Precision
#21925 posted by Preach on 2012/07/27 20:02:22
It's important to remember that in base quake engines the angle of rotation is sent as a single byte 0-255. This essentially makes smooth panning almost impossible except for high-speeds, long turns(and even then you might get a jittery feeling from the quantisation of the motion).
Either replace such shots with tracking shots or use an engine with high precision. (I have noticed that your hl2 video is mostly tracking shots anyway).
For moving the camera around the space, I'd recommend just hard coding the motions in some QC code. Making a mod that would be customisable enough to be useful would essentially be more work than direct coding: just imagine the torturous entity chains you'd have to make to express yourself.
#21926 posted by necros on 2012/07/27 20:27:02
Yeah, ideally you'd want something simple like maybe change the axe such that swinging once saves the first position/angle and swinging twice saves the finish position/angle and then maybe using cycleweaponup/down to increase decrease time in 1 second increments and then the third swing runs the interpolation between the two points/angles in the specified time.
Thanks All
#21927 posted by DaZ on 2012/07/27 20:33:39
I had no idea there were so many options for this stuff :)
I would prefer doing as much of this "live" as possible, so things like recompiling maps with new entities I would prefer not to do.
As for visuals, ofc It will be vanilla guys cmon now :) Although thank you Neg for reminding me to disable external tga's :) I will however change the fog etc in some maps depending on the shots I use to make it look best for that shot.
Now then, what maps to select for recording? I have a pretty solid list but I'll go ahead and throw it out there. Keep in mind that what matters most is that the maps are visually stunning and/or atmospheric! I'd prefer the maps have good gameplay also but it's really a little irrelevant as the focus of the video will be showing a visual feast of Quake maps, not demoing the gameplay to the audience.
Any map that has a fantastic vista or other note worthy visual element I will be interested in. No need to shout "Marcher!" or things like that because its so freaking obvious :) I am more interested in lesser known/forgotten maps that were beautiful.
Oh Btw
#21928 posted by DaZ on 2012/07/27 20:35:15
Quaddicted links for said maps would be awesome tytytyty :D
Suggestion: An Ikblue Map
#21929 posted by Preach on 2012/07/27 22:29:35
I know that to us on func_ the ikblue maps are basically as old as the game itself. But for someone who has never played a custom map for quake, I think they're a fine example of just how different the custom maps can be from anything in the original. Or maybe it's my nostalgia from the first time I played one and had that realisation...
+1 Classics
#21930 posted by sock on 2012/07/28 02:32:28
Ikblue was amazing stuff for its days, I remember downloading that when it came out and was blown away with the colour and scale. Daz you better get on the case and review some awesome q1 map goodness!
#21931 posted by negke on 2012/07/28 09:40:27
Maps with custom textures to show there's quite a bit of variety besides the stock themes. Some of them are tagged with "textures" on Quaddicted.
Maybe show a few new monsters, too (in their idle pose).
Gameplay shouldn't be a citerion - it's all about visuals (teasing) in such a video.
From great vistas to intricate individual architecture.
Random ideas: the bloodcube temple from Zer (maybe even the boss scene, "I grant you Daz!"); some of locations in Tronyn's maps, e.g. the 'village' in nsoe2, Arcanum etc.; the outside of the Marcher Fortress, Kona's maps, Glassman, Elek...
#21932 posted by rj on 2012/07/28 12:11:52
no mention of kjspq1 yet (although it's tehnically based on ikblue) - definitely one of the most striking/fresh
Oooh
#21933 posted by DaZ on 2012/07/28 13:25:22
Yeah, totally forgot about that one
Whiteroom also :o
When I'm Trying To Run
#21934 posted by spy on 2012/07/30 11:06:19
the mod i got this error
PR_ExecuteProgram3: misaligned edict 0
this happens running aguirre's glquake133 engine
i think this somehow related to the qc, as for example fitzquake's running just fine
Doing A Quick Google Search
#21935 posted by spy on 2012/07/30 11:12:56
i found i've been actually asking the same question a couple years ago
sorry
#21936 posted by Ankh on 2012/07/30 18:12:26
I have tried to expand the flight simulator demo using games for windows live but to no avail. All the things you need to do do to install some free additional content is unnerving. In the end after setting up all the accounts and transaction details etc it still didn't work because it claimed that login details were wrong. I could log in using the browser though...
They do everything to tempt me into other solutions.
