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Quadot-Arena (Godot + Quake 3)  Q3CTF2
1:21
5 месяцев назад
Quadot-Arena (Godot + Quake 3) Weapons
0:24
5 месяцев назад
Quadot-Arena (Godot + Quake 3) Update
0:39
6 месяцев назад
Quadot-Arena (Godot + Quake 3) Lightning Gun
0:29
6 месяцев назад
Quadot-Arena (Godot + Quake 3) UI Testing
0:36
6 месяцев назад
Quadot-Arena (Quake3 + Godot) Quad FX
0:34
8 месяцев назад
Quadot-Arena (Quake3 + Godot) AutoSprites
0:39
9 месяцев назад
Quadot-Arena (Quake3 + Godot) Realtime Shadows
0:54
9 месяцев назад
Quadot-Arena (Quake3 + Godot) Portals
0:20
9 месяцев назад
Комментарии
@DARamosYT
@DARamosYT Месяц назад
Thanks for sharing! If I may ask, how are the multi audio scripts are set up? Can't seem to wrap my head around it looking at the code itself.
@vladimirguzenko731
@vladimirguzenko731 Месяц назад
Just great! Looking at this split screen I wondered if it is possible to render one scene twice in Godot? Render a scene, and then overlay the same scene on top of it, but with a blur effect and transparency. Is that possible?
@TriggerCoder
@TriggerCoder Месяц назад
Actually yes, that's what I do on the underwater effect: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-D_NMqH6aZqE.html There you can see the old effect, I have completely rewrite the shader now, so it get more blurry and wavy similar to that era effect, the most difficult part was the transparency, as you have probably tried reading from the screen_texture it sits at the end of the opaque pipeline, so no transparency, so I had to get it in a completly different way.
@vladimirguzenko731
@vladimirguzenko731 Месяц назад
@@TriggerCoder Thanks!
@average_ms-dos_enjoyer
@average_ms-dos_enjoyer Месяц назад
Looking absolutely awesome dude! Maybe you've answered this in a previous video, what mod are you using for those beautiful viewweapons?
@TriggerCoder
@TriggerCoder Месяц назад
Those weapons are CannerZ45 Beautifull HD Weapons: www.moddb.com/mods/cz45modbundle/addons/cz45-q3a-weapon-model-remake-v10
@viiiiiii9948
@viiiiiii9948 2 месяца назад
will you continue the video?
@TriggerCoder
@TriggerCoder 2 месяца назад
Yes, will continue until the end. Currently on Video 2 (Planning)
@KoRNeRd
@KoRNeRd 2 месяца назад
I can't hear you from the music, are you insane?
@MaxStudioCG2023
@MaxStudioCG2023 2 месяца назад
haha nice ,i got the godot mislef but never started do anything with it so far :D
@stellanFPS
@stellanFPS 2 месяца назад
very cool keep this going
@CatsOverdrive
@CatsOverdrive 3 месяца назад
😎👍
@richardtoth7240
@richardtoth7240 3 месяца назад
I can barely hear what you're saying, the music is just too lound and distracting, cool project tho
@TriggerCoder
@TriggerCoder 3 месяца назад
Yeah sorry about that. I was requested to to that video in such a short time frame, and the audio editing ended like that. I took notice and hope you enjoy these new tutorials I'm preparing.
@enrgycs_
@enrgycs_ 3 месяца назад
was this level made on trenchbroom?
@EMB3D
@EMB3D 3 месяца назад
are you trying to copy my arena experience as a kid??? teleporting into the match and getting insta rocket into the face???
@TriggerCoder
@TriggerCoder 3 месяца назад
LOL, yeah I know the feeling
@LewickiPiotr
@LewickiPiotr 3 месяца назад
I love you content <3 Keep going!
@TriggerCoder
@TriggerCoder 3 месяца назад
Glad you like it. I hope in a few days, to continue with tutorial 2
@Kr3m_
@Kr3m_ 3 месяца назад
Reminds me of my spawn protection bug stress test. Had a small bug where two players would spawn into the same point and get stuck instead of telefragging if spawn protection was on. Just had to add a check for whether or not the death occurred from telefrag. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3nPboAJdKf4.html
@TriggerCoder
@TriggerCoder 3 месяца назад
You know what's funny? Currently I'm having the same issue sporadically, but only on map change. Players are spawned to the same location, and as they have a few frames of invincibility they get push away hard that they get out of bounce. I'm interested in how did you manage to solve it.
