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InsideQC Forums • View topic - The Quake mod dreams thread.

The Quake mod dreams thread.

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Postby RenegadeC » Thu Mar 27, 2008 2:32 pm

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Postby Urre » Thu Mar 27, 2008 2:48 pm

I was once a Quake modder
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Postby Wazat » Thu Mar 27, 2008 4:56 pm

I remember codename envenom. That was crazy hard, but very cool. I really liked Dino Crisis and Resident Evil 4 (as well as a few other survival horror games like Extermination), and I think you at least met, if not exceeded, the creepy fear factor. :D
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby RenegadeC » Fri Mar 28, 2008 2:36 pm

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Postby Urre » Fri Mar 28, 2008 3:06 pm

I was once a Quake modder
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Postby LordHavoc » Fri Jul 18, 2008 11:11 am

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Postby ijed » Sat Jul 26, 2008 5:08 am

Tough to do in any game?

Got to disagree there. It depends on how open the basic platform is, assuming you're working on a mod. Otherwise giving the camera collision or else making the props interpolate to opacity 0 when in between the player and camera works.

But for those you need a team.

</OnTopic>

My biggest failure was Ratamahatta's Revenge - Q2 Lazarus based on the ratamahatta model in a semi-open world theme based over something like 14 levels, with only five (various routes, different maps) needing to be played to finish it. It featured a modified version of the mutant, but that was the only original enemy.

I got pretty close to a mini-pack - start map, swamp map, city map, tunnels map, base map, mines map and small boss map, but almost none of those could compile with light because of the size.

And all that work in hard form was lost in a nasty graphics card meltdown - it melted the plastic cover off the card board itself; a clogged fan to blame.

There's some backup cd's left over, but it's closed book. I reckon most of the above tales of failure (I only skimmed) all point to the same thing - bad concepts for finished projects, but great learning curves.
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Postby LordHavoc » Sat Jul 26, 2008 11:21 am

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Postby ijed » Sat Jul 26, 2008 2:36 pm

Fair enough - Quake is set up for bsp and not occlusion by object / face.
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