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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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bad code isn't obvious.

I take offense to that. Mine certainly is. 
Engine Coders... 
Currently we can choose between linear filtering and nearest-neighbor filtering. How about giving hqx a try? 
 
The filtering that is currently available is there because the hardware supports it, hqx would probably have to be done by up sampling the textures in software and loading the higher res images to the video card. Which you could also do manually using external textures. 
 
Question is would hqx even look good on quake textures, since it's designed for pixel art 
 
Yeah hqx only looks half-decent on stuff like nes sprites - In Quake it would just look like you've upscaled the texture then run them through some ugly watercolour filter or something. 
 
I looked into other texture filtering once and it is not worth it unless you are into amateur painter art. 
 
No idea what I used to create them but here is scale4x: https://transfer.sh/Liu3e/scale4x.7z 
Sorry, I Should Stop Using That Site, They Had Direct Download Links.. 
 
8-bit Software Renderer + Bsp2 
 
awesome, always good to see bsp2 on a wider range of engines! 
Very Cool 
also, that RRP video revealed to me a design flaw in the burning player effect from rubicon 2 -- if your health is > 100, you can't pick up a health pack, which means you can't stop the burning! 
Cool 
Especially that MadFox map for RRP looks good. 
I Love This Engine... 
It really is fun to play Quake on, and it's often overlooked (I have to remind myself it exists occasionally). What I really love is low-grav + gore. This makes Quake even gorier :)

Here's some gore screens from my low grav map (coming soon I hope) -

https://www.dropbox.com/s/vfu25hshcyv71s2/qbs8_003.png?dl=0
https://www.dropbox.com/s/p6ar35jwz14y9p1/qbs8_004.png?dl=0
https://www.dropbox.com/s/9cdnkifemxz2tld/qbs8_005.png?dl=0
https://www.dropbox.com/s/pyedcf3wwqqa453/qbs8_006.png?dl=0 
Hmmm 
super8 - pretty cool, but when fog and coloured lighting is all going on, you tend to lose a lot when you try and map that back to the quake palette. 
Hmmmmmmm 
Super8 - played in it for five minutes - could kinda do with "make it look/sound like quake" preset in the options :)

Over-the-top weapon bobbing craziness...quake's 8-bit sounds up-sampled to whatever...starts with a funky palette bend by default...not my cup of chai I'm afraid :) 
 
I wish you guys realised how bloody annoying Dropbox is. Every time I click a link here, I get a popup if I want to join it. 
Yeah - Seriously Just Use Imgur For Picture Uploads 
 
 
Uhh, is the new bobbing combined with the regular bobbing? It looks like the weapon is twitching in all directions at once. 
Then 
you have to join it
It is simple as that 
Why Wouldn't You Use Dropbox? 
It's literally the most useful thing I've ever signed up to, it's the first thing I get going after a fresh install.

Seriously just get it already. 
Why Wouldn't I Use Obnoxious Bloatware? 
This boggles the mind!

Use imgur or GTFO. 
 
Uhh, is the new bobbing combined with the regular bobbing? It looks like the weapon is twitching in all directions at once.

Fook knows. Also, whether the weaponmodel idles on the left or the right depends on player facing angle! Doesn't appear to be an option to make it use sensible behaviour either.

Oh well, one less engine to keep track of I guess!

*deletes it* 
 
Why would I use a US-based, unencrypted, closed source data hoarding company?

Syncthing works great for synchronization. And for temporary hosting there are tons of options that do not require account or have surveillance-loving warmongers on their board. 
 
The new bobbing is being controlled by the following commands:

cl_bobmodel
cl_bobmodel_up
cl_bobmodel_side
cl_bobmodel_speed

Setting "up" and "side" to 0 turns it off and reveals that, indeed, old forward-back bobbing is preserved. Therefore, to make the new bobbing look good, you also need to set "cl_bob" to 0, but then the camera won't bob.

I didn't find a way to make the weapon's position independent of the player's facing angle. 
 
I didn't find a way to make the weapon's position independent of the player's facing angle.

Super8: Your weapon is literally a compass. 
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