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  • #31
    Originally posted by Baker View Post
    The Enforcers, grunts and the dogs aren't from "Quake" dimension. They are from here. The Enforcers, grunts and rottweilers aren't themselves any more. They aren't intelligent any longer.

    Something about the slipgates has affected them. Like in a horror movie ...

    Similar to the premise "we invented these teleporters and they go somewhere, but where they go is an evil dimension."
    I always preferred to go with the "Seal of Nehahrah" storyline. The Grunts/Enforcers have cerebral implants that make possession of them by Shub-Negaruth simple. Dogs are by nature obedient to the biggest alpha, psychically SN would be the largest "alpha".

    That was my thought anyway.
    I still want the Rotties to be a bit "more."

    Comment


    • #32
      what baker is talking off reminds me of doom3.

      where you often hear in-game in peoples logs about people going insane and changing and such after having gone through teleporters. losing their sanity and going mad and such from what they saw on the other side and after some time even becoming agressive towards anyone and getting suicidal tentions


      also about dogs.. animals are more easily influenced and such. give a dog a treat and its instantly your best friend.
      and also yes, a dog would follow the strongest one around, whoever seems to be the leader of a pack the dog follows
      Last edited by talisa; 01-04-2013, 01:11 PM.
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

      Comment


      • #33
        Originally posted by R00k View Post
        I assume your AI node-tree system is embedded in the map. Is it possible to use external files like .ents to define where certain trigger/nodes are? I was thinking about the whole AI logic mechanics the other day after playing your mod. Hmm maybe even an ai node editor in the engine ;P
        I used entities in my maps because you need a special engine modification to load external files and I wanted to work with as many engines as possible. By having the path nodes as entities I could tweak them in the editor, run an onlyents compile and then reload the map in developer mode to test them quickly. If you are curious about this load any of my maps in developer mode and you will see the nodes, there are instructions in the quake.rc file for impulse commands and key binds to check how the AI use the nodes in game!

        Originally posted by QuakeRoot View Post
        Ah well... the benefit of this project is we can make many of the changes the original developers didn't have time for.
        I would highly recommend you change as little as possible to the basic units, otherwise it will not have the Quake vibe anymore. Changing movement speed, attack speed/range and health is going to make a lot of people angry and then you might as well just make your own game. You need to sit down and work out in spreadsheet what all the existing units do. If you want to change stuff then make new units with different skins and behaviour.

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        • #34
          Originally posted by sock View Post
          I would highly recommend you change as little as possible to the basic units, otherwise it will not have the Quake vibe anymore. Changing movement speed, attack speed/range and health is going to make a lot of people angry and then you might as well just make your own game. You need to sit down and work out in spreadsheet what all the existing units do. If you want to change stuff then make new units with different skins and behaviour.
          It shouldn't be mistaken that this project is Quake, it is its own entity. Having said that, I'm not going go be messing over a system that is beloved and desired.

          There are only two changes to the monsters I want to see:

          a) Rots get fixed
          b) Ogre's have a bit better aim.
          (All other units work as in Vanilla - unless there are further suggestions or benefits, I think their behavior is fine)

          I want the Rots to be a bit smarter, striking in appearance, and more of them (not hundreds of them, just a bit more of them). As far as the Ogre's go, Seven's "Small Mod Compilation" has an "Fix Ogre Aim" option that can be toggled. It makes playing the game more fun. And it honestly makes the Ogre more believable.

          Comment


          • #35
            Originally posted by splitterface View Post
            what baker is talking off reminds me of doom3.

            where you often hear in-game in peoples logs about people going insane and changing and such after having gone through teleporters. losing their sanity and going mad and such from what they saw on the other side and after some time even becoming agressive towards anyone and getting suicidal tentions

            also about dogs.. animals are more easily influenced and such. give a dog a treat and its instantly your best friend.
            and also yes, a dog would follow the strongest one around, whoever seems to be the leader of a pack the dog follows
            But then... why doesn't Ranger go insane and join the monsters? He's constantly hopping into SlipGates. I guess it can be argued that he is insane and that's why he's killing everything, yet... then you'd see monsters killing each other wholesale, or just a bunch of "dead" before you ever got there.

            I think the "Seal of Nehahrah" storyline takes care of these questions nicely. Just saying.

            Comment


            • #36
              i didnt say thats what i thought how it was in quake, i said thats stuff from doom3


              and yeah i agree, i really like the nehahrah movie story-line, it perfectly fills all the gaps original quake left in the story imo
              .
              are you curious about what all there is out there in terms of HD content for quake?
              > then make sure to check out my 'definitive' HD replacement content thread! <
              everything that is out there for quake and both mission-packs, compiled into one massive thread

              Comment


              • #37
                Originally posted by QuakeRoot View Post
                But then... why doesn't Ranger go insane and join the monsters?
                The Quake guy doesn't have a name.