@Kr3m_
@Kr3m_ 3 месяца назад
@@TriggerCoder Not sure why I couldn't edit my first reply, but let me know if you're not on Discord, and I'll try to find another way.
@TriggerCoder
@TriggerCoder 3 месяца назад
@@Kr3m_ Yes I'm on Discord, join Godot Cafe and You will find me there discord.gg/4JBkykG
@Kr3m_
@Kr3m_ 3 месяца назад
@@TriggerCoder I'm actually already in there. Pinged you in the godot-4 channel.
@ВсезрящееОко
@ВсезрящееОко 3 месяца назад
Это можно использовать для технического апгрейда графики Если увеличить количество мяса и крови, сделав Brutal мод или вроде того
@TriggerCoder
@TriggerCoder 3 месяца назад
That's the idea, so moders don't have sprite/decals or model limitations
@77ZaRR77
@77ZaRR77 3 месяца назад
Make gravity a bit stronger for gibs, so they fall down faster and maybe velocity
@TriggerCoder
@TriggerCoder 3 месяца назад
You are correct! Every rigid body in the game uses 2.5x Gravity, however for this video forgot to set that
@borealisaristocles4825
@borealisaristocles4825 4 месяца назад
TF2 gibs vibes
@borealisaristocles4825
@borealisaristocles4825 4 месяца назад
¿Quadot tendra soporte para heretic 2 y hexen 2?
@slava98
@slava98 3 месяца назад
It's possible to make ports for them using Godot, but there must be enthusiasts who will make it
@Kr3m_
@Kr3m_ 4 месяца назад
The fact that this video is already a month old without one comment is a travesty. This is one hell of an awesome project. Will there also be server binaries? =D
@TriggerCoder
@TriggerCoder 4 месяца назад
Glad you like it! I have upload a new gameplay trailer that shows in more detail the fast paced action. This is still a work in progress but yes, there will be binaries released for it.
@Kr3m_
@Kr3m_ 4 месяца назад
@@TriggerCoder I have some Quake 3 mods I've developed that add some nice extras and enhance the gameplay a bit. If I have some time, I'll see what I can do to port some of these changes to a fork of your project.
@ВсезрящееОко
@ВсезрящееОко 5 месяцев назад
А вид от третьего лица классно ощущается
@TriggerCoder
@TriggerCoder 5 месяцев назад
Yeah, I never liked how the original 3rd person view felt, it is still not perfect but it feels great
@ВсезрящееОко
@ВсезрящееОко 5 месяцев назад
Выглядит шикарно!
@TriggerCoder
@TriggerCoder 5 месяцев назад
Glad you like it! you should download it and try it
@LoraHannike
@LoraHannike 5 месяцев назад
N O I C E
@SleeperJohns
@SleeperJohns 5 месяцев назад
Oh no... What are you doing? What did you do to the BFG10K?!?!?!?!?! Stop breaking things. This ain't Doom or Quake II. 😂
@TriggerCoder
@TriggerCoder 5 месяцев назад
I'm just doing justice, putting the F back into the BFG10K 🤣You should also check how the tracers works: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-UdfoLUlZ8Kw.html
@biskuitZZZ
@biskuitZZZ 5 месяцев назад
the progress on this has been crazy, thanks for posting these
@TriggerCoder
@TriggerCoder 5 месяцев назад
Thanks! Yeah It's amazing to look at the first commit and compare to where it's now. Sure any new stuff I will be uploading it here.
@vladimirguzenko731
@vladimirguzenko731 5 месяцев назад
Thanks for sharing your progress!
@TriggerCoder
@TriggerCoder 5 месяцев назад
Glad you like it. yeah it's been quite a ride
@average_ms-dos_enjoyer
@average_ms-dos_enjoyer 5 месяцев назад
Edit: Looks like you had another video already about using the BSP light volumes, cool stuff Are you actually lighting entities with the light info from the BSP or just replacing light ents with OmniLights?
