, I noticed the post about the release right after asking that question... Thanks anyway, Shambler. Not too fond of base theme but that doesn't mean the maps can't be great: Crucial Error is the perfect example, and the pictures look very nice indeed.
Newhouse Release Ready For Testing*
#13760 posted by NewHouse on 2016/08/23 12:52:30
Hi.
Here is direct link to current test version:
https://drive.google.com/open?id=0BwxYkKdSD855TUFHRTVTRHZRd3c
Requires quoth mod, yet better to replace the ones that are in, if that is possible (I'm not familiar with this stuff yet).
Jam7:
http://www.celephais.net/board/view_thread.php?id=61347&start=44
or Quoth:
https://www.quaddicted.com/reviews/quoth.html
I tweaked balancing, ammunition (feeding player more), and fixing trigger_counter mistake I made - now easy mode works, but it would be great to hear from others too. You can record or just tell how does it feels now. I have to say, because there is only 3 main skill levels I want to satisfy even skillful players. So I'm not quite sure am I giving too much ammunition or not, so let me know and I will try my best.
Also if the map is still too dark, just let me know. As long as the darkness doesn't make the map unplayable - I intended my map to be dark that player can't see everything and enemies can hide in darkness (sometimes).
Another Links Comings
#13761 posted by NewHouse on 2016/08/23 13:06:09
Fixed one flickering light I placed in place, doors don't block lights, and light comes through on ground level if you know what I mean. So it that bothers here is same test version without that flickering light thing:
https://drive.google.com/file/d/0BwxYkKdSD855TWJ2cV9nYUdiRDA/view?usp=sharing
NewHouse
Just played your new version. Lighting looks great! I'm seeing so more much detail in your brush work that I missed before. There are a lot of Mega Healths out in the open on Normal difficulty I'd replace those with just regular health. Loved the new ambushes.
Semitransparent Shorelines
#13763 posted by
mankrip on 2016/08/25 05:55:51
Screenshot - This method has near zero impact on the framerate. Still needs some tweaking.
And I've been really missing out on the newest releases. The Back To Base jam looks sweet.
Awesome
#13764 posted by
mjb on 2016/08/25 11:25:15
That is really cool man! Nice job!
Seriously Good
#13765 posted by
Qmaster on 2016/08/25 18:51:27
Mankrip's engine looks better and better every month. He teases us to no end.
Makrip
how different is this going to be from super8? and linux binaries / source? (I may have asked the latter question before)
#13767 posted by
mankrip on 2016/08/26 01:59:30
Super8 will still have a more diverse feature set � fisheye lenses, AVI video recording, switchable palettes, support for most maps and mods, and so on.
I'm focusing Retroquad strictly on what I consider to be "must have" improvements. For example, the water rendering is almost feature-complete now; the only major addition I'm still going to implement for it is gamma-corrected blending � but that's something that actually belongs to Retroquad's color management system. I'm not going to implement stuff like refraction, reflection, bumpmapping, caustics and underwater fog, because although they would make liquids look even better, they're not needed for visual consistency or level design flexibility, and would slow down the renderer some more.
Ports to other systems will only be made after the whole engine is feature-complete.
Cool
are you going to support limit breaking maps?