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Recruiting For OpenIQ - Quake1 Open Source Project

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  • #31
    Originally posted by Spirit View Post
    What is the source? At least the two monsters are taken from OGA (or Atmostatic maybe).

    Demon | OpenGameArt.org
    Elemental Golem | OpenGameArt.org

    Both models are CC-BY. I could find no license statement/waiver about the screenshots.

    Sorry for being an ass, but legal understanding is crucial for a project like this.
    I agree with you Spirit, Legal Understanding is very important, citation must be given. I have included a new forum on my site (you can see it here: Attribution) where notice is given on all images, whether attribution is required or otherwise.

    I was told the images I was using were in public domain, this is a good lesson to learn early on - attribution will be given for all images or any other work. You're not being an annoyance Spirit, you're encouraging me to be smart - I appreciate it.

    Sorry for not responding earlier - work has come down hard, I'm re-prioritizing my time, now everthing is runnin smoothly again.
    Last edited by QuakeRoot; 01-15-2013, 08:09 AM.

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    • #32
      Originally posted by PRIMEVAL View Post
      I'm a musician if you need help with that.

      Tenebrae Aeternus Music, Lyrics, Songs, and Videos If you wanna check out my stuff. I can do just about any genre. Except Polka, never tried that.
      Welcome aboard my friend, please do register at my site: iconicidea.com which did you have in mind to work on first? Sound effects or Soundtrack?

      I'm very excited to see what you bring to the project, I looked at some of your previous work - You Are Very Talented. Thank you for joining!!
      Last edited by QuakeRoot; 01-15-2013, 09:44 AM.

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      • #33
        Originally posted by MadGypsy View Post
        I think the "hatred you are going to get" is the best part, QuakeRoot. How fun is it going to be to watch stupid people bitch, that can't do one damn thing about your project and end it with telling them to fuck themselves.

        I'd join your team just to be the guy that handles your hate mail.

        hate mail: "blah blah blah, ramble ramble ramble"
        response: "Yeah, too bad you are powerless and can't do shit about it. Thank you for your interest in the IQ project. Did I mention that we don't care what you think?"

        You should let the hate drive you.

        "Oh, you don't think Quake should have pickable flowers? Wait til I add the tea party."

        BUT!!!

        There were other things said here that were gold. Please understand that I'm not insinuating that you should just ignore everyone and do whatever. I am matter of factly stating that you should go out of your way to make the "haters" as mad as you possibly can....AND LAUGH AT THEM!

        If further pissing off pissed off people becomes a job, I want it. I've been practicing for 38 years and I have tons of "references".
        MadGypsy,

        You always make me smile . Thank you for giving me a shot in the arm. The project is still rolling on - I still have very high hopes but I wanted to run an idea by you and everyone else on the forum. I need to re-order the project. I think I can salvage everything, and keep hate to a minimum - if "hate" is what's keeping this project back, I may be able to side-step most of it.

        Phase 1:

        I really think there is merit to translating IDTech1 (The Quake1 Engine) into Java. If anyone here feels Java is still "slow" I suggest you check this out Jake2 - Quake2 Converted To Java - test it out, it's solid and fast.

        Java is in high demand and there are many potential programmers studying it (including myself). Part of the problem with the community currently - there is no real basis for teaching complete newbies from square one. There are some mentors here, and I'm glad to see that, but many people want to have something "down" before talking to others. Many fear ridicule - so they approach no one.

        If Quake is translated to Java, and is then taught using tutorials to teach Quake/Java, (tutorials similar to "The New Boston" Beginning Java and Intermediate Java but entirely bent to the perspective of "This is Quake, this is how you learn Java, this is how Java and Quake go hand in hand" - This is how you not only LEARN JAVA, but make a GAME) I think there would be a massive influx of talent, mods, projects, levels, etc. With more options available (Oh Look! Sparkles!) gamers will become more interested, join sites such as this one, and become more involved. Additionally, Java would also expand Quake's playability on other operating systems easily: Mac, Linux, etc, which means more potential players.

        Most importantly, I want to raise INTEREST in Quake, I fear Quake is slowly, slowly dying, and I don't want to admit that - it's very close to my heart, I love this game - I want to give it at least another 30-40 years of interest.

        I think this would be a very good "Phase 1" for this project. I believe my other ideas are great (Of Course, who doesn't think their own ideas are great?) - it may be wiser to chop each idea into a different phase each, and recruit for each project, then give the option to install it as an addon mod - using each mod as an example in tutorials.

        That way it's not technically "remaking Quake" it is more of a project designed to bring in MORE dedicated talent that want to learn - and here are some addons that look fun. What do you think? This question isn't just for MadGypsy - seriously, what does everyone think? I need input to give this baby life.

