Author Topic: If Quake 2 was 2D  (Read 39697 times)

Offline quadz

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Re: If Quake 2 was 2D
« Reply #60 on: December 24, 2014, 04:05:10 PM »
In the spirit of id I am releasing the source code of my 2012 Quake 2D demo to public. You can download the code on my GitHub page.

Very cool!

Thanks for making the source available!

:thumbsup:

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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #61 on: December 29, 2014, 05:03:07 AM »
Quake 2D Would Suck Even As A Past Time Joke Complete Waste Of Time And Creation Effort Better Useful Elsewhere For Other Reasons And Things.

Way to be supportive, mister fuckin' negative nancy.

Well, it was pretty funny how he said it and he's probably right too.
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #62 on: March 11, 2015, 06:43:49 AM »
I'm trying to remake this:

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/cNkiVTTVtGI/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/cNkiVTTVtGI"></iframe></span></span><br /><a href="http://www.youtube.com/v/cNkiVTTVtGI" target="_blank" class="new_win">http://www.youtube.com/v/cNkiVTTVtGI</a>


in my engine:







Took some time to get motivated again to deal with all the bugs, missing engine features and physics that don't want to work the way I want.

There are some updates I haven't posted here on my blog:
http://antonior-software.blogspot.com
« Last Edit: March 11, 2015, 06:59:48 AM by AntonioR »
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #63 on: March 18, 2015, 03:29:54 PM »
I made "replay" bots for target practicing...and vice versa:



I just save my input commands in a file, and during the game another player entity reads the file and uses it to control/move itself. Only aiming is "real time". It's good enough to test stuff, and I already discovered a huge physics bug with it. Hopefully it all works now. This is just a temporary solution though, I plan to make actual bots with AI.

Here are some highlights. It's usually me who gets his ass kicked, because bots are always aware of players position. Still need to add explosions and bullet impulse on hit.



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Offline bluemeanies

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Re: If Quake 2 was 2D
« Reply #64 on: March 20, 2015, 11:22:11 PM »
That's cool. Nice progress.
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #65 on: March 24, 2015, 01:56:19 PM »
That's cool. Nice progress.

Thanks :)

I added explosions, it0s not perfect but it will do.



Other stuff:
- random joints, holding the body together, are deleted, so you can see players leg and arm being detached from the rest of the body
- weapon spawning on the right
- kill message and respawn timer
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #66 on: April 13, 2015, 10:59:17 AM »
I need help guys. I made this Soldat meets Quake 2 multiplayer prototype using SDL_net and made a fancy video:

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/I5iACJYq9qI/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/I5iACJYq9qI"></iframe></span></span><br /><a href="http://www.youtube.com/v/I5iACJYq9qI" target="_blank" class="new_win">http://www.youtube.com/v/I5iACJYq9qI</a>

When I thought I was done and wanted to upload it, I realized all this time I was using local IP addresses of computers connected to my wireless router(192.168.x.x) to test it (basically LAN).

When I host a server and try to connect using its public IP address, it fails. I did port forwarding on my router, but it didn't help. I don't know if the problem is with my code, or router and firewall settings. I newer hosted a online multiplayer server, so it would be great if someone more experienced would try to test it out.

I tried a program called Simple Port Tester to check if the port is open, but it failed to detect it, even though netstat -a in cmd listed the port to be open. I also downloaded a game called Teeworld to test their server and game. Sometimes I can connect, sometimes I don't, so I assume it's because of my router or firewall.

More info and download link is on my blog, so I don't have to repeat myself everywhere. If you would try to run a local game with "bots" and give some feedback, that would also be something.

http://antonior-software.blogspot.com/2015/04/sdl-networking-and-multiplayer-test.html
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #67 on: May 08, 2015, 12:50:03 AM »
I've made some kind of 2D ambient occlusion, I've also written a bad tutorial on my blog: http://antonior-software.blogspot.com/2015/05/ambient-occlusion-in-2d-scene.html. I think it's OK, the map doesn't look so flat, and it beats placing textures around manually ?

No ambient occlusion


Manually placed textures in Quake 2D (2012)


Ambient occlusion using FBOs and a blur shader
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Offline quadz

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Re: If Quake 2 was 2D
« Reply #68 on: May 08, 2015, 11:48:34 AM »
Ambient occlusion using FBOs and a blur shader

nice!

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Offline quadz

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Re: If Quake 2 was 2D
« Reply #69 on: May 08, 2015, 12:57:51 PM »
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #70 on: May 08, 2015, 03:49:55 PM »

Interesting article on 2D camera control:

https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub

That's a pretty useful article, a better camera control is on my TODO list for months. Thanks.
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Offline Th0m@s29

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Re: If Quake 2 was 2D
« Reply #71 on: May 21, 2015, 12:38:47 AM »
I don't like 2D chested women. However, I do like DD chested women.

yep im the troll because i would not say some like this and say "Wow nice work." Fucking label him nothing since he has way more posts then me prob has 5 trolls a day under his troll belt of troll fighting championships you guys hold here with your dicks out sucking each other off until someone straight and not homo comes along and says fuck all ya'll and fuck off.
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Offline |iR|Focalor

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Re: If Quake 2 was 2D
« Reply #72 on: May 21, 2015, 03:28:46 AM »
I'm not sure I'm understanding you. Maybe you should explain it to me 10 more times in 10 other threads so I'll finally get the gist of it. Surely NOTHING bad could possibly occur as a result.
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Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #73 on: July 31, 2015, 09:09:42 AM »
The development has been pretty slow lately, lost motivation. Few weeks ago I rewritten some of my code, and I don't want to get technical, but I can do stuff like this now. It's not Super Turbo Turkey Puncher 3, but close enough.

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/yrHRcrnoSwI/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/yrHRcrnoSwI"></iframe></span></span><br /><a href="http://www.youtube.com/v/yrHRcrnoSwI" target="_blank" class="new_win">http://www.youtube.com/v/yrHRcrnoSwI</a>


To stay on topic I want to add that only thing missing to completely port Quake 2D to the new engine is the AI, but I'm just not in the mood for it. I don't want to force it and end up with shitty code.

Offline AntonioR

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Re: If Quake 2 was 2D
« Reply #74 on: August 25, 2015, 03:53:32 AM »
I added buoyancy physics:

<span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" scrolling="no" style="background:url(https://i.ytimg.com/vi/-2CzcHcjdSo/hqdefault.jpg) 50% 50% / cover;border:0;height:100%;left:0;position:absolute;width:100%" src="https://www.youtube.com/embed/-2CzcHcjdSo"></iframe></span></span><br /><a href="http://www.youtube.com/v/-2CzcHcjdSo" target="_blank" class="new_win">http://www.youtube.com/v/-2CzcHcjdSo</a>
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