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Ed
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Renders look really good. I especially like the player leg model. Looks a bit like cyberpunk Conan the Barbarian.

I know Darkplaces supports Half-Life and Q3 map formats, but are HL specific features such as the scripted_sequences entity function cross compatible for the other map formats?

Old Post Feb 22 2013 14:44 #
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kristus
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It's just the map format, like being able to use the same bsp format files and curves etc. The entity structure is different because it's using the progs files from Quake. But you can set up your own. Since I am using Xonotic for instance, I am gonna have to reapply some things from Quake. Like monsters and single player starts etc. But it should be fairly simple. As far as Scripting goes. I don't know really. Xonotic got some added functionality. But it's pretty rudimentary, like using CVARs for setting up damage scales for weapons etc. There's not really anything in terms of level scripting outside of the progs files that I've seen so far anyway.

Old Post Feb 22 2013 15:18 #
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marxr
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Mr. T said:
Pic looks like this guy:

LULZ

Old Post Feb 25 2013 22:54 #
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kristus
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Conceptualizing, feeling myself around a bit. Trying to get where I was looking to go.
http://www.doglike.org/temp/xonotic...13230724-00.jpg

Old Post May 13 2013 22:12 #
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kristus
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Showing off a bit of my cogs. Starting to get some work done on this again.

http://www.doglike.org/temp/xonotic...19043607-00.jpg
http://www.doglike.org/temp/xonotic...19042809-00.jpg

Problem I am having though is that I still need a programmer to help me with all the QuakeC (further developed version of QuakeC that is a lot more complicated so I don't understand anything of it myself). Anyway, I'll keep working on it whenever I can and eventually I'll have something to show that might be a bit more interesting and then maybe someone will be interesting to become my helper.

Old Post Jul 19 2013 03:43 #
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kristus
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No FPS is complete without banners. (Still very much working on their designs)
http://www.doglike.org/temp/xonotic...19111428-00.jpg

Old Post Jul 19 2013 10:20 #
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geo
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Those banners are so tall they look like they should be climbable or at least using a knife to gently float down.

Old Post Jul 19 2013 11:55 #
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kristus
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You're thinking of another game. :p

Old Post Jul 19 2013 12:30 #
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Khorus
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Those are some nice looking banners you've got there.

Old Post Jul 19 2013 15:58 #
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kristus
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Thhanks, I'm more proud of the cogs though really. They took more effort. Though the banners was something that I was not sure how I wanted to make them before I decided on this method. (Last time when I worked with Doom 3 I made banners as simple textures so I could just paste them into the maps using patch meshes which is the common way to do it, though it didn't look nearly as good as this result)

Old Post Jul 19 2013 16:58 #
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kristus
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So I thought it was time to revive this thread again. This project has been through a damn rollercoaster since it's original inception. Certainly would have come a lot further in this time had I stayed with the Wrack engine. But then I would have been left more limited in what I could do and the vision I had for the game would have suffered, and in the end I've learnt a lot of shit. (that said, I recommend anyone to look into Wrack for modding, since there's a lot there to work with)

So, I went from Wrack to Sauerbraten to Xonotic and eventually found my place with good old Quake (Still using Darkplaces so the last switch was a very small step).

Since I started working with the QuakeC source and the additions that Darkplaces offers I really feel that this is starting to come together somewhat. Now I just gotta do all the actual work on the actual game. :p

And here's two shots of some models so you won't have to go without something to look at.
http://www.doglike.org/temp/DB_lowpoly.jpg
Getting there, just a bit more polish and I will be able to start rigging and animating him.
http://www.doglike.org/temp/DB_Shotgun.JPG
Hi poly of new weapon model I started working on yesterday.

Old Post May 5 2015 19:53 #
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Jaxxoon R
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B-b-b-but...! HIS TOPHAT!

How will our buff, Eggman-lookalike of a bruiser gentleman continue on without his defining feature?!

P.S. Good to see this is still being worked on.

Old Post May 6 2015 05:01 #
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kristus
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It's still there. Just in a seperate model during the baking process.

Old Post May 6 2015 06:52 #
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kristus
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Small update with a big deal to announce. I'm no longer alone in working on this project.
Andrew Apted has joined me to handle the coding, making me free to focus on the artwork and level design instead. Which is great, the project has made tremendous progress in very little time. :)

Rigging hands to hold the weapons in the POV:
http://www.doglike.org/temp/Doombringer_Hands.png

Just going to accept that I won't be able to create perfect art for this if I want to get somewhere.
http://www.doglike.org/temp/Doombringer_Hands2.png

Old Post May 20 2015 01:49 #
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kristus
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OMG progress and stuff.

Andrew has added tons of stuff to the project and I've been focusing on getting essential models and stuff into the game. Doombringer player model has just been finished. Any more work on him would probably be mostly wasted effort now. As in, anything I change now won't really show when you play anyway. So rigging and texturing is next on him.

Old Post Jun 16 2015 20:10 #
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kristus
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f anyone is interested in seeing a slice of the very early state of the alpha.

Old Post Jun 24 2015 16:09 #
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Phml
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Strong Quake-ish vibe in architecture, which is to be expected from you. ;) I don't know if the visuals are placeholder or by design, but personally I love the minimalist, clean feel of arena shooters with noiseless textures and always wished to see single-player games following suit.

Old Post Jun 25 2015 10:33 #
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kristus
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Thanks. :) Yeah, It's my aim to go for a very stylized and clean design for the world. After playing a lot of Quake Live, I realized that I preferred the cleaner aesthetic you got when you forced the textures to not draw.

It's also an ambition of the game to be more like a single player experience that takes it's inspiration from the game play of multiplayer. Not sure how well I'll manage to pull that off. But right now I we are focusing on getting a multiplayer demo build together where we can get the basics down. Then we'll move on to making the single player maps and monsters.

I'm still working on the conceptualization of the design for the maps though. So, you can say it's a bit of both. But the idea is to have the maps be more abstract and colorful like in the example.

Old Post Jun 25 2015 14:54 #
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kristus
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So I am testing the capabilities of the RTlights in Darkplaces (aswell as what other options the engine support).

Here's a comparision between baked lighting and realtime lighting in the same scene.

Baked lighting


Real time rendered lights


Notice the FPS :p Though this was a hastily put together test. Another test I did with RT lights, where I used them in a more Doom3 like way, I did get away with a fair bit better FPS. Still though, the hit to the frames are quite large.

Old Post Jun 25 2015 17:18 #
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