Unreal 1/Gold Map Work In Progress.
#16347 posted by Danz on 2020/03/04 04:33:26
Skaarj base themed level.
Screen 1
Screen 2
Marvelous !
#16348 posted by madfox on 2020/03/04 16:49:31
Help me get up if you made that with the UnrealrEd v01. Never understood the crashes it caused.
Top notched screenies!
Some Old Teasers, Warmed Up
#16350 posted by mfx on 2020/03/09 22:49:42
Whoa! Cool!!!
#16351 posted by generic on 2020/03/09 23:47:00
.
#16352 posted by mfx on 2020/03/09 23:48:34
.
Juicy Stuff
As always. Looking forward to this along with AD 1.8
@Mfx
#16354 posted by Icaro on 2020/03/10 09:25:19
we are tired of waiting!!! ;-)
Amazing!
#16355 posted by wakey on 2020/03/10 13:03:38
I've always asked myself how to do such angled brushwork, especialy angled arches.
I Give Up
#16356 posted by lpowell on 2020/03/14 23:18:39
That map I posted screenshots of earlier... I have no motivation to finish it. It's not even a matter of scale... Even if I scaled back my ambitions, I don't even have the motivation to finish even a much smaller layout, let alone populate it, test it, etc.... Whenever I open the editor I just get bored. And in general, I've been coincidentally steadily losing all interest in even playing video games since I started making it, let alone creating something game-related of my own.
And yet, I think it's a unique theme, with some potential. I don't want to fall prey to the sunk cost fallacy (and God knows I sunk plenty of time detailing tiny areas of this unfinished map) so I'm not going to force myself to continue, but would any mappers have any interest in having a peak at the scraps? It would take two minutes for me to drop the map file and the wad files I used into a zip or something and upload it or email it somewhere. Maybe someone will have mercy on my wasted time and do something with it. One can dream.
That Sucks.
But I understand.
We should have a general scrap repository on func...
He's Done It
#16330 Metlslime
#16359 posted by mankrip on 2020/03/23 18:35:11
I agree. Smooth scrolling textures are incompatible with Quake's software renderer architecture, but they're worth it.
The easiest way for software renderers to implement scrolling textures without sacrificing lightmaps is to scroll them in the surface caches, similarly to.how WinQuake scrolls the overlay of sky textures. A default scrolling speed of 32 or 48 texel coordinates per second could be very effective. WinQuake's sky overlay scrolling looks jerky because it scrolls only 8 or 4 units per second.
#16360 posted by misc_ftl on 2020/03/23 21:17:19
yo mankrip, are you planning on releasing your engine anytime soon? or at least your SW quake improvements?
the world could use something better than engoo.
#16361 posted by mankrip on 2020/03/24 17:05:45
There's Engoo, Super8 and MarkV. And the latter two have way better compatibility with community maps than I can hope to achieve.
For dithered software rendering improvements, there's Makaqu 1.5.2. It still uses the vanilla WinQuake rendering architecture, so its changes can be easily ported over to other engines.
#16362 posted by misc_ftl on 2020/03/24 23:06:43
Yes, I'm aware. But I'm also aware of the improvements you made to RetroQuad and I wanted to make use of those for my mod.
I find it curious, since in your twitter feed:
> Nothing would make me happier than someone willing to create a new game using the technology I'm creating for Retroquad. Nothing would make me happier than knowing that my tech inspired someone to do that.
> There's nothing I crave more than that in my life.
But at the same, you're not sharing a page where we can buy the engine, or sharing the source-code, or anything like that. It's basically just yours, yet you want people to use?
#16363 posted by misc_ftl on 2020/03/24 23:07:25
Just put up an itch.io page or something
#16364 posted by mankrip on 2020/03/25 00:43:41
At this point, I should have completed at least the renderer. But I didn't.
I prefer to not give excuses, I'm lucky to have not died yet.
My life doesn't let me fulfill that dream.
I've got a vision for the Retroquad renderer, several other improvements have already been planned out, including some massive optimizations, and it pains me to see that vision being not fulfilled. If I managed to get at least the BSP renderer finished and fully rewritten, I could consider my "life mission" in this engine complete.
But I am lucky to have simply not died yet.
Never Give Up
#16365 posted by wakey on 2020/03/25 09:46:33
Ok, sounds like the beginning of that kind of cheesy inspirational speeches, but heck, whatever.
There is that quote by da Vinci that "Art is never finished, only abandoned."
Maybe take a break from your engine project, look after yourself so you do not die, and later on when you feel the urge, pick it up again.
At least for me that often helped with getting things done in the end, even if there where years of halting the project in between.
On the plus side those projects often benfited from the new experiences and knowledge i collected in the meantime.
From Twitter...
#16366 posted by metlslime on 2020/04/04 10:32:12
#16367 posted by misc_ftl on 2020/04/04 16:11:53
holy crap that map looks awesome, so intricate.
Love Those Pictures!
#16368 posted by Barnak on 2020/04/04 19:44:35
Map looks awesome, can't wait to play it!
Here's A Ceremonial Circle For You.
I Really Enjoy
#16370 posted by Drew on 2020/04/08 03:20:16
the small brick variant used there.
Thanks Drew
It's one of the wall textures from Doom, modified to resemble the Quake swampy brickwork. I nicked it from UDOB.
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