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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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... reading through it I realize that apparently I already had it ... 
Ericw + Lunaran 
@Ericw: Most definitively, what do you want me to do? Try and get your pack working with 1.6? There are probably some guides for the 1.5 game pack which I can use as a guideline.

@Lunaran: That was a long and interesting read but apparently development ceased on that and I'm not sure, since it's based on older Radiants that we can use that. Maybe someone else knows. The benefit of 1.6 is that it's based on 1.4 which was the pinnacle of GTKRadiants. According to the site there should be Quake support for 1.4 but I never found any. 
Endarchy 
I just remembered that Tig had quite an extensive tutorial on his site to get GTKRadiant working with Quake. Might be useful:

http://endarchy.com/howto.php 
@Sprony 
Unless you're set up to compile gtkr1.6, I can build my branch and send you a binary with the Q1 game pack installed; which OS are you on?

AFAIK game packs in 1.6 go in the "installs" directory beside the radiant executable. 
Ericw 
No, I can't compile. I got a normal setup running. Currently configured for Quake Live. So please go ahead. I'm on Windows 7 (64 bit). 
Here's The Windows Binary With Gamepack 
MSVCP120.dll Error And No Textures 
I had a quick look. Couldn't run it because it's missing msvcp120.dll which can be fixed by installing Visual C++ Redistributable Packages for Visual Studio 2013.

After that, the editor runs fine but it doesn't see any textures even though the wad files are present. You are not able to select them either (they are grayed out).

The editor is able to load existing maps although is can't find the textures or shaders as well. Probably a config issue I suppose. It even shows entities but I had too little time to find out which ones. 
 
Oops, sorry about the missing runtime dlls.

Hm, textures should work. Wads in quake/id1/ show up in the Textures menu after restarting radiant, and I can apply textures to brushes. It shouldn't require any config editing beyond setting your quake directory when you initially configure the game in radiant.

Likewise textures show up when opening an existing map for me, as long as the needed wads are in quake/id1 and radiant has been restarted since any wads were added there. I just tested with the honey map source from https://www.quaddicted.com/filebase/honey.zip and the wads from http://www.simonoc.com/files/maps/jam/jam01_textures.zip 
 
Ah...I forgot I reinstalled Quake and I don't have any textures wads present. That must be the problem. I'll look into this later. 
Hmmm 
That doesn't seem to help. If I use Trenchbroom the textures work fine. Where do you have your texture wads? In Quake 3 you have to manually add them to the shaderlist for Radiant to recognize them. Maybe I need to do something similar? 
Separate Thread 
Maybe it's a good idea, with your permission of course, to give this it's own thread so the community can have a look at it? I'll be more then willing to make it and collect feedback. 
UE4 Mappers Wanted 
G'day mappers,

I'm looking for some mappers for a new team-based competitive FPS I'm making.

Specifically after level and map makers familiar with Unreal Engine 4 aka UE4, successor to UDK.

The style and type of map is post apocalyptic and diffuse/search-and-destroy like in cs/cod.

Feel free to get in touch via info@recoveryfps.com or say hey via Twitter @Youdaman

This is a paid job btw :) 
Looking For Freelance Q3 Mappers 
Posted by vinnyvicious [177.32.228.229] on 2014/08/26 02:51:45

I'm looking for old-school level designers, with experience in Q3 levels, interested in paid freelances. If you're interested, please, post your portfolio! 
Not That I Have The Time.. 
But interested to know what the project is nonetheless? 
Hi 
I'm looking for a few people to do testing on Drake - that is testing both the mod and levels. Also, if anyone is willing to contribute basically anything else, I'm certainly listening (some basic texture work, or even some mapping contributions would be good). 
@tronyn 
You can use stuff from Katharsis if CC license is ok.
http://www.moddb.com/games/dark-revelations 
I In Turn 
am looking for a QC experienced person. 
Old Discussion 
http://celephais.net/board/view_thread.php?id=15861&start=420&end=420

I would love to work on a spiritual successor to Quake with a lot of modern features. Primarily take what I love about Quake, update it, and add new features (gravity flipping for example.)

http://www.moddb.com/mods/shamblers-castle/images/fighting-scrags#imagebox
Shambler's Castle was great iirc. Something simple like this, with actual patches/terrain, higher fidelity brushwork, better models/lighting/fx/whatever else would be very satisfying. Doesn't even have to be actual Quake, just Quake-like. I'm all for brand new settings/weapons/enemies/powerups.

That is all. 
Basically... 
...organising that would be like trying to herd puppies using live bees.

GL, HF, etc. 
This Is A Ticking Can Of Worms 
 
Well 
it'd be about remaking quake, so that might make a good name... 
 
In response to http://celephais.net/board/view_thread.php?id=15861&start=420&end=420

I tried to get this going two years ago, worked up a design document for just about all the mechanics, defined 13 new monsters as well as their unique AI bits, 9 weapons, the asset requirements for all of them, wrote functional expectations for them and scoped that inside of milestones. Got two coders and an artist to get it rolling, was planning on soliciting some people here for mapping when it hit two milestones down from where we were, and... it all stopped.

When you don't have money, it is hard to pull people away from their personal/pet projects.

But yeah, the idea was firmly in "I love Quake, a sequel would likely not do it justice, a remake would be an insult to the creative design and the myriad player interpretations of such a low-fi game." But it did still involve an unnamed person with nigh industrial equipment as weapons in medieval/unrefined metal levels that were made for the sake of gameplay, and inhabited by beasts created for the purpose of guarding such worlds and killing people like you. 
Moved. 
Blood Evolution [EDIT]

Posted by Killes [195.212.29.178] on 2015/01/07 20:46:45
Ok this looks interesting, on UE4 :

http://www.moddb.com/games/blood-evolution/news/early-development-blood-evolution

Seems hes pretty serious and potentially has some skills/experience to make this real.

Heads up for anyone from the old Transfusion team and other interested, he's looking for help. 
If Only I Knew How To Make UE4 Maps 
I loved Blood. 
 
The thing about remaking Blood is, we don't have the game source, and thus we don't really know the values. Blood has 3 armor/damage types, there are instanced damage, splash, and damage over time. Every monster has varying health and armor values by difficulty. Such things can be extrapolated, but it is a lot of work.

Also, nothing demotivates a team like uncreative work - recreating someone else's work. No matter how much you love it.

I want to be excited, but I must admit I was put off by the mention of Interceptor, ROTT 2013 was rather horrible in many ways, and completely failed to "get" the game.

Blood is one of those IP hills to die on, it has so many components critical to its character... 
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