        Phase 2:

        This "phase" would be the basic package, a Java powered multiplayer "Quake Open Source" download. Full Texture & Sound replacement, Weapon Model Replacement, Ammo Boxes & Power-up Models, a Player model, and the maps released to GPL. Cross-Compatible with existing servers.

        Phase 3 - 9

        All the other ideas in shorter sub-projects.
        Last edited by QuakeRoot; 01-15-2013, 08:44 AM.

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        • #34
          Originally posted by QuakeRoot View Post
          Welcome aboard my friend, please do register at my site: iconicidea.com which did you have in mind to work on first? Sound effects or Soundtrack?

          I'm very excited to see what you bring to the project, I looked at some of your previous work - You Are Very Talented. Thank you for joining!!
          Registered. I don't know much about sound effects, only music.
          Soundtracks and Instrumentals
          MyMusic | Youtube

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          • #35
            Originally posted by PRIMEVAL View Post
            Registered. I don't know much about sound effects, only music.
            At this point - as I'm sure you know, there are no developers that have signed on. My programming skills are steadily growing and I have been working on the project, but I don't want to see you put a huge amount of work into something that's going to grow much slower than I planned.

            I leave it up to you, if you want to proceed I'd love see what you'll bring to the table, if you want to hold back until the product develops further - that's just fine. Let me know where you're at. I'd love to hear a new Soundtrack for Quake!
            Last edited by QuakeRoot; 01-17-2013, 01:07 PM.

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            • #36
              OK....

              It's been a couple days and I thought at the very least I'd be getting more hate mail. Sadly the box is completely empty, and I don't even have hate to motivate me . Fortunately I know I'm getting laid tonight . Every day is a good day.

              I would like a serious response to my latest take on the project, even if it's to point out problems or where it will likely fail. This is still a work in progress, it's just moving slower than I'd hoped.

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              • #37
                I may have to hold off for a little bit, see some content first like levels n such. It would help to see something visually so I can get inspiration and see what direction to take it.

                For the Hammer, since you have to throw it and then retrieve it if lost, I assume you'll be putting another Hammer pickup somewhere within each level? Sorta like the Chainsaw of Doom. Once you have it, you don't need another pickup, but if you lose it you'll need to find it again (usually through secrets).
                Soundtracks and Instrumentals
                MyMusic | Youtube

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                • #38
                  Originally posted by PRIMEVAL View Post
                  I may have to hold off for a little bit, see some content first like levels n such. It would help to see something visually so I can get inspiration and see what direction to take it.

                  For the Hammer, since you have to throw it and then retrieve it if lost, I assume you'll be putting another Hammer pickup somewhere within each level? Sorta like the Chainsaw of Doom. Once you have it, you don't need another pickup, but if you lose it you'll need to find it again (usually through secrets).
                  It would be nice to have a specific sound in stereo which you can follow to get it back... you guys know the "AFK" sound in CAx... go to a server, go practice (or while a match it works too) and type "AFK" you will hear the sound.

                  I'll check your work very soon Primeval and could possibly help with that.

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                  • #39
                    This "phase" would be the basic package, a Java powered multiplayer "Quake Open Source" download. Full Texture & Sound replacement, Weapon Model Replacement, Ammo Boxes & Power-up Models, a Player model, and the maps released to GPL.
                    This is doable (Nexuiz did something similar), but it won't look and feel like Quake because the look and feel of Quake are practically copyrighted. This is the big flaw with this entire plan. If it was legal, it would look more like Warsow or AlienArena.

                    It needs to be attractive on its own, because it can't be Quake. You might as well do another open source multiplayer game because that's the limit of what can be done while the Quake models, sounds, textures etc. remain copyrighted.

                    The downside is that games like that already exist and they didn't succeed in getting a lot of players. The old school FPS per se isn't popular anymore (which I can understand, I actually never play them either). It's not Quake's fault, and it's not the fault of Quake costing a little money.

                    Lots of people have Steam. This means they have super-easy access to Quake for almost no money. If they wanted Quake, they would simply buy it. But they're rather playing Call of Duty and Skyrim. This should tell you something. They can easily have Quake, but they are not buying it. And id Software isn't doing anything to make it more attractive. If Rage or the BFG edition had been a blockbuster, or if id advertised cool new Quake mods on the Steam page, people might be wanting to try Quake. The price tag has nothing to do with it.

                    Of course if you simply want to make such a game because you fancy doing it, that's a very good reason to do it. Awesome, if that is the case, by all means do it. But do it because you want to, or don't do it at all.
                    Scout's Journey
                    Rune of Earth Magic

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                    • #40
                      The netcode isn't gpl'd ?

                      feel like Quake because the look and feel of Quake are practically copyrighted. <- multiplayer aspect problem?
                      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                      • #41
                        Originally posted by QuakeRoot View Post
                        Phase 1:
                        I really think there is merit to translating IDTech1 (The Quake1 Engine) into Java.
                        Originally posted by QuakeRoot View Post
                        I would like a serious response to my latest take on the project, even if it's to point out problems or where it will likely fail. This is still a work in progress, it's just moving slower than I'd hoped.
                        Are you removing the ability for content creators to use Quake C?

