Hey, me and a friend are planning on creating a total quake 1 multilayer conversion based around the games team fortress and counter-strike's style of gameplay and we need YOUR HELP. I am a solo experienced casual modder(I dont publish my works because I never stay on them for long enough) and my other team member is a skilled programmer and we need some extra members to help out especially with scripting. Visit the contact us page on our website if your interested
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Need quake c programmers and modders
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When starting a new mod project, it's a good idea to write down on a piece of paper a list of rules for the game. Define the game itself in laymen terms.
EXAMPLE:
You can define characteristics of each team member's weapons, and special features.Title: Team Strike
Description:
Round based gameplay, of two teams fighting against each other to accomplish one of two goals: eliminate the other team, overtake control-points for the remainder of the time limit per round. Team members are broken into class or roles: Covert(spy), Soldier(grunt), Medic, Tech, Sniper, Commander.
Spy:
Ability to steal fallen opponent's uniform.
Faster movement than normal.
Can get through smaller spaces, (crouch).
Softer footstep sounds.
Ability to toss a tracking device on opponents.
Ability to place hidden cameras through the level.
Uses a silencer on gun.
Throws knives.
etc...
The idea is to get as much down on paper before the coding begins.
Once you are happy with the rules, then break down further the requirements for each feature. This gives your coder a work flow to follow instead of working on one thing then getting an email "oh! oh! what about adding a this, or oh! what about adding a that!". It will interrupt the work, and only push your mod-members out the door. Also, with a list of to-do's other members can tackle things as needed.
When i think of "scripting" in terms of QUAKE, I limit it to configuring ALIAS commands only.especially with scripting
QuakeC is a programming language, a high-level one, but still more advanced than stringing together cvars and console commands. Scripting usually doesn't imply logical conditions.
By the looks of your "complete" conversion goal, you will need modelers and sound tech, artists...Last edited by R00k; 09-28-2010, 11:27 AM.
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You should go to Inside3D forums where the experienced engine/QuakeC modders hang out:
Inside3d Forums :: IndexQuakeone.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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i'll be more specific
I'm havn't got all the details together because most of the gameplay spacts, weapons etc. because thats going to be a team decision. We mainly need quake C programmers because our current programmer has little expirience with game programming.
go to my website in the first post to apply (try to include a link to one of your projects so i get an idea of what you are capable of)
Definite details: team based game, class based game, no A.I or bots, easy multiplayer interface (no command prompt for more than 4 players), there will be no weapon pickups(only ammo, health and armor) and ONLY MULTIPLAYER
Programming needed for:
Graphical and command prompt interface
player weapons, damage health gravity etc.
multiplayer (to modify so it doesn't show quake 1 servers)
We also need:
1 expirienced mapper
1 resource expert (someone to gather resources (non copyright or have permission)and to know where to put resources)
1 model expert( to configure models and their skins)
And I, my friends. I am the general manager, I dont really trust my self with mapping or any propper jobs so I'll review everything, slightly change maps and tweak things.
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oh, well that sucks, that website doesn't work for me. anyone wanna post on my behalf directing them to this page?!?Originally posted by Baker View PostYou should go to Inside3D forums where the experienced engine/QuakeC modders hang out:
Inside3d Forums :: Index
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I plan on using pre-made free models and maybe write permission request to use some commercial models and with sounds, well i have that coveredOriginally posted by R00k View PostWhen starting a new mod project, it's a good idea to write down on a piece of paper a list of rules for the game. Define the game itself in laymen terms.
EXAMPLE:
You can define characteristics of each team member's weapons, and special features.
Spy:
Ability to steal fallen opponent's uniform.
Faster movement than normal.
Can get through smaller spaces, (crouch).
Softer footstep sounds.
Ability to toss a tracking device on opponents.
Ability to place hidden cameras through the level.
Uses a silencer on gun.
Throws knives.
etc...
The idea is to get as much down on paper before the coding begins.
Once you are happy with the rules, then break down further the requirements for each feature. This gives your coder a work flow to follow instead of working on one thing then getting an email "oh! oh! what about adding a this, or oh! what about adding a that!". It will interrupt the work, and only push your mod-members out the door. Also, with a list of to-do's other members can tackle things as needed.
When i think of "scripting" in terms of QUAKE, I limit it to configuring ALIAS commands only.
QuakeC is a programming language, a high-level one, but still more advanced than stringing together cvars and console commands. Scripting usually doesn't imply logical conditions.
By the looks of your "complete" conversion goal, you will need modelers and sound tech, artists...
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Please read this!!!
Right, I wont be around for 8 days from 1st october to the 9th so get your applications in so i can review them when I'm back. Also we NEED SOMEONE FOR THE INTERFACE AND HUD GRAPHICS. and also if someone is interested in doing some concept art for ideas please do and i can put them on the website so theres something to get excited about during the early stages of development.
This project is non profit by the way (and if any profit is made is equally split)
peace out! p.s if your in America or somewhere I'm in australia so theres a time difference so i probably wont get back on your saturday, so yeah.
Pleas try to support this!
thanks!
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But then who's gunna pick up the slack when everyone bails out on you?Originally posted by ItMightBeEdible View PostI am the general manager, I dont really trust my self with mapping or any propper jobs
You got probably 2 of your best (possible only) knowledgeable people from Quakeone.com telling you whats up (Rook & Baker), I'd listen!
QuakeOne = Quake players.
Inside3d Forums :: Index = modders/mappers/programmers.
I'd suggest you take the time to get that site working again so you can utilize it. Because the only help you can expect from here is Wolv asking if you're mad brah. Or people telling you this really isn't the best place for this type of discussion.Originally posted by ItMightBeEdible View Postoh, well that sucks, that website doesn't work for me.
Obviously you see people posting maps & mods and all types of goodies, but they are usually semi-finished projects that just need play-tested usually.
Goodluck on your project but honestly to me it sounds doomed from the door.
Words of Wisdom:
�Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.�
(Martin Golding)
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Please do not go to Inside3D. It's not like you would get any help there anyways.
Try some PSP game sites maybe?
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Originally posted by Spirit View PostPlease do not go to Inside3D. It's not like you would get any help there anyways.
Try some PSP game sites maybe?
I just lol'd.....seriously.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Wait... is that even possible?Originally posted by Mindf!3ldzX View PostI just lol'd.....seriously.Qoetia B4 == 1.93Mb

Expo Booth '08
!AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
Hunting shamblers since 1996.
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Spirit is right, it may sound harsh but it is the truth. Let me try to explain why:
- Fact: Making a total conversion mod is gonna take hundreds of hours of hard work and requires a great idea and an iron will (and some serious skillz if you want it to look & play good).
- Even if it looks and plays good it is hard to find players.
- Many people come to internet modding/level editing communities saying "I got a great idea, who can implement it? I'll help a bit." Strange thing is that usually nobody in that community knows them and they can't even show some of their previous work. Often the post with the idea to make a mod is one of their first posts.
- The behaviour described in 3 leads to the impression that they have no idea about 1 and 2 and that their interest in the game may be short-lived. All of this means that helping them will be a complete waste of time because the project will never be finished anyway.
dfsp*spirit
my FPS maps
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