Tremulous Forum
General => General Discussion => Topic started by: Lazysam on August 29, 2001, 12:29:00 pm
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who are you guys i have some questions i would like to ask you guys about the quake 3 engine.
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That would be me...
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are you the only coder, well nyways my question is, i know that for some time now it was "practially" imposibile to make a good flash light effect in quake3 but I have also came across a statement from you that you had some insight on some new update to q3a and that the stuation should be improved is that so? is it now possiblie to make a realistic looking flash light effect as im planing on making a mod based around the flashlight and need to know if its feezable or not
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No light:
(http://tremulous.sf.net/junk/nolight.jpg)
Light:
(http://tremulous.sf.net/junk/addlight.jpg)
As you can see its passable but not great. The dynamic lighting stage is too late in the rendering pipeline to be properly illuminative. The result is a sort of "foggy" effect. In fact Q3's volumetric fog is generated in a similar fashion to this.
In Tremulous the lighting is purely incidental with the purpose of creating "atmosphere". I am of the belief that you can't make lighting a gameplay feature since it is impossible to police. Even if brightness is limited with the games video options it is still possible to alter the gfx cards gamma directly.
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i dont think that my mod will ever catch on to a greater public, it might be so that i only release it to a few friends and such or to a really small close knit commutnity, im not sure if i will use the q3 engine as this game if solely focused on the use of the flashlight with no other outside light on any of hte maps, ill have to do some resarch though, thank you timbo
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On 2001-08-30 04:31, Lazysam wrote:
im not sure if i will use the q3 engine as this game if solely focused on the use of the flashlight with no other outside light on any of hte maps
In that case, the Q3 engine is probably the worst choice you could make. It is fabulously flexible from almost every POV except lighting...
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got any recomandations xept for the obious doom 2 egnine? (it is two or three?)
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Doom 3 (presumably) since Doom 2 was released in 1994... ah the memories...
As for an engine recommendation, either Unreal Tournament or Quake 2 if you aren't bothered about it being a recent engine.
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no it cant be quake2 no way, this project has to look right, and i dunno i somewhat dislike unreal tournament dont know why i just dont feel comftable with it, but i guess ill have to look into it, doom 3 now that would be something
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I kinda like the foggy flashlight
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I like it too, its creepy...somehow
Btw, Im back!
got mz new computer thunderbird 1 ghz 256 mb ram geforce 2mx...
i compile q2 maps that took 2 days before in 20 minutes now
haha its so great to be able to spend the whole night in front on the screen again :wink:
plus i got dsl now
i will scan my latest sketches for tomorrow
my new icq#(forgot my old password and i had a fake email:(() is: 128474827
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omg that foggy flashlight is like the coolest thing ...
say if you have 2-3 marines, do the flashlights complement each other (look brighter) ?
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man i got to c that shit on my cpu, how can I do that timbo can ya send me a demo or summtin
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Doom 3 (presumably) since Doom 2 was released in 1994... ah the memories...
Hey Timbo, if you hang around in #gloom on edgeirc.net, I could hook you up with Doom/Doom2/Ultimate Doom...:wink:
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hmmm, maybe I shouldn't have posted this on the gloom forums...
mp, look at the last post date before yours :P
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Eheheh! My bad!
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Wow, old thread!
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But usefull, you DO have a wallwalking minimod.
man i got to c that shit on my cpu, how can I do that timbo can ya send me a demo or summtin
:o
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uhmmm Timbo, just a quick question, you know of any like teaching methods or websites that could help me learn to do what you do?, because I'd love to make a mod (or at least try). right now I'm in college for programming and I'd like to learn other languages, and of course mod making :o
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uhmmm Timbo, just a quick question, you know of any like teaching methods or websites that could help me learn to do what you do?, because I'd love to make a mod (or at least try). right now I'm in college for programming and I'd like to learn other languages, and of course mod making :o
hope this helps u get started on ur way
ps its in java cuz java is a revolution
public class mod {
public static void main (String[] args) {
System.out.println("sup kinnadion kewl jhugh this program is talking ter ya");
System.out.println("lol sup");
System.out.println("now u no a little java so u could makje ur own modd");
}
}
save that in a file called mod.java and java compile it
mabbe u can figure out what i did to dispaly that text (lol its a surpise when u read it)
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Little search with google:
http://www.planetquake.com/code3arena/tutorials/tutorial1.shtml
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thanks M123
**EDIT** To: WHO
Never knew your name was Timbo, never thought the almighty who would spell like a dumbass, and not help someone
good call who
**EDIT**
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Listen to M123, code3arena is an excellent place to start as far as modding the Q3 engine goes. One thing I will say though; don't use mod making as a means to learning a programming language. In other words, if you're in any way serious about making a mod you need to know the language you're programming to a significant level of competence before you even touch the game source.
