Videos of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Sun Feb 14, 2010 10:29 am

  • is it... six flat areas linked by warp zones that are on the same plane as the floor when you fall in and at 90 degrees to the floor when you come out? Is that all? it's just that it looks so seamless. What happens if you laser jump up, so that you can see three areas at once?
    I'd love to muck about with this a bit div if you got some pk3's lying around.
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    THIS IS SOOOOO FRIKKKEN AWESOME FRIED CHICKEN oneoneone
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    Rad Ished
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Tue Feb 16, 2010 10:39 pm

  • divVerent wrote:Unreal Engine-style WarpZones!






    OMFG! this would be soo cool for race maps :P

    second vid is confusing ... :?
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Tue Feb 16, 2010 11:47 pm

  • Second one is confusing, yeah, but oh so cool.

    Too bad you didn't do a laserjump on the first one.
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    Vordreller
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Wed Feb 17, 2010 2:18 am

  • Divverent, please can we have a laser jump on the cube map, please please please :D
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Wed Feb 17, 2010 9:17 am

  • But then the matrix would be bent and your head would explode :(
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    [kojn] she took it the dirty way
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Wed Feb 17, 2010 10:07 am

  • I'd take the risk. 8)

    I kinda like that feature, it reminds me of some descent maps I have played... gets your mind really twisted. Though it wasn't really an intended feature of the descent map editor, just a result of the mapping concept I believe. Really cool work again, divverent!
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Wed Feb 17, 2010 4:12 pm

  • Slightly offtopic here, but I ask again: how does it work? I know I'd need an engine and Nexuiz version from div0's git repo, but after that, how do I make the magic to happen? Please, let this not be another undocumented feature...
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Wed Feb 17, 2010 6:46 pm

  • C.Brutail wrote:And how does it work?


    It works well. Portals are fun.
    Do you disagree?
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Fri Feb 19, 2010 9:07 am

  • Feature is not finished yet. Best way to see how it WAS done is:

    http://rm.endoftheinternet.org/~nexuiz/ ... n_fail.pk3
    http://rm.endoftheinternet.org/~nexuiz/cube.pk3


    But, in the current code, the target_position is optional (for wall portals it can be left out), and instead of using killtarget to target the target_position, one can also make a trigger_warpzone_position (which may get renamed to, e.g., misc_warpzone_position, not sure) that targets the trigger_warpzone. I cannot make guarantees about the interface yet, but the original way (using target_position) and the optional way (no target) are most likely to stay unmodified.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Sun Feb 21, 2010 10:49 pm

Wed Feb 24, 2010 11:32 pm

  • HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Wed Feb 24, 2010 11:41 pm

  • Nice!

    And I see also that in the last seconds of the clip you added a rotation animation to the gunship's blades. Double nice! :D
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Wed Feb 24, 2010 11:45 pm

  • Flying Steel wrote:Nice!

    And I see also that in the last seconds of the clip you added a rotation animation to the gunship's blades. Double nice! :D

    Well i detached them so separate objects and added a skelly so i can control rotation tough code, eventually their rotation speed will depends on the user input.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Thu Feb 25, 2010 12:07 am

  • Speaking of the Raptor:
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Thu Feb 25, 2010 2:46 am

  • oooooo, I wanna I wanna I wanna I wanna
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    Vordreller
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Thu Feb 25, 2010 10:30 am

  • That whole vid is was like... what? ... what? .... what?....what?...want! ...want!....want!.....want!
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    Rad Ished
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Thu Feb 25, 2010 11:13 am

  • I ... :shock: that... fly.. cheesus...
    man thats some fine work there! :D
    [Want to develop? Look HERE]. Image Image Gif sauce.
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Fri Feb 26, 2010 7:51 pm

Fri Feb 26, 2010 10:49 pm


  • The "panel HUD", an effort by me and Dib. This is obviously very WIP and just now entered the first state where it can be "showed off" :P

    The video is sped up since I had to record it in realtime, on pretty crappy hardware too (eeepc). Moving the mouse around was also a bit troublesome at 10 fps with constant dropdowns to 1 fps, but it's enough for seeing what it's all about. :P
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    FruitieX
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Fri Feb 26, 2010 11:25 pm

  • frwhaaaat?
    ahhhhhh!
    ^this means i like it :D
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    Rad Ished
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Sat Feb 27, 2010 12:09 am

  • omg :shock:
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sun Feb 28, 2010 12:38 pm

Sun Feb 28, 2010 2:14 pm

  • sweet stuff FruitieX =)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Feb 28, 2010 7:10 pm

  • FruitieX, Dib, work like that is one of the reasons awesomeness never ends in Nexuiz. "Needless", to say, keep the good work up! :D
    [Want to develop? Look HERE]. Image Image Gif sauce.
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Mon Mar 01, 2010 5:27 am

  • I need this.
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    Agama
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Sun Mar 14, 2010 12:17 am

  • FruitieX wrote:The "panel HUD", an effort by me and Dib. This is obviously very WIP and just now entered the first state where it can be "showed off" :P

    The video is sped up since I had to record it in realtime, on pretty crappy hardware too (eeepc). Moving the mouse around was also a bit troublesome at 10 fps with constant dropdowns to 1 fps, but it's enough for seeing what it's all about. :P

    That looks great. However, I worry about continuity. At present, the HUD is harmonious. It is one, smooth bar across the screen, showing data coherently. This hud is several separate modules, with defined borders. Is this the plan, or just the current stage?
    (Also, this way we can finally have a place to show the current lunar phase on HUD!)
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Tue Mar 30, 2010 1:45 pm

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    Fisume!
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Tue Mar 30, 2010 3:20 pm

  • Fisume! wrote:


    What is this? video editing or engine programming? Is possible to have some particle effects that the engine spawn withouth netwoking initiative, like a drop of water hiting ground generating a wave.. stuff like that, stuff like what is visible on your video.
    Tei
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Tue Mar 30, 2010 4:09 pm

  • It's just After Effects, as the title says.
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    Fisume!
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Wed Mar 31, 2010 12:31 pm

  • Fisume! wrote:It's just After Effects, as the title says.


    A image like that is possible with styled lights (that light is like some that ezQuake use), deep of field, and painting water drops on the "2d interface"... much like CSQC do, or some games do with blood.
    It will not be the exact same thing, but alike.
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