Originally posted by MH
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Code:
[email protected] ~/RemakeQuake/src $ time ~/quake/tools/fteqcc/fteqcc.bin Source file: progs.src Outputfile: ../progs.dat in function weapon_range (line 240), bot_fight.qc:260: warning: weapon_range: not all control paths return a value in function BotName (line 251), bot_misc.qc:169: warning: BotName: not all control paths return a value in function Gyro_Force_Solver_Falloff (line 925), gyro_forces.qc:963: warning: Gyro_Force_Solver_Falloff: not all control paths return a value Recognised progs as NetQuake server gamecode Progs should run on any Quake executor at global scope, warning: Model lavaball.mdl was used but not precached 282012 strofs (of 1000000) 86982 numstatements (of 524288) 5718 numfunctions (of 16384) 13777 numglobaldefs (of 32768) 761 numfielddefs (688 unique) (of 2048) 13488 numpr_globals (of 65536) Writing ../progs.dat 1354160 TOTAL SIZE Writing ../progs.lno 386 unique precache_sounds 178 unique precache_models Compile Complete optres_shortenifnots 581 optres_overlaptemps 38069 optres_constantarithmatic 30 optres_nonvec_parms 14135 optres_assignments 2673 optres_unreferenced 121 optres_dupconstdefs 473 numtemps 455 4 warnings real 0m2.533s user 0m1.143s sys 0m0.106s
I'm looking forward to getting my hands on that one! I've already run Doom3 through GLIntercept and had a look at the kind of stuff it's renderer does, and have some plans for it.


oh by the way, JPL's Quake map "Five Rivers Land" was supposedly a "remake" of Doom3's Hell level.
http://www.quaddicted.com/reviews/5rivers.html
Distrans' "Ruined Nation" resembles some things from Doom3 pretty closely, especially the use of scary sounds, airducts and weird pipes and machines... and gimmicky unfolding bridges.
http://www.quaddicted.com/reviews/dis_sp6.html
Of course you can't duplicate the lighting in Quake.
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