keep it up hogsy & team!
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OpenKatana
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What language is the game code written in?
Is this a Quake "mod" (so to speak) or is this entirely it's own thing, possibly even incompatible with Quake formats?
What tool are you using to create maps?
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Yeah, I think I remember that too Sylux. I'm just too lazy to go re-read it all to see.
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OpenKatana is pretty much entirely its own thing and the engine, which we've named Katana, isn't compatible with any of Quake's traditional formats. I'll probably go over this when we get closer to release and when I have time to write up some documentation on everything.
As for the game-logic, that's been entirely rewritten in C and heavily revised during OpenKatana's development but there's still a lot of work going into all of that. The original game-logic for Quake was fairly straight forward and simple in how it had been written whereas a lot of our code has been designed to be somewhat more "modular" in how things work, for example all weapons the player use can also be easily assigned and used by any monster in the game without any real modifications. Fun stuff
Also it's been decided that I should most likely leave any future announcements/discussions about this project to Eukos since I talk too much about the engine and tech rather than the game itself which is a fair point.
Edit:
Missed that extra question on the tools...
We're actually developing our own level editor for OpenKatana which we already sometimes use for handling and modifying level geometry however we then throw the maps into Worldcraft and finalize them in there. Don't expect to see this anytime soon since I just don't have the time to put towards it right now.
The compiling tool used to build the maps themselves is based on LordHavoc's hmap2 which is currently just simply called LevelOld (I'd love to hear your guesses on why). There are a few modifications but nothing really worth mentioning...Last edited by hogsy; 05-22-2013, 08:22 PM.
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I vote no. (at least here) and I'm your biggest fan (here). Tell Eukos that the fans want Hogsy and we are fine with whatever you want to tell us...and by "us" I am speaking solely for myself.
What if McDonalds decided it was time to get rid of the clown? Their entire image would change and so would their appeal...
Hogsy for Ronald McDonald!
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Hahaha
Also here are a few new shots fresh from the oven!
Nothing really new here but it gives a good look at the secondary HUD type, some more of the new textures and the Lasergat/turret in-game.
Tomorrow I should hopefully some new shots of some new changes to E1M3 and I'm sure pretty soon Eukos will have something of E1M5 to show you guys soon too
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The compiling tool used to build the maps themselves is based on LordHavoc's hmap2 which is currently just simply called LevelOld (I'd love to hear your guesses on why). There are a few modifications but nothing really worth mentioning.
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Here I am, woohoo!
I'm not so into posting on forums so I held myself back a little.
Any gameplay/content questions can be directed towards me... I also plan on posting something on our blog soon, to sum up the major gameplay related things, of course I will post it right here when it's up!
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Here's something a little special, this is the original E1M5 from 1997 that Eukos is currently working on restoring. I've disabled the textures here since those are still being worked on but I hope you guys can see the incredible work Romero and his team did back in '97.
May I also add that the lighting also isn't 100% correct. Lighting was actually brighter when compiled with Daikatana's tools back in 1997 which is your interesting fact for today!
An interesting difference I'm sure a lot of people will be excited to hear is that the levels in 1997 were much less linear than the levels in the final game. Players were often required to go back to certain places or find another path which would even sometimes lead to a hidden secret. That all said the changes made to the final game are quite logical but I personally prefer how these levels have been designed since I'm sure you will all find something new during each playthrough.
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to Hogsy
I can help you, because I have original high-quality music for daikatana
(wav/flac quality, from CD with EAC used, not gamerip, not upconvert)
Do you need?
P.S. work progress: I will be "time cut" for game and convert from wav to mp3 (game not support wav music files, mp3 only),
and rename tracks to name maps (example: "110 Facerake ( 2455 CE Japan )" to "DM1_facerake")
need few days (~2-3)Last edited by ATTACUE; 05-29-2013, 03:31 PM.Sorry for my bad english
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Originally posted by ATTACUE View Postto Hogsy
I can help you, because I have original high-quality music for daikatana
(wav/flac quality, from CD with EAC used, not gamerip, not upconvert)
Do you need?
P.S. work progress: I will be "time cut" for game and convert from wav to mp3 (game not support wav music files, mp3 only),
and rename tracks to name maps (example: "110 Facerake ( 2455 CE Japan )" to "DM1_facerake")
need few days (~2-3)
Anyway with that out of the way here are some new shots showing off some of our brand new texture set that we've been working on in E1M5. A lot of this is still being worked on so excuse any mistakes.
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I'm totally excited about this project. The screens are simply delicious!!
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