Screenshots goes here :-)

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
Post Reply
User avatar
mankrip
DCEmu Ex-Mod
DCEmu Ex-Mod
Posts: 3674
Joined: Sun Nov 04, 2001 5:12 pm
Contact:

Screenshots goes here :-)

Post by mankrip » Thu Nov 02, 2006 12:35 am

If you have some screenshots, feel free to post them here. Try to follow these guidelines:

:arrow: The game/TC/mod must be compatible with any of the Quake engines available for the Dreamcast.
:arrow: The screenshots must be taken from any of the Quake engines available for the Dreamcast, or from engines with similar graphics.
:arrow: Don't post the screenshots directly; post links to them instead.
:arrow: Thumbnails are acceptable.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
Image
User avatar
mankrip
DCEmu Ex-Mod
DCEmu Ex-Mod
Posts: 3674
Joined: Sun Nov 04, 2001 5:12 pm
Contact:

Post by mankrip » Thu Nov 02, 2006 2:09 am

Here's some Makaqu 1.2 screenshots:

VMU saves with different colored borders for each mod.
Image

Super shotgun in action.
Image

New grenade model. The skin is a recolored version of the hi-res skin from q1test. Some other models were also improved.
Image Image

Non-solid skies. This is actually a QC workaround, and only works with the original maps because it depends on some BSP models included in Makaqu's PAK10.PAK file.
Image

Additive rendering.
Image

Additive rendering is also supported on static entities.
Image Image

Translucent viewmodel over translucent water.
Image

Stippled viewmodel over stippled water.
Image

Translucent liquids.
Image
ImageOpaque
ImageTranslucent
ImageStippled alpha
ImageTransparent (invisible)

Translucent skies (foreground layer only). I don't think it look good enough, so it's set to opaque by default.
ImageOpaque
Image66% opaque
Image33% opaque
ImageTransparent
ImageOpaque
Image66% opaque
Image33% opaque
ImageTransparent

Fog. Not fully implemented, but can be enabled using the developer menu.
Image Image Image

Stereo 3D. Not fully implemented, but can be enabled using the developer menu. It's quite buggy.
Image Image Image

Alias model lighting.
ImageClassic
ImageNew
ImageClassic
ImageNew
ImageClassic & New (animated, for comparison purposes)

Menus.
ImageSavegames
ImageSavestates
ImageOptions
ImagePlayer setup
ImageCustomize controls
ImageThe "customize controls" menu can scroll and adjust itself to the size of the screen
ImageMouse
ImageGameplay
ImageAudio
ImageVideo
ImageScreen size
ImageDeveloper menu
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
Image
User avatar
mankrip
DCEmu Ex-Mod
DCEmu Ex-Mod
Posts: 3674
Joined: Sun Nov 04, 2001 5:12 pm
Contact:

Re: Screenshots goes here :-)

Post by mankrip » Sun Sep 02, 2007 7:39 pm

Well, here's some very old screenshots from some experiments and unfinished features.

"Colored" lighting experiment. This is not real lighting, I just messed up some things in the renderer to use additive blending while rendering the light in level 0 mipmaps.
Image Image Image

Cel-shading, in an early stage. These outlines may look good in this shot, but they were very problematic, specially in low resolution. The "inverted black shell" method simply isn't suited for Quake's software renderer.
Image

The same outlines, with a "metallic" shading.
Image

The "metallic" shading, with no outlines.
Image Image

A newer version of the outline renderer, which works much better than the previous version.
Still has a few hard-to-solve problems and could be more optimized.
Image
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
Dev blog / Twitter / YouTube
Image
User avatar
Tyne
Pimp DC Devver
Pimp DC Devver
Posts: 1673
Joined: Wed Oct 17, 2001 7:44 pm
Location: Canada, Ontario
Contact:

Re: Screenshots goes here :-)

Post by Tyne » Mon Sep 10, 2007 11:45 pm

Those are some pretty cool screenies Fragger :)
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
User avatar
Christuserloeser
Moderator
Moderator
Posts: 5919
Joined: Thu Aug 28, 2003 12:16 am
Location: DCEvolution.net
Contact:

Re: Screenshots goes here :-)

Post by Christuserloeser » Tue Sep 11, 2007 12:54 pm

Yup, they sure are. :D
Insane homebrew collector.
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 590
Joined: Thu Mar 14, 2002 1:15 am

Re: Screenshots goes here :-)

Post by Moi » Mon Mar 10, 2008 8:25 pm

Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
User avatar
Tyne
Pimp DC Devver
Pimp DC Devver
Posts: 1673
Joined: Wed Oct 17, 2001 7:44 pm
Location: Canada, Ontario
Contact:

Re: Screenshots goes here :-)

Post by Tyne » Mon Mar 10, 2008 8:41 pm

"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
Moi
QuakeDev Respected
QuakeDev Respected
Posts: 590
Joined: Thu Mar 14, 2002 1:15 am

Re: Screenshots goes here :-)

Post by Moi » Tue Mar 11, 2008 11:53 am

A mod I've been working on once in a while. It started in 2005 as an idea for a map based on the movie "Sniper". The map works quite OK in the dc version of nxMakaqu but hast some graphical glitches on the GP2x port of quake.
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
Post Reply