                        If you are planning to converting everything to Java then you are killing your game even before it is getting off the blocks. Most designers of Quake already know QC, it is a brilliant tool for prototyping and experimenting with. Wanting all existing designers to learn something new is crazy. Quake has a wonderful back catalogue of 15 years of user made content, how are you going to run that if you convert everything to Java.

                        Originally posted by golden_boy View Post
                        Lots of people have Steam. This means they have super-easy access to Quake for almost no money. If they wanted Quake, they would simply buy it. But they're rather playing Call of Duty and Skyrim. This should tell you something. They can easily have Quake, but they are not buying it. And id Software isn't doing anything to make it more attractive. If Rage or the BFG edition had been a blockbuster, or if id advertised cool new Quake mods on the Steam page, people might be wanting to try Quake. The price tag has nothing to do with it.
                        This is the reason why games are popular, they have communities, people making new content and steam makes this extremely easy with their front end. If you want your project to get off the ground you need people that make new content and your project has got to be easy for people to get involved with. Adding shiny textures, over the top coloured lighting and endless particles effects is not what quake is about. The core gameplay, scripting and entity system is what makes it all tick, that is what you need to get right.

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                        • #42
                          Originally posted by sock View Post
                          Are you removing the ability for content creators to use Quake C?

                          If you are planning to converting everything to Java then you are killing your game even before it is getting off the blocks. Most designers of Quake already know QC, it is a brilliant tool for prototyping and experimenting with. Wanting all existing designers to learn something new is crazy. Quake has a wonderful back catalogue of 15 years of user made content, how are you going to run that if you convert everything to Java.

                          This is the reason why games are popular, they have communities, people making new content and steam makes this extremely easy with their front end. If you want your project to get off the ground you need people that make new content and your project has got to be easy for people to get involved with. Adding shiny textures, over the top coloured lighting and endless particles effects is not what quake is about. The core gameplay, scripting and entity system is what makes it all tick, that is what you need to get right.
                          Yes, quakec will be gone. It already is gone. It has been gone for a long time - and very soon Quake will be gone. As I told R00k:

                          Originally posted by QuakeRoot View Post
                          I'm not trying to bring the original Quake into a modern day... something. I just want Quake to continue living - if Quake stays as it is, despite its core fans, it'll be just a great memory.
                          If you can't let something evolve, it dies. This is true with the relationship with your Parents, Girlfriends, School, your fulfillment with your Job. Quake will just be a fun thing that you remember - something you tinker with occasionally.

                          I'm realizing more and more that the current community isn't going to like the changes I have in mind at all. I think that will change once it builds up a new(er) fan base behind it - and THAT is what it takes to keep a game alive. Yes, Quake has a community, a 17 year old community with a vast foundry of work behind it - unfortunately it's dying too. Don't get me wrong I'm sure there will always be a diehard core group here, 20 years from now I don't thing there will be very many left, but they'll be here.

                          I understand that this project isn't Quake, it is its own spin, it will look different, it will feel a bit different, but in the end it has the same heart. Have you seen how many people view "The New Boston" tutorials? Thousands of views for every video. He has 80 for beginning classes and 60 for intermediate. What kind of community do you think that would put behind a game? A very large and active one - I believe.

                          This project will let the idea of Quake grow, it will educate young minds (mod included with built in Java tutorials updated via server - and video tutorials online), minds that will take it places that this community will not allow it to go - because it can't concieve Quake being anything more than what they remember as teenagers.
                          Last edited by QuakeRoot; 01-18-2013, 11:30 AM.

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                          • #43
                            You got some good ideas, and I'd encourage you to go ahead and do your own thing no matter if some people call it Quake or not Quake. I was trying to warn you about that, but it seems you are already further along than I assumed. That is good. If you do it because it means something to you then it's all good.
                            Scout's Journey
                            Rune of Earth Magic

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                            • #44
                              i think bringing quake to java is a good idea. it would open up some new opportunities. besides, imo.
                              My Avatars!
                              Quake Leagues
                              Quake 1.5!!!
                              Definitive HD Quake

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                              • #45
                                Wow, good deal, QuakeRoot. I'm with ya, man. Build something new. You should rename your Project jQuake or jQ (if there is even any reason to keep it Quake at all).

                                You inspire me to get back to "parsing delimiters" and start working on the real meat and potatoes.
                                http://www.nextgenquake.com

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