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  • The "Platformization" of Quake

    Recently I started taking an interest in really getting to know QuakeC. And thanks to reading the QuakeC specs, tutorials, some help from the Inside3d guys and ... in ways I'm sure he won't immediately understand, Bam (poq_ieee/bam, heh) -- I'm quickly getting a very strong handle on it.

    (Although I fear the dreaded QuakeC quirks, bugs, and so forth).

    I'm no Rook, but I've been looking around at an assortment of bizarre things that interest me (no one could guess :d ).

    Anyway, the thing that has always aggravated me about Quake is how damn hard it is to get properly polished mods done in a non-ignorant way.

    Aside from CAx, Rune Quake, CRMOD, RQuake where elite coders with 10 years of hard core experience, it is difficult to find mods that are universally "properly" done in that they function ideally in all contexts of use.

    I'll just give a couple of examples:

    1. ffa.quakeone.com was Dreadful's attempt to setup an FFA server. Well, if you use progs 1.06 to do that, you are dealing with a severe feature deficit including the lack of an observer system, admin system, voting system, plus free bugs (some bad!) from the original Quake progs.dat. Maybe even ban file support deficit. For example, what if you just want to watch?

    2. You could also use Canadian*Sniper's NewDM as an example. His ideas to balance out the game play worked very well, but of course the lack of vote-map and other stuff was a real obstacle.

    3. Bot support. Can be real hard to integrate into some of the mods out there.

    There is some very innovative lost knowledge out there. Some of the things Roderick Shertler did/discovered/coded was very innovative.

    Right now, I'd say all of this works as a major deterrent to anyone trying to make anything new. What if that changed?

    No answers; only questions.

    Still, the idea of a universal original Quake that made life easy and kept all the promises of what Quake could have been if everything weren't so damn hard is rather appealing.

    I don't know if this reasonably possible, but I don't know that it isn't either. But I do know that anyone with a gameplay idea X doesn't want to do also be put through the hell of implementing vote system Y, admin system Z, observer system W, independently and time consumingly discover the Quake bugs and kill them T, or figure out some way to add optional bots S or the other stuff (TM) that sucks.
    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 ...

  • #2
    well there is the sever side !moremaps that is at bigfoot

    and i was thinking of finding out how to add an obsever that makes you a head that can push dead bodies around and hit people around (a bug from kicking gibs tutorial, its pritty cool acsually)

    i got the idea from cortex when he haxed up the benzine sever (qrf.mine.nu:26002) with his r con and clientcmd stuff it tuned out pritty cool ... accept when he (AND EVEYONE ELSE HE HAXED UP) accedently hit the jump key and would crash the sever [bah ] they musta crashed that sever 20 times that night

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    • #3
      Originally posted by BAKER
      Still, the idea of a universal original Quake that made life easy and kept all the promises of what Quake could have been if everything weren't so damn hard is rather appealing.
      yes that'd be great!

      I got plenty ideas for good mods but I'm a qc-noob so the learning curve is rather steep and time consuming.. however i found that runequake 1.3 is a rather nice (but complicated) starting point to tweak a few things here and there.. it has all the good stuff already in there like observer system, lots of custom maps support etc..

      It makes for a good FFA-server too btw.. just lock the mode to normal and turn off all the rune-crap

      Originally posted by metchsteekle
      well there is the sever side !moremaps that is at bigfoot
      Metch, the !blabla commands have nothing to do with quake directly.. for its not qc or even part of the server or whatever..
      It's a python script running in the background that reads the server console and allows the players to interact with it.. (call it a server bot if you will)
      quite a novelty in quake AFAIK (kudos to sir cortex for coming up with that idea and making it possible through his modifications on the server executable).

      Comment


      • #4
        Originally posted by =peg= View Post
        yes that'd be great!

        I got plenty ideas for good mods but I'm a qc-noob so the learning curve is rather steep and time consuming.. however i found that runequake 1.3 is a rather nice (but complicated) starting point to tweak a few things here and there.. it has all the good stuff already in there like observer system, lots of custom maps support etc..
        There are a lot of simple, yet untried ideas in Quake due to this.

        Even the simplest ideas are exorbitantly complicated to implement. And for no truly good reason either.

        QuakeC isn't easy, but it certainly isn't hard either.

        I think modding and new ideas is what gives Quake life. As you know, probably the easiest thing to get a handle on in Quake is mapping for it.

