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Quake engines
Quake engines






The "Quake Engine" source has been released under the GPL. >you can only make standalone games with this when owning "Quake" by id Software. Maybe re record some of the newer player character voices, my throat was a bit hoarse and couldn't get the same voice as before. Have also wondered that now that the palette is in a glsl shader, it doesn't really need to be Quake palette compatible, could redesign it a bit sometime (textures with fullbrights can be done with _glow textures and function with any color). Realtime dynamic lights are ok.ĭifferent level themes, city, hell, graveyard, definitely something less scifi looking? Video with playing with a controller and showing off the aim assistance.

quake engines

Blood stains apparently only work if not using realtime world lighting. Yea, the brown metal texture is very much Doom inspired. Current 4th ammo type is Fuel, but could be Energy Cells, Compressed Hydrogen or something like that (something that can power a Plasmagun and a Flamethrower). For a moment tested if every weapon had it's own ammo type, but maybe it's more fun if it's just 4 collectible ammo types, maybe max 6 if absolutely necessary to add some more. The weapon functionality is going to stay mostly what you might have seen already. Could add some signs near the doors.Īs mentioned earlier, the weapons changed again, now thought to let them be as they are and focus on level design. Now the only color coding is if the door is locked or unlocked. So far it seems like it could allow player to play the levels a little less linear than with color coded locked doors. Of course I cut the parts where player unlocks/opens the locked doors. Tested gameplay with locked doors needing a certain amount of keys to unlock. At least the default font looks fitting with the other HUD graphics. I have studied German too, but I might have forgotten too much of it to make a sensible translation? There's some little issues with ÄÖÅ characters and the text: the fonts that could print them, can't use the Scale4X shader, only the engine default font seems to be able use the shader. Player character is also talking both English and Finnish, and maybe later some Swedish. The game now has options to choose from English or Finnish subtitles/messages, might add Swedish later. There's also a Scale4X shader, so the low res textures look a bit smoother, while also staying sharp looking. Have again updated the weapons a bit, took some of the old ones and did some new ones too.

quake engines

So kind of back to previous style, but with some normal maps. Well, the earlier simple graphics style + realtime light + 256 palette didn't quite fit togther, result was jagged color bands everywhere.








Quake engines