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Alien Quake (source code + help wanted)

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  • Alien Quake (source code + help wanted)

    I am working on a Quake mod feautering Aliens. It is based on the old AlienQuake (this is a different project that recent 'Aliens' mod).

    Some extremely-early work screens here:
    http://img76.imageshack.us/my.php?image=image1wi5.jpg
    http://img300.imageshack.us/my.php?i...8615830uk7.jpg
    http://img256.imageshack.us/my.php?image=image3tj1.jpg

    ......................................
    ----------UPDATE----------
    ......................................

    Here are some newest shots:



    Because of my limited time, I decided to suspend the work on the mod but if I hear from someone willing to help with the development, things should go rather smoothly. So, anyone who would like to help in this project, is asked to speak up.

    You can download the very early version of the mod from here:
    http://tinyurl.com/3vvhl5
    Yes, I am aware of the bugs and I know how to fix them, I just dont have time to do all of it by myself.

    Notes:
    1. First, start fteqwsv.exe. Then run the BAT file.
    2. Try not to get killed as there is a graphical bug that will eat up your cpu.
    3. Initial 4 maps are somewhat done, the last one (it's the first one where aliens appear) is just to tease you
    Last edited by impact; 06-19-2008, 06:45 AM.

  • #2
    In the Readme it says that before Fox's legal team had a word with the creators of this mod concerning copyright infringement the contact points were as follows:

    Email
    John Diamond
    [email protected]

    Gustav Tax‚n
    [email protected]

    Dave Wallin
    [email protected]

    The screenshots look promising and I hope this helps

    Kind regards

    Monty
    Mr.Burns
    "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
    WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
    Servers: Quake.shmack.net, damage.servequake.com

    News: JCR's excellent ctsj_jcr map is being ported to OOT

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    • #3
      Yeah, I emailed them already but these emails are either dead or abandoned.

      Comment


      • #4
        ..it looks vary nice tho

        Comment


        • #5
          If this is a 1996-1998 mod, then you probably can decompile it:

          http://www.quakeone.com/index.php?in...le&file_id=106

          Don't expect the source code to be beautiful.

          I know one of the Team Fortress mods use a decompiler because TF 2.7 source code was never released.

          The reason this works on very old mods is that there were no custom compilers. After the Quake compiler source was released and custom compilers were created, those can't be decompiled due to optimization.
          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


          • #6
            The reason this works on very old mods is that there were no custom compilers. After the Quake compiler source was released and custom compilers were created, those can't be decompiled due to optimization.
            That's not exactly correct. There is at least one decompiler that can handle some modern optimizations.
            16:03:04 <gb> when I put in a sng, I think I might need nails
            16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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            • #7
              Thanks for the tip. I will check that out.
              Meanwhile, some new screenshots: http://tinyurl.com/5uy4yr

              Comment


              • #8
                Decompile with ProQcc

                It comes out with some minor errors. Good luck! I really don't think anyone cares about this project anymore. It's been up for download on quaketerminus.com for years
                SuperDuper Quake 3.0

                Comment


                • #9
                  Regular decompiler returns unusable code but Frik decompiler produces sweet results. I have been modding the code all day, learing on the way, and got some awesome results.

                  Comment


                  • #10
                    Hmm. Looks interesting, I might try it.

                    Comment


                    • #11
                      Check out the update in the first post.

                      Comment


                      • #12
                        oooh

                        cool looks

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