In The Shadows
#21937 posted by sock on 2012/08/02 02:56:14
Stealth Mechanics
Posting screenshots is only interesting up to a point, certainly more fun to watch a video of something. A short video showing the basic stealth mechanics of my Quake Mod. All feedback welcome.
O_O
#21938 posted by - on 2012/08/02 03:50:48
^that's my feedback
Confused
#21939 posted by DaZ on 2012/08/02 04:15:19
I expected the Ogre to aggro when the eye turned red! Is there some sort of grace period between the eye turning red and the ogre aggro'ing?
Just seemed odd to me.
Aside from that, I loved everything about this :)
Daz
#21940 posted by sock on 2012/08/02 04:43:54
Originally the eye went red when the player was too close, so I moved the colours outwards. green = good, yellow = be careful, red = dangerous, you are very close to being seen. There is like only 30 map units between those boundaries so it can be tricky with the quake movement speed.
The next video will show actual encounters and the AI moving around. This is a training area of the start map with a monster that does not move so people can understand the distance. I was hoping people would also see the pattern on the floor and how that relates to the eye.
The main problem with the video is that it is very long and slow, I think the pacing could be better. Was it too dark or too bright for anyone?
Not For Me!
#21941 posted by Drew on 2012/08/02 05:17:01
brightness level was about perfect.
I'm really looking forward to this now, despite feeling 'meh' about the idea of stealthy quake when you first mentioned it. Will that music be playing in the level? Or is that just for the video? I vote no music. Zelda vibes mixed in with the utterly quake looking architecture due to that music and some of the new effects (the eye effect, for some reason).
Anyways, looks amazing, can't wait til it's done!
Sock
#21942 posted by negke on 2012/08/02 10:51:03
This looks good.
I was under the impression using a poison bold made the monster aware of the player and causes it to turn around. Apparently it's much easier.
Poison
#21943 posted by sock on 2012/08/02 17:07:12
Well, the bolts still have limitations, if you shoot a monster in the face they will see you. It is better to turn the monster first with a distraction bolt and then use poison. This video shows the mechanics in a very clinical light, so it might seem easier than a real encounter.
Also the speed of the bolt is designed to be slow, so you can shoot a bolt and have plenty of time to duck behind cover before you are spotted. Also poison cause monsters to in-fight, which you don't really see here but will be more obvious in the next video.
Music
#21944 posted by sock on 2012/08/02 17:12:35
@Drew, the music in the video is just to give the video something interesting in the background while you are watching. It took me a while to find this music because most creative commons style sites are full of endless happy go lucky trance/techno music!
I don't plan to include any new music (don't know anyone who makes music) with the MOD, just going to use the standard ambient stuff and maybe a couple of new sounds if I have time at the end.
#21945 posted by Spirit on 2012/08/02 18:57:29
I listen a loads of free ambient music and generally a lot of different genres primarily free. If you need suggestions, give me a theme or style and I will try to find some.
http://archive.org/details/KLLE-Crawl for example has not been used in a map so far afaik.
http://www.quaddicted.com/stuff/temp/spirit-sleepdrive2_20120429.ogg is an unfinished mix. Check my posts in the Music Thread, I often post ambient.
@sock
#21946 posted by quakis on 2012/08/02 19:22:09
Out of interest; will it be possible to play the entire mod being stealthy, avoiding enemies and combat?
Stealth
#21947 posted by sock on 2012/08/02 19:34:23
@quakis, yes, there is ways to avoid all combat with the distraction bolt for turning monsters and special stealth alcoves that allow the player to hide from passing patrols. You cannot distract patrolling monsters, only stationary ones. The stealth combat with the backstab / poison combo is for players who want to get all kills. The hardest method is certainly avoidance but it will be possible.
@spirit, wow that is exactly what I need, fantastic stuff. downloading and keeping in a safe place :) Thank you.
Sock :)
#21948 posted by Spirit on 2012/08/02 22:11:40
John Carmack's Quakecon 2012 is supposed to happen in 50 minutes after this post.
http://www.quakelive.com/#!stream
Smart people use https://github.com/chrippa/livestreamer (on http://www.own3d.tv/QuakeCon )
WARNING: Currently the stream plays derpstep Shambler would compose if he was not so uptight.
Sock...
#21949 posted by generic on 2012/08/03 01:04:47
That is one impressive mod you have so far. I can't wait to give it a whirl!
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