Hm
#388 posted by ijed on 2011/02/18 02:57:34
Even if you have a lot of stuff, it has to be things that your potential team like. Not 'that's nice' but work they want to be part of and expand on.
Everyone's got their own methods and leading from the front is usually a sure fire one, until you work with larger teams.
I love reading the devkits from modders. The one for Nehahra and the one that may still exist somehow for Lazarus Q2 especially. They show what can be achieved by small, determined teams - even those that become big.
Patience, and humility (make it for yourselves) are key.
What Ijed Said.
#389 posted by grahf on 2011/02/18 03:21:35
This man speaks wise words.
I don't mean to imply that you have to be a polymath nutter like Mindcrime to get a mod finished.
How True !
#390 posted by D3LOR on 2011/02/18 03:47:57
BEST MAPPER SKILL IS THE ABILITY TO GET A MOD FINISHED!
Me have decided not to present my mod until I got a large portion of it ready to show
#391 posted by ChrisCtan on 2011/02/18 11:17:32
Thanks a lot for the honest words and advice, much appreciated. Certainly much to think of in regards to the project and how to go about it best. I think ill sit on things and start a proper development document and finish the things I started in the mean time.
As for the textures - I decided to upload the incomplete WAD here anyway if anyone is interested :
http://www.mediafire.com/?gpaqe20apxx3vim
you'll find all sorts from tentacled skies, ground with eyes growing out of it and walls with mouths to cthulhu heads and elder-signs!
For Americans!
#392 posted by Trinca on 2011/03/25 20:58:40
Portal_Gun | Slip-Gate-Gun | Qortal
#393 posted by Kyle \'Halm_Barte\' Brett on 2011/10/30 21:45:23
See: http://www.moddb.com/members/halm-barte
And: http://www.moddb.com/mods/quake-portal-gun
To see the mod I'm helping to map for; its on Quake1 and does a lot to emulate ...well I think you can guess.
I'll be making a BIG prefab-mixed-bag .rmf file so I'll just be a case of coming up with an idea for a portalesqe test-chamber-thingy and slapping the pre-built parts together.
Contact either me or R.Siska at moddb.com to GET INVOLVED TODAY!
Zwiffle
#394 posted by negke on 2011/11/03 15:16:14
Go for it!
OpenKatana In Need Of Mappers
#395 posted by hogsy on 2012/04/16 14:29:21
Currently looking for someone familiar with creating both singleplayer and multiplayer maps for Quake but is capable of working with unfinished tech and also capable of providing reasonable/helpful feedback on tools, engine and documentation.
An understanding of C would be a plus but is not a requirement.
http://www.moddb.com/members/hogsy/images/openkatana561#imagebox
http://www.moddb.com/members/hogsy/images/openkatana564#imagebox
http://www.moddb.com/members/hogsy/images/openkatana562#imagebox
If you're interested then please feel free to contact me providing some examples of past work and some information on your computer specifications would also be helpful ;)
hogsy@oldtimes-software.com
Is This An Open Source Daikatana
#396 posted by czg on 2012/04/16 15:52:45
holy shit mad kudos
#397 posted by Kinn on 2012/04/16 15:58:40
some information on your computer specifications would also be helpful ;)
My computer is a modified toaster powered by a room-sized array of hamster wheels, for unrivalled parallelism and cuteness. Do I qualify?
Yes And No...
#398 posted by hogsy on 2012/04/16 18:41:37
@396
We're lucky in that we have access to almost everything from Daikatana's development but this isn't a 100% remake otherwise this would be a much easier job. The whole idea in OpenKatana was initially to recreate the game as it was when it still used the Quake engine back in 1997 but we're done with that and are now expanding upon it to make sure it's not only a better game but also appeals to a larger audience. And Daikatana should be going open-source later this year ;)
http://dl.dropbox.com/u/5324043/images/2012/dk_1.2sourcecode.jpg
@397
It may seem like a silly question but I want to make sure that if there's any problems that someone may have then I won't have to bother asking in the future. Making sure we don't leave older systems behind too much but also making sure everything works fine and dandy on newer systems is a pretty difficult job but we want to make sure that for people who may have to use a slower machine such as a laptop will be able to play too.
Good Luck
#399 posted by ijed on 2012/04/16 20:31:38
Sounds like a noble goal.
RMDKT
#400 posted by negke on 2012/04/16 23:41:07
Quite an endeavor. Which engine is this supposed to be made in anyway?
@400
#401 posted by hogsy on 2012/04/17 02:14:23
We initially started off with the FitzQuake engine as we felt it was a perfect balance and a good starting point for us, and I have been continually adding to it ever since we started. Quite large chunks of it have either been heavily revised or rewritten.
Really there's a lot of changes I could go into but for the most part the only thing that will really affect anyone willing to create or bring their own modifications to OpenKatana is that the game-logic has been almost completely rewritten in C and QuakeC has been completely thrown out the window, on top of that some parts of the engine such as the menu have been mostly rewritten and separated into their own "module" and some tools have been updated but we've spent a lot of time making sure that all the game code and tools are nicely documented so that people can get right into it.
#402 posted by necros on 2012/04/17 03:02:25
i have to ask... why would you remove quakec? it provides an easy way modify game logic without having to modify the engine, is 100% portable and is already very similar to c anyway.