        Quake has a huge supply of great ideas, but largely no clear path to implementing them in a successful way for most people.

        Frankly, I'd like to see that door knocked down but I also know it won't be easy.

        And by giving modders what they want, players get what they want.

        /More thinking is required.
        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


        • #5
          i couldn't agree more

          Comment


          • #6
            Fully agreed Baker.

            One issue you didn't mention is the requirement to support all of the pre-existing hacks out there. There are a lot of mods which relied on some of the weirdness and bizarre behaviours of QC. God only knows how they worked (I suspect that even he may have trouble with some of them ), but work they did. Even now on Inside3D I see discussions about adding a second set of Items flags that make me squirm in terror. As if one wasn't flaky enough! Even professionally developed approved mission packs are riddled with cheap and nasty hacks - I'm looking at you, Hipnotic.

            This has left us in a (fairly ridiculous) situation where even implementing the simplest bug-fix or enhancement is fraught with peril, as you never know what you're going to risk breaking. So we're in a self-perpetuating status quo, where even if everyone does agree on/decide on a way forward for QC, we can't really do much with it on account of all the legacy baggage it has accumulated over the years.

            I don't know what the answer is either, although I more than half suspect that it may look like needing to keep the existing subsystems frozen as they are for legacy support, then making a clean break from the past and starting from scratch for anything new.
            IT LIVES! http://directq.blogspot.com/

            Comment


            • #7
              Originally posted by mhquake View Post
              Fully agreed Baker.

              One issue you didn't mention is the requirement to support all of the pre-existing hacks out there. There are a lot of mods which relied on some of the weirdness and bizarre behaviours of QC. God only knows how they worked (I suspect that even he may have trouble with some of them ), but work they did. Even now on Inside3D I see discussions about adding a second set of Items flags that make me squirm in terror. As if one wasn't flaky enough! Even professionally developed approved mission packs are riddled with cheap and nasty hacks - I'm looking at you, Hipnotic.

              This has left us in a (fairly ridiculous) situation where even implementing the simplest bug-fix or enhancement is fraught with peril, as you never know what you're going to risk breaking. So we're in a self-perpetuating status quo, where even if everyone does agree on/decide on a way forward for QC, we can't really do much with it on account of all the legacy baggage it has accumulated over the years.

              I don't know what the answer is either, although I more than half suspect that it may look like needing to keep the existing subsystems frozen as they are for legacy support, then making a clean break from the past and starting from scratch for anything new.
              Well, this idea has produced it's first byproduct. But this CERTAINLY won't be the only byproduct.

              http://www.quakeone.com/forums/showthread.php?t=3803
              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


              • #8
                omg, i saw the subject "the platformization of quake", and instantly knew it was a baker thread =p

                Comment


                • #9
                  Aside from CAx, Rune Quake, CRMOD, RQuake where elite coders with 10 years of hard core experience, it is difficult to find mods that are universally "properly" done in that they function ideally in all contexts of use.
                  Are you talking about this project to be a bare-bones quakeC mod with up
                  to-date features at your finger tips?

                  Baker, here's a nice full featured, well documented mod, that you can examine to learn quakeC with by fixing all the bugs from the QuakeInfoPool into it. It's JPG's old ELOHIM mod and this is the only place you can find a copy of it on the net
                  http://www.quakeone.com/qrack/elohim22.zip
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • #10
                    Originally posted by R00k View Post
                    Are you talking about this project to be a bare-bones quakeC mod with up
                    to-date features at your finger tips?

                    Baker, here's a nice full featured, well documented mod, that you can examine to learn quakeC with by fixing all the bugs from the QuakeInfoPool into it. It's JPG's old ELOHIM mod and this is the only place you can find a copy of it on the net
                    http://www.quakeone.com/qrack/elohim22.zip
                    Also that QIP engine page says it has external .ent and .vis file support. I could probably port the .ent support in 10 minutes and .vis support could mean making vispatched maps available easily as there is no other good solution.

                    Thanks for the link, Rook. And for keeping a copy of that elohim mod.
                    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
                      Ya I forgot about that .ent .vis support stuff long ago! I should backtrack through those old pages for stuff i've skipped along the way. I know I should support QuakeSource extentions and frikfile support...

                      then .ent files in the ELOHIM mod are "mod" entity files not read by the engine. But basically do the same result, but have a different syntax.
                      Last edited by R00k; 08-31-2008, 01:07 AM.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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