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  • #16
    That's the one, nice find. You probably found it on Kurok's forum, but if you didn't, send him a PM on [url]www.bladebattles.com[url].

    Edit: His last visit to the forum, according to his profile, was on the 24th, so contacting him won't be difficult.
    Last edited by Downsider; 11-27-2008, 05:46 AM.

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    • #17
      I spoke to Sisah a couple days back. Our projects seem to be inherently different: Mine is about playing quake in half-life maps, his is about playing half-life on (converted to) quake maps. However, I think we can definitely share some things with respect to general code behavior.

      Also, I've made some significant updates to the code on the SVN. Breakables now have debris, there are spark effects, and scripted sequences are starting to mesh together nicely now (monsters walking instead of transporting - still a bit buggy but it looks nicer).

      What I'd like to do is get the mod prepped up for cooperative play. One problem with that so far is that players spawn in the same spot each map. I'm thinking of making a spawn order or something so that players have 3 seconds to move from the spawn spot before they get telefragged.
      Also I'd like getting func_tracktrain entities to be transferable between levels. This would fix inconsistencies between many maps in c2aX and also allow for maps c0a0 though c0a0e to be played. Once that's done, there's really not much left besides some final bug squashing and prepping the various engines.

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      • #18
        could you guys use reskins of the original quake guys?

        Soldier:

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        • #19
          Hm nice skin \m\ I have to give some more thought about actually adding scientists and security officers, instead of just replacing them with grunts. However, at the moment the goal of the mod is to be more quake-oriented than half-life. Sisah is using converted content on his mod for those two... and without bone animations they look just weird..

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          • #20
            well that was my point with just a reskin, if you do it that way it maintains the quake game sorta lookin thing, but he helps the levels blend better not only that we could re use alot of all the quake mdls, like the quake guy head gib could be reskined to represent a headcrab, and had some ai made for it. just to show that quake can use all of half-lifes features or simulate them. you know what i mean?

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            • #21
              I love the R&D aspect of this project.

              By the way, the video on the home page has been watched about 1100 times (i.e. someone clicked play) which is pretty good for Quake 1 video.

              Google video used to show the # of views and then at some point they changed that and only the uploader can find out that stat

              For the first time, I compiled and tried the mod on my hard drive a couple of days ago and I noticed the "brush model" lights are using alpha now. I'm wondering what OpenGL function is being used in Half-Life for those, because it doesn't look the same as Half-Life. [Or maybe they are using some other alpha value].
              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 ...

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              • #22
                Originally posted by ceriux View Post
                well that was my point with just a reskin, if you do it that way it maintains the quake game sorta lookin thing, but he helps the levels blend better not only that we could re use alot of all the quake mdls, like the quake guy head gib could be reskined to represent a headcrab, and had some ai made for it. just to show that quake can use all of half-lifes features or simulate them. you know what i mean?

                and add some L'il legs and animations, hmm i guess it would be close to the fiend in code with its jump,walk,death etc.

                maybe more like the dog

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                • #23
                  What about ze crowbar?

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                  • #24
                    can still keep the axe for now, would require remodeling and animating alot of weapons to make the hl1 versions, not just reskins.

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                    • #25
                      Quake axe > HL crowbar any day!

                      For the first time, I compiled and tried the mod on my hard drive a couple of days ago and I noticed the "brush model" lights are using alpha now. I'm wondering what OpenGL function is being used in Half-Life for those, because it doesn't look the same as Half-Life. [Or maybe they are using some other alpha value].
                      This is because the half-life engine also has a property to shift the colors, which is why transparent lights look a little different in half-life itself. DP supports this function. Not too sure if FTE does. Either way, it's something I haven't gotten to adding yet. The property is "rendercolor" iirc.

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                      • #26
                        Originally posted by avirox View Post
                        DP supports this function. Not too sure if FTE does.
                        Do you know what the DP function is? I think those brush lights are one of the coolest features of Half-Life and I'd like to see what DP uses for the opengl functions.
                        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


                        • #27
                          Quake axe > HL crowbar any day!
                          I don't know. If I were in some kind of Tarantino predicament where I escaped the gimp-rape and found myself choosing a weapon, between the two, I'd definitely go with the crowbar. Something so much more primal about it. And I think if you choked up on it right, one good whack on the cranium would put even the biggest guy down.

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                          • #28
                            Originally posted by Baker View Post
                            Do you know what the DP function is? I think those brush lights are one of the coolest features of Half-Life and I'd like to see what DP uses for the opengl functions.
                            My bad, seems FTE does support it. Might be under a different name using DP, though I'm not sure. it's
                            Code:
                            .float colormod;

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                            • #29
                              Small news update:

                              Yes, I'm still alive, and yes the mod is still being worked on.

                              At any rate, as some of you know there's a new sven coop build out. No, I'm not adding sven coop support (yet, anyways), but I did notice something in the way sven coop runs HL 1 SP maps - apparently they edited the maps' entities to make them so they can be played independently. One of the major problems I had with quakelife before was that half-life relies on players coming back to old areas, thus requiring the server to "save" the map for the sake of consistency and players spawning in the right areas. Lo and behold, sven coop solves this little qualm by changing the way some maps are inter-connected, and even copying over same maps and starting players in the "proper" locations. Sven coop also uses separately placed player spawn points, so no more telfragging! Best thing yet though, is that no new maps are required per se - only the .ent files that come with sven coop! I'm testing these out as we speak and the prospects are definitely promising! Will keep yall updated.. if this works out then it'll be one less problem to worry about for multi-engine support, and will make coop gameplay a lot more fun!

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                              • #30
                                Originally posted by avirox View Post
                                relies on players coming back to old areas, thus requiring the server to "save" the map for the sake of consistency and players spawning in the right areas.
                                A very much missing feature in Quake for non-linear gameplay.

                                /Although, if I recall, there is a lot of #ifdef QUAKE2 in the Quake 1 source relating to .ssv files ... hmmm
                                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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