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About me: Grabeskuehle a.k.a. Wakey, in real-life Robin Pengelstorfer. Leveldesigner, Photographer, Graphics- and Texturedesigner born 1987, currently living in Graz, Austria. Looking for employment in the games industry. As a versatile, proactive person with over a decade of modding experience and having worked as IT-specialist, i earned a deep understanding of numerous game tech engines, level editing tools and graphical tools. In my free time i love to create art and go for long walks, often photographing. Tools of the trade: My cameras (Sony a5000 and Sigma dp2 Merill); GTK-Radiant and Q3map2; Hammer-Editor; Adobe Photoshop and Indesign; CrazyBump; TextureMaker; and numerous more. Skills: Game Design, Level Design, Texturesdesign; Photography, Graphicdesign, Poetry; Computer assembly and maintenance; and many more. Interests: Astro-Physics, Philosophy, Art.

Comment History  (0 - 30 of 102)
grabeskuehle
grabeskuehle - - 102 comments @ Zircon Engine - a "DarkPlaces Mark V" project

What is the main goal of Zircon?

I am asking because i am curious if Zircon also has features for new standalone games in scope.

For example some new qc builtins, better compatility with fte's csqc.
Or new file formats, renderer api, fixing ode support or similar things?

Good karma+3 votes
grabeskuehle
grabeskuehle - - 102 comments @ Zircon Engine Initial Alpha Release 13 (Wndows binary, Linux wil compile)

I can confirm that ODE is indeed functional in this build.

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Zircon Engine Gains 36 enhancements

To say that i know how Warpzones work in qc would be a outright lie, but...
after some investigation someone was able to point me to a mod that makes use of them: Nepenthe.

Its qc contains a whole folder called "warpzonelib".
My intention for the future would be to analyze this code and write an analogue to it, if my qc skills will ever evolve that far.

From the description of Nepenthe it sounds as it has some overlapping goals as qBase (the thing i am working on), a bummer that it seems to be so little known:

Quakewiki.net

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Zircon Engine Gains 36 enhancements

I tested zircon with my total conversion base game, unfortunately it seems that my QC code which works in the 2014 build of DP, seems to be partwise incompatible with Zircon.

I also found out the physics_ode cvar which is needed to enable ODE is not available, i guess it was removed by the Xonotic devs back then, even though it is available in the Git version of DP.

As to in what version of DP ODE did work: the May 13 2014 build which is also used by Wrath and a bunch of other Games.

As for a mod that uses ODE, the one i do is exactly meant for that: Appart from beeing a starter kit to built upon, it is also meant to provide a demo to show features of the engine (like ODE, warpzones/portals, skeletal animation, shader scripts and so on).
I exactly want implement such things in the qc of my project for the reason, that then there would finally be at least one known project to use those
features, other projects might pick it up as well and there would finally be a reason to maintain such features and maybe even implement new ones.

If i have other technical questions, i will of course ask them at func_msgboard ;-)

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Zircon Engine Gains 36 enhancements

As a long time DP user i am very interested in this new fork.
I am currently working on a "base game" for DarkPlaces, so total conversion developers would no longer need quake nor it's qc as starting point.
Might consider moving to zircon, if there the benefits would weigh out the drawbacks.
So naturally some questions come to mind:

On what version of DarkPlaces is Zircon based on?
Will existing features like ODE support, Gecko qc extensions and so forth maintaint/fixed?
Do you plan on creating new qc extensions?

Edit:
Does it still support menuqc?
Any plans on csqc?

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ T2SoE Ultra64

Thanks for this reply!
That explains why i couldnt replicate this issue, because i made this mod with the GOG version of the game.

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ grabeskuehle

DrWakey

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ grabeskuehle

I dont own a copy of quake arena arcade, so that is a obstacle.
If the assets of quake arena arcade are saved in .pk3 files or something similiar, it should be doable.
By looks of it the only thing changed on those weapon models are the textures anyway.

Could you try to read your quake arena arcade dvd on a pc to see if those .pk3 files are accessible?

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ T2SoE Ultra64

Ok, that is one strange problem.
I have tried to recreate it but without success.

We should try to eliminate some variables first.
Which version of Turok 2 are you using? Steam, GoG or something else?
Which is the exact directory you put the ultra64.kpf originally?

Form what you describe it sounds like the engine stored the information about the ultra64.kpf beeing there somewhere, like the windows registry.
That would at least explain why the problem is persistent for you over different installs.

The error with the "KPF mismatch" should only come up if you load a singleplayer savegame that was run with such a kpf like ultra64's before which got removed.

One thing that would come to my would be to try to delete all savegames .cfg files and then try again.

You could also try and ask the official engine developer, Kaiser, about this problem.
His official mail is svkaiser(ät)gmail(döt)com

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Spatial Fear 1.2 (ZIP)

Well, then there is no contratiction in the instructions, as they clearly state to unzip into the root folder.

