Hah
#438 posted by ijed on 2013/04/22 15:33:45
I'll get bored and do my own stuff one day.
Until then I'll keep on doing cookie-cutter shite for various companies I cannot name.
Look forward to seeing your game, keep us up to date :)
#439 posted by JneeraZ on 2013/04/24 12:40:11
Kinn - So you gave up game development to make games. Good call. :P
Psst
Post #325
Willem
#441 posted by Kinn on 2013/04/25 14:15:19
Wow, you missed the point there quite spectacularly.
#442 posted by JneeraZ on 2013/04/25 17:02:27
Not really, I was snarking more than anything else.
Quake Gpl License Misunderstand
#443 posted by Bold0 on 2013/05/18 03:08:25
Hi, hoping this is the right thread..
I�m a Quake mapper interested in commercial (yes commercial!) use of its GPL engine and maybe you can help me;
I�ve read that old Carmack message when ID released the source for free (and many people misinterpreted that !) so.. is it correct to say:
-if I build all my assets(maps, sounds, models, textures,..) on top of this Quake1 source code(modified or not), releasing ONLY this source code for free, I can create a standalone game and charge money for it ?
and why so few attempts(Malice,Shrak,Xmen,..)?
#444 posted by Spike on 2013/05/26 05:50:50
If you can ensure that the gpl parts truely are a separate work (ie: you're just repackaging them with some startup script to load your game instead) then the gpl is generally fine with you distributing the two together.
There have been so few attempts because they're either total conversions (like xonotic or laser arena) which no longer contain any quake content and are not even thought of as quake (and don't feel like it either), or they're regular ol' mods with limited redistribution requirements.
Also, total conversions are actually quite a lot of work.
#445 posted by Spiney on 2013/05/26 18:57:59
Yeah, the GPL license only applies to the code. Likewise Quake assets aren't licensed under GPL, only it's engine codebase is.
#446 posted by necros on 2013/05/26 19:09:29
quake assets includes the progs.dat source code right (game logic)? I always took the license to mean you had access to the renderer alone.
if the code is included in the GPL release it's under the GPL license.
Looking at the code zip file, progs.dat source is under the GPL. I'm not sure if you made a progs.dat from complete scratch if that would need to be GPL'ed too.
#448 posted by motorsep on 2013/07/21 22:07:53
If progs are written from scratch, they don't fall under GPL.
Hm
#449 posted by ijed on 2013/07/22 00:57:12
Don't know if the QuakeC scripting language itself is GPL or not.
SCOURGE - Commercial Id Tech 2 Thriller
#450 posted by Corbin on 2013/08/07 22:27:07
Hi everyone, I work at Isotope/TDGMods, and we've been developing a third/first person psychological thriller called SCOURGE. We're currently looking for more mappers to help round out the design process and get this thing finished on schedule. It's being built with a modified Quake II engine. SCOURGE is being published by GSP (Goat Store LLC) and will be released for the PC and Dreamcast platforms. For more information and screenshots, visit our Facebook page:
https://www.facebook.com/pages/Isotope-TDGMods/232903863419077
Our previous background includes developing HYPERTENSION, released in 2011 in limited capacity, for Dreamcast and PC. This game was featured on Game Informer's website, and Diehard GameFAN helped publish it.
There seems to be quite a disparity between the quality of the various assets in your game.
Like how the gun model on the tommygun has a much higher resolution texture than the blurry black/blue demon thing, for example.
It's very interesting that you guys are making a game using the Quake 2 engine but I fear the game will probably be mostly overlooked. I hope you guys get it fixed up, Blood is one of my favourite games and it looks like you have drawn a lot of inspiration from it.
#452 posted by necros on 2013/08/07 23:18:17
PC and Dreamcast? That's a very interesting choice, I'd be curious to know the reasoning behind that.
Dreamcast Mods
are very much a cool little niche hobby thing....
You know, like making content for 17 year old FPS shooters? ;)
#454 posted by Corbin on 2013/08/08 04:57:41
Yes, I'm aware of the quality issues, we've had a lot of people on/off the project and we haven't tied up everything at one base resolution. That demon should be sitting at 256x256, not 128x128, and that was overlooked when I took the screenshot. My bad!
Other than that, usually level designers come with a bit of texture skill to round everything out. My team is doing everything ourselves, which means that there's not a hierarchy of people; We don't just have level designers, or just have modelers - one person does 3 or 4 tasks, and that's the reason behind us needing more help.
The reasoning behind the console choice is because we were able to get a publishing contract for a Dreamcast version, so we took it. Contributing for various mods for nearly a decade, this came off as a once-in-a-lifetime opportunity. Hypertension was ported to the console and the publisher took notice. It worked out, and it's a good creative challenge.
One last thing, it's not so much making content for a 17 year old shooter as it is using the engine to make content for something that should have been released 17 years ago. Or something like that. ;)
Yeah I suppose it would be unfair to judge assets too harshly when you are hiring for those positions. Maybe some design plans and concepts would be help?
#456 posted by Corbin on 2013/08/10 04:39:08
You mean release the design plans and concepts publicly? Through a website or..?
Rather than post assets that you know need work it would be better to post the vision of the game you want to make.
#458 posted by Corbin on 2013/08/11 00:57:29
This is a much older post, but the story/plot hasn't changed since then!
http://leray.proboards.com/index.cgi?board=q2mappinghelp&action=display&thread=3180
Hope that gives you some idea of what the game is about.
I Can't Find
#459 posted by ijed on 2013/08/11 06:59:55
Your email.
By contract I can't do anything to help directly, but I'd like to give some input anyway.
Sounds intriguing, the time period that the game is set in and the premise isn't bad. Why did you settle on the Q2 engine?
#461 posted by corbin on 2013/08/12 05:25:47
It was originally on my 3DGE engine but we quickly realised that we needed something more powerful for this game type. Quake 2 was a good choice, and its probably the most powerful technology available for Dreamcast as well. Its been a challenge but we have some great programmers and great artists.
@ijed: ill check it out!
#462 posted by corbin on 2013/08/12 05:33:02
Oh, my email is (corbinne AT gmail dotcom)!
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