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"SynQ": Why the future won't resemble the past

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  • Originally posted by Entar View Post
    Meh, I'm meant something more along the lines of being excited about people making their own mods and being able to make them standalone with this.
    I knew what you meant

    By the way, what happened to all the monsters in many of the maps?

    Yes indeedy.
    They will be added back in the next time I revisit recompiling the maps. No guarantees when that will be though because that will be in conjunction with revisiting the QuakeC.

    The thoughts very early on about the single player was to not have any (because the Open Quartz monsters are mostly very weird), so the entities were stripped from the maps. But QuakeC can control that, but that's later on.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • Things I forgot about conchars that I didn't want to remember, heh 2 colors of black (real black + transparent black) to do outlining, remembering to save any larger sized version with both an alpha mask and a transparent background color to make sure any engine understands it.

      Improved (but not absolutely perfect):

      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment




      • I have made a replacement texture set of *ALL* 535 textures for ALL maps.

        Don't get excited. Only a handful of the maps look acceptably decent with it and a TON of debugging is going to have to be done and that is ONLY the start of the BEGINNING of the work to be done on that.



        An updated conchars with gradient shading by hand; very improved. Looks good in most of the menus, very readable and looks nice in general. Like everything else, I can imagine better but this character set is very acceptable.

        Software renderer compatible, of course
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • Originally posted by Baker View Post


          I have made a replacement texture set of *ALL* 535 textures for ALL maps.

          Don't get excited.
          That end.bsp screenshot looks pretty nice. I would say just keep in mind keeping textures that actually make sense (for example, do something about those red, trippy textures on the crates). Otherwise, I like how this project is progressing, and I'm very happy to hear about a full texture set, even if it's preliminary. /me hopes this continues nicely.
          A signature? Oh dear.

          Comment


          • Nothing new except the thinking ...

            Here is a thought ...

            According to what I know, the size of models are defined in QuakeC. And a server, if I recall correctly, actually doesn't need any of the sounds it is using. And of course, the server doesn't render maps -- it's just a console.

            Two things that couldn't really be done in the past (legally):

            1. Make lock and load server packages because you can't distribute pak0 and pak1. In theory, the SynQ pak0 and pak1 files should work fine on a server using a gamedir progs.dat and no one would know the difference.

            2. Distribute "pub" CTF maps ("pub" CTF = maps like E4M3 and such). To make maps for CTF, typically you re-QBSP new entities into the maps. But you can't distribute the maps, so it is always a hassle to setup a "pub" CTF server because you have to QBSP yourself, while not difficult, someone running the server has to learn something archaic and you can't distribute a zip for someone to run on a LAN. (Sidestepping the issue of how much better it would be for QuakeC to read .ent files because really distributing a map is a dumb waste of space if only 3 or 4 kb entities are different).
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • I noticed on the latest release that you said it's pretty much locked to DP...
              Does this mean running it in Joequake software will be an arse pain?

              Comment


              • Not when it's done
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • I just tried it out and I'll say I love SYNQ and I'll probably use it for now on until I get bored of it. It gives a HLDM + Q3 feel in multiplayer. A good one, not a bad Q3 sucks kinda one.

                  Request: change the chthon mdl to something bigger. A little chucky doll mdl doesn't cut it.

                  Comment


                  • is synq ready to go mainstream?

                    Comment


                    • oh ya, change the mdl for shubby as well. I was very disappointed to see the same mdl being used on ogres, deathknights and shubby.

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                      • And those nailgun and shell ammo boxes need to change. They look too quakeish. Doesn't work with the rest of the textures in synq

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                        • I used SYNQ for at least one or two months. I have the following suggestions:

                          * Don't make the pent area in dm3 ALL WHITE. Why do you hate us so?
                          * Find other mdls for the ogre, dknight, shambler, vore, bosses. They're all using the same ones or similar ones. Think they're from openquartz
                          * find a different skin for the nail boxes

                          Thinking of picking this project up again Baker?

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                          • Thinking of picking this project up again Baker?
                            Actually --- I never stopped.

                            What I realized is that even if I finished it, frankly, things were not "right" with other stuff.

                            I have a list of things that are prerequisites for the coming of the new age. Without that list being complete, this project doesn't mean anything.

                            Very recent developments and some things Rook has done in the last 6 months, some things LH has done whenever and some other things have made me very encouraged.

                            Originally posted by Canadian*Sniper View Post
                            I used SYNQ for at least one or two months. I have the following suggestions:

                            * Don't make the pent area in dm3 ALL WHITE. Why do you hate us so?
                            That area of DM3 is too bright in DarkPlaces because of how DarkPlaces does lighting. I've thought of decreasing the lighting. And yes, that is the single spot where maybe another texture would work, I have some lovely grass that would go there just fine

                            * Find other mdls for the ogre, dknight, shambler, vore, bosses. They're all using the same ones or similar ones. Think they're from openquartz
                            Probably the first releases won't have any single player in them aside from Frikbot practice.

                            This is sort of the opposite of the Freequake.net project in most ways, actually. Different goals entirely.
                            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                            Comment

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