 What Baker Said
#82 posted by gb on 2008/11/30 19:51:57
The named clients are also cross platform +software, so from our side, they get the stamp of approval.
Having a dedicated qw progs would just change some minor physics things.
For the multiplayer, I can see why you'd want that, but no QW people will be interested in this for multiplayer anyway, or so I've been told. They don't want or need any new mods.
I can only imagine how they would *love* a mod that changes the weapon balance, introduces fall damage, model teams, dropping weapons, Gyro physics, and all that stuff.
In short, I really doubt RMQ would pass f_modified.
In singleplayer, you'll have 0 ping anyway, thus it should be bearable.
 Hm
#83 posted by ijed on 2008/12/01 03:57:38
This is an open-source project. It's too small a team to encompass Quake.
The Qc isn't open yet, because it's not finished, but if you're not a timewaster and have something to contribute then you can have access.
But sometime in the hazy future when it is finished there's nothing stopping un-thought-of engine support.
We're talking with engine coders, we'll see what happens.
How about origin brushes?
 Not Following The Thread, But...
#84 posted by megaman on 2008/12/01 12:59:39
if you [...] have something to contribute then you can have access isn't really open source.
#85 posted by JneeraZ on 2008/12/01 13:08:13
Eh, until it's ready to play there's little point in open sourcing it. It'll be hard enough to get this thing working without having to manage random code submissions from well meaning strangers.
 Ijed
#86 posted by gb on 2008/12/01 21:11:51
 Bump
#87 posted by HeadThump on 2009/01/31 18:36:27
I am curious though how things are coming along, Ijed?
 Good
#88 posted by ijed on 2009/01/31 18:45:00
There's a long road ahead of us, the most difficult part of the project is keeping focused.
Having said that nothing is wasted - we've axed alot of stillborn ideas and what we have so far is solid enough to warrant survival.
What we really need though is a modeler / animator.
I can do it, but I just don't have the time.
In terms of % complete, I'd say maybe 25% - including code, maps, sounds, graphics etc. etc. It's a monster.
 Monsther Monsther
#89 posted by ijed on 2009/01/31 18:46:49
I keep using that word to describe it . . .
Cheltnum 4:40
 Ive Been Mapping Like Fuck
#90 posted by RickyT33 on 2009/01/31 18:54:27
for about a week..... :P
 :)
#91 posted by ijed on 2009/01/31 18:58:49
 What Models Need Replacing?
#92 posted by HeadThump on 2009/01/31 22:13:59
 Fuck
#93 posted by ijed on 2009/02/01 02:04:46
Tried sending this off my phone a couple of hours ago. Fallo.
The idea is to replace no models - just add animations. There's a handful of new models, a much easier task than the animations. There's a few that will need modification as well.
The theme is that if a dedicated modeler enters the team they'll have control over their part.
#94 posted by gb on 2009/02/01 04:15:11
Yes, it's mainly additional monster animations.
Stuff like knight and enforcer weapon variants, throwing animations, and eventually (in the rather distant future) taunt animations. All using id's models. Plus anything that you come up with.
Some existing models / animations could be polished somewhat. The rest are small items that we can probably do ourselves.
 The Models I Have Been Working On
#95 posted by HeadThump on 2009/02/01 05:21:39
deviate far from Quake origins so I don't think they would be useful, unfortunately.
 Qmodels
#96 posted by madfox on 2009/02/01 14:52:49
I have some models in the Quakeworld, as a little support to work on them. I'm trying a frogman model but sofar my intention to make a walk/swim_monster_start never succeeded.
I once made a convertion of dfx models for all Quake model animations.
It would be easy to make new animations and add some frames.
 Hat
#97 posted by madfox on 2009/02/01 14:56:05
There is a thing with extracting models to dxf.
As I do so, the original base-skin texture get lost and importing them back with qmle always tends to wrong verticenumber.
 Ijed
#98 posted by necros on 2009/02/01 21:49:31
do you have a list somewhere of which models you want to add/replace animations for? and what priorities for which?
 Not Really
#99 posted by ijed on 2009/02/01 22:28:02
We're using a site which acts as an SVN repository and also has a Trac ticket system - each monster has its own ticket detailing what extra stuff it needs in terms of everything.
There's none that won't be remaked.
Might sound strange for an open-source project, but I'm wanting to keep some secrets and not broadcast everything we want to do to the general public before we've done it.
Here's a couple of examples of the new anims we'll be needing:
Enforcer underarm throw
Enforcer vertical throw
Vore spellcast
Vore leap
I'd say almost all the monsters need at least one new animation.
If you want on the team then let me know and I'll mail access to the Assembla site and SVN.
#100 posted by metlslime on 2009/02/01 22:47:11
Enforcer underarm throw
Enforcer vertical throw
Enforcer skin: baseball uniform
Hell Knight model: replace sword with wooden bat
monster_zombie_pitcher: needs to check second base for a steal before pitching.
 Shambler 'Safe' Gesture
#101 posted by ijed on 2009/02/01 23:47:05
 Er Ijed
#102 posted by starbuck on 2009/02/02 01:30:14
I thought the vore was gonna be the pitcher...? Did I reskin him for nothing??
 Hm
#103 posted by ijed on 2009/02/02 20:05:33
Don't know enough about baseball for a decent response to that one.
#104 posted by starbuck on 2009/02/02 20:46:54
Don't know enough about baseball for a decent response to that one.
1st base - makin' out
2nd base - touchin' stuff
3rd base - sexual relations of an oral capacity
4th base - touchdown?
5th base - ???
acoustic bass
#105 posted by starbuck on 2009/02/02 20:47:55
oh and there's also the secret base, but keep that to yourself.
 Haha
acoustic bass - got a laugh out of me :)
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