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What are the benefits of mapping for Darkplaces instead of normal Quake?

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  • #16
    Originally posted by Shambler234 View Post
    Like Ezquake for multiplayer?
    ezquake is a quakeworld client. most here prefer netquake.
    My Avatars!
    Quake Leagues
    Quake 1.5!!!
    Definitive HD Quake

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    • #17
      Q3bsp support. Support for some Q3 shader features. Replacement asset support. Skeletal model support. Physics support. Tons of QC extensions to program new features with, including client side QC. GLSL shaders. Realtime lighting.

      Lots of stuff that is interesting for modders. But for mapping, mostly the q3bsp support.
      Scout's Journey
      Rune of Earth Magic

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      • #18
        for the hell of it, we need to get everybody using darkplaces for like 10 min, set up a dp server and see how many people we can get in. it would be awesome!
        My Avatars!
        Quake Leagues
        Quake 1.5!!!
        Definitive HD Quake

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        • #19
          Quake isn't Xonotic. Xonotic isn't Quake
          I see our miscommunication. When someone tells me they want to make a "Quake" mod. I hear: "I want to make my own thing using the Quake method". That being the case, I don't consider Quake in the equation at all. So, when someone tells someone else that it depends on MP or SP, all I see is Quake brain...cause those things don't matter at all.

          Yes, if you want to take vanilla Quake and keep it vanilla (essentially not doing anything at all), maybe ProQuake is the engine for you. But, if you are interested in making something that isn't the 7000,0000th version of a 17 year old game, then I wouldn't recommend any of the engines you said and the MP or SP factor has nothing to do with it. It has to do with room to expand into the direction of your creativity.

          Darkplaces, FTE, (maybe more but I don't know about them)

          The engines you named are about making/playing Quake. The ones I mentioned are about playing/creating games using the quake method.
          http://www.nextgenquake.com

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          • #20
            Originally posted by golden_boy View Post
            Realtime lighting.
            Is that like the lights in Doom 3 which you can stick to objects so that when the object moves around the light moves around as well?

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            • #21
              I'dd like to see Q3bsp Q1 maps become a trend... Q3BSP is so much nicer to work with.

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              • #22
                That's the next logical step in my Quakucation (Q3bsp). Up til recently I haven't even considered it much, but I will be expanding my Radiant "skills" in that direction shortly. I need to make some experiment maps and I'll decipher it soon enough.
                http://www.nextgenquake.com

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                • #23
                  Yeah, it's a bit fuzzy since only FTE and DP support it (maybe some others?). But I figure if Quake has another 10 years in it you might as well have a nice format to map in.

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                  • #24
                    Originally posted by MadGypsy View Post
                    I see our miscommunication. When someone tells me they want to make a "Quake" mod. I hear: "I want to make my own thing using the Quake method". That being the case, I don't consider Quake in the equation at all. So, when someone tells someone else that it depends on MP or SP, all I see is Quake brain...cause those things don't matter at all.

                    Yes, if you want to take vanilla Quake and keep it vanilla (essentially not doing anything at all), maybe ProQuake is the engine for you. But, if you are interested in making something that isn't the 7000,0000th version of a 17 year old game, then I wouldn't recommend any of the engines you said and the MP or SP factor has nothing to do with it. It has to do with room to expand into the direction of your creativity.

                    Darkplaces, FTE, (maybe more but I don't know about them)

                    The engines you named are about making/playing Quake. The ones I mentioned are about playing/creating games using the quake method.
                    Qrack,ProQuake,and DirectQ are far from vanilla quake. PSP ProQuake is the basis of PSP total conversions, thats far from vanilla quake. Our differing perspectives comes from I'm a multiplayer Q1 gamer through and through. When I think of map making and multiplayer on Quakeone.com, I just assume its going to be quake related more so than just being built off an engine that CAN run Q1, which is what darkplaces is,and engine capable of running quake1.

                    My world revolves around Q1 multiplayer, so thats how I see things. you're looking at the same thing I am just from another perspective lol.

                    Creator of content -> This shiny thing that gets our attention <- Gamer of Content


                    Originally posted by Spiney View Post
                    Yeah, it's a bit fuzzy since only FTE and DP support it (maybe some others?). But I figure if Quake has another 10 years in it you might as well have a nice format to map in.
                    If you could convince every engine author to add support for everything they don't support (some how some way?) , and every engine is capable of running feature-A through feature-Z ,then we could have this utopia where everyones shit worked with everyones shit Create/Release , no demands on engines supported.


