If you have some screenshots, feel free to post them here. Try to follow these guidelines:
The game/TC/mod must be compatible with any of the Quake engines available for the Dreamcast.
The screenshots must be taken from any of the Quake engines available for the Dreamcast, or from engines with similar graphics.
Don't post the screenshots directly; post links to them instead.
Thumbnails are acceptable.
Screenshots goes here :-)
- mankrip
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- mankrip
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Here's some Makaqu 1.2 screenshots:
VMU saves with different colored borders for each mod.
Super shotgun in action.
New grenade model. The skin is a recolored version of the hi-res skin from q1test. Some other models were also improved.
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.
Additive rendering.
Additive rendering is also supported on static entities.
Translucent viewmodel over translucent water.
Stippled viewmodel over stippled water.
Translucent liquids.
Opaque
Translucent
Stippled alpha
Transparent (invisible)
Translucent skies (foreground layer only). I don't think it look good enough, so it's set to opaque by default.
Opaque
66% opaque
33% opaque
Transparent
Opaque
66% opaque
33% opaque
Transparent
Fog. Not fully implemented, but can be enabled using the developer menu.
Stereo 3D. Not fully implemented, but can be enabled using the developer menu. It's quite buggy.
Alias model lighting.
Classic
New
Classic
New
Classic & New (animated, for comparison purposes)
Menus.
Savegames
Savestates
Options
Player setup
Customize controls
The "customize controls" menu can scroll and adjust itself to the size of the screen
Mouse
Gameplay
Audio
Video
Screen size
Developer menu
VMU saves with different colored borders for each mod.
Super shotgun in action.
New grenade model. The skin is a recolored version of the hi-res skin from q1test. Some other models were also improved.
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.
Additive rendering.
Additive rendering is also supported on static entities.
Translucent viewmodel over translucent water.
Stippled viewmodel over stippled water.
Translucent liquids.
Opaque
Translucent
Stippled alpha
Transparent (invisible)
Translucent skies (foreground layer only). I don't think it look good enough, so it's set to opaque by default.
Opaque
66% opaque
33% opaque
Transparent
Opaque
66% opaque
33% opaque
Transparent
Fog. Not fully implemented, but can be enabled using the developer menu.
Stereo 3D. Not fully implemented, but can be enabled using the developer menu. It's quite buggy.
Alias model lighting.
Classic
New
Classic
New
Classic & New (animated, for comparison purposes)
Menus.
Savegames
Savestates
Options
Player setup
Customize controls
The "customize controls" menu can scroll and adjust itself to the size of the screen
Mouse
Gameplay
Audio
Video
Screen size
Developer menu
- mankrip
- DCEmu Ex-Mod
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Re: Screenshots goes here :-)
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.
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.
The same outlines, with a "metallic" shading.
The "metallic" shading, with no outlines.
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.
"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.
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.
The same outlines, with a "metallic" shading.
The "metallic" shading, with no outlines.
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.
- Tyne
- Pimp DC Devver
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Re: Screenshots goes here :-)
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."
- Christuserloeser
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Re: Screenshots goes here :-)
http://www.bildhoster.de/?pic=11.03.200 ... omaz00.jpg
http://www.bildhoster.de/?pic=11.03.200 ... omaz01.jpg
http://www.bildhoster.de/?pic=11.03.200 ... omaz01.jpg
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm
- Tyne
- Pimp DC Devver
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Re: Screenshots goes here :-)
What's this from?
"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."
-
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Re: Screenshots goes here :-)
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.Tyne wrote:What's this from?
Create your own Dreamcast games using the Quake-Engine:
http://quakedev.dcemulation.org/develop/getstarted.htm
http://quakedev.dcemulation.org/develop/getstarted.htm