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  • sock
    replied
    [ame="www.youtube.com/watch?v=0LhYn1R4OTI"]Darkplaces - Eye Candy[/ame]

    Leave a comment:


  • sock
    replied
    @webangel, thanks
    @gnounc, what extensions are you thinking about? Any suggestions of what you would like to see (DP effects) in this MOD?
    @seven, I am only interested in one file (particles/particlefont.tga) the rest of the assets in your mod I have created my own versions of. Who do I give credit for with the file (particles/particlefont.tga)?

    @everyone, if anyone can think of any DP related extensions that they would like to see in the MOD, please let me know. Thanks.

    Leave a comment:


  • Seven
    replied
    Hello sock,

    Yes, Jakub already invented the wheel
    Everything you find in V.4.15 and V.4.31 can be used as long as the licenses are respected. Some model authors request to keep their license or readme packed within.
    You will find them (if any) inside the .zip download.

    Best wishes,
    Seven

    Leave a comment:


  • gnounc
    replied
    fte and dp have a lot of fun things you can do.
    Many very underappreciated extensions.

    I cant wait to see what you decide to use!

    Leave a comment:


  • webangel
    replied
    Originally posted by sock View Post
    Been experimenting lately with adding darkplaces options to my mod like a rtlight files and liquid shaders. Any feedback from the darkplaces community would be welcome or how this looks.

    Very nice shot sock!

    Leave a comment:


  • sock
    replied
    @talisa, thanks good point about the corona's, I will tone them down to suit the flame size better.

    @seven, I plan to add DP/FTE features for people who have that engine but my MOD will still work for older Fitz engines. I am detecting DP extensions and changing the appearance of parameters to suit which engine is active. I know this is not 100% reliable (no quake engine can truly be detected) but it is good enough for what I want to achieve.

    I plan to only add rtlights, liquids, decals and particles for DP. I have been looking at your examples and small mod and I am impressed with how creative you are with the assets. Your use of particles effects is very cool, I was wondering if you would mind if I use your particle sheet and some of your effects? Obviously full credit to you, but I don't want to re-invent the wheel when you have done such a good job of it already!

    Leave a comment:


  • Seven
    replied
    Hello sock,

    Interesting to see you working with the advanced features of Darkplaces for your mod.
    There is no doubt, that the lights and water shader you showed in the screen look great.
    What suprises me a little bit is, that your more classic mod (which is compatible with many engines) now also uses the *fancy* features that only DP and FTE supports.

    Do you plan to release 2 versions or will you drop the other engines support ?
    Or were you just curious and wanted to experiment ?

    Do not understand me wrong please, I personaly love the *fancy*/advanced stuff in your screenshot. I only thought ITS was aiming the classical visual of Quake.

    Knowing that you worked a lot with Quake 3 before, you are of course familiar with this.

    But I am pretty sure, you will find a way including the advanced features in a subtle way, making your ITS MOD even better.

    Looking forward for your next screenshots/releases.
    Great work sock.

    Leave a comment:


  • talisa
    replied
    liquid shaders look great. the lights on the torches perhaps have a to big corona though

    but its looking good so far. great to see you playing around with adding some of DPs fancy features to your amazing mod

    Leave a comment:


  • sock
    replied
    Been experimenting lately with adding darkplaces options to my mod like a rtlight files and liquid shaders. Any feedback from the darkplaces community would be welcome or how this looks.

    Leave a comment:


  • sock
    replied
    Originally posted by MadGypsy View Post
    That article sucked. Your game deserves better.
    I was surprised by your response because I always get the feeling that I am hitting a stone wall here at Quakeone and hardly anyone seems interested. I got the impression from your comment that you liked the ITS MOD and that is good to know.

    To be honest thou I thought it was amazing article because it created exposure to my work. I tried for weeks (last xmas) to get anyone in the press to notice my MOD and got nothing, I soon realized that marketing is pit of despair and without contacts you are not going to get anywhere.

    The RPS article generated ton of interest, got people talking about Quake again, sure some went off at a tangent into UT vs Quake but this is still good. People being engaged with a thread is a thread that will stay alive.

    Check out the stats for the day in question :


    That is a crazy amount of interest, my MOD made it to the top 15 spot on MODdb that day and that is not an easy thing to do considering this is just a small team working on a 17 year old game/engine. I even got more people added to the watchers (update mailing list) list and some really nice feedback from people that really seemed interested in the next release. The icing on the cake for me was that when I contacted the author of the article he said it wants to see the next release!

    The article on the surface may not seem like it was perfect but it did an amazing job of generating interest and that is really what my MOD needs.

    Leave a comment:


  • MadGypsy
    replied
    That article sucked. Your game deserves better.

    Originally posted by me at RPS
    Wow, this article was terrible.

    An entire paragraph dedicated to the fact the post author isn’t even relative to the game. Followed by a quick summary that overuses essentially the same link and ending with a bunch of videos you didn’t make.

    You can “delete” me all you want. It wont change the fact this article is beyond amateur.

    How about you ditch the admission to irrelevance altogether. Then do some friggin research and introduce sock (other mods he has made, any relevant notoriety he has received, etc). Once you have established sock as an accomplished artist, then start getting into his game and what makes it unique. Possibly even follow up with a short interview with sock, followed by all related links and media you can possibly find.

    If you have any doubt that this article is garbage, look at the comments. They are all focused on whats better UT or Q3. You did that when you made your story personal. If you would have stuck to the subject and left your “admissions” out, the comments would be about this game. Who cares (or needs to know) what your Quake status is. The only thing that matters is that you have at least played In The Shadows.

    You have one commenter opining that this defeats the purpose of Quake. With better reporting people would understand that this isn’t a mod, it’s an (almost) total conversion. This is an “original” game, built “the quake way”.

    Get it together, man.

    You can find me very easily at QuakeOne if you want to share your opinion.
    Last edited by MadGypsy; 08-23-2013, 01:57 AM.

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  • sock
    replied
    Yeah! Rock Paper Shotgun wrote an article about the MOD -
    It’s 2013 And I Want To Play Quake: In The Shadows | Rock, Paper, Shotgun

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  • sock
    replied
    @talisa, thanks for the comments. The crypt is certainly full of zombie knights, what with so many knights in my maps I felt it was only right that the undead should be a similar theme!

    Got some more News - New Toys news - In The Shadows Mod for Quake - Mod DB about the MOD progress. If anyone here has played the MOD, please remember to Vote - Reviews - In The Shadows Mod for Quake - Mod DB and comment on the Moddb page.

    Leave a comment:


  • talisa
    replied
    your maps are looking brilliant as usual sock


    also, do i spot zombies with swords? nice idea

    Leave a comment:


  • sock
    replied
    Latest Progress

    New location - Baramous Keep - New start location


    Zombie Knights in the Crypt


    Front Entrance to the Keep

    Leave a comment:

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