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  • lua?... really?... :/
    Some Game Thing

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    • I agree with what Marsha said but, I was really impressed that Dave made $1,956.12 in just one week working at home from his computer.

      http://imjus.kidding.bitlx
      http://www.nextgenquake.com

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      • Originally posted by MadGypsy View Post
        I agree with what Marsha said but, I was really impressed that Dave made $1,956.12 in just one week working at home from his computer.

        http://imjus.kidding.bitlx
        I'm not in it for the money lol if that's what you think, i just want to make games, if you talk that way I made 10$ after like 900 hours of work

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        • Originally posted by Seven
          As far as I understand, you now target to have all new high poly models/contents including high res textures (including all "effect-textures", such as normals). You want to rewrite the complete game mechanics. Create new sounds, monsters and maps.
          Considering that you want to create high resolution textures for all models, I suppose you also create new high resolution textures for world textures... Otherwise both would not fit together I guess.
          Yep that sounds about right! I started off wanting to keep it simple. But I'm a bit of a perfectionist. What I was doing at the beginning just didn't sit right with me, I wanted to take it a step further. Another reason I want to go high tech now is because of DP and FTE. It's just a sin to use blocky, low res models with those engines. It's like buying a Shelby GT500 and topping out at 25 mph on the Autobahn (I use that phrase a lot).

          A little bit of suprise/frustration is swinging with it (if this is the correct english word).
          Yeah a little bit. It's all part of the process. I'm going to figure this out and finish it one way or another.

          It is a "new" game
          At this point it really is. I don't know if you noticed, but I've been calling it Rift now instead of RiftQuake. It's still based on the Quake universe, and some new renditions of my favorite monsters will be making a return. But for the most part, yes it is totally new material. And I really like where it's going so far.

          @golden_boy: yeah you got that right. And good idea keeping it GPL compliant. I just downloaded 1.01 source to take a look at it. It's very similar to 1.06 as far as I can tell. I am completely re-writing everything except portions of the def.qc file. So as long as I base QC def code from the 1.01 defs.qc, be sure to use GPL'd or legally permissive programs (DP extensions and model formats for example), and include the source, then I could legally sell it if I use 100% custom made content and ideas (meaning no Quake references such as characters and monsters), correct?

          The goal isn't to make a game and stiff people for a price. This is mainly a hobby, and I want people to enjoy it. But it would be nice to know that I could stand to make a little bit of money after all the effort. I doubt I would make much at all anyway.

          That's all a helluva long ways off at any rate. Back to texturing for the time being.

          EDIT: I really don't want to deal with legal issues down the road. I'm fine with this just being a project that people can enjoy. It's all just for fun. Besides, if it stays free, more people will play.
          Last edited by Dutch; 04-17-2014, 06:45 PM.
          'Replacement Player Models' Project

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          • Originally posted by Dutch View Post
            I really don't want to deal with legal issues down the road. I'm fine with this just being a project that people can enjoy. It's all just for fun. Besides, if it stays free, more people will play.
            I would pay for a completed version of it if you decided to go down the gpl route, since really it's going to be it's own game basically how half-life was it's own game only yours is keeping Quake's health damage ect. I'm pretty poor now, I wont be in this situation for much longer though.

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            • Originally posted by Dutch View Post
              It's just a sin to use blocky, low res models with those engines. It's like buying a Shelby GT500 and topping out at 25 mph on the Autobahn
              Lets always remember which game we are talking about
              It is a game, that was made in mid 90s. The "blocky, low res models" were a major break through and people were looking at it with open jaws.
              We should not judge them like this today.
              It is absolutely self speaking that you (living in 2014) should make models which are used in todays games, if you are making a new game (everything below Crysis-standard would be poor and lazy of you )
              You could also make a game based on Doom3 engine or others
              But using an advanced Quake engine is simplier because of its game-mechanics language QC i guess.

              So yes, it is a good compromise to use an advanced Quake engine, with medium poly models (because .md3 is far below todays standard and still "blocky, low res" in this aspect ). It is a major plus to be able to use qc together with the engine�s extensions as it is a simple language and you have tons of mods with source code to look into and learn from.



              Originally posted by Dutch View Post
              I don't know if you noticed, but I've been calling it Rift now instead of RiftQuake.
              No I didnt, as your thread is still called RiftQuake



              Originally posted by Dutch View Post
              This is mainly a hobby, and I want people to enjoy it.
              I'm fine with this just being a project that people can enjoy. It's all just for fun.
              I am glad you see it this way. Hoping you still have a "normal" life beside your project. Some people ignoring it, isolating themselves too much and might miss the joy of "normal" life.
              Tinkering with games is big fun and a great hobby where you learn a lot (which you might or might not can use later), but it should still be a hobby and not replace real friends, family and so on.

              Best wishes, Dutch !

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              • Originally posted by Seven View Post
                Lets always remember which game we are talking about
                Exactly, if someone is doing their own game with an advanced engine that's only based on the Quake engine, we're not necessarily talking about Quake anymore

                Just like Bioshock isn't really just an Unreal mod, and is not required to look like Unreal despite using its engine.

                Tinkering with games is big fun and a great hobby where you learn a lot (which you might or might not can use later), but it should still be a hobby and not replace real friends, family and so on.
                Sounds like all those indie game devs and people trying to get into the game industry are doing it wrong, then
                Scout's Journey
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                • @dutch
                  https://gitorious.org/quakec-v1-01-clean
                  v1.01 clean.
                  Its actually more like 1.06 plus a bunch of shit I thought modders (especially new modders) would appreciate.