                    Ahhhhh, sounds so nice don't it.
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                    • #25
                      I like the messed up stuff sometimes. The first version of engineX screwed up all the textures right where there was a secret. I thought that was great! Not because it helped me cheat. Believe it or not I already knew where 90% of the secrets were. I liked it cause it had personality.

                      "Hey,...you. Wanna know a secret? See that huge, out of place copper texture on that stone? Shoot it."

                      ---

                      I know proquake, qrack etc are not pure vanilla Quake. I didn't mean to insinuate otherwise. I meant that they aren't designed to be something other than Quake (primarily). I actually use Qrack for SP, all the time and in the last day of me playing freeze-tag I'm pretty sure I was using Qrack. So, I like other engines and I wasn't trying to imply anything negative about any of them.
                      Last edited by MadGypsy; 06-11-2013, 06:34 PM.
                      http://www.nextgenquake.com

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                      • #26
                        Originally posted by golden_boy View Post
                        Q3bsp support. Support for some Q3 shader features. Replacement asset support. Skeletal model support. Physics support. Tons of QC extensions to program new features with, including client side QC. GLSL shaders. Realtime lighting.

                        Lots of stuff that is interesting for modders. But for mapping, mostly the q3bsp support.
                        Where can I find maps/levels that use and take advantage of Q3BSP and Q3 shader features? I want to see it in action.

                        Something Wicked? Honey? Name a few if you will
                        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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                        • #27
                          Scouts Journey

                          oops: your question was where to find examples...idk
                          http://www.nextgenquake.com

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                          • #28
                            Something Wicked IS BSP2 i was just reading about it the other day. the best thing about making a mod for darkplaces IMO is that i already have it installed

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                            • #29
                              Completely dark level after compiling?

                              Maybe 'Gypsy or gb can riddle me this...

                              I finally got around to following gb's tutorial for editing Quake for Q3bsp. MY Quake directory is located at:

                              /home/dano/quake

                              My netradiant directory is this:

                              /home/dano/netradiant-q3

                              The gb shader pack is correctly installed at:

                              /home/dano/quake/id1
                              -----------------------------/scripts
                              -----------------------------/gfx
                              -----------------------------/textures/common
                              -----------------------------/map01 (etc)

                              Including QRP textures at:

                              ----------------------------/textures/qrp

                              And my darkplaces.game file(/home/dano/netradiant-q3/games) reads like this:

                              <?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
                              <!-- generated by Radiant setup, modify at your own risks -->
                              <game
                              type="darkplaces"
                              index="1"
                              name="Darkplaces"
                              enginepath_win32="C:/Quake/"
                              enginepath_linux="/home/dano/quake/"
                              enginepath_macos="/Applications/DarkPlaces/"
                              engine_win32="darkplaces-sdl.exe"
                              engine_linux="darkplaces-linux-x86_64-sdl"
                              engine_macos="Darkplaces.app"
                              prefix=".darkplaces"
                              basegame="id1"
                              basegamename="Quake"
                              unknowngamename="Custom Quake modification"
                              shaderpath="scripts"
                              archivetypes="pak pk3"
                              texturetypes="tga jpg png"
                              modeltypes="ase md3 mdl md2"
                              maptypes="mapq3"
                              shaders="quake3"
                              entityclass="quake3"
                              entityclasstype="def xml"
                              entities="quake3"
                              brushtypes="quake3"
                              patchtypes="quake3"
                              />


                              And last but not least, there is an entity definition file located at:

                              /home/dano/netradiant-q3/darkplaces.game/id1/entities.ent

                              Now, the gb shaders show up in the editor, along with the QRP textures and I can place Quake entities BUT...

                              when I run:

                              "./q3map2.x86_64 unnamed.map"
                              "./q3map2.x86_64 -vis unnamed.bsp"
                              "./q3map2.x86_64 -light unnamed.bsp"

                              I get a completely BLACK map with no rocket launcher???

                              I made a small rectangular room with an info_player_start, rocket launcher and one standard "light" source with a value of 300...

                              As I'm just messing around with my free time, I wouldn't advise replying with anything more than a simple answer if there is an easy solution

                              I was jus' curious to try out gb's Quake editing with Q3bsp in mind Editing fascinates me even though I'll never be able to create anything, cards we're dealt and all, grrrr... hehehe

                              Thanks in advance,
                              - damage_
                              Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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                              • #30
                                MEH! Disregard ALL of that, grrrrrr...

                                I think the light values are jus' a wee bit different, duh, editing wise!!! I retested unnamed.map with more lights and at higher values, all is setup correctly
                                Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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