@TriggerCoder
@TriggerCoder 5 месяцев назад
All models (entities, player, viewWeapon) use the BSP Vol lightning info. The actual map use Lightmapped Texture info, the things that are using OmniLight are proyectiles and effects (Quad, Muzzle Effect, etc)
@karpai5427
@karpai5427 5 месяцев назад
Doors should open when you shoot them, I think. Never noticed how silly Crash looks while swimming.
@TriggerCoder
@TriggerCoder 5 месяцев назад
Actually those door open when you get near. I just shot them for fun
@karpai5427
@karpai5427 5 месяцев назад
@@TriggerCoder I thought all the doors in Quake open when you shoot them. Like in arena where you fight ANARKI.
@Red_Spark_Games
@Red_Spark_Games 6 месяцев назад
Выглядит очень круто, только от стрельбы импакта маловато
@biskuitZZZ
@biskuitZZZ 6 месяцев назад
love this project, keep it going!
@TriggerCoder
@TriggerCoder 6 месяцев назад
Glad you like it. I'm trying to constantly post updates videos
@snakeplissken2862
@snakeplissken2862 6 месяцев назад
i work with the ps4 and ps5 sdk along with unity for the homebrew scene. would love to port this over to these platforms with a few new modifications, would just need source however thats a big request. perhaps work together. i have spent many days at decompiling doomity against a combination of utinyripper and assetripperx64 however in each outcome the results are when game goes to start up, errors appear during the building of pathfinding at the loading screen even tho astar is clearly present . perhaps i can show you my progress somehow and idk perhaps you may have advice, overall no worrys if not.
@biskuitZZZ
@biskuitZZZ 6 месяцев назад
looks really good!!
@TriggerCoder
@TriggerCoder 6 месяцев назад
Thank you, glad you like it, indeed it's been a lot of work, but it's looking good!
@shsYoshik
@shsYoshik 6 месяцев назад
Holy shit, cool. So it on Godot or Unity ?
@TriggerCoder
@TriggerCoder 6 месяцев назад
I started originally in Unity, however after September 2023 fiasco, I start moving everything to Godot 4. I'm really please with the result, as I'm getting much better performance out of it (check ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yQ6-kkvXpY4.html) So everything you see now is done in Godot4
@icesnake90
@icesnake90 6 месяцев назад
Nice. How many fps are u getting?
@TriggerCoder
@TriggerCoder 6 месяцев назад
This was recorded capped to 60FPS (youtube compression sucks) uncapped on my machine around 140-150FPS ( i5-7300HQ)
@VELVETPERSON
@VELVETPERSON 6 месяцев назад
Need more FOV
@TriggerCoder
@TriggerCoder 6 месяцев назад
I'm planning on adding Panini Projection so you can get a wide FOV (+180) without that awful distortion
@kuklama0706
@kuklama0706 7 месяцев назад
Quake 3 used lightgrid, i.e. the empty space was also separated into areas and light value was calculated for each.
@DevilDaggersFan
@DevilDaggersFan 7 месяцев назад
Movement feels so slow 😢
@TriggerCoder
@TriggerCoder 6 месяцев назад
It feels slow only because of the FOV (75), check it how it feels on FOV 90 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-h70RlxF6c8Q.html
@biskuitZZZ
@biskuitZZZ 7 месяцев назад
awesome!
@TriggerCoder
@TriggerCoder 6 месяцев назад
Thanks!
@othmanalq9849
@othmanalq9849 7 месяцев назад
Does the first portal teleport you to the second? Also nice work on the visuals😍
@TriggerCoder
@TriggerCoder 6 месяцев назад
Yes, that's the way the original map work, I'm just parsing all the data. Glad you like it.
