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Quake Engine Features Wish List
A project to collect ideas and discuss modifications to Quake source ports that would bring innovation and quality of life improvements for mappers. One of the goals would be to encourage and coordinate standards across the different existing source ports. Using GitHub should hopefully open up the project to interested coders outside of the func community.

https://github.com/quake-mapping-community/quake-engine-features-wish-list

This is an attempt to create a centralized place for engine coders to note what features mappers would like to see in future source ports or updates. Read the original thread here:

http://www.celephais.net/board/view_thread.php?id=61732

Right now, it's a simple issue tracker with comments but it will likely become much more with expanded involvement from the community. I'm not a Git expert so help would be appreciated.

If you would prefer not to make a GitHub account to post there, feel free to post here and I will add an issue with a link back here.

If you would like an invite to be on the team post here or email me your Git username and I will send an invite.
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Pak Files And Stuff 
How about this?

You could open the console and do something like
-load pak99.pak
or a pk3
maybe even do like
-load pak99.pak/progs_for_mod_testing/knight.mdl
to replace an mdl already being used
Maybe even do something like
../mymod/progs/some.mdl
Imagine a quick model replacing thing to cut down on a bit of time.
Just fire up your engine and load a folde or pak containing a model and then start a map having an entity with that model. 
Re: Pak Files And Stuff 
+1 for that. The Quoth Map Paks basically work on that principle - the map plus all the resources are stored in a single pak file.

In order to make it work without engine support I wrote a batch file that renames the file to pak3.pak, but the idea that engine support could make the method slicker was something I had in mind. Dynamically swapping a map pack in/out would be nice, or just having a GUI to select the pak files. 
Well Well Well 
finally for the firs time in my life i have suggested a valid/appropriate suggestion.
better work on it and suggest better ideas...or make it myself. 
 
The chance to create colored lights (.lit) in game, like Darkplaces do with RT lights. Same for fog, rain etc.. 
Wow The Spam 
http://www.celephais.net/board/view_thread.php?id=60497

But anyway would this be possible? 
@8657 
q3bsp + lightmap lightstyles exists (fbsp).

DakPlaces doesn't support it but I think FTE does. 
 
Not what I mean: I mean creating them DURING game (darkplaces can do it for RTlights, but not .lit) 
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