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  • #31
    Some of those are really for QC again though. Nothing wrong with that, of course.
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    • #32
      How about.. all the tools (map/model editor/compilers) needed to mod quake built into the client itself, sharing a lot of the code with the engine that will run the finished product..

      here is John Carmack's take on it.. (back in aug 2000)

      I know this idea is not very likely to happen given the state quake is in right now, but what if all the engine coders teamed up to make one kick ass do-it-all client.. (much like the warsow dev team, come to think of it..)

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      • #33
        Originally posted by =peg= View Post
        How about.. all the tools (map/model editor/compilers) needed to mod quake built into the client itself, sharing a lot of the code with the engine that will run the finished product..

        here is John Carmack's take on it.. (back in aug 2000)

        I know this idea is not very likely to happen given the state quake is in right now, but what if all the engine coders teamed up to make one kick ass do-it-all client.. (much like the warsow dev team, come to think of it..)
        I'm kind of sorry, but this is one the worst ideas ever. Quake; whatever the engine that runs the game, is supposed to do just that: let you play quake. It's bad enough that there's an mp3 player in some of the quake engines; including Quore , and adding all of the tools needed to make mods would add infinite complexity to what was supposed to be a game. Adding all of that crap goes against all good programming practices known to man.

        I'm not even sure I'm for a QuakeC compiler being in the engine anymore, as none of the QuakeC compilers have processor optimization, and adding that would be useless. The only thing it would encourage would be having modders release their source; which is always nice, and I really don't see why they don't.

        A game engine is meant for playing a game, not editing source files, making models and creating textures.

        On the other hand, I could see how it can be good to use a game engine in a map editor (QuArK, worldcraft), as they render the models, and do lighting and what not. It would be better to have the actual engine do that than write a renderer for the map editor, that way it can take advantage of how the lights will actually look, rather than what what the map editor thinks they will look like (when I tried to make some maps, QuArK and worldcraft always had my lights look good in it, but once they were in game there was usually a lot less light than I was expecting).
        Last edited by Dreadlorde; 11-04-2009, 08:05 PM.
        Gentoo Linux

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        • #34
          Down to Engine per Practice

          At this point we have options.
          Theres an engine for just about everybody, I think an engine for modders (err, for moddING, since darkplaces is for modders) would be a great addition.
          And with there being an engine for everybody, why not?

          Picture an engine with a built in QuakeC editor, with checkboxes for "csqc" and others, with a Just In Time QC compiler, that you can hit a button, it saves the progs.dat etc and throws you into a preconfigured level or savestate of your choice to test your changes. I think it would be a HUGE advantage to have a client tied to a modeler and a qc compiler. It doesnt have to be you're playing engine, but it would be sweet to be able to use a tilde dropdown console for your IDE.
          Gnounc's Project Graveyard Gnounc's git repo

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          • #35
            Originally posted by gnounc View Post
            At this point we have options.
            Theres an engine for just about everybody, I think an engine for modders (err, for moddING, since darkplaces is for modders) would be a great addition.
            And with there being an engine for everybody, why not?

            Picture an engine with a built in QuakeC editor, with checkboxes for "csqc" and others, with a Just In Time QC compiler, that you can hit a button, it saves the progs.dat etc and throws you into a preconfigured level or savestate of your choice to test your changes. I think it would be a HUGE advantage to have a client tied to a modeler and a qc compiler. It doesnt have to be you're playing engine, but it would be sweet to be able to use a tilde dropdown console for your IDE.
            Sounds like reinventing the wheel for so many tasks it's unbearable to think about. And IDE in a dropdown console? The only way to do that would to write a line (think ed) editor for it, and have it behave as a very, very dumb terminal.
            Gentoo Linux

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            • #36
              Originally posted by Rampage View Post
              1. A built in chat room/ability to add friends/view the game they're playing in
              Would be cool to connect maps together, with a changing of scene like in an elevator or double doors locking as you change servers. thus disconnected from the last team, but still scorewise carried over.
              oh and i suppose you could also autochase from server to server with your cam-target too ...

              Originally posted by Rampage View Post
              4. Controlling Mute
              client-side: could be simply ]mute rampage.

              Originally posted by Rampage View Post
              5. Shorter interval between grenades before anti spam kicks in
              faster refire? then maybe softer nades?

              Originally posted by gnounc View Post
              Picture an engine with a built in QuakeC editor, with checkboxes for "csqc" and others, with a Just In Time QC compiler, that you can hit a button, it saves the progs.dat etc and throws you into a preconfigured level or savestate of your choice to test your changes. I think it would be a HUGE advantage to have a client tied to a modeler and a qc compiler. It doesnt have to be you're playing engine, but it would be sweet to be able to use a tilde dropdown console for your IDE.
              the CUBE engine allows you to edit the BSP in-game

              BTW..


              after 12+ years can someone replace the lightbulb on DM3 ?
              Last edited by R00k; 11-05-2009, 12:01 AM.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #37
                Originally posted by R00k View Post
                Would be cool to connect maps together, with a changing of scene like in an elevator or double doors locking as you change servers. thus disconnected from the last team, but still scorewise carried over.
                oh and i suppose you could also autochase from server to server with your cam-target too ...


                client-side: could be simply ]mute rampage.


                faster refire? then maybe softer nades?



                the CUBE engine allows you to edit the BSP in-game

                BTW..


                after 12+ years can someone replace the lightbulb on DM3 ?

