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Posted by metlslime on 2004/04/14 03:11:11 |
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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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
#473 posted by ericw on 2014/06/28 18:51:05
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
#475 posted by ericw on 2014/06/28 21:27:04
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.
#477 posted by ericw on 2014/06/29 22:02:54
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
#481 posted by Youdaman on 2014/07/08 11:37:16
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
#482 posted by Shambler on 2014/08/26 11:55:59
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..
#483 posted by cardo on 2014/09/05 15:56:30
But interested to know what the project is nonetheless?
Hi
#484 posted by Tronyn on 2014/09/10 02:21:11
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
#485 posted by wakey on 2014/10/21 23:21:54
You can use stuff from Katharsis if CC license is ok.
http://www.moddb.com/games/dark-revelations
I In Turn
#486 posted by wakey on 2014/10/21 23:23:03
am looking for a QC experienced person.
Old Discussion
#487 posted by Zwiffle on 2014/11/01 17:24:57
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...
#488 posted by Shambler on 2014/11/01 23:23:10
...organising that would be like trying to herd puppies using live bees.
GL, HF, etc.
This Is A Ticking Can Of Worms
Well
#490 posted by ijed on 2014/11/03 02:17:28
it'd be about remaking quake, so that might make a good name...
#491 posted by scar3crow on 2014/11/11 16:40:50
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.
#492 posted by Shambler on 2015/01/07 21:28:32
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.
#494 posted by scar3crow on 2015/01/09 05:27:09
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...
And On That Note
#495 posted by scar3crow on 2015/01/09 05:31:52
I was laid off today. If anyone is aware of a project that could benefit from some remote QA, be it game, site, service, program... 6.5 years experience, 70+ games with over 50 developers and 12 platforms. Basic test execution, on up through test engineering and managing the testing of an entire title. Been on everything from Angry Birds to Ryse.
If you just need some additional eyes, or want a full test plan, a suite of cases, and even standardized bug formats for your community and beta testers, I can help you out.
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