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Tzunami: GPL Quake Client Development

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  • #61
    Originally posted by Spirit View Post
    The size of progs.dat has no influence on any performance whatsoever.
    Not the size, necessarily, but recompiling it with a more modern qcc (fteqcc) might make it smaller and faster. Correlation, but not causation.
    sigpic

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    • #62
      Okey guys another piece of tzu, moo's model in mdl with debuged animations, and proper pants and shirt skins, no axe attack animations inluded.

      Test it out and share Your thoughs.

      MEGAUPLOAD - The leading online storage and file delivery service

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      • #63
        Originally posted by d1554573r View Post
        Okey guys another piece of tzu, moo's model in mdl with debuged animations, and proper pants and shirt skins, no axe attack animations inluded.

        Test it out and share Your thoughs.

        MEGAUPLOAD - The leading online storage and file delivery service
        Colours look a little odd, and all the death frames seem to be sat down, but apart from that, seems like a good start!

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        • #64
          It's a work in progres He has 2 death animations.

          Fix for colours: MEGAUPLOAD - The leading online storage and file delivery service

          P.S. God bless QME
          Last edited by d1554573r; 08-02-2010, 03:07 AM.

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          • #65
            Okey, forget about previous model, here goes the real thing, (yes i know that weapon skin is messed up) this time with untested but prolly working vmplayer version (anyone can give me intel on server that supports it?)

            To all those that dont know what vmweapons is all about: QuakeWorld GFX - Models / Weapon / Trickle's Vwep Package

            Please give feedback on this one again.

            MEGAUPLOAD - The leading online storage and file delivery service

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            • #66
              Sorry.

              Are you sure m00's model was released GPL compatible? I never saw a license for it.

              Also I vaguely remember that not all the QW weapon model creators released them under "libre" licenses.
              Quake 1 Singleplayer Maps and Mods

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              • #67
                The standard player model looks fine

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                • #68
                  Originally posted by Spirit View Post
                  Are you sure m00's model was released GPL compatible? I never saw a license for it.

                  Also I vaguely remember that not all the QW weapon model creators released them under "libre" licenses.
                  I think m00 has never properly finished his model. So, probably it lacks a license.

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                  • #69
                    Originally posted by Spirit View Post
                    Are you sure m00's model was released GPL compatible? I never saw a license for it.

                    Also I vaguely remember that not all the QW weapon model creators released them under "libre" licenses.
                    Yeah, like Spirit said it would probably be a good idea to limit assumptions to a minimum.

                    Moo's player model as far as I recall doesn't have a license. The QRP textures are not GPL compatible --- the words "non-commercial" may as well be the same as the words "NOT GPL compatible".

                    It is important to honor texture and weapon replacement author's licenses or even lack of one.

                    The Open Quartz player model, properly reskinned, is for the most part terrific.

                    As you might have started to notice, there are multiple facets and challenges to an all GPL or an all "software libre" Quake replacement set.

                    I think if someone comes up with a killer HUD, all the other problems will sort themselves out. Even if the HUD requires custom engine programming, something I'd be more than willing to do.

                    This kind of project has a big learning curve that isn't immediately obvious.

                    And I have a bit of an arsenal that isn't publicly available. But not a HUD and not very many decent sound replacements. Nor a Quake colorize-able player texture, nor quality retextured maps ... although there is this subpar job I did ....

                    Inside3d Forums :: View topic - gdmx maps (GPL id1 dm1 thru dm6)

                    If you want to see some light, Sock's has a couple of texture sets that are GPL:

                    http://www.simonoc.com/pages/materia...gypt/index.htm

                    And Sock is one of the people in my book that "get it" and is my list of "all around 'good guys'" [he contributed a couple of texture sets to Nexuiz].
                    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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                    • #70
                      Let's just take a donation and contract lielielo to make an .md3 FULL player model, then we can convert later to .mdl. I'll donate $20! Not a FKN gargoyle or ninja chick, just a normal Quake style jar-head. He doesnt sculpt mdl's but he will do .md3's
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #71
                        And from that youtube video I saw where he was scoffing at how easy what he was doing is...he's quite good.
                        Gnounc's Project Graveyard Gnounc's git repo

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                        • #72
                          There's always an option to contact author and ask.

                          Any how mdl m00's model version will prove usefull to many people weather its included in tzu or not. Quartz, model is always an option and he looks quite decent with good skin.
                          This yet another attempt on free/gpl gpl/cc quake has just started atm im investigating our options here

                          @baker
                          About qrp license (not about content and debate about it's legitimacy)
                          The textures are made from scratch and are copyright by their respective authors and, collectively, this project. These textures are free to use in any project, be it commercial or non-commercial, on the condition that the work or the derivative product mentions the URL ( http://facelift.quakedev.com ) and name of this project (Quake Revitalizatoin Project) in the credits. In case your project does not have a suitable credits section, you must include with your product a file titled "readme" or "licensing". No exceptions. For any further questions, contact me.
                          Lets characterise their license:

                          - free for commercial/non-commercial puropses
                          - allows derivative works
                          - requires copyright notice to the authors.

                          Lets summarize: permissive non-copyleft free license

                          What's gpl non-compatible here?

                          For comparison lets quote here a part of freeBSD gpl compatible license

                          Copyright 1992-2010 The FreeBSD Project. All rights reserved.

                          Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

                          1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
                          2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
                          http://www.freebsd.org/copyright/freebsd-license.html
                          Last edited by d1554573r; 08-03-2010, 01:34 AM.

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                          • #73
                            I hadn't realized the QRP had changed the license.

                            A couple of years ago the license was different.

                            My mistake.
                            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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                            • #74


                              Ok so now we agree that QRP license is GPL, now lets think about the content (tbh they have to posses the copyrights for this license to be valid)

                              Im fine with them except for some artwork and a few textures ...
                              Keep in mind that intellectual property covers only those aspects of work that has unique design and covers ONLY form of expression (exception: registered trademarks)

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                              • #75
                                Originally posted by d1554573r View Post
                                Okey, forget about previous model, here goes the real thing, (yes i know that weapon skin is messed up) this time with untested but prolly working vmplayer version (anyone can give me intel on server that supports it?)

                                To all those that dont know what vmweapons is all about: QuakeWorld GFX - Models / Weapon / Trickle's Vwep Package
                                Vwep is a really cool thing. The way that it is implemented in MVDSV (Multiview Demo Server, the main Quakeworld server used by like 90% of them last I checked, although maybe that's change a little towards FTEQW --- and maybe FTEQW supports it too ...) is the protocol tells the client what the current weapon the player is holding and the client displays a second model that is custom made according to the model frame.

                                This requires Trickle mostly, heh, to take a gun and simulate the position for all 138 -/+ player animation frames. Not trivial.

                                An alternate way is the way that the Feral (DarkPlaces) mod does it with hardcoded qc locations which is about the same as what Error's awesome experiment does. Thread: http://forums.inside3d.com/viewtopic.php?t=2384

                                If Quake used q3 model -- model attachment would make this simple. But Quake doesn't use q3 model (md3).

                                Supporting clients of the Quakeworld method: ZQuake, Avirox's FuhQuake, ezQuake and probably FTEQW no doubt.

                                And I'm pretty sure that DarkPlaces does *not* support the Quakeworld method.

                                R00k obviously has long had an interest in vwep. But there is no NetQuake online implementation as that would require a protocol change and wouldn't be backwards compatible with GLQuake/WinQuake (at least not easily).
                                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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