Pain Skins...
#74 posted by metlslime on 2008/11/25 04:30:28
i always thought that was the genius thing about quake's skins -- everyone's bloody to begin with, so you never question the absence of pain skins.
DarkPlaces Sv_progs
#75 posted by Baker on 2008/11/25 08:54:53
I think DarkPlaces sv_progs capability is rather nice. One progs.dat per gamedir is rather wasteful.
sv_progs is "progs.dat" ["progs.dat"] selects which quakec progs.dat file to run
With being able to have multiple "progs.dat" per folder, a mod could include a "multiplayer.dat" and a "frikbot.dat" ... one optimized for multiplayer and one for playing the mod with bots or what not.
Since it is my understanding that ezQuake now supports NQ progs.dat (Tonik's ZQuake Travail capability stuff), a normal Quake mod now has a lot of additional potential uses in addition to single player capability as it will run in everything from FitzQuake to DarkPlaces to ezQuake.
Add:
.ent external entity file support; be able to tweak the entities around without recompiling ... just edit a text file. Although it would be more useful if somehow the .ent file could be reversed back into .map format somehow.
Add
#76 posted by Baker on 2008/11/25 08:59:14
One nice feature of FTEQCC is conditional compilation. i.e. (#ifdef BOTS_VERSION ... #endif).
I imagine mod source code could be reworked to kick out a dmsp.dat or whatever in addition to say a frikbot.dat and ye old progs.dat, etc.
Fx
#77 posted by ijed on 2008/11/25 16:22:59
Are all handled by emissions, and there's sparks as a specific entity for ease of use.
We discussed pain skins but shelved the idea. It brings up locational damage and what constitutes a pain skin. As metslime says most creatures are already splattered with blood, so painstakingly painting on damage can get lost visually.
The one time I saw it in Quake was Kinn's Bastion on the imported Q2 Enforcer. Can't say I was a fan of him developing holes in his back from being shot in the side.
Tangent:
Locational damage was axed because it actually punishes the player for bad aim. 3x head damage means a player running through and hitting a monster in the feet is going to lose ammo and time. And I don't think it's necessary for the gameplay.
Separate progs for multi/single is a possibility, but we'll have to see how much the game gains in multiplayer speed with a seperate optimised version.
On the fly editing - who had this recently? Compile the bsp and edit entities whilst in edit mode - looked pretty slick.
Entity Editing On The Fly
...
#79 posted by gb on 2008/11/28 18:52:10
-quoth
lolol
(couldn't help it)
We can have separate progs no problem (#ifdef). I have successfully compiled a purely multiplayer progs that is under 300K. o_O Runs very fast and will support map voting, obs, deathmatch 3, random respawn, optionally FBX, most of that working already.
Command line choice of progs is nice, every engine should have that.
Centerprint logging as well.
.lit and .ent, yeah, Ricky's e4m1 has colored lighting, and I'd not be against it either.
External texture support could be good, because you'd all have to download less. How much less is another question.
So practically, what everyone said. If we deliver an engine that runs on Win/Lin/Mac, and even has software, I'd like to see the person who still complains to personally punch them in the face.
Especially if the thing will run in FTE, Pro, EZQ, DP, perhaps Fitz (?) and possibly even Tyrquake, as well as "our own engine", because everything we do is documented and open source...
how much more can you do?
Can You Make It Compatible With
#80 posted by bambuz on 2008/11/30 15:29:46
Mvdsv (qw standalone server) and possibly somehow with ktx (qw dm multiplayer mod), though for the latter I don't have the faintest idea how.
Just an idea.
Will you have an spprogs.dat so it runs with a qw server?
..
#81 posted by Baker on 2008/11/30 17:31:43
ezQuake (and ZQuake) and FTEQW support running Quake progs.dat. Making spprogs.dat support would be redundant, if 3 Quakeworld clients can support traditional progs.dat, the compatbility feature should be added in mvdsv as well instead of being accomodated because it is lagging behind in that department.
KTX is not a true "mod", it is built into mvdsv server and written into the server binary.
