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Jobs & Mappers Wanted
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod.
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Yeah, the GPL license only applies to the code. Likewise Quake assets aren't licensed under GPL, only it's engine codebase is. 
 
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. 
 
If progs are written from scratch, they don't fall under GPL. 
Hm 
Don't know if the QuakeC scripting language itself is GPL or not. 
SCOURGE - Commercial Id Tech 2 Thriller 
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. 
 
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? ;) 
 
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? 
 
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. 
 
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 
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? 
 
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! 
 
Oh, my email is (corbinne AT gmail dotcom)! 
 
When I grow up, I wanna be a roguish ruminant nutritionist just like Jerry!

I will grab the food and stuff it in them cows' fat mouths. And when they go all "Moo!", I'll be like "Bitches!!!!" 
Shouldn't You 
Be in the drunk thread? 
I Think He's Channeling The Tween Thread 
 
 
Wrong thread indeed! 
Looking For A Programmer To Make Radiant 1.6 Compatible With Quake 
For the sake of argument, let's not get into the why but instead focus on the how. Because I know there are great alternatives out there and I know it works with 1.5. The point is, I want it to work with 1.6 (for various reasons, one being the only Radiant that is still actively maintained).

Radiant is open source and it's available at GitHub. You can see it here:

https://github.com/TTimo/GtkRadiant

I know the editor well but making it compatible with Quake, without some serious hacking, is way out of my league. That's why I decided I would look for a programmer or at least someone who knows his stuff. That's why I'm posting this here (I mean, this is THE Quake community).

Instead of going all out I think the best approach would first be to do an analysis of what needs to be done and how much time it would take. Because if it's just too costly then there's no reason for me to continue this. I can pay for this analyses through PayPal and if it's within reason.

I think a good place to start would be to have a look at the Quake game pack for 1.5 which you can find here:

http://icculus.org/gtkradiant/developers.html#gamepacks

For the record, I'm not talking about some simple hacks. I'm talking about full Quake support which can officially be added to the next Radiant 1.6 release. So no converting stuff, a ton of separate tools, etc.

Besides me willing to pay I will also put in all my effort to help where I can, test, find bugs, etc. I'm really hoping someone bites. If you do not like to use to the forum, you can mail me at spronyvanjohnson at gmail dot com. 
 
I was playing with this a few months ago and had some success. The main thing missing is displaying mdl's in the editor, but it looked like it would be a huge pain to do.

Code is here:
https://github.com/ericwa/GtkRadiant/tree/quake1

Gamepack:
https://www.dropbox.com/s/uj8iewxy2q7ozmt/Q1Pack.zip

It would be cool to get this merged in to the main repository. I don't really know how to use radiant so if you want to help test this out that would be sweet! 
Quake In Radiant? 
http://www.celephais.net/board/view_thread.php?id=60225

Thanks for making me dig this up, I didn't realize sikkpin uploaded the source at the end of that thread. 
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