@402
#403 posted by hogsy on 2012/04/17 04:31:36
This is a common question and it's hard to answer as there's a lot I could say about it benefit-wise. I'll probably write something up about it at some stage but for the most part it's just easier for us to manage, It's been rough writing everything out again but certainly been worth it to throw out so much garbage but at the same time just add so much more control for those working on creating modifications. Concerning portability in terms of supporting Linux and Mac, it was a sacrifice I was happily willing to make as those are not platforms we currently aim to support since as stated earlier one of our focuses is making sure we support a wide range of hardware and to be fair it takes a lot of pressure off our shoulders...
Also just to clarify the game logic is still separate and does not require any modification to the engine to alter, somewhat similar to Quake 2 I suppose but probably managed a little better.
I'll be heading to bed for now but will happily answer any questions tomorrow ;)
NeverSoft Apparently Needs Level Designers
#404 posted by scar3crow on 2012/07/03 04:16:08
As in, really bad.
http://www.neversoft.com/taleo.html
(just scroll down past the search fields for a bucket list of positions)
I know this isn't the most popular place for Call of Duty, but they picked up the franchise and are hiring a lot of level designers for it. Some of the positions mention Radiant as something they like proficiency with (and yeah if you didn't know, CoD maps are still made in Radiant). Figured I would pass along for anyone job hunting who wouldn't mind moving to California.
Off Topic
#405 posted by jt_ on 2012/07/03 20:40:25
Call of duty maps went downhill after modern warfare 2. The gameplay died in cod4 ;)
#406 posted by Spirit on 2012/10/01 20:57:39
I am looking for someone who would make me a pre-roll (or how is it called) intro for the Quaddicted youtube channel. 1-3 seconds of some dark brown grey black awesomeness with "Quake" andor "Quaddicted" or something like that. We'd flesh out the idea together.
The channel is for Quake videos, be it sp, coop, mods, maps etc. Ignore the qw video dump, that was just archiving. The intro would be for self-made/-captured videos only.
#407 posted by Spirit on 2012/10/01 20:57:39
I am looking for someone who would make me a pre-roll (or how is it called) intro for the Quaddicted youtube channel. 1-3 seconds of some dark brown grey black awesomeness with "Quake" andor "Quaddicted" or something like that. We'd flesh out the idea together.
The channel is for Quake videos, be it sp, coop, mods, maps etc. Ignore the qw video dump, that was just archiving. The intro would be for self-made/-captured videos only.
PS
#408 posted by Spirit on 2012/10/01 20:58:44
Looking for the video/fx part, not the music, unless someone is omnipotent. Music would be either something dark ambientish or doom metal or just some whoosing.
I Vote Whoosing
#409 posted by Drew on 2012/10/01 21:12:15
Don't Do That
#410 posted by megaman on 2012/10/14 18:08:31
From "QuakeRoot":
#411 posted by Shambler on 2013/01/11 10:55:58
Greetings!
I'm recruiting volunteers to create an Open Source Quake1 (single & multi-play) alternative. Here are the main bullet points:
*Full Replacement Content
* Male & Female player models (no pornographic models please)
*The original Hammer
* A new full Single-Player Episode (8 levels)
* 10 new Multi-player levels
* An End-Boss for every episode (4 new bosses)
* Play as monster (single & multiplay)
Go to www.IconicIdea.com to register for the project, the site has forums and chat. There are still items being debated, such as the engine that will be used. Feel free to add input, or opinions. No one will be turned away who genuinely wants to be a part of this.
This project will have complete replacement content except for the original Quake levels which have been released to GPL. There can be NO derivative works of the original content. This means you cannot use the previous models, sounds, textures, animation, or AI as a template - we have to create our own. If you add copyrighted or derivative works, it will be deleted. This is an Open Source Project and as such needs to be free of such things.
We want the Hammer created as originally advertised by Id Software. The earliest information releases described "Quake" as a Thor-like character wielding a giant hammer, who knocks away enemies by throwing the hammer -complete with real-time inverse kinematics. This shouldn't be confused with the hammer that was provided in Quake Mission Pack 1: Scourge of Armagon. We want a full blown "Thor-Hammer" that can be thrown - and returns to you. This weapon should be effective but not Godly, it cannot return "clipping" through a walls, if it hits a wall the player must retrieve it.
The original levels will, of course, be used (as they've been released to GPL) - We'd like to have a completely new episode (8 levels) built into Single-Play (Aztec style?) and 10 new levels for Multiplay.
We want 4 (Single-Play) "Bosses" created, one for each episode (except the 1rst which already has a boss) with the difficulty increasing incrementally when facing each Boss.
Options to play as a Monster in single play and multiplay. For instance, the option to play a fiend, that can pick up armor, but no weapons, or an ogre that picks up armor and grenades but nothing else - etc. Or even muliplayer games pitting factions of monsters against the others.
Twatbler
#412 posted by Spirit on 2013/01/11 16:38:23
Let me ask the usual "why would this not fail" questions:
What will you do?
What is your game dev background?
Why will this attempt not fail?
What engine do you use?
The name is arbitrary and there is some free software project with the name already.
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