What Baker Said
#82 posted by gb on 2008/11/30 19:51:57
The named clients are also cross platform +software, so from our side, they get the stamp of approval.
Having a dedicated qw progs would just change some minor physics things.
For the multiplayer, I can see why you'd want that, but no QW people will be interested in this for multiplayer anyway, or so I've been told. They don't want or need any new mods.
I can only imagine how they would *love* a mod that changes the weapon balance, introduces fall damage, model teams, dropping weapons, Gyro physics, and all that stuff.
In short, I really doubt RMQ would pass f_modified.
In singleplayer, you'll have 0 ping anyway, thus it should be bearable.
Hm
#83 posted by ijed on 2008/12/01 03:57:38
This is an open-source project. It's too small a team to encompass Quake.
The Qc isn't open yet, because it's not finished, but if you're not a timewaster and have something to contribute then you can have access.
But sometime in the hazy future when it is finished there's nothing stopping un-thought-of engine support.
We're talking with engine coders, we'll see what happens.
How about origin brushes?
Not Following The Thread, But...
#84 posted by megaman on 2008/12/01 12:59:39
if you [...] have something to contribute then you can have access isn't really open source.
#85 posted by JneeraZ on 2008/12/01 13:08:13
Eh, until it's ready to play there's little point in open sourcing it. It'll be hard enough to get this thing working without having to manage random code submissions from well meaning strangers.
Ijed
#86 posted by gb on 2008/12/01 21:11:51
Bump
#87 posted by HeadThump on 2009/01/31 18:36:27
I am curious though how things are coming along, Ijed?
Good
#88 posted by ijed on 2009/01/31 18:45:00
There's a long road ahead of us, the most difficult part of the project is keeping focused.
Having said that nothing is wasted - we've axed alot of stillborn ideas and what we have so far is solid enough to warrant survival.
What we really need though is a modeler / animator.
I can do it, but I just don't have the time.
In terms of % complete, I'd say maybe 25% - including code, maps, sounds, graphics etc. etc. It's a monster.
Monsther Monsther
#89 posted by ijed on 2009/01/31 18:46:49
I keep using that word to describe it . . .
Cheltnum 4:40
Ive Been Mapping Like Fuck
#90 posted by RickyT33 on 2009/01/31 18:54:27
for about a week..... :P
:)
#91 posted by ijed on 2009/01/31 18:58:49
What Models Need Replacing?
#92 posted by HeadThump on 2009/01/31 22:13:59
Fuck
#93 posted by ijed on 2009/02/01 02:04:46
Tried sending this off my phone a couple of hours ago. Fallo.
The idea is to replace no models - just add animations. There's a handful of new models, a much easier task than the animations. There's a few that will need modification as well.
The theme is that if a dedicated modeler enters the team they'll have control over their part.
#94 posted by gb on 2009/02/01 04:15:11
Yes, it's mainly additional monster animations.
Stuff like knight and enforcer weapon variants, throwing animations, and eventually (in the rather distant future) taunt animations. All using id's models. Plus anything that you come up with.
Some existing models / animations could be polished somewhat. The rest are small items that we can probably do ourselves.
The Models I Have Been Working On
#95 posted by HeadThump on 2009/02/01 05:21:39
deviate far from Quake origins so I don't think they would be useful, unfortunately.
Qmodels
#96 posted by madfox on 2009/02/01 14:52:49
I have some models in the Quakeworld, as a little support to work on them. I'm trying a frogman model but sofar my intention to make a walk/swim_monster_start never succeeded.
I once made a convertion of dfx models for all Quake model animations.
It would be easy to make new animations and add some frames.
Hat
#97 posted by madfox on 2009/02/01 14:56:05
There is a thing with extracting models to dxf.
As I do so, the original base-skin texture get lost and importing them back with qmle always tends to wrong verticenumber.
Ijed
#98 posted by necros on 2009/02/01 21:49:31
do you have a list somewhere of which models you want to add/replace animations for? and what priorities for which?
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