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Reviving the dead fella :) aka GPL Multiplayer Quake Client.

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  • #31
    Uploaded Files is what you want

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    • #32
      @gnounc:
      NICE ONE, creative commons indeed alows us to use it as we like generaly

      @metchsteekle
      ya i know this resource, after all im uploading my stuff there but on the net there are dozens of least known stuff - belive me i found some of them

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      • #33
        UPDATE: I just got quake to work without a single copyrighted file.(I managed to join qw game with some errors).
        (its still buggy but it's nothing i cant work out, ill post more info later today )

        BTW: Any one have an idea why gfx scaling might get screwed up in dp?

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        • #34
          Originally posted by d1554573r View Post
          BTW: Any one have an idea why gfx scaling might get screwed up in dp?
          It is a replacement 2D graphic? Like a HUD pic?

          Certain graphics, in particular the menu, have to read the original file to get the size and then load the replacement graphic.

          If you are missing the original file, the replacement graphic just gets loaded and it uses that size ... which is wrong on-screen.

          Remember, on-screen GLQuake uses a virtual 2D resolution of 320x240. Otherwise imagine how tiny the status bar would be in something like 1920x1200 resolution.
          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


          • #35
            Thanks Baker that might be the cause, I'll inspect this.

            Update:
            You were right, but darkplaces crashes now - but atleast i see loding screen properly scaled

            Update2:
            I got it working with FTE (but its extremely buggy atm )
            Last edited by d1554573r; 07-27-2010, 02:17 PM.

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            • #36
              Originally posted by lennox View Post
              why do people not just you constantly throw linux into the group of people who have servers? 90% of the people who claim to run linux run ubuntu which is basically windows, about 2% even know what linux or a *nix based os is. ubuntu is not linux, its a lame attempt at a lindows.
              Oh, really? I guess that's why it runs Debian applications instead of Windows executables. Dumbass.

              It's Linux snobs like you who keep the operating system from being popular.
              sigpic

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              • #37
                Originally posted by mhquake View Post
                A Quake server is a great thing to be sure, but all the APP wants is to dive in and play the game. It's the simple accessibility of Quake that is it's appeal. There will always be room for the 'ardkore of course, but that accessibility has to be maintained for the casual players too.
                Hence the business model of Quake Live.

                Originally posted by Baker View Post
                Whatever someone comes up with could be coded into the engine, I'd volunteer to do the engine support as a tutorial for any given engine to add support for if someone made a great HUD.
                I think taking the project in that direction is going in the wrong direction. I believe it should just be a data replacement for Quake that's compatible with any Quake Engine and network compatible with retail, non-free copies of the Quake data. All art assets should be made to vanilla spec. Including a customized engine with the data would be fine, but I think keeping compatibility with existing engines is important.

                See FreeDoom to see what I'm talking about:
                http://www.nongnu.org/freedoom/

                It can be used on any Doom 2 based engine, theoretically including the original DOS Doom2.exe. Unfortunately that only applies to using it with PWADS since the single player maps use BOOM extensions. However, unlike that project, you should be able to have all the original maps, compatible with standard Quake.
                Last edited by Skutarth; 07-28-2010, 12:44 AM.
                sigpic

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                • #38
                  Originally posted by Skutarth View Post
                  I think taking the project in that direction is going in the wrong direction. I believe it should just be a data replacement for Quake that's compatible with any Quake Engine and network compatible with retail, non-free copies of the Quake data. All art assets should be made to vanilla spec. Including a customized engine with the data would be fine, but I think keeping compatibility with existing engines is important.
                  I agree with You, but hardcoded HUD scaling instead of taking scale from vanilla textures would be nice.

                  Also a slight change that skips looking for vanilla textures would be nice. Darkplaces ignores the lack of file if it has replacment or it doesnt care would be more precise same about FTE, ezQuake crashes because it wants vanilla.

                  I made dummy vanilla gfx.wad and gfx dir so far but theres a bunch of other vanilla files that crash ezQuake. At least ezQuake reports what file is missing unlike Darkplaces, dp crashes without propt when dummy vanilla pak0.pak is present lol.

                  SIDE QUESTION:
                  Anyone knows where conchars are stored in original pak's? I couldn't find them in gfx.wad (but texmex skips some files so maybe i cant see it there) and gfx directory.

                  About legal stuff, I can tell from my experience that this gpl quake might be illegal in USA, because process of developing involves reverse engineering of original files ... Unless theres a pak0.pak and pak1.pak file listing published somewhere by id (maybe in source?)

