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InsideQC Forums • View topic - Do you see much potential in the Quake II Engine?

Do you see much potential in the Quake II Engine?

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Do you see much potencial in the Quake II Engine?

Yes
10
53%
No
9
47%
 
Total votes : 19

Do you see much potential in the Quake II Engine?

Postby Ranger366 » Fri Jul 09, 2010 9:48 am

There are many Quake II Engine Games. KingPin or Daikatana are known by many Gamers. Quake II is OpenSource, it gives such a great base, a new Model Format would be awesome for this Engine, and better Sound Quality with new Formats too.

It has some really GREAT effects.

I would really wanna see some guys who would make with me one Project on this Engine. Not right now, but maybe in some months.

So i wanna ask you, if this would be cool.


Quake2:




KingPin:





Daikatana:



Last edited by Ranger366 on Fri Jul 09, 2010 10:27 am, edited 1 time in total.
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Postby mh » Fri Jul 09, 2010 10:17 am

At least 99% of the visual stuff that's achieved in Q2 can be done with Quake. All it takes is a bit of work.

The big differences are in the network code (based on QuakeWorld, and much better than NetQuake) and the data formats used. In fact, the cruddy old data formats used by Quake are probably the single biggest thing holding it back from achieving potential that can in theory exceed anything else.
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Postby Ranger366 » Fri Jul 09, 2010 10:22 am

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Postby gnounc » Fri Jul 09, 2010 10:29 am

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Postby gnounc » Fri Jul 09, 2010 10:40 am

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Postby Ranger366 » Fri Jul 09, 2010 10:47 am

There are no many Quake One TC's. Because you would enhance or remake the old game. But in Quake II, you simply MUST make your mod into a TC. Noone will play Quake II again with only one Weapon or double jump. See , such great things. LordHavoc will never bring Quake One Engine to this.
Quake II engine is faster too when you enhance it.
But im not here to search Engines or make one Graphical Highlight. I just wanted to begin a nice Game on this cool Engine. Without any big changes in the Engine.

I love Quake One more than Quake II or Duke Nukem 3D.
But i really think that making something like i want will change the minds of many gamers, and bring us a new community for Quake II modding.
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Postby mh » Fri Jul 09, 2010 11:03 am

Quake II isn't necessarily faster. It's all down to how you structure your renderer, and Quake II is really just a very very very minor evolution of Quake 1 on this side. They have more code in common than they do different, much much more code. The biggest difference in fact is that Quake II is structured that little bit more sensibly in some places, but this structuring has nothing to do with performance and more to do with using a common image format for everything.

There are advantages and disadvantages of DLLs over QC, but there is no absolute "this is just so much better in every single way" thing.

Looking at that OverDose page, all I can see is content. DarkPlaces can already do this stuff, as can Doom 3, Quake 4, etc. In fact if you wanted to build a content-driven mod and wanted content of this nature you would probably be better off using Doom 3 instead.
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Postby Ranger366 » Fri Jul 09, 2010 11:14 am

DarkPlaces is just one Engine wich supports several Formats, wich are OpenSource, the Real_time Lightning and Shadows look in Quake Cool, but are not the best, they are eating too much memory and lightning glitches are there.
I dont wanna make one Game on a heavily modified Quake Engine, i wanna do this on the id tech 2. Just different game code, models, sounds, maps , storyline. Done. Just all the others would do this in a TC. The engine gives such a great editing base. And i dont wanna match the engine with Quake One here.
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Postby Spike » Fri Jul 09, 2010 12:08 pm

firstly, this site is mostly focused on quake1, so expect responses to be slightly biased.

With that said... QuakeII sucks.
Your list of advantages for QuakeII is basically that it and its derivatives are well known. Well... That applies to QuakeIII just as much. And the derivative of the original Quake is of course halflife, which is muuuch better known than kingpin, and actually worked without crashing, unlike daikitana.

You mention that QuakeII doesn't use QuakeC as a good thing.
On the contrary, it causes mods to become binary-dependant upon their customized engine. They no longer exist in separation from the engine the creator favours. The saved games of QuakeII dlls is utterly utterly vile, and breaks your saves for any new versions (potentially of the engine too).
But the biggest problem is that mods are typically closed source, dependant upon a specific engine, and stuff. This limits the community away from QuakeII and towards the specific mods and the engine that they depend upon. Imho.
The reason you don't really get Q2 mods with only minor stuff like a single weapon added is more because of the era, rather than the engine itself. You don't get many Quake mods like that either, nowadays.

You say that bringing Quake One to the standard of Quake2 will take time. FTE, for example, already runs QuakeII mods. :P

Point is, Its not really the engine, its what you do with it.
Imho, the only real difference between Quake and QuakeII engines is how they mold their community.
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Postby leileilol » Fri Jul 09, 2010 12:26 pm

quake2's 10hz gamelogic is stupid

so no, i don't find its potential. The only cool thing about Quake2 is its "modular" video subsystem, surfaceflags, and cd basepath

The Quake2 engine scene seems oblivious, i mean no one has fixed quake2's gl light bugs (too dark, too saturated, missing overbright) and 'gamma' yet or add in odd texture uploading. It seems the #1 priority of them all is making particles look better with selfpromotion how important that is
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Postby mh » Fri Jul 09, 2010 1:41 pm

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Postby leileilol » Fri Jul 09, 2010 2:13 pm

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Postby mh » Fri Jul 09, 2010 2:52 pm

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Postby Dr. Shadowborg » Fri Jul 09, 2010 2:56 pm

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Postby mankrip » Fri Jul 09, 2010 5:53 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
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