                  Me and gb whipped it up with the goal of having a 1.01 gpl compliant source.
                  It acheives this by taking things from QW which is gpl, that are in 1.06 but missing from 1.01
                  Gnounc's Project Graveyard Gnounc's git repo

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                  • Originally posted by Nickelbawker
                    I would pay for a completed version of it if you decided to go down the gpl route, since really it's going to be it's own game
                    Hey thanks man!

                    Originally posted by Seven
                    It is a game, that was made in mid 90s. The "blocky, low res models" were a major break through and people were looking at it with open jaws.
                    We should not judge them like this today.
                    Oh absolutely, I totally agree. But nowadays, with the modern engines, there's no reason to make blocky models.

                    Hoping you still have a "normal" life beside your project.
                    Haha well I'll admit, I spend more time working on this than I'd care to admit.

                    @ gnounc: awesome, thanks for the link, I can double check the code I've borrowed from id against it, and then any code I base on id's will be from that. I appreciate you and gb doing that, thanks. I know I said I wouldn't worry about selling it, but keeping the option open is good. I'm pretty back and forth on that. But I'll worry about it later on down the road, in the meantime i'll cover my bases.
                    'Replacement Player Models' Project

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                    • Now we're cooking. After a lot of tutorial watching / screwing around with shit till it works, I present a high-res texture skin for the shotgun, with an ambient occlusion map overlaid.

                      The body is made of a durable rough plastic (if anyone knows what Magpul stocks/accessories are for the AR-15 platform, then this is the material I'm referring to...I think it's ABS plastic?). The pistol grip and pump slide are the same material, but with checkered grooves.

                      Pretty experimental and some things will likely be changed, but I'm pretty happy so far.




                      Last edited by Dutch; 04-20-2014, 04:19 AM.
                      'Replacement Player Models' Project

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                      • texture looks good so far

                        mebbe play around a bit with the contrast of the AO-map,so that the shading is a bit darker?
                        tend to play around with contrast of AO-maps a bit myself often cuz the ones blender spits out tend to sometimes have to weak shadowing,
                        and playing around with contrast of the AO-map can help make the shading more obvious
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

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                        • That texture looks pretty sweet, man. I hate all of the colors though. It looks like a designer gun (like jeans). You built the Jordache' Shotgun (edit:maybe more like Wrangler). Don't get me wrong, it looks very good. I just hate it as something to be taken seriously.



                          use references

                          shotguns
                          assault rifles
                          Last edited by MadGypsy; 04-20-2014, 12:59 PM.
                          http://www.nextgenquake.com

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                          • digital camo would look better imo.
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                            Quake 1.5!!!
                            Definitive HD Quake

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                            • @talisa: yeah I noticed the AO map is pretty weak, I'm going to darken it and re-apply.

                              @gypsy: lmfao that's hilarious. that picture you posted. I looked at the shotgun with a mindset of "this is the first time I've seen it and I didn't build it" and once again you nailed it. It looks like some fancy bullshit from the GI Joe movie. Lol. I'm going to call it the "Remington Wrangler Edition." I'm going back to simplify it. Let's be honest, you wouldn't drop into combat with such a flashy piece of weaponry.

                              @syluxman: I think I'm going to cut the camo all together. But the assault rifle is going to have digital forest camo. I think it will blend in nicer because of the rifle's geometry, unlike this shotgun.
                              'Replacement Player Models' Project

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                              • I like weathered weapons like;

                                http://img2.wikia.nocookie.net/__cb2...2013-12-16.jpg
                                http://img4.wikia.nocookie.net/__cb2...under_0001.jpg
                                http://img2.wikia.nocookie.net/__cb2...agamum%210.jpg
                                http://img3.wikia.nocookie.net/__cb2..._Skatergun.jpg
                                http://img2.wikia.nocookie.net/__cb2...reesy_smig.jpg
                                http://img2.wikia.nocookie.net/__cb2...ity_Pistal.jpg
                                http://img1.wikia.nocookie.net/__cb2...gne_kilier.jpg
                                http://img2.wikia.nocookie.net/__cb2...z_Repeater.png

                                I'm not promoting borderlands, actually get bored of open world shooting vs quake doom wolfenstien style.

                                I spent over an hour searching for a particular weapon from borderlands 1 or 2(because I wanted to, not just for this.)

                                IMO some of the weapons aren't far off from yours you could do a little weathering on a layer for a couple of the weapons

                                @Dutch; I was trying to find the bandit assault rifle from Borderlands 1 or 2 not sure which it's got a nasty wood that got left out to dry rot and a stock with ducktape on it and it has a futuristic dahl clip on it. Basically a generated weapon, didn't find it.

                                thank you dutch.

                                @syluxman2803
                                I'm more into hunter camo(than digital).
                                detailed Desert storm, detailed tiger stripe camo are also neat to me.

                                Crysis as a standard. Kind of find that reference annoying. My favorite thing about the game is the sound effects/music, don't like the gameplay at all. Graphically can't argue with the graphical level of the game, it's way up there. Definitely odd for me because I watch a lot of sci-fi love prometheus predators alien 1 ect.

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