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    Here are a set of thumbnailed screen shots showing off some of the different action you can expect in FH1. Clicking on a thumbnailed will show you an enlarged version. The enlarged ones are 1024x768. They have been jpg'd for bandwidth's sake. All of the screenshots have been tampered with to correct brightness and contrast.

    All of the following screenshots are from the upcoming version 0.64.

The new effect for the flame thrower. It isn't hard to make a convincing effect that looks good, but making it scale for different levels of performance is. I develop Fiend Hunter on an Athlon, and I have to remind myself to give options for slower machines that don't have the oomph. Keeping the software mode around is good discipline for this. Anyway, I'm pretty pleased with how this is working out. Now I need a good fire extinguisher. The level is Bal's baldm8, Dying Embers.

Just looking at the pretty sky. It's just a redux of Quake's default sky with new high color textures, but it looks nice. Fiend Hunter has the old sky style and skyboxes. Both are settable from within a map editor and support the day/night cycles, if they ever get used. A grunt is taking a potshot at me, and yes, he is hitting the wall to his right. He needs some work.

We are looking at a guided missile zipping down a hallway from a third person view in Mr. Fribbles Death by the Dozen. Not a wonderful shot now that I think about it. The overbright lighting is out in force though. I'm working on converting the dynamic lighting to using the 'Tomaz' style glow_size lighting, and using the EF_EFFECTS flags for different things, like alpha animation. This will also stop the overbright rampage. As you can see, dynamic lights in Fiend Hunter are pretty bright right now.

More new textures. I went texture crazy for a few months, and didn't do any programming, but I cranked out a lot of textures. Now I think much of my earlier work is pretty terrible, and started to redo all of it...and when I got better at texturing during my texture craze I started thinking the stuff I had redone was needing redoing. I've finally stepped back and am making myself release something instead of perfecting 500 textures noone has ever even seen. I just picked these out at random from the lot. Most of them are representative of sets, and I try to base everything on powers of 2. They also come in 8-bit flavor.

Again with the motion blur. I've ended up using motion blur when a player is wounded, much like Fiend Hunter used v_idlescale before. I think it looks quite good, and it has a relatively small framerate hit - just a few frames per second. Of course you can turn it off if you don't care for it. It really is disorienting, and thus will probably be tied to FH's realism flags. In a non-realistic game setting, you won't have to worry about squinting through the motion blur. The level is Malevola's Agent Orange.

A third person view of the flame thrower. You can see a lot of stuff in this screenshot. The flamer thrower, the moon in the skybox, nice new blood decals, more colored overbright lighting.... Again, we are at a scenic overlook in Bal's Dying Embers. I gotta get my own decent deathmatch level up and running.

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