Originally posted by Shambler234
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What are the benefits of mapping for Darkplaces instead of normal Quake?
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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.
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Quake isn't Xonotic. Xonotic isn't Quake
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.
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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.
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Originally posted by MadGypsy View PostI 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.
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 PostYeah, 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.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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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."
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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.
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Originally posted by golden_boy View PostQ3bsp 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.
Something Wicked? Honey? Name a few if you willName'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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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 mindEditing 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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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 correctlyName'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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