Sev,
FC can be found on ModDB as well (since I crashed my own site and am in the process of rebuilding it, there are no other updates there), I put it there right before I pulled the plug on it. There's a lot of IRL things that would hold production right now, and of course working on DeathMatch Quaked: Source currently, which eats a majority of my free time.
The guys at Inside3D really pulled together a few times when I couldn't figure something out (r00k I'm looking in your direction).
The result were armor shards that worked flawlessly in Quake. When I shelved the project, I took the shard code and implemented it into DMQ for Half-Life, so that is something good that came out of it. A few of the new sounds also worked their way into DMQ:S. The AI changes to the monsters were a bit unusual, but it's not something that most people couldn't do with a bit of ingenuity (although I'm very happy with the exploding Fireknights and how DP handled their properties and appearance).
I guess you've given me a lot to think about. I have really just considered porting all the material to another project, but it really is a lot of double work... I'm happy with a lot of DP's features, many of which really take some exploration / trial and error to work in a mod specific environment (it's a bit different doing things somewhere between partial conversion and full conversion). These are features that just don't exist in any other game engine for Quake (or at least all in one engine, anyway).
At any rate, it's going to have to stay on a shelf until at least after DMQ:S betas are done and out. I just don't have the time for it at the moment. It's something I'll consider with fresh eyes after a bit of a break.
Thanks again, Seven.
FC can be found on ModDB as well (since I crashed my own site and am in the process of rebuilding it, there are no other updates there), I put it there right before I pulled the plug on it. There's a lot of IRL things that would hold production right now, and of course working on DeathMatch Quaked: Source currently, which eats a majority of my free time.
The guys at Inside3D really pulled together a few times when I couldn't figure something out (r00k I'm looking in your direction).

I guess you've given me a lot to think about. I have really just considered porting all the material to another project, but it really is a lot of double work... I'm happy with a lot of DP's features, many of which really take some exploration / trial and error to work in a mod specific environment (it's a bit different doing things somewhere between partial conversion and full conversion). These are features that just don't exist in any other game engine for Quake (or at least all in one engine, anyway).
At any rate, it's going to have to stay on a shelf until at least after DMQ:S betas are done and out. I just don't have the time for it at the moment. It's something I'll consider with fresh eyes after a bit of a break.
Thanks again, Seven.
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