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  • @sock - I'm glad you figured it out. I stared at the picture for a couple minutes trying to figure out if there was something wrong with the door. (cause that's what the sg is pointing at)
    http://www.nextgenquake.com

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    • Originally posted by sock View Post
      @r00K, wow that is awesome! At first I was looking at the screenshot wondering why the lighting looked so bright and flat. Then I looked at the shadows under the torch and thought they need to be smooth and finally it hit me the torches have an awesome sprite on them! This is something I would have loved to do with Fitz, if the damn sprites were not so large! Now that looks a million times better than just the glowing sprite ball.
      I modified a particle flame type. It's a hardcoded particle emitter for candle.mdl and the tourch2.mdl. I guess I should have written this in the classic particle system as it can use little squares like your skill-level pillars. Still fixin small glitches, hopefully it will be all clean b4 the mod is finished
      oh also r_drawflame 2 now adds a dynamic glow around them.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • Originally posted by R00k View Post
        It's a hardcoded particle emitter for candle.mdl and the tourch2.mdl.
        Is there anyway this can be triggered via a flag setting on a model/entity? Like in QC if I update the entity flag settings with +256. I was planning to replace all the flame2 models with something different because so many engines display them different. I was thinking of adding this code:

        Code:
        	self.mdl = "progs/flame_small.mdl"; // Originally - progs/flame2.mdl
        	self.flags = self.flags | 256;
        	precache_model (self.mdl);
        	self.noise = "ambience/fire1.wav";
        	precache_sound (self.noise);
        
        	setmodel (self, self.mdl);
        	setsize (self, VEC_ORIGIN, VEC_ORIGIN);

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        • depends what engines have defines as EF_* (256)

          one could adapt an EF_ONFIRE 256 define in progs.h aand server.h

          any entity with | EF_ONFIRE would emit fire particles...
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • @r00K, yeah your right, I forgot that different engines (especially dark places) has defined all of the flag bits for different things already. I will stick to my original plan and replace the flame2.mdl instead. At least my new version rotates properly and has 10 frames instead of 6. It is only the Fitz/markV engine which do not lerp the frames. I certainly like the effect, it goes well with the rotating model, it gives the sprites an actual fire source and cool 3D shape.

            If you need anymore testing, please let me know. Do you plan to have a proper released version soon? Like a link I can give people if they want to try your engine with my MOD?

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            • Today the engine compiles with build 3991, so I'd like to have this version stable for build 4000!
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • for the sake of conflict reduction, here's a def that originates from DP...
                #define EF_FLAME 1024 //'onfire'
                not actually tried it myself, but if its meant to be the same sort of effect, you should consider using that one instead.
                needs to be at least 16bit either way...
                Some Game Thing

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                • Originally posted by damage_inc View Post
                  When "ITS" was first released I d'loaded and played it, now... I didn't exactly care for it but did I rip it apart? Hell NO! Out of respect and admiration for sock, I just kept my opinion to myself. It would serve no good purpose to say what I actually think in as an honest opinion.
                  Personally I like feedback on something I create, if you have any suggestions I would love to hear them, especially anything you think is wrong and why. If you go back through the MOD again, please record demo's for any gameplay related problems. It is easier to see what you are doing than try to guess.

                  @spike, thanks for the model flag number.

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                  • i just played this for the first time last night i love the orge he is bad ass! but i kinda got lost on the training i was able to kill the fist guy but when i got the cross bow evey time i tried to sneak up on the guy i would get noticed... defiantly a fun play and im shure ill keep coming back to it tell i get it

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                    • Sock, unfortunately had to end his development of this mod. The 'demo' is all that will remain. He will release the source once he cleans up the code, and writes a few articles about his achievements. It's sad as the source will lack his mapping skills. I only hope he releases his .map sources too.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • why are so many projects stalling lately? conspiracy detected...
                        My Avatars!
                        Quake Leagues
                        Quake 1.5!!!
                        Definitive HD Quake

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                        • no, he mentioned on another forum that he originally created the mod, intending to create more levels but money was an issue.
                          >> Inside3d Forums • View topic - Quake MOD - In The Shadows
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • oh, ok. conspiracy averted.
                            My Avatars!
                            Quake Leagues
                            Quake 1.5!!!
                            Definitive HD Quake

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                            • You would think with as good as his stuff is that he could simply start a "fund raiser" (like slot zero did) or some kind of donation thingy, and people would jump to contribute.

                              I know I would contribute.
                              http://www.nextgenquake.com

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