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  • Quake in 2009

    I'm curious to see what you all have planned. Said time and time again, Quake is ages old, yet still such an entertaining game with endless improvements and upgrades. So what's happening? I would like to know some of your goals out there for this year, some things that will keep us all interested, I wanna know what I'll be playing in 2010

    Who would of imagined that we'd actually have all the stuff we have. Even the simplest things, like the www.quakeone.com/maps page, is a HUGE help to people coming back or just getting a fresh start.

    I recently cameback, and saw in TWCTF they have a Sniper Rifle, how awesome that is. Is that possible in our CTF mod?

    Darkplaces, JoeQuake, ProQuake, and my personal favorite, http://www.quakeone.com/qrack, are all beautiful engines, and that's just the tip of the iceberg.

    I've heard discussion about moving limbs on the models, like in Quake 3, is that a possibility? Is that something we can look forward to?

    Get at us!
    uakene.com

  • #2
    I'm always tweaking things, but i aim for a unified protocol for DP, FTE, QW, and netquake....

    I feel like making another quakeC mod, but just havent decided which way as of yet. Maybe a single player game.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      aguiRe's engine with better particle effect (nothing too fancy, just increase the blood effect and it should be enough), and color light support, that would be my dream engine.

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      • #4

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        • #5
          Originally posted by Frenzy View Post
          I'm curious to see what you all have planned.
          I'll be somewhat scarce at times compared to the past because I am devoting 110% into development.

          The first 18 months or so, although I made a ton of changes engine-wise, I was "green" and would sometimes hit walls with engine coding because I was having trouble understanding.

          In December, I decided to quit fooling around and learn OpenGL. Now everything makes a great deal more sense to me and I can quickly understand things that in the past frustrated me or seemed difficult to comprehend.

          I have a lot more to learn (it never stops), but I crossed some sort of threshold.

          One individual can't change the world, though. That isn't a statement of limitation. :d
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #6
            Originally posted by R00k View Post
            I'm always tweaking things, but i aim for a unified protocol for DP, FTE, QW, and netquake....

            I feel like making another quakeC mod, but just havent decided which way as of yet. Maybe a single player game.
            although it would be awesome to see corresponding 24-bit textures for base player colors on qw, you don't plan to do this to Qrack do you? =o/

            I mean, yeah. the possibilities of how awesome qw would look with the decals, gl_shiny, the quake 3 like skybox, the better shadowing, the good md3 support. I just think you should at least release one more Qrack for sole netquake or make a separate engine based on Qrack that has these features. there would be some benefits I suppose, players of qw would be joining netquake servers more. besides that, I hope to see the new Qrack very soon!


            PLAY QUAKE DODGEBALL!

            http://www.moddb.com/mods/quake-dodgeball

            Trickle's VWeps

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            • #7
              i'm trying to put together a couple more mods.1 being a compilation with about 50 weaps and the other a medievil theme team war match with classes and destuctable castles(being the way to win).

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              • #8
                Originally posted by SpannA View Post
                i'm trying to put together a couple more mods.1 being a compilation with about 50 weaps and the other a medievil theme team war match with classes and destuctable castles(being the way to win).
                you should make a medieval rpg mod that gives you the ability to have parties of knights. that would be sweet.


                PLAY QUAKE DODGEBALL!

                http://www.moddb.com/mods/quake-dodgeball

                Trickle's VWeps

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                • #9
                  I plan on finishing up two of my quakec projects this year. The first of which many here have already seen or played, and that is Quake-Life. Quake-Life is a coop/singleplayer quake mod which allows players to go through the half-life single player campaign fighting quake monsters and using quake items.

                  The other project I'm working on (and have been so since 2007) is megatf coop United. Basically it's team fortress with coop spanning the original quake maps, the 2 mission packs, travail, nehahra, and snippets from various other mods. It is the single most supportive quake mod (to my knowledge) currently still played in the quakeworld scene. While I have often considered it an ongoing and ever evolving project, I realize now that my time coding quakec is not infinite. Alas, life must go on and I suppose one day I will have to stamp my final bit of code to it and hand it over to someone else. Until such time however, I'm still constantly updating it with little things here and there to keep it interesting. So far it's worked

                  As for other quake-related projects, I've taken an interest in returning to my fps-rts game based on darkplaces. I may also do some work on the upcoming Alientrap game Zymotic - all depending on what kind of work is needed in the coding field.

                  At any rate, I can see a very interesting year ahead of us. Time to get busy

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                  • #10
                    I like "classic" looking engines more than new ones. I have a suspicion I will be merging ZQuake, ProQuake and FitzQuake 0.80 into a single engine.

                    I still want all the good features (vwep, alpha support, half-life bsp, interpolation and on and on), but I've become less and less a fan of non-native media.

                    This doesn't mean I don't cool effects and such, but I would want that media to be native media for the mod utilizing it.

                    I guess what I'm saying is that I am down on complexity. I like fewer options, fewer cvars, less flexibility like what you see in console games but with more standard features (not frankenstein'd features), more stability, more ease of use, more compatibility and definitely more modding-friendliness meaning make things VERY easy for a mod developer.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      although it would be awesome to see corresponding 24-bit textures for base player colors on qw, you don't plan to do this to Qrack do you? =o/
                      What? Qrack honestly had 24-bit player texture replacements before ezQuake. I even submitted my method to Cokeman. I originally had
                      one .tga for each color, but later changed it to only 3 .tga files and let the engine color the shirt and pants through OpenGL. The only difference to QW now is that I have removed the fullbright texture support on player textures as this kills the atmosphere of the map. If i wanted to fight white dots on a black background id play pong or asteroids


                      I like "classic" looking engines more than new ones.
                      Faithful media replacements, update the look of the game for new players.

                      You wouldn't wear the same style of clothes from kindergarten as you would your freshman year in college would you? Someone in 1996 in kindergarten, would be in college now, that's the same age of the game of Quake. If it doesn't take away from the gameplay or at times enhance gameplay, i thnk re-painting a classic car doesn't make it less a classic.

                      If you really wanna get technical, "classic" isn't glQuake, but software rendering.
                      Would you really set gl_texturemode to gl_nearest as default?
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #12
                        Sounds like there is gonna be a good year ahead of us, anyhow, what about the Quake 1 Maps page, it's down/broken links, what's going on with that? When will that be fixed?
                        uakene.com

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                        • #13
                          cOCOOL

                          COol, i hope to have a SUper awesome looking quake to play a 4v4 CA Rocket Spam MATch!

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                          • #14
                            I hope to make about 6 more maps this year, do some more qc, and perhaps learn to model and animate. I also hope to help others with development and porting of tools etc. and I would really like that unified protocol please.

                            Dunno about any release this year, there was talk of doing a multiplayer-only RMQ progs for players to test. I've done a multiplayer progs already and it's incredibly smooth. Dunno if we'd actually throw in maps. Possible.

                            As another goal, we're hoping to include a really good female player model complete with sounds. Need a skin and voice actress still.
                            Scout's Journey
                            Rune of Earth Magic

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                            • #15
                              Originally posted by R00k View Post
                              Faithful media replacements, update the look of the game for new players.
                              I'm not disputing that, I'm saying that to me the code is very ugly.

                              For example, when an engine supporting replacement media loads up menu elements, it first reads the old menu element to find the size and the reads the new one.

                              That's crazy.
                              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                              Comment

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