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  • Baker
    replied
    Originally posted by R00k View Post
    Hmm, Baker you and I could make something like this. We would have to decide what the basic "extended features" are.

    I can hatch out a clean source to QuakeC in a few days/week I actually had one stripped down after making QBall.
    The first step would be a clean QuakeC from a veteran point of view (yours) that solved the problems every server operator and modder whines about:

    1. Critical QuakeC bug-fixes. You'd know better than me.

    2. Automatic vote-map and automatic server detection of maps. So a server like the EuroQuake one or a coop server doesn't need to recompile the QuakeC for the server know what maps are available and make them automatically votable. Mechanics unknown but I bet you've thought of this.

    3. Built-in deathmatch friendliness. The QuakeC should by default support "modes" like round based play, team based play, ffa.

    4. Built-in CAx observer mode.

    5. Whatever other important deathmatch friendliness features that you think are important (your field of expertise).

    6. Optional ability to have map cycling via a gamedir'd maps.txt that lists the maps, kind of like what you made for Dredd.

    7. Built-in ban support.

    8. Optional frikbots support and maybe have 2 builds available in the source with the optional bots #IFDEF WITH_BOTS and the ability for the bots to be either voted or optionally appear or disappear depending on a server rule like if there are 3 or more human players don't have the bots.

    So a server operator could take the mod upload and run a competent server with his or her list of maps and the players could connect and play the kind of vanilla deathmatch they like, on the maps they want with the rules they like.

    And so a modder could start with a REAL base and a server operator doesn't need to muck around.

    Combined with the rest of the Quake R&D (from RQuake to Quake-Life to Spike's CSQC winquake to all the engine research everyone has done) that has been done in Quake the last few years, it wouldn't be so hard to take that ^^ and then build up either.

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  • R00k
    replied
    PZ how a bout a mod thats just two GIANT gay looking robots doing the bump?

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  • powerzord
    replied
    rook, eat my buns,

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  • terminus
    replied
    I'm waiting for this one. The weapon animations look very promising.

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  • R00k
    replied
    Originally posted by Baker View Post
    (moved)

    All of those projects always are in need of a coder, unfortunately.

    If a more modding friendly engine that ran on countless platforms including even things like the PSP and an open source improved progs.dat framework existed with extended features, I personally think Quake would have a huge renaissance especially if some of the outstanding "problems" like server browser, in-client chat and so forth were resolved.

    Well, plus making models and especially animating them is a pain.

    Quake is so close and yet so far from the magical threshold.

    [Nexuiz is a great project but DarkPlaces just ends up with too many technical issues on a lot of machines. Something like Nexuiz that got high FPS and worked out of the box and had single player game creation tools ... sigh ...]

    Hmm, Baker you and I could make something like this. We would have to decide what the basic "extended features" are.

    I can hatch out a clean source to QuakeC in a few days/week I actually had one stripped down after making QBall. But sense lost it after developing the foundation for CAx. Oops. I could compromise the open source-ness of CAx by releasing just the core framework for modders while still maintaining a secure source, (meaning Neil wont code a backdoor for his team to win )

    Efess: This is do-able.
    I think it would be cool to make something like http://www.3drealms.com/rally/index.html but in 3d.
    Last edited by R00k; 09-22-2009, 10:29 PM.

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  • Efess
    replied
    Yea I was checking that mod out too rook. Was hoping for something to come of it. I'd be interested in playing some sort of "survival" version of quake- sort of like coop, but monsters keep spawning. I didn't know if this was possible with quakec, it seems like you need to have entities placed inside the map at design time...

    Leave a comment:


  • Baker
    replied
    (moved)

    All of those projects always are in need of a coder, unfortunately.

    If a more modding friendly engine that ran on countless platforms including even things like the PSP and an open source improved progs.dat framework existed with extended features, I personally think Quake would have a huge renaissance especially if some of the outstanding "problems" like server browser, in-client chat and so forth were resolved.

    Well, plus making models and especially animating them is a pain.

    Quake is so close and yet so far from the magical threshold.

    [Nexuiz is a great project but DarkPlaces just ends up with too many technical issues on a lot of machines. Something like Nexuiz that got high FPS and worked out of the box and had single player game creation tools ... sigh ...]

    Leave a comment:

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