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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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So you'll just convert the textures on the first load of the map then? Seems like a fair approach.

Out of interest does the conversion prefer a single thread or parallel processing? 
 
I haven't implemented any kind of parallel processing yet; will do after the core architecture of the engine is complete.

In fact, this engine is still compiled for first-generation Pentium CPUs. It could probably run (unbearably slow) on a 486 too, except for the memory requirements.

I'm following Michael Abrash's philosophy of "the best optimizer is between your ears". Compiler optimizations, CPU-specific compiler flags, multi-core processing and so on will only be implemented after all the possible manual optimizations are implemented. There's tons of code refactoring going on, I'm trying to rethink every single routine of the engine. 
Sounds Exciting 
 
 
Even when properly formatted, some _luma textures still looks bad. Oh well.

Personal tastes aside, it's nice to see Retroquad being able to support such high-res textures. 
 
(Waiting for someone to say "Now you just need overly saturated colored lighting, N64-thick fog, obnoxious specular lighting, myopic bloom and abyssal normalmaps to make everything caked in vaseline and raise hell.") 
Nah, We Have Doom 4 For That 
 
Here You Go... 
Now you just need overly saturated colored lighting, N64-thick fog, obnoxious specular lighting, myopic bloom and abyssal normalmaps to make everything caked in vaseline and raise hell.

Happy? 
 
I chuckled. 
 
A bunch of new screenshots at QuakeOne (and Twitter).

HD textures does have some significant impact on the framerate. d_mipscale 2 helps to recover the framerate, but anyway, those textures are huge. More mipmap levels are needed. 
 
it really needs high-res hud+font images now... 
 
Yes, but that's not a priority. 
Hexagons Of Death - Testing Lighting 
Looking Good 
Beehive theme? Either way, looks interesting. 
 
Only thing I need is an actual bee enemies* but I assume vores will work too~ 
Needs More Zingers 
Aaaarrrgghhh 
<Shambler> finished solus project
<Shambler> made no sense to me at all
<Shambler> nice to see ur name in the credits
<Shambler> it was okay overall
<Shambler> some interesting vibes, some good mysterious / creepy bits
<Shambler> but far too long and far too many hexagonal rocks
<Shambler> i'm going to see a neurosurgeon to see if there is someway they can burn all visual acknowledgment of hexagons out of my mind 
 
Bad Memories about that Donkey Kong level? 
Columnar Basalt. It's A Thing. 
 
I knew the famous Giants Causeway in Northern Ireland (pictured on Led Zeppelin's Houses of the Holy cover art) but I thought it was a unique formation and I wasn't aware of similar sceneries existing in Iceland as well. 
More! 
Heh 
Columnar Basalt really does look like a map generation bug ;)

It's fucking awesome though 
Q2 MOD - Strogg Empire, Fresh 2016/10/11 Pre-Alpha Build Released 
Link: http://www.moddb.com/mods/strogg-empire

Version 2016/10/11:

* Added support Variable FPS on clients/servers based on Q2Pro (crussial for Plasma Beam and Chaingun)
* Plasma Beam ported from Ground Zero (Rogue) with the following characteristics (to see the weapon model itself, please, copy pak0.pak from "rogue" folder into the "empire" folder with name pak8.pak):
- Rate Of Fire: 2400 (per minute)
- Damage: 4 per shot
- Ammo Consumption: 0.5 cell per shot
- Range: 768 units
- Behavior at Q2 10FPS ordinary server/client: 16 damage per shot, 2 cells per shot consumed
* Health behavior:
- Initial HP is 125
- Health reduced by 1 every 1.0s, provided that current HP value is greater then 100
- Reduction rate is delayed by 1.5s after Stimpack (item_health_small) was picked up
- Reduction rate is delayed by 5.0s after Mega Health (item_health_mega) was picked up
- Absolute HP maximum is 200, none of health items can be picked up at this value
* Armor behavior:
- Armor reduced by 1 every 1.5s, provided that armor value is greater then maximum value of current armor type (situation with Armor Shard)
- Reduction rate is delayed by 1.5s after Armor Shard (item_armor_shard) was picked up
- Absolute armor maximum is 150% of maximum value of current armor type, Armor Shard can not be picked up after this value
* CG (Chaingun) changes:
- Damage value per bullet is 7 now (was 6)
- Spread is reduced by 10%
* MG (Machinegun) changes:
- Damage value per bullet is 6 now (was 7)
- Spread is reduced by 60%
* Added auto-jump ability
* For testing purpose (like DM in Warsow, FFA is totally another thing there), all players are spawned with all weapons (except BFG10K) and ammo

Current build is coming with Q2Pro built with Variable FPS and Anti Cheat (Server-Side) support. Both, x86 and x86_64, builds for Windows are provided. To launch game, please, use ".CMD" launchers instead of ".EXE" directly. To install this version, please, delete your previous "empire" folder.

Version 2016/10/11:

* New hit sounds based on damage amount or kill
* Announcer messages

Version 2016/10/07:

* 125 points of initial health
* Lowering the level of health points to 100 if the current level is greater than the maximum, not only when a player has a Mega Health
* Quick weapon switching
* Hit sounds for better feedback to an attacker 
Courtesy Of Urthar 
Does This Look Too Bad? 
Looks Good. 
Pretty sure. 
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