                The Quake guy is no more named "Ranger" than any given vampire is named "Count Chocula" or that any given Chihuahua is "the Taco Bell dog". Just like the main character in Doom/Doom II has no name.
                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


                • #38
                  Hey man,if you ever get this off of the ground, I want to contribute something. I know how to do a lot of game creation stuff within the Quake limits. I can't commit myself to being a "team member" but I could definitely commit to a contribution or two.

                  I have a pretty serious grasp of the below:

                  Radiant
                  Blender
                  QC
                  And a couple/few engines

                  Ah! as well as

                  SQL
                  PHP
                  CSS
                  HTML
                  Javascript
                  AS3

                  If you wanted me to contribute in that way instead..
                  http://www.nextgenquake.com

                  Comment


                  • #39
                    This will be an Open-Source project that, while not being a clone of Quake, will be similar and reminiscent. The project will have all replacement content. All models, monsters, weapons, ammunition, textures will be replaced.
                    With so much talk about "Quake" in this thread, I still can't get a clear mental visual of this "idea"! Especially when you say the original levels are to be included, HUH!

                    It's not a new game, as I'm told, so that leaves either a new Mod or Total Conversion?

                    If it's a new Mod, it would be an extension, or a continuation of Quake. Which doesn't seem the plan, sort of(see above quote)!

                    If it's a Total Conversion, backward compatibility wouldn't even be a consideration.

                    What am I missing???

                    I'm not being antagonistic, I'm just saying that even to someone who knows there way around games/gaming... your(QuakeRoot) "message" isn't clear!

                    I went to the func_ and moddb forums to see if you had posted there but I didn't find anything. Do you have links to the recruiting you're doing?

                    - Dan

                    P.S.
                    The name poll seems "Quakecentric" with suggestions, this only applies if it's a Quake mod though. Otherwise you would expand your level of creative thinking for names beyond Quake related names!
                    Last edited by damage_inc; 01-05-2013, 05:28 PM.
                    Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

                    Comment


                    • #40
                      I believe this is a total conversion, made by gathering already open-sourced replacement media. However, the media has to have a Quake "feel". So, I guess, everything will be completely different, while somehow maintaining a "same-ity".

                      I agree about certain things not being very clear. I just assume I "get" it, until something here contradicts that.
                      http://www.nextgenquake.com

                      Comment


                      • #41
                        Part 1 - Idea's and Inspirations

                        My take on your(QuakeRoot) idea, don't shoot me

                        If I had a project of this size and scope I would present it something like this:

                        Hey everyone I've just recently rediscovered Quake and the mod community for it(this is true)! I've seen some awesome content in every aspect of the game. From new engines, models, textures, sounds... you name I've seen it in some form or fashion.

                        So, with that being said I had an idea... what if I could assemble, with the help of all of you, features that are not only the best, but the ones that are most consistent with each other. Used in an appropriate fashion rather than over the top.

                        Even though new games in this day and age are graphical superior to Quake(scene complexion), new engine tech included, I still firmly believe an AMAZING gaming experience can be had. Seriously, I do. Especially with the current mod developers and tool sets. Couple that with a little creative thinking and design execution and I think we'd have a hit in the opensource community the likes it hasn't seen yet... WITH ME!!!

                        The working title is "Aftershock - Back to the Fray" or just Aftershock.

                        The story starts at "sometime" in the not so distant future and will be explained at most in paragraph in length.

                        "Soldiers, it has come to our attention that the scattered remaining few minions of Shub-Niggurath have sought
                        to resurrect their leader and very well may have done so, as we speak. While we thought this threat would never
                        see the light of day again, we have had to have our scientist modify SlipG::Four.0 Tech to move through more
                        then just space, but actual time itself. If this threat bears any resemblance of truth gentlemen well, I'm sure we
                        all know what that would mean. Your participation is not voluntary and your dispatch is immediate, good luck
                        and Godspeed boys
                        "

                        Now, we're not "the quake guy", we're some other military operation(T.B.D.)

                        Story simplified, travel back to where it all started, Quake(1). But... there's a snag, the time travel borks and we land in a parallel(Think Fringe "the other side") universe. This world is the same but slightly different. This story line will accommodate all the new "content" that's added to "change" the game! While at the same time keeping it close enough to the original that everyone with Quake mod experience is already way ahead of the curve. Design wise that is.

                        It's late and I need sleep... I'll post up what I think this new "Quake" game would need as far as content and features in my next post.

                        Until then, Quake on grunts
                        - damage_
                        Last edited by damage_inc; 01-06-2013, 09:12 AM.
                        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

                        Comment


                        • #42
                          Damn, damage - that's one of the best posts that I have read, in a while. Kudos bro.
                          http://www.nextgenquake.com

                          Comment


                          • #43
                            Originally posted by MadGypsy View Post
                            Damn, damage - that's one of the best posts that I have read, in a while. Kudos bro.
                            Thanks man!