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Ultra64 0.2

When there i have found either some people to help the project progress, for example with finding out which of the remaining textures correlate to which surfaces/models ingame, or when at least there is a higher demand for the mod, say at least one hundred people wanting an update.

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Spatial Fear 1.2 (ZIP)

You're welcome :)

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Spatial Fear 1.2 (ZIP)

I downloaded the archive and tested it, dont have this problem.
Try to redownload it.

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ T2SoE Ultra64

Yeah, same here, as soon as i catched wind of a Turok 2 remaster coming, i was all in.
Especialy as i wanted to do such a texture mod for it for years anyway.
I am surprised too that it became so silent around this remaster so fast again.
The chances that i pick it up again depends if i find more fans to help with it, like identifying more of the lowres textures, getting more source photos and so on...

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ T2SoE Ultra64

As far as i unterstand you, tha answer is: it is a complete replacer, altough it does not replace every single texture yet.

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Small Graphics Mod

It's a pleasure :)

Good karma+3 votes
grabeskuehle
grabeskuehle - - 102 comments @ DarkPlaces engine

Darkplaces is for some years now using OpenGL 2.3 as it's main renderpath, which works fine, it just throws up some questions for me:

Could the renderer perform faster on a newer API like OGL 3.2 or Vulkan?
What are the downsides if it would get ported over to an newer API?

Are screenspace effects like depth of field or godrays doable with the current implementation?

For the latter reshade could be used, but it seems rather incompatible for now.

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ A Dark Place

I created a small graphics mod for this game: Moddb.com

Hope you like it :)

Good karma+3 votes
grabeskuehle
grabeskuehle - - 102 comments @ Black Days

Asking myself the same right now.

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ A Dark Place - Beta Release + Source Code!

Found two points of critique though:

Running seems to not work consistensly, is there something like stamina involved?
That headbobbing when you run drives me nuts.

Plus that Filmgrain effect works also inconsistent. Sometimes it's gone altogether (which i personaly like very much), other times it gets so grainy you can barely see something else, and other times its just ok.
There should be an option to turn it off altogether though.

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Dark Places engine team

How can one add DarkPlaces related Images and Videos here?
At least for me the add function is not available.

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Badlogic Games

Hallo halloooo :)
Ich grüße euch!
Bin auch ein Gamedev aus Graz.
Vielleicht kann man sich ja mal zamsetzen und a bissl Tratschen?

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Austria

Ah i griaß eich, ia Gaimdewelopers!

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Citadel - Now Being Developed in Unity 5 - And Open Source

I almost thought NightDive did buy you up, when i heard of their remake.
Seems not so when i read the comments here.

I personally find it a real bummer that you switched from DarkPlaces to Unity.
DarkPlaces can really use projects such as this to keep it and it's developement alive.
I think it is underestimated in what it can do, how beautiful it can render despite only using ogl 2.3.

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ A Dark Place - Beta Release + Source Code!

Just played it, very well done! :)
A bummer that it was just given up on, in my opinion there wouldnt miss much for a short but complete game.

I would gladly join in, if you decide picking it up again.
As Nahuel might know i would bring some nice textures with me.
And i am currently experimenting with Photogrammetry, which could enrich the environments even more.

I would just love to join a team that is used too and loves the same engine as i do (DarkPlaces of course <3).

Would i still be allowed to do a texture mod for this beta?

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ Bentraxx

Hallo Bentraxx,

ich arbeite zurzeit selbst an einer Grafik/Texturmod für Turok 2 namens "Ultra64".
In dem Zusammenhang möchte ich Fragen ob du an einer Kooperation interssiert bist.
Kooperation in dem Sinne das wir uns über Textur/Artdesign austauschen würden, Wissen teilen oder auch Assets tauschen könnten.
Neben Texturen kreire ich zurzeit auch viele fotogrammetrische Modelle, vielleicht ist ja was für dich dabei.

Liebe Grüße
grabeskuehle aka Wakey

Good karma+1 vote
grabeskuehle
grabeskuehle - - 102 comments @ T2SoE Ultra64

Indeed!
I just uploaded version 0.2: Moddb.com
Main changes are new textures of course.
Enjoy!

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Turok Sanctum

WE ARE TUROK

Good karma+3 votes
grabeskuehle
grabeskuehle - - 102 comments @ Bentraxx Productions

Very impressive work!

I would love chat with you, as i am currently working myself on a texture-mod for the Turok 2 remaster.
Maybe we could exchange some of our knowledge?
Whats of special interest for me is how to make some kinds of surfaces from scratch rather than photo-sourcing them.

Greetings from Austria!
grabeskuehle aka wakey

Good karma+2 votes
grabeskuehle
grabeskuehle - - 102 comments @ Ultra64 Beta Release 1

The final release will take longer as expected to finish.
I have both to find new places for source photos and people who like to contribute or help me search for public domain source material.

Good karma+1 vote