#391 posted by mfx on 2013/08/06 00:16:48
Sock, these screenshots are awesome!
#392 posted by Jaromir83 on 2013/08/07 10:43:59
looks great. thought of including axe sound and animated HD explosions from Bastion/Marcher Fortress to your mod to make it even better? would be blast
#393 posted by sock on 2013/08/07 13:03:41
@Jaromir83, the sprites in Marcher are certainly amazing quality but I will need Kinn's permission to use them. I do like what he did with gibs, having multiple frames for different sizes. :)
#394 posted by Jaromir83 on 2013/08/08 22:36:00
@sock, Ive asked him, I believe it would not be technical problem for u to include the stuff
#395 posted by sock on 2013/08/09 16:32:17
@Jaromir83, it seems you have had better luck than me, I too emailed Kinn but got no reply. I would love to add the sprites and gib stuff he did with Marcher, but unless I get an email reply from him I am not going to add it.
Sock, Jaromir
#396 posted by Kinn not logged in on 2013/08/12 11:31:43
Sock - my procrastination does not discriminate. I hadn't replied to either you or jaromir up until today. Been balls-deep in work stuff :{ I have replied now though, so check your mails :}
RPS Pimpin' Sock
#397 posted by bal on 2013/08/21 18:16:16
RPS Pimpage
#398 posted by sock on 2013/08/21 21:28:23
@Bal, I am totally surprised by this, it is the highlight of my week! :D
That's
#399 posted by ijed on 2013/08/21 22:05:58
Some good exposure, congrats!
#400 posted by sock on 2013/08/23 17:41:08
@Jaromir, I eventually got hold of Kinn and got a chance to see what he did with his gib QC and it is indeed an awesome feature. (Something I did not really notice when I played Marcher years ago) I created my own set of unique gibs and borrowed his sound assets and it works a treat.
The recent RPS exposure has been a real eye opener simply because of how many hits something like this can generate. Here is the stats for that day and it is off the chart. I got nothing like this at xmas and I was producing promotional content like crazy. The best news of all is that the author of the RPS article would like to see the next release! :)
#401 posted by Jaromir83 on 2013/08/23 19:12:01
thousands of spectators, wow. I knew it will be no problem for you (with your modding skills) to include the features, great!
DarkPlaces
#402 posted by sock on 2013/08/26 21:05:15
rtlights + liquid shaders = Pixel P0rn
#403 posted by - on 2013/08/27 00:04:20
That's looking really nice
You Should Try The Heightfog
#404 posted by Spiney on 2013/08/27 00:38:53
looks nice sock... what engine is this?
Darkplaces
#406 posted by ijed on 2013/08/27 02:51:38
#407 posted by sock on 2013/08/27 02:55:34
@Spiney, cool idea but I will have to see if it is possible with fog triggers. That section of the map is very high and I do not want the rest of the map to have fog at that level.
@Fifth, it is the darkplaces engines. Lots of eye candy to play with! :) If you have any questions check quakeone or inside3d forums.
I'll Check It Out...
Though so far only directq seems to work with the surface pro due to the touchscreen.
Heightfog
#409 posted by Spiney on 2013/08/27 13:23:26
Can be heightmapped with a texture I think, similair to terrain. I never tried that though. Fog triggers might be a nice way of doing it if it works. You might even try Q3 fog volume shaders, but I don't know if those work on Q1 bsp...
#410 posted by Joel B on 2013/08/27 23:42:33
So sock are you just experimenting, or are you taking a real run at making a map that is targetted at DarkPlaces?
I think it would be interesting to see a map that is designed from the get-go to take advantage of DP's features. I'm sure there are already some examples out there (anyone have recommendations?) but most of the uses of DarkPlaces features that I've seen have been attempts to retrofit new media/effects into environments that were designed for vanilla Quake. Fun to play around with for a bit but not real coherent.
Just Candy
#411 posted by sock on 2013/08/29 20:22:07
@Johnny Law, this is just an eye candy layer for people who want to use the DP engine. I find the DP engine very slow on my computer and the new particle effects jarring compared to the Fitz engines. I like the DP engine because of the real time lighting, it is shame the shader support is so simple compared to Q3.
I am not sure it would be worth trying to create a map that is a DP only. I think it would be better to use a modern engine (UDK, cryengine) because the support community is better. I spend so long trying to find documentation for DP that it went beyond my frustration level.
#412 posted by Joel B on 2013/08/30 01:38:27
I think even an "eye candy layer" would be cool when it's designed by the person who made the environment.
CandyTime
#413 posted by sock on 2013/08/30 05:18:34
A quick video showing the extra visual options of the Darkplaces engine; real time lighting, custom particles and various shader effects.
Sock
#414 posted by mfx on 2013/08/30 05:34:55
release this, my money is yours.
Man, this looks way more pornish than expected.
those Strudelteleports..
Would even pay for this to be released.!!!
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