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  • #31
    FTE actually supports this feature. Spike was telling me how he added it for Hexen 2 compatibility. For what it's worth, saving levels and returning to them actually does work in QuakeLife under FTE, but I'm hoping that with the sven coop entities this will no longer be necessary (it's a bit more consistent the way I do it now, true, but for coop it may just be better to do it the sven way).

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    • #32
      Originally posted by avirox View Post
      FTE actually supports this feature. Spike was telling me how he added it for Hexen 2 compatibility. For what it's worth, saving levels and returning to them actually does work in QuakeLife under FTE, but I'm hoping that with the sven coop entities this will no longer be necessary (it's a bit more consistent the way I do it now, true, but for coop it may just be better to do it the sven way).
      Hey Avirox, do you have your alpha support ezQuake source code anywhere? Just wondering, I'd like to see what changes you made to the source and see if I can add it to a modifed ZQuake I am playing around with.
      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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      • #33
        The ezquake devs actually committed it to their codebase (took a while ). Check their SVN, it should be on there. It's actually somewhat based off of your own code (from i3d).

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        • #34
          Originally posted by avirox View Post
          The ezquake devs actually committed it to their codebase (took a while ). Check their SVN, it should be on there. It's actually somewhat based off of your own code (from i3d).
          I'm just not super familiar with messing with the Quakeworld protocols stuff yet so I wanted to see an example, but I'll go ahead and get that source.
          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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          • #35
            The protocols are certainly different, but I'm not sure how much the rendering has changed. I suspect GL QuakeWorld shouldn't be much different than standard GLQuake though.

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            • #36
              Originally posted by avirox View Post
              I suspect GL QuakeWorld shouldn't be much different than standard GLQuake though.
              Actually, ZQuake is rather sophisticated without the heaps of what are in my opinion unnecessary features found in a lot of engines. It isn't vanilla Quakeworld at all.

              ZQuake has client vwep support, independent physics, NetQuake progs compatibility. Although it does have some support for replacement elements, it doesn't require them.

              It's light and tight.

              I used to very much be in favor of fancier engines with replacement elements, but I have an alternate killer idea that I believe will prove better

              I'm thinking merging together what I believe are some winning ideas and seeing how the concept turns out. More or less taking some different ideas that various people have done a lot of work on like yourself and seeing what happens when the ideas are combined together.
              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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              • #37
                well if it's an engine you're working on, see if you can add proper HL BSP support to it so I have something that I can release with QuakeLife that's not FTE Right now FTE is the only engine with *proper* HLBSP support, not to mention that useful little hack for the multi_manager. LordHavoc probably won't be fixing up HLBSP in DP any time soon, so there's only one real engine to use at the moment :x

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                • #38
                  Originally posted by avirox View Post
                  well if it's an engine you're working on, see if you can add proper HL BSP support to it so I have something that I can release with QuakeLife that's not FTE Right now FTE is the only engine with *proper* HLBSP support, not to mention that useful little hack for the multi_manager. LordHavoc probably won't be fixing up HLBSP in DP any time soon, so there's only one real engine to use at the moment :x
                  It will have full Half-Life support for sure as I will be pulling it straight out of FuhQuake. It will also have origin brush support for sure. Later on, I'm sure I'll focus on important extensions.

                  It will also have vwep support both client (already does, came with it) and server (does not currently have) even if I have to rip it out of MVDSV to get it. I've already done a cursory examination of the mvdsv code.

                  But I'll probably need help from you or LoadNLoad to verify and that vwep works since I currently don't know how to set it up.
                  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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                  • #39
                    Very nice! BTW I made a small tutorial for adding VWEPs to quake mods (quakec) here:

                    http://qexpo.tastyspleen.net/booth.php?id=87&page=353

                    PS. Tonik fixed 2 issues with HLBSPs last night in ezquake. Check out his most recent commit of cmodel.c

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                    • #40
                      Originally posted by avirox View Post
                      Very nice! BTW I made a small tutorial for adding VWEPs to quake mods (quakec) here:

                      http://qexpo.tastyspleen.net/booth.php?id=87&page=353

                      PS. Tonik fixed 2 issues with HLBSPs last night in ezquake. Check out his most recent commit of cmodel.c
                      Thanks for the headsup on the hlbsp fix.

                      I hadn't seen the vwep thing, had no idea there was a QuakeC tutorial. I'm sure I'll ask you more about this in the future.

                      I definitely will be using your tutorial to confirm the ZQuake version I am using does in fact support vwep for the server.

                      /And I know of at least 1 person I want to make aware of the QuakeC vwep stuff
                      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


                      • #41
                        And for future reference:

                        http://ezquake.svn.sourceforge.net/v...&revision=3816

                        The downside of this is that it looks like single player wouldn't support it (i.e. in single player the client is also the server). And I can understand that, you can't go messing around with the protocol, heheh.

                        ... Ponders proper solution ... I'd like this to work in single player, but knows the answer. Maybe the check extension stuff allows the server to not use a bastardized protocol (is hoping).

                        /Update: this looks doable and the FTE protocol extensions looks very well built.
                        Last edited by Baker; 01-07-2009, 04:11 PM.
                        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


                        • #42
                          Good news! Quakelife now has official permission from the sven coop team to release the .ent files with the mod. This brings multi-engine compatibility one step closer to realization. I also figured out why DarkPlaces was not loading half-life .wad textures - they need to be in a /textures/ folder inside the mod root. Now the only remaining problem is that rotating entities become non-solid or disappear when .avelocity is set. After that, all that needs adding is support for reading full entity spawn information for multi_manager. I think we're getting real close now!!

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                          • #43
                            A little problem

                            Many thanks for the source !
                            But I don't know how to download all the files in one time. (sorry for beeing noob, it's just for that) If someone could help me or give me a zip file... I'm sur other people could appreciate this.

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                            • #44
                              http://www.quaketastic.com/upload/fi.../quakelife.zip

                              There. Included Netquake progs.dat.

                              I hope thats OK avirox, if not bug me on irc.
                              Scout's Journey
                              Rune of Earth Magic

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                              • #45
                                I don't mind, just please note that I still consider this project to be "in development" and that some things may not work the way they should all the time ;>

                                BTW guys, I'm not sure if I posted this, but the Sven Coop ents are on the SVN too:
                                https://customtf.svn.sourceforge.net...uakelife/maps/

                                I think the mod compiles for sven coop mode by default. Enjoy!

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