                  EU even allows RE for making independent clients (!) and decompiling (!!!). I love my local Int. Prop. regulations Software is treated equally as literature, so we are allowed to make our own "interpretations" based on original. --- my IT lawyer said that and gave me copy of the act so its 100% sure.


                  EDIT: BAKER im gonna kill ya... >.< why havnt You mentioned this one before Bakers free pak0.pak and pak1.pak. Ready to usemaps will save me a lot of time

                  "I've had exchanges with ID software in the past and have already been told this ok.

                  They said it was permissible IF

                  1. No ID software content is downloaded (media, sounds, textures)
                  2. No ID software content is used by the user "

                  Cool then we can make legit USA package
                  Last edited by d1554573r; 07-28-2010, 02:15 AM.

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                  • #39
                    Update:
                    This md3 to mdl converter works perfect i just changed moo's player model to mdl
                    cool! im to lazy to do that myself, u should post a link to it... shubhub it?
                    Qrack has features like celshading and outlining, and powerup shells that dont apply to the md3 render path. Plus this new model would work for proquake too!

                    Why try to gpl the whole game? What''s the point of making a free single player remake? So you can add to your portfolio? Or share the MP experience online, with new players? If someone made a gpl package with a player model, weapons, sounds, textures and maybe 12 maps, we would have a nexiuz clone of Quake one. You dont see nexiuz making a single player campaign to gain popularity...

                    Making a FREE multiplayer game for any platform that can also run on any quake engine, will have more appeal than forcing everyone to use DP, or DQ, or FTE, etc.... after that gets people coming back then maybe some of them can also contribute to the total game remake...

                    in the meantime all it takes is some bored studio like id to hatch out a retro quake 1 in a matter of months and we all have egg in our face

                    Edit: if id software, (or Raven) completely remade Quake 1 using quake4+ engine
                    fixed all the old bugs, that we have seen through the years,
                    added a quakeC like environment but modern IDE
                    included a QuakeLive like multiplayer experience
                    would you be as excited about it as you were about quake1 when it 1st came out?
                    Last edited by R00k; 07-28-2010, 02:20 AM.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #40
                      Originally posted by R00k View Post
                      cool! im to lazy to do that myself, u should post a link to it... shubhub it?
                      Qrack has features like celshading and outlining, and powerup shells that dont apply to the md3 render path. Plus this new model would work for proquake too!
                      Yes i will, atm im working with the frames, original are messed up and few animations are missing i will have to improvise there.

                      Why try to gpl the whole game? What''s the point of making a free single player remake? So you can add to your portfolio? Or share the MP experience online, with new players? If someone made a gpl package with a player model, weapons, sounds, textures and maybe 12 maps, we would have a nexiuz clone of Quake one. You dont see nexiuz making a single player campaign to gain popularity...
                      At the moment i have no intention to make working single player i can edit models but im not a pro modeler and we would need models for mobs. Other then models I will make it ready for monsters (sfx and other related files will be included)

                      Making a FREE multiplayer game for any platform that can also run on any quake engine, will have more appeal than forcing everyone to use DP, or DQ, or FTE, etc.... after that gets people coming back then maybe some of them can also contribute to the total game remake...
                      Im thinking about this one, it would require making new vanilla files form community made stuff, some models can be to complex for some engines to handle so even if i eventually make a vanilla alternative to original it will not support every single engine out there.

                      Edit: if id software, (or Raven) completely remade Quake 1 using quake4+ engine
                      fixed all the old bugs, that we have seen through the years,
                      added a quakeC like environment but modern IDE
                      included a QuakeLive like multiplayer experience
                      would you be as excited about it as you were about quake1 when it 1st came out?
                      Yes i would run for nearest game's shop and stand in a que for days before premier

                      Free quake would be nice alternative to nexuiz and others out there.

                      Add universal server to the equation and You got nice image of how sweet things can end up like

                      Engine is a problematic matter in this case, the best option for development would be to focus on a single engine and add maximum compatibility with this engine even at the cost of compatibility with the others. On the other hand im debuging in darkplaces, it works nice for testing doesn't make much problems and so on, but as baker said its quake compatibility is weak many mods will not run in dp etc...

                      FTE is an option aswell here.
                      ezQuake will need vanilla files to load.

                      Any ideas on this one?
                      Last edited by d1554573r; 07-28-2010, 02:47 AM.

