#trenchbroom — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #trenchbroom, aggregated by home.social.
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other people: *fights about yellow paint in level design*
me: "I lived through the incoherent fps maze bullshit from the '90s, I must make a better world for those who follow after me"
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Lesson learned: working without patches is *difficult*. :(
Did not successfully complete my entry for the 30th Anniversary pack, but I'm still finishing this, and will release it on my own as my own little celebration of Quake.
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New area, new colours! Also, every good map should have a Secret High Spot where you can grab a cool weapon.
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It's coming down to the wire for my entry in the 30th Anniversary Quake map jam. I really, really want to cross this finish line! Pray to some eldritch gods for me, will ya?
(prototype textures are temporary, we've got a special texture pack we're using)
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Making a pirate ship #7dfps
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Time to create levels with #Trenchbroom, but I discovered that between my last project and this one the Qodot addon has been discontinued 😅
Fortunately it was revived as FuncGodot (https://github.com/func-godot/func_godot_plugin) #7dfps -
An optimized Nodegraph in #Godot for pathfinding purposes :) each node is manually placed inside #trenchbroom (there are plans to automate this later on). My zombie is able to walk on these lines with the #astar class that Godot provides :D . This is inspired by Half-Life and I'll save the data as a resource in order to minimize load times (~800 nodes take about ~45 seconds), inspired by the AIN files :) . I'm happy with the result and flying monsters shouldn't be a problem at all anymore :D
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Slowly picking away at my Cohost map jam entry when I can steal time here and there. I'm wanting to make something 'cosy' for lack of a better term, idk
There's still time to hop on in; the jam runs to the end of this year:
https://itch.io/jam/cohost-last-potluck
#Quake1 #Trenchbroom #gamedev #leveldesign #mapjam #cohost #mappingpotluck
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Probably a better mockup, comparing the 128px (top) and 256px (bottom) textures.
The objects are slightly oversized, as the yellow block is meant to be human size.First image has a conversion factor of 32, second and third of 64, and final 128. While I do aim for a 90s retro look. I think the final seems best. The left images have the wood grain and bricks too large for scale, and the upper images are too pixelated for me at 1080p.
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Probably a better mockup, comparing the 128px (top) and 256px (bottom) textures.
The objects are slightly oversized, as the yellow block is meant to be human size.First image has a conversion factor of 32, second and third of 64, and final 128. While I do aim for a 90s retro look. I think the final seems best. The left images have the wood grain and bricks too large for scale, and the upper images are too pixelated for me at 1080p.
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For anyone interested in installing #TrenchBroom on #Fedora40, here is the list of dependencies that I installed to make it work.
qt5-qtbase-devel
qt5-qtsvg-devel
libXi-devel
mesa-libGL-devel
mesa-libGLU-devel
freeglut-devel
mesa-libGL-devel
libdrm-devel
libX11-devel
glew-devel
libXrandr-devel
glm-devel.noarch
libXxf86vm-devel
freetype-devel
freeimage-devel
tinyxml2-devel
p7zip
pandoc(more important info below)
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For anyone interested in installing #TrenchBroom on #Fedora40, here is the list of dependencies that I installed to make it work.
qt5-qtbase-devel
qt5-qtsvg-devel
libXi-devel
mesa-libGL-devel
mesa-libGLU-devel
freeglut-devel
mesa-libGL-devel
libdrm-devel
libX11-devel
glew-devel
libXrandr-devel
glm-devel.noarch
libXxf86vm-devel
freetype-devel
freeimage-devel
tinyxml2-devel
p7zip
pandoc(more important info below)
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For anyone interested in installing #TrenchBroom on #Fedora40, here is the list of dependencies that I installed to make it work.
qt5-qtbase-devel
qt5-qtsvg-devel
libXi-devel
mesa-libGL-devel
mesa-libGLU-devel
freeglut-devel
mesa-libGL-devel
libdrm-devel
libX11-devel
glew-devel
libXrandr-devel
glm-devel.noarch
libXxf86vm-devel
freetype-devel
freeimage-devel
tinyxml2-devel
p7zip
pandoc(more important info below)
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For anyone interested in installing #TrenchBroom on #Fedora40, here is the list of dependencies that I installed to make it work.
qt5-qtbase-devel
qt5-qtsvg-devel
libXi-devel
mesa-libGL-devel
mesa-libGLU-devel
freeglut-devel
mesa-libGL-devel
libdrm-devel
libX11-devel
glew-devel
libXrandr-devel
glm-devel.noarch
libXxf86vm-devel
freetype-devel
freeimage-devel
tinyxml2-devel
p7zip
pandoc(more important info below)
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PsyCam is now available as part of our Collection!
https://plisitol.itch.io/jam-collection
#PointNClick #indiegame #indiedev #indiegamedev #OpenGL #DirectX12 #gamedev #videogame #CCTV #3D #Trenchbroom #PsyCam #plisitol
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For this #ShowcaseThursday, I recorded myself creating a chunk from start to finish for our endless runner First Plague:
https://youtube.com/shorts/n5CU1P4PpTY?feature=share#runner #endlessrunner #leveleditor #Trenchbroom #indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12
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https://mastodon.gamedev.place/@guntha/111574073302266098
The plan was laid out during the jam in 2016 using Paint, before I even knew @trenchbroom existed!
#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater #trenchbroom
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That's how the Swimming Brick map would look like if it was made as one single continuous map in @trenchbroom
#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater #trenchbroom
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What the Swimming Brick maps look like in @trenchbroom :
Find the game as part of Plisitol Jam Collection on @itchio
https://plisitol.itch.io/jam-collection#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater #trenchbroom
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Quake map released! "Hellish Entertainment"
#quakemapping #quake #trenchbroom https://www.slipseer.com/index.php?threads/reload-magazine-jam.357/post-2462