                I think it would be better with step 1. open console, step 2. type mute, step 3. list of players in the game pops up and you type the corresponding #. This idea bodes well with the type of console selections Quake has now.

                As for the grenade, I think I worded it wrong.. what I meant to say is.. a shorter interval between nades so the anti spam kicks in faster..

                another idea : self damage if a player stands in one spot for over 3 seconds without moving..

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                • #38
                  Originally posted by Rampage View Post
                  2. type mute, step 3. list of players in the game pops up and you type the corresponding #.
                  The ability to mute specific players is a real problem in Quake.

                  The idea of chatting and setting up games is an issue as well, that's for sure.
                  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 ...

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                  • #39
                    the CUBE engine allows you to edit the BSP in-game
                    saWHEEEEET
                    Gnounc's Project Graveyard Gnounc's git repo

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                    • #40
                      mhquake, any more news on how adding Quake 2 models is coming along?

                      edit: For 'new' ideas, I'm going through this thread.
                      Last edited by Dreadlorde; 11-05-2009, 09:38 AM.
                      Gentoo Linux

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                      • #41
                        I thought up some ideas today:
                        [LIST][*]Quake 2 and 3 map support
                        • I don't see a reason for not doing this. afaik DarkPlaces already supports Q3 maps, and so do other engines.
                        [*]Very large map support
                        • Good for mappers, nice for episodes
                        [*]QuakeC "standard"
                        • I think everone agree's that QuakeC needs some love. More on this later
                        [*]Threading (audio thread, renderer thread, physics thread)
                        • This might be hard. Need to look into it more
                        [*]Transparent water and alpha support in both OpenGL and software renderers
                        • I think some other engines have transparent/aplha stuff in the software renderer, not 100% sure though, and I'm not sure how hard this would be.
                        [*]pak, progs.dat, et cetera checksumming to prevent cheating
                        • I think this is obvious why it would be good
                        [*]Taking advantage of sse2, sse3, mmx and other processor optimizations
                        • I have no idea about this stuff, but it seems like it out be nice to take advantages of these optimizations somehow.
                        • New model format
                          • mdl's suck. Maybe an open format? I'll have to look into it
                        • pk3 support
                          • DarkPlaces already does this, so it's just a matter of backporting it


                        Maybe we should find an engine to port these things to as a base, that way other engines have something to work off of that is very portable. Maybe ProQuake or the original Quake source? (we would have to fix compilation issues in the original sources though).
                        Gentoo Linux

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                        • #42
                          Originally posted by Dreadlorde View Post
                          I thought up some ideas today:
                          [LIST][*]Quake 2 and 3 map support
                          • I don't see a reason for not doing this. afaik DarkPlaces already supports Q3 maps, and so do other engines.
                          My understanding is that DarkPlaces is very slow at Quake 3 map format maps compared to Quake 3. And that the Quake 3 map format is very complicated to implement.

                          [*]Very large map support
                          • Good for mappers, nice for episodes
                          Maps end up taking a long time to go through the vis processes. But this already exists for the most part.

                          [*]Transparent water and alpha support in both OpenGL and software renderers
                          • I think some other engines have transparent/aplha stuff in the software renderer, not 100% sure though, and I'm not sure how hard this would be.
                          It would be nice. Quake 2 has transparency support in software and so does Half-Life. According to aguirRe Quake 2's software transparency support is slow, buggy and can have problems. Considering that he wrote the first huge capacity GLQuake engine and wrote the map compilers commonly used, I'll take his word on this although briefly playing q2 I didn't see a problem with the transparent water.

                          [*]pak, progs.dat, et cetera checksumming to prevent cheating
                          Unfortunately, that wouldn't prevent cheating at all. ProQuake cheat-free tried that method and fortunately has fallen into disuse because the only "cheat-protection" it offered was to make other clients like DarkPlaces or Qrack unable to connect to them.

                          OpenGL hacks including OpenGL bots could be used there and it wasn't "secure" at all.
                          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 ...

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                          • #43
                            i thnk there need to be more free beer at these meetings.. unless we are talking economics
                            Last edited by R00k; 11-06-2009, 12:03 AM.
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                            • #44
                              Obama reference ftw? lol.

                              Aye, the dilligent man only drinks perriere when talking about how broke he is
                              Gnounc's Project Graveyard Gnounc's git repo

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                              • #45
                                So, it is possible (with some tweaking) to use Q2 models. How about Kingpin models? If that were possible to do along with pain skins it'd be cool.

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