@harleymcclure5386
@harleymcclure5386 8 месяцев назад
Promo*SM 🤪
@ivanermakov5624
@ivanermakov5624 8 месяцев назад
You can significantly improve lightmap rendering by using the built-in shader. Simply place LightmapGI node to your level scene and setup rendering server. After that don't forget to remove lightmap code from your custom shader. Code example below # create lightmap data var lightmap_data := LightmapGIData.new() # Rect2 is your UV scale, next arg is lightmap slice (index in array of textures) lightmap_data.add_user(mesh_instance.get_path(), Rect2(0, 0, 1.0, 1.0), 0, -1) # create lightmap texture var lightmap_texture := Texture2DArray.new() lightmap_texture.create_from_images([your_lightmap_image]) lightmap_data.lightmap_textures = lightmap_texture # pass lightmap data to LightmapGI node lightmap_gi.light_data = lightmap_data # setup lightmap bounds to mesh bounds RenderingServer.lightmap_set_probe_bounds(lightmap_data.get_rid(), mesh_aabb) # setup exposure for lightmap RenderingServer.lightmap_set_baked_exposure_normalization(lightmap_data.get_rid(), 0.5)
@TriggerCoder
@TriggerCoder 8 месяцев назад
Awesome, I would love to discuss this further. Do you have discord? If so add me: triggercoder (I'm on Godot Oficial Discord if you got trouble finding me)
@othmanalq9849
@othmanalq9849 8 месяцев назад
How hard was it to import your game from unity to godot?
@TriggerCoder
@TriggerCoder 8 месяцев назад
Actually it was not that hard, basically you got to remember that prefabs are scenes in Godot, and that in Godot GameObjects are nodes. I'm really glad about the Unity Fiasco back in September as it forced me to learn Godot and realize all the benefits that it had over Unity, just now I realize that what I was doing, it was going to be almost imposible in Unity, but in Godot it just flows.
@othmanalq9849
@othmanalq9849 8 месяцев назад
Me like good light
@TriggerCoder
@TriggerCoder 8 месяцев назад
Glad you like it
@TarverdiyevRafael
@TarverdiyevRafael 8 месяцев назад
wow,amazing
@ivanermakov5624
@ivanermakov5624 8 месяцев назад
Looks awesome! keep going! Can i ask u a question? what is the purpose of this project and further development?
@TriggerCoder
@TriggerCoder 8 месяцев назад
Glad you like like, I just realize I didn't include the project info. The goal of the project is huge (all info on GitHub), this is just a module, but hope to have complete Quake3 Functionality in a few months
@HaPKoMaTo3
@HaPKoMaTo3 8 месяцев назад
​@@TriggerCoderbut we already have it in Q3. And It's modable. And there are lot's of stuff for the game already.
@TriggerCoder
@TriggerCoder 8 месяцев назад
​@@HaPKoMaTo3The thing is that there are a lot of stuff Q3 cannot do. To name a few: -Realtime Shadows over Lightmapped Textures -Global Illumination -8 Splitscreen Multiplayer As you can see in this short video, realtime shadows are already done and working. Here I'm just showing current progress in Godot4 of how QuadFx works with the modern Vertex/Fragment Shader approach
@HaPKoMaTo3
@HaPKoMaTo3 8 месяцев назад
@@TriggerCoder Well yeah, thing is, it all gets turned off when you try hard(either defrag or duels). And there are only tryhards left :D Still you did a good job.
@LoraHannike
@LoraHannike 9 месяцев назад
Finally, after all those years plasma gun art is more usable. Hope to see more progress! Wish you luck <3
@TriggerCoder
@TriggerCoder 9 месяцев назад
That's the idea, some thing with blood splats, right now everything is designed to be completely fade out in 4 minutes
@ВсезрящееОко
@ВсезрящееОко 9 месяцев назад
Wow, now you can finally make a decent plot to eWow, now you can finally make a decent plot to Q3
@gmjammin4367
@gmjammin4367 9 месяцев назад
Beautiful!
@r2d2meuleu
@r2d2meuleu 9 месяцев назад
They grow up so fast ❤
@TriggerCoder
@TriggerCoder 9 месяцев назад
Well soon Quake3 is going to be 25 years so...
@thehyper4288
@thehyper4288 9 месяцев назад
holyyy shit, amazing work!
@TriggerCoder
@TriggerCoder 9 месяцев назад
Glad you like it. I will try to frequently upload small showcase updates. It's a lot of work on the port
@lukevincent4256
@lukevincent4256 9 месяцев назад
Nice, great game and great engine
@TriggerCoder
@TriggerCoder 9 месяцев назад
Yes indeed, actually as I've been porting it from what I had in Unity, not only I'm able to do much more, but the performance I0m getting is impressive. I'll try to post short videos showing what I had done.