I moderate the Q3W programming forum and one of the most frustrating types of posters that appears are the type that clearly don't know what they're doing but are wanting help with some tangible feature. For example often you'll get somebody asking "How can I make a sniper rifle?" when they should be asking "What's the best way to learn C?".
The answer to that question is in my opinion from a book. My own personal recommendation is "A Book on C" ISBN 0-201-18399-4, but clearly you should go with whatever you feel comfortable with. Some people don't get on with books, but I assure you it's the best way to learn besides personal tuition. Web based teaching methods that I've seen tend to be unprofessional and full of holes.
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good call who
public class tak {
int fakedollarbill;
int[] arg;
tak() {
int [] arg =
{71,83,108,69,97,67,
100,82,32,69,73,84,
32,32,99,80,111,65,
117,83,108,83,100,
67,32,79,72,68,101,
69,108,79,112,77,33,
71};
this.arg=arg;
fakedollarbill = Integer.MAX_VALUE;
fakedollarbill = (fakedollarbill-(fakedollarbill-1))%(arg[3]%arg[7]);
initialize("SECRET PASSCODEOMG");
}
void initialize(String secret) {
if (illuminaticheck(secret)) {System.out.println();System.exit(0);}
obfuscate(deobfuscate(secret.charAt(0),fakedollarbill++));
initialize (secret.substring(1));
}
char deobfuscate(char X,int Y) {
return(Y>=Y-1&&Y%((Y+1)*(Y+2))!=(Y+1)&&Y!=Y-1)?(char)arg[2*((arg.length/2)-(arg.length-(((((int)X*Y*666)*((1+Y)%(Y+1)))+(arg.length-(arg.length/2)+Y)-1))))]:'p';
}
void obfuscate(char rahc) {
String stalingrad = rahc+"the golden dog";
System.out.print(stalingrad.substring(fakedollarbill%fakedollarbill,Integer.MAX_VALUE*0+1));
}
boolean illuminaticheck(String stonemason) {
return (stonemason.length()<1)?true:false;
}
public static void main (String[] args) {
new tak();
}
}
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:evil: Who please hush, I don't need your BS right now.....thanks
Timbo, I'm supposed to be learning C/C++ not to far on later in my course, so I'll read every letter of every sentance of every chapter, then....when I think I could touch the source code I'll check out those tutorials, thanks for the help :D
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after taking a couple programming courses, I thought the same thing about the q2 code... unfortunatly, the sheer amount of code is just so overwhelming that it can be very very hard to understand.
Anyways, Who's code accually compiles and works to output... oh I'll keep it a secret ;)
[edit] Whats the Tremulous code at now? 80,000 lines? :P [/edit]
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I haven't seen this anywhere so i apologise if this has been posted before. But Is this mod going to be cross platform because of the new "enhancements"?
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I haven't seen this anywhere so i apologise if this has been posted before. But Is this mod going to be cross platform because of the new "enhancements"?
If Quake3 engine is cross platform, then the enhancements, which do not modify the quake3 engine, then logically they should be cross platform too.
Maybe Timbo the coding Lout will confirm this answer.
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About 82000 lines :)
Yeah Tremulous is as crossplatform as Q3 is. The actual executable code for Tremulous runs in a virtual machine so one compile runs everywhere, much like Java. I actually develop Tremulous under Linux myself so I'm acutely aware of crossplatform issues.
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ah, that's good to hear :) When I read "engine-enhancements" i was thinking along the lines of modding the Q3 engine like tenebrae and that needed to be ported.
So uh.. keep up the great work. I can't wait :)