                            And btw, you're part of the TEAM! Whether you know it now or not, teeheehe
                            Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

                            Comment


                            • #44
                              Part 2 - Mission Statement

                              Okay, I'm back. I didn't sleep much cause I have all these damn "Quake" game idea's running 'round and 'round in my head, grrrr...

                              Let's start with the mission statement.

                              Simply put, like others before us, we are going to make a kickass game! Because it's our passion. Now, not everyones passion is focused with the same abilities or skillset. But in the end, the final product will be rewarding. And who knows, those inclined to work in the "industry" might be able to use the completed project to showcase their ability for potential employment?! A secondary benefit if you will, and to which there may be other benefits unforeseen.

                              But make no mistake, that's not the main goal!

                              Also, imagine showing your friends, and or family, something that rocks as a much as a game experience that's a complete and finished work. A cohesive assembly of great content and code from the Quake mod community all packaged together, story and all, with a professional polish and feel! That would be freakin' cool. And once it hit the interwebs, well... that would be cool on a whole 'nother exponential level!

                              Yes, I may sound a bit overzealous, but I assure you I'm not. I have a "vision" and I think it's quite easily achievable. No matter how silly that sounds

                              WITH ME... yet? You should be

                              But I'll convince you further in the next post,
                              - damage_
                              Last edited by damage_inc; 01-06-2013, 09:34 AM.
                              Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

                              Comment


                              • #45
                                Part 3 - Setting it all up

                                Before I begin, as this may be quite lengthy, I'd like to say that what was posted earlier in this thread by sock and Baker(1 / 2) I whole heartedly agree with, wise words from those with established credentials indeed. Thanks.

                                In that vein, if this was an actual desire I was pursuing... I would be the LEAD. And that's how this should read. Okay back to it...

                                I'd break it all down into sections so it's easier to process who, and what, is needed. And how much responsibility each position holds. Remember we're going for a "sort of" or partial total conversion, since we're staying reminiscent to Quake, this is who we need:

                                1)Modeler(s)
                                2)Texture Artist(s)
                                3)Level designer(s)
                                4)Sound/Music composer(s)
                                5)Quake C Code GuRu(s?)
                                6)Writer
                                7)Web Guy

                                As everyone probably already knew Now, in my mind, I listed them in what I would assume is level of difficulty(high to low). As we further explore this I'll cover it more in depth. It's just the way I see it at this present time.

                                As far as what we need, it's a shorter list and a much longer both at the same time!!!

                                1)Game Engine(open source)
                                2)Design Tools(no constraints)
                                3)Code(Quake C (AI))

                                Game Engine:
                                In this thread thus far, Dark Places seems to have been an already forgone conclusion. I have not researched games engines from the standpoint of creating a new game, just usability features for myself. But for now, we'll stick with that "decision". It brings alot to the table. There are some features of other engines(RMQ) that if are simple enough to implement, will be explored. Again, I've not done much research in this area.

                                Design Tools:
                                Design tools are of a personal decision, with many many options available both open sourced and commercial, and since everyone seems to have there own "tool set" of choice, they are free to use "whatever gets the job done", end of story. BUT, the end product from each contributor has to be delivered in a consistent and agreed upon format. Afterall, the content is the projects life's blood! If for some reason you choose to leave the team, your contribution doesn't become worthless to the project. Further more, setting it back.

                                Code:
                                From what I've seen, there is enough Quake C resources available that this will probably be the least of the projects "top 5". Even I myself have compiled some Quake C, and back in the day compiled a q2-gamex86.dll, into a working progs.dat following tutorials. I'm not diminishing anyone out there, my point is... asking nicely for contributions and/or modifying some already written code seems a way easier task than creating new md3's and then texturing/animating them! Again, how I see thus far. I may be wrong.

                                So, for works of a compiled nature, both source and compiled versions should be submitted and placed in a repository for access.

                                If there are special instructions needed the project "lead" would be responsible for coordinating with the members getting each person the assets in the way they need them. To avoid this would be paramount but may be unavoidable.

                                So, we know who and what's needed and have agreed upon formats/assets to be submitted along with someone to coordinate said assets coupled with... plenty of sleepless nights and Tylenol Easy peasy, right?! Just like I said...

                                Next up, FEEEEEEEEEEEATURES, the thing WE all think about most! This is my vision of what would make a great new open source "Quake" game. Also, I'll further expand on the first list above, as they kind of tie in together.

                                Until then,
                                - damage_

                                P.S.
                                I know you're READING this... and I KNOW you're WITH ME now!!! Quake's an addiction brutha' feed it, feed it well :-P
                                Last edited by damage_inc; 01-06-2013, 01:42 PM.
                                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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