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Jobs & Mappers Wanted
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod.
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Actual Paid Work 
I'm looking for a level designer for a Doom/Quake style FPS game, paid work.

For more info about the project or other things get in touch with me: enhex0@gmail.com 
GLSL Post-Processing Shader For Darkplaces 
Job: A GLSL Shader for DP with these features:

1. the option to resample input resolution by .5 or .25

2. the option to palettize (??) with one of different sized palettes (128, 256, needed for testing)

3. directions on how to actually deploy/modify (toggle options) of said shader.


Deadline: at your leisure

Compensation: $$$, specific amount TBD

The goal is to emulate the appearance software rendering, example1, example2. This is not for Quake, but for a separate project which uses q3map2 and its shaders. I say this just in case that has any technical implications on the work that needs to be done.

The end result is my concern, if you feel there is a better method than what I described, please let me know!

Contact info is in my profile, thanks! 
Looking For Concept And Promotional Materials Artist 
I'm looking for an artist who can draw concept art and create promotional material for an indie retro FPS.

You'd get to design cool weapons, monsters, and characters.

Please see the original ad on polycount for details:
http://polycount.com/discussion/178782/paid-need-concept-and-promotional-materials-artist

Thanks! 
QC/CSQC Work 
Job Description: emulate 8-directional sprite rotation. character model (a quad, in this case) must always face the player regardless of character movement/orientation (like a sprite) and display the appropriate frame based on viewing angle. darkplaces specific.

Compensation: $300 (USD)

for all inquiries, please email me at jobs@killpixelgames.com. Thanks! 
 
self.customizeentityforclient = (float()){self.frame = (self.frame & ~7) + floor(anglemod(self.angles_y - vectoyaw(other.origin-self.origin) + (360/16.0))/(360/8));};

then make your op_state thingies just specify frames as multiples of 8. framegroups will probably bug out due to resets.
use sprites with one of the upright modes, I don't remember the difference.
obviously ssqc solutions will lag a little (which might be an issue with prediction active), and won't work at all if you have freecamming with demo playback (eg mvds).

on the other hand, fte+sprite with a framegroup of type 2(which needs hexediting), and it'll just pick the subframe automatically, even in mirrors, mvds, or static entities. 
Quetoo Require Amazing Mapper 
Ow The Edge 
 
Require A Mapper? Cant See Anything On There About That 
 
Ijazz2 
Sign me up! Sounds like a great gig - the clear and detailed vision of the project already described in your pitch along with the great presentation of the assets you've made so far really makes it sound like a sure fire winner! Could we be looking at the beginnings of the next Valve? 
Beep! Beep! Lethal Levels Of Irony Have Been Detected! Beep! Beep! 
 
Sarcasm 
Not irony. 
I Believe This Particular Robot Is In Need Of Diagnostic Service 
 
Wong! 
 
Blood Splat QC Dilemma 
Hello-

I'm trying to use MaNiAc's tutorial on Inside3d - http://www.insideqc.com/qctut/qctut-47.shtml.

I mean it works and everything, but it would be great to have the .mdl actually align with the wall that it lands on. I'm pretty sure there is a way to do this, but I'm not much of a coder.

I'd happily pay for some to modify the code in order to make this work.

Thanks. 
And The Post #666 Goes To� 
IIRC, that isn't possible in the QC code because there's no way to concatenate transformations or to change their order in vanilla Quake. When surface alignment is calculated, the original angles gets lost. 
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