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Cool new TC demo near complete, in need of QuakeC programmer

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  • Cool new TC demo near complete, in need of QuakeC programmer

    Greetings,

    First, it's nice to see a cool and active quake community on here, really hope I could get to know you guys a lot more in the days ahead!

    I'm actually in the works of a pretty big TC and am in need of a QuakeC programmer. The assets of the TC are made 100% from scratch and are reminiscent of your classic 90s sprite-based colorful visuals but retrofitted in Darkplaces.

    If you are interested please contact me and I can give you a lot more details and we can certainly work something out. The project demo is actually nearly fully developed and I'm eager to push it to completion.

    for more info please visit the thread:

    http://quakeone.com/forums/quake-mod...troblazer.html

    I thank everyone for there time.

    Blazer,
    Last edited by R-Blazer; 11-02-2011, 02:09 PM.

  • #2
    I recommend you provide more information or screenshots to "ATTRACT" coders.

    Sort of like, if you got a hot date, you don't throw on sweat pants,a TMNT t-shirt,and slip on a pair of flip flops.

    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      Sure, details and such are no problem!

      I'd like to keep QuakeC related questions and such to this thread, so I'll do a formal reveal in another about the project, that way the topics can be separated.

      (Though admins feel free to move this thread elsewhere if appropriate.)

      I will post the shots and additional info very soon!
      Last edited by R-Blazer; 11-02-2011, 10:19 AM.

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      • #4
        Hey. I've been working on a similar mod, so I'd be glad to help out: Quake Expo 2011

        Scroll down a tiny bit, it's a port of Wolf3D to DP.

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        • #5
          Hey that looks pretty awesome!

          I had actually started out with Wolf3d assets a while back to start the project, but soon parted to do my own spin.

          Whats interesting is that you got the engine to light the sprites, I just worked around it by making custom textures for each face. A chore, but it gave me more control of the look.

          I'll certainly give the Wolf3d mod a look!

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          • #6
            Yeah, sprite lighting has been broken for a really long time (since 2006), I guess nobody else noticed because I was the only one who ever tried using it. It's been fixed very recently (the June 28, 2011 DP build has it, haven't checked lately to see if there's any newer releases).

            PS. Running Wolf in the latest DP will probably require two extra parameters, you can throw these into an autoexec.cfg:

            r_shadow_lightintensityscale 0.25
            gl_texturecompression_sprites 0

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            • #7
              Cool stuff you got here Asaki

              You seemed to go about creating your assets from an interesting approach, utilizing a lot of the wolf3d sprites and palette to really make it like the original, which is actually really cool.

              I used good old fashion SPR with PNG counterparts. The monsters are pretty straight forward in that they behave like your standard quake monster but only animate facing forward, (like mac wolf3d or wolf3d bosses)

              I did this so you can make a lot more fluid and detailed animations sprites, though you cant sneak up on enemies. (though they are able do a lot of other things to compensate)

              Its cool to see someone working on something similar.

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              • #8
                I tried getting Wolf to run in as many engines as possible, so I had to use a few ugly hacks to get a few things to work. I'd love to do more original stuff, but it's difficult with my limited artistic abilities

                I could program the enemies to show up from different angles, but I understand if you don't want to go through all the work of animating all the extra frames. The main advantage with Wolf was that I wanted to exploit the possibilities of coop gameplay. I started working on a project to convert the Macintosh Wolf3D to DP as well, but I lost interest right away (with all of the things the Mac version lacks, seeing it running in DP just wasn't very interesting).

                Anyway, send me some more details, I'd love to get cracking on this. I have an email address of _____, or I'm usually hanging out in #qc on IRC (irc.anynet.org).
                Last edited by Asaki; 11-08-2011, 05:40 AM.

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                • #9
                  Awesome! I'd love to talk more about the project,

                  I think though the sprite based game type is classic, it has a lot of potential to also be over the top and fun in its own way if you get creative.

                  Do you have AIM or any other messenger? I think using those may expedite things better.

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                  • #10
                    Yeah, I have aim. _____, but I'm leaving soon so I'll have to get back to you in the morning.
                    Last edited by Asaki; 11-08-2011, 05:40 AM.

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                    • #11
                      No Problem man,

                      What time can I send you a message?

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                      • #12
                        Any time you want, I'm actually thinking about loading up AIM as soon as I get there.

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