The idea for the mod theme comes from Hexen level: Darkmere. Swamp, but scifi. Player controls a reptile/snake/amphibian type of character that lives in a swamp planet. There is not much story yet, just some bunch of ideas for a story. Whatever the story will be, it will be something that involves lots of different kinds of monsters for player to destroy in unarmed combat and with various melee & ranged weapons. Most likely player faces the horde of monsters alone without any NPC helpers. The mod may also involve some RPG character creation/development, though the skills may develop on their own depending on what skills player uses. Also it may be possible to gain some perks that give player additional special enhancements to his/her abilities. --- Currently the work on this mod is discontinued...
Ok, I got the code work better with the view weapons and body. Now the weapon follows the aim, and body stays down. Though at the moment you'll only see your toes when you look down, the shoulder kinda got in the way. Maybe with some more/different animations there's more visible.
Also some updates to the texture and head. Now it kinda has some kind of hair. Texture still needs work.
I see view stuffs, and they are cool.
lookin nice, is this back on quake or still doom?
This screenshot was still in Doom. Haven't done much new level stuff in Quake. Only made some little test level just to see how well my laptop can handle DarkPlaces and experimented a bit how to make the level have better fps. Mmh.. cramped areas seem to work better than open areas.
yeah, quake doesn't really do well with huge wide areas. Texture size from what i'v been told also contributes to fps lag.
I wonder if swamp areas can be made cramped without them being some silly linear tube. I've mostly had my lag come from too many realtime lights visible and I think I have to use them, because there are things that just can't be done with static lights... I want to have lights that move with elevators, etc.. I want to have a day/night cycle.. I want to have shootable lights..
well i think all can be done like that shootable lights should be real easy. day/night cycle maybe a little harder. the lights that move with the elevator i could probably do with some smart mapping maybe a little extra qc. but i have thought up a day/night cycle system i'm just not sure if its dooable. i know the lights part is , but the skybox the only way i found to do a changing skybox is to cvar a fog cause the sky turns into the fog and change the color of the fog by sending cvars depending on the timed cycle.