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                      • #41
                        Originally posted by d1554573r View Post
                        EDIT: BAKER im gonna kill ya... >.< why havnt You mentioned this one before Bakers free pak0.pak and pak1.pak. Ready to usemaps will save me a lot of time
                        I know so much about this topic that it would create an event horizon if I posted it all and rip a hole in the fabric of space time.

                        And ... I have not nearly such an amount of free time.

                        My approach is going to be to see if you get intimidated by this task and gauge things from there. It doesn't mean I'm not going to provide information (I certainly will) or that I don't want you to succeed in the project (I certainly do) ... I'm just saying that if you are going to succeed with this you'll have to be a self-starter (you know, lots of people post ideas ... far fewer follow through). And once you size it up, will it intimidate you? A valid question.

                        Not for any other reason than it would take me 2 weeks to explain everything I know on this topic ... I just don't have that kind of time and I certainly don't want to drop what I am working on.

                        So I've given you starter information.

                        Other resources:

                        1. Open Quartz http://qarchive.quakedev.com/Standal....20.tar.gz.zip
                        The Linux Game Tome: Open Quartz

                        2. SynQ page "SynQ" Project

                        3. SynQ thread http://quakeone.com/forums/quake-hel...mble-past.html









                        Another thread of useful information:

                        (Ignore a couple of the detractors who posted in that thread who talked a ton about "what I was [supposedly] doing" instead of listened to what I told them I was doing

                        http://forums.inside3d.com/viewtopic.php?t=660
                        Last edited by Baker; 07-28-2010, 02:59 AM.
                        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


                        • #42
                          Thanks

                          Btw, those mails that You had with id, do You still have them?
                          They would be nice for a legal declaimer in a readme or something like that.

                          Comment


                          • #43
                            April 23, 2007

                            Dear Mr. Hollenshead,

                            I have assembled a total conversion using no ID Software content (media, textures, music) that utilizes the Quake engine (GPL), the ID map source codes for Quake which were released under the GPL, simple GPL textures created from scratch, and models and sounds primarily from OpenQuartz (a GPL project), plus some freely available sounds and some models made from scratch by the Quake community.

                            This total conversion package contains no ID content or media, no references to ID trademarks or and doesn't resemble Quake in look or feel.

                            Being based on the GPL'd Quake engine and GPL'd map sources, compiled mostly as-is, is capable of connecting to Quake servers.

                            Is this permissible to do as it is a total conversion using no ID software content?

                            Baker
                            April 23, 2007

                            Todd Hollenshead to me:

                            As long as the only "id content" used is what was released under the GPL, then you should be fine.

                            tsh
                            Now ... you can't remake Quake. Shamblers, Vores, Scrags ... you would have to make your own game (if there is single player, multiplayer is so generic it would not matter .... i.e. Open Arena). You can't have "Quad damage" or use things with "NIN" [Nine Inch Nails] logos on them ... Quake is still a copyright, but it could be "Mega damage" or whatever.

                            But none of that prevents you from using dragons, trolls, robots, sentry drones ...



                            For example:

                            [ame=http://www.youtube.com/watch?v=iElNwIquHrk]YouTube - Space 4077 A.D.[/ame]
                            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


                            • #44
                              Actually, You can remake monsters they are pretty much generic: soldier, dog, fish, zombie, knight, hell knight, ogre ... those can even run with the same names.

                              Others unique to quake like Shambler for example can look pretty much the same but he would have to be named differently and couldn't be a complete rip-off ofc same goes with the others.

                              Comment


                              • #45
                                Originally posted by d1554573r View Post
                                Actually, You can remake monsters they are pretty much generic: soldier, dog, fish, zombie, knight, hell knight, ogre ... those can even run with the same names.

                                Others unique to quake like Shambler for example can look pretty much the same but he would have to be named differently and couldn't be a complete rip-off ofc same goes with the others.
                                Yeah, well ... you have creative skills. Enough you should be able to pull off some of this stuff

                                Another issue isn't so much "making it" but having it gel together and create a good presentation. Sounds are pretty important and easier said than done.

                                --------

                                Note: you should also see this ...

                                Inside3d Forums :: View topic - qbismSuper8 alpha 061410 released

                                The big 10 MB zip from qbism has a .swf (Flash file) in it and if you drag it into a browser window you can see leileilol's OQ+ [leileilol = the Open Arena author] in action (at least the current state of it). Type "map oqdm2ish" in the console. It's not bad.
                                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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