From: tei <42...@in...> - 2002-06-28 13:26:07
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>> * autoenviromental (automatically generation of snow and rain form sky brush) BC> eww, that is not something that should be in the engine itself. That's BC> something that should be done in quakec (semi-possible at the moment: the BC> clients /do/ run quakec code now, but not yet anything that can do that). I suggest not. Check this: http://qbism.telefragged.com/tei/fxshots1.shtml The code is very easy, you geneare particles from rendered sky brush in random locations inside the poly. This way you can freeely generate global rain, without messing with entitis "progs/rain.spr" that look oddly and is a net pain. And because is a local effect, is smooth :D This way I have code: * rain brush * smoke brush * fire brush * teleparticles brush You can run-time detect what texture have the "sky"/"water" brush, then react accordly generating the appropiate FX. With this mappers will add fx only selecting a texture for a box. Dream on. A Capital Ship with firings holes. Cave maps with water drips, etc.. BC> Until 0.5, QuakeForge's goal wasn't user-visible improvements (though several BC> got in anyway:). Instead, we mainly concentrated on code cleanups and other BC> behind the scenes improvements. Since 0.5, we've starting doing slightly more BC> visible improvements, though in generally, they're still not directly visible BC> to the user. BC> * Renderer speedups (don't know how it compares to id's gl clients, but much BC> faster that 0.3 was). :D BC> * Client-side QuakeC. Currently only used for the menus, but I'm busy making BC> improvements to qfcc (our version of qcc) before redoing the menus BC> (again:/) and then working on making CSQC usable more widely though the BC> client. Some planned features to be implemented in CSQC: BC> * protocol extensions: once past the (a?) base protocol, the mod can BC> implemet its own BC> * progs code embedded in models Wow! BC> * mod controllable HUD system :D BC> * custom menus BC> * ... BC> * Objective-C like (OjbectiveQC:) runtime in the progs engine to complement BC> the ObjectiveQC features in qfcc. Uhmm..? Interesting. BC> * Powerfull keybinding system BC> * Powerfull console scripting. eg: BC> alias "sensitivity" { BC> if #{$argn == 1} { BC> echo "\"$0\" is \"$in_mouse_amp\"" BC> return BC> } BC> in_mouse_amp $1 BC> } Wow!.. BC> * (in the qw server) the ability for the progs to generate an arbitrary clip BC> hull for physics (currently only an arbitrarily oriented box, but that's BC> just an api issue). WOW!!!!!!!!!!!! I am working in a similar stuff: BBOX CSG LINKED VOLUMES, you generate entitys with bbox that act only as CSG substraction of the original volume. All these substract volumes where called in the collision function. Only planning. Will be interesting to see your approach, much more interesting if you finnally FIX the quake hulls problems. BC> * history and editing for chat messages BC> * colored lighting :D BC> * improved smoke, blood and spark textures (though the original versions can BC> be selected) :D BC> * transparent support for compressed data using gzip. sounds can also be BC> compressed using vorbis, but some more work needs to be done to make BC> ambient sounds work. This can make for /huge/ saving in disk space :) maybe BC> * separate system and user game directories (system for sharing the data BC> files between users and user for private stuff like configs, saved games BC> and downloaded files) :I BC> We've done other improvements too, but I've lost track of them all. And then BC> there's the bug fixes... :D BC> Bill I am happy to detect that this work is active and others coder continue with this game platform, improving every day :D -- Best regards, tei mailto:42...@in... |