Great Shots
E3M3RMQ = koohoo meets zer1m6?
Also
Both the screenshots, and your description of the new Shambler reminded me of this: http://img.photobucket.com/albums/v64/amon25/1222918116758.jpg
That Would Make An Excellent Desktop Background!
#53 posted by RickyT33 on 2008/11/17 18:49:40
Is there a more high-rez version?
No Idea
Probably not.
Yeah
#55 posted by ijed on 2008/11/17 19:16:15
That looks great.
There is no RL Shambler - I was being sarky.
Currently there's nothing planned for the Shambler, although he has some other features that are in most monsters, AI tweaks and some other stuff.
There's a vague plan to have him able to use electricity in a more versatile way, or cause thunderbolt type water blasts no purpose when firing into a liquid volume.
Oh Well
#56 posted by RickyT33 on 2008/11/17 20:10:46
its now been stretched by windows!
#57 posted by [Kona] on 2008/11/18 05:04:38
e3m3 is awesome. your shots look good. some of it a little flat in detail though. do you plan on using any custom textures? even just the odd custom here and there?
Well
#58 posted by ijed on 2008/11/18 12:01:04
Like I say, the whole set is adapted from that one green cubes of metal texture, though its so similar and can see how you'd have trouble seeing it.
The floor is 'new' as well - but basically a recoloured version of the famous copper semicircles floor, made into a bigger tile to eliminate repetitions.
The runes are mostly new - although I included the classic patterns as well.
The flatness is caused by the lighting and not all areas being properly completed - I'm working on six other maps and some code at the same time ;)
But e3m3 will feature alot more of those orange windows and rely heavily on the 32x32 cubes theme. Maybe some more complex static modelsto augment the candles, but for now the map is on pause.
Thanks for the interest.
Hm
#59 posted by ijed on 2008/11/18 13:20:10
Overreacted again in post #50 :|
R_viewmodeloffset
#60 posted by Baker on 2008/11/19 06:37:38
In my opinion, I don't think shifting the models should be done in the model itself.
One thing nice and unique about Quake is that the straight forward view is very good for aim.
As an alternative, I would recommend using an autoexec.cfg to setting a r_viewmodeloffset cvar.
I wrote up a tutorial on how to add this into any given engine.
http://forums.inside3d.com/viewtopic.php?p=13133
That's Better
#61 posted by ijed on 2008/11/19 13:50:44
Alpha Support To Any Glquake Engine
#62 posted by Baker on 2008/11/21 15:32:14
Engine Features
#63 posted by ijed on 2008/11/24 14:28:35
Are there any engine features that are particularly wanted?
A shiny new rotating system is on the cards, as well as the stuff mentioned above.
Multiplayer gets a facelift as well.
Although weather or not anyone will play the thing if its not in their engine is another matter.
Er..... A Fully Functional OSX Port?
#64 posted by RickyT33 on 2008/11/24 14:32:06
Well just as long as it works in Windows, er Macs and er..... Linux?
Just to stop the raving and ranting, or even minor whinging about not being able to play...?
Lit file support!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Also external texure support.
My Favourites:
#65 posted by Spirit on 2008/11/24 14:43:12
Fullbrights
Overbrights
Ogg Vorbis support (for the soundtrack)
-quoth
decent console tab completion
centerprint logging to console
Quoth?
#66 posted by ijed on 2008/11/24 15:09:36
You mean mod support?
Multiple OS is a must because we've already got members of the team working on the big 3.
Fullbrights / overbrights . . . yeah.
I Think He Means The Option Of Typing:
#67 posted by RickyT33 on 2008/11/24 15:43:12
-quoth -game moddir
(like -hipnotic -game quoth)
Multiply OS - Yey!!! :D
So
#68 posted by ijed on 2008/11/24 16:57:50
AguirReQuake optional directory ordering then.
I think that was only included for the Nehahra DP engine variant, so that it wouldn't load in Nehahra default.
Suffice to say we won't block the engine to anything, though it's default folder will be that of RQ having other mod folders accessible is a must.
Rain
#69 posted by madfox on 2008/11/24 21:30:10
and snow.
Already In
#70 posted by ijed on 2008/11/24 21:44:55
Well, emissions at least.
Can I Have Some Smoke Please Ijed.
#71 posted by RickyT33 on 2008/11/25 02:02:03
Have you got any smoke?
And a spark. I need a spark.
I mean we've got fire! And you know what they say....
..
#72 posted by Baker on 2008/11/25 03:07:39
I saw the thing about fullbrights and centerprint logging.
This tutorial does fullbrights fairly ok for a GLQuake that doesn't have the feature (TyrQuake maybe?):
http://www.quake-1.com/docs/quakesrc.org/120.html
Centerprint logging which is probably the most joyous single player feature ever, I wrote up a quicky tutorial on that:
http://forums.inside3d.com/viewtopic.php?t=1261
Also:
#73 posted by RickyT33 on 2008/11/25 03:45:06
I dont think that Quake would benefit from locational damage, or anything like that, but I do think we should have three-increment pain-skins. Or even two-increment. Just for effect. i.e. if the monster's health drops below 50% then they should have some blood on them, a few wounds maybe... follow that with the normal giblets - beautiful!
Pain Skins...
#74 posted by metlslime on 2008/11/25 04:30:28
i always thought that was the genius thing about quake's skins -- everyone's bloody to begin with, so you never question the absence of pain skins.
DarkPlaces Sv_progs
#75 posted by Baker on 2008/11/25 08:54:53
I think DarkPlaces sv_progs capability is rather nice. One progs.dat per gamedir is rather wasteful.
sv_progs is "progs.dat" ["progs.dat"] selects which quakec progs.dat file to run
With being able to have multiple "progs.dat" per folder, a mod could include a "multiplayer.dat" and a "frikbot.dat" ... one optimized for multiplayer and one for playing the mod with bots or what not.
Since it is my understanding that ezQuake now supports NQ progs.dat (Tonik's ZQuake Travail capability stuff), a normal Quake mod now has a lot of additional potential uses in addition to single player capability as it will run in everything from FitzQuake to DarkPlaces to ezQuake.
Add:
.ent external entity file support; be able to tweak the entities around without recompiling ... just edit a text file. Although it would be more useful if somehow the .ent file could be reversed back into .map format somehow.
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