What are you working on?
Moderator: InsideQC Admins
I think you misunderstood: I was recruiting for a Quake based Crysis 2 parody... and therefore I need people with Quake engine experience, see viewtopic.php?t=3161
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
- s87
- Posts: 8
- Joined: Wed Mar 30, 2011 7:47 am
- Location: Germany
Nah, I'm not that crazy to claim I could recreate Crysis 2 using Quake... the idea is just having some 20/60min game showing that older engines can keep up with the cutting edge ones gameplay wise
Personally I have no clue about PSP porting, I don't own one myself either, but if somebody wants to give it a try you sure could.
To be precise the game will be based on the Darkplaces engine.
Video of what I have so far: YouTube
Mainly looking for people with Level Design / Modeling experience (Quake formats) for the assets, since the code and scripts are superbly documented - thanks for the great tutorials / forum resources here at inside3d.com

Personally I have no clue about PSP porting, I don't own one myself either, but if somebody wants to give it a try you sure could.
To be precise the game will be based on the Darkplaces engine.
Video of what I have so far: YouTube
Mainly looking for people with Level Design / Modeling experience (Quake formats) for the assets, since the code and scripts are superbly documented - thanks for the great tutorials / forum resources here at inside3d.com
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
- s87
- Posts: 8
- Joined: Wed Mar 30, 2011 7:47 am
- Location: Germany
if you're going to use darkplaces, you should use more modern model formats and the like. IQM is the prime skeletal format for it these days.
I too wanted to parody Crysis at one point (it would have been called 'soblime'). I mean, I could take the things witnessed in my infamous 'crysis rip and tear' video into fun extremes XD. but i wouldn't use darkplaces - i'd have done it in winquake with a new palette and all new crappy art
I too wanted to parody Crysis at one point (it would have been called 'soblime'). I mean, I could take the things witnessed in my infamous 'crysis rip and tear' video into fun extremes XD. but i wouldn't use darkplaces - i'd have done it in winquake with a new palette and all new crappy art
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Heh, saw the video and loved the idea... A bitchslap in all console castrated FPS out there. But I agree with leileilol: if you're doing a parody you'd better forget DP and stick to crappy (compared to Crysis standards) Quake rendering. Also, slap some sit-and-regen feature. And for more cool ideas check the DJQuake comics. 
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Ok so you propose to use Winquake? I have the following questions then:
Hope you experienced Quake developers can help me out a little here
- Is there some tutorial for compiling quake with recent compilers? I had some issues with vanilla sources (didn't install some specific MASM version) with VS 2008 and don't want to invest too much time in getting the environment up since everything worked pretty much out of the box with DP
- Does Winquake support proper Alpha for textures (especially on the HUD + text on the HUD)? This is some minimum requirement I have for the engine.
- What's with key mappings? I have a non-EN keyboard and also would like to be able to use the scrollwheel of the mouse etc.
- What about real freelook? I have to admit I haven't been able to enable it with DP either...
Hope you experienced Quake developers can help me out a little here
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
- s87
- Posts: 8
- Joined: Wed Mar 30, 2011 7:47 am
- Location: Germany
s87 wrote:Ok so you propose to use Winquake?
Nah, that would turn things harder than they need to be.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Yeah, sure! The only more advanced effect I need is transparency, the other stuff should stay on Quake level.
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
- s87
- Posts: 8
- Joined: Wed Mar 30, 2011 7:47 am
- Location: Germany
Two screenshots from eQ0101 a map, mainly for the earthQUAKE mod, but I'll possibly use it for two other mods, as it's a lot of work to use for just one...
Anyway, first one. This is a comparison of the old road textures and the newer, smaller, better proportioned ones.
Next, the new lampposts. New one in the foreground, placeholder ones to the back. It's smaller, thinner and more detailed. I've a number of prefabs, so I can place the working, flickering and broken ones in the best places, atmosphere-wise.. Anyway, screenshot:
[/b]
If I'm honest I also need to reduce the kerb height, but that's another big job, I'll procrastinate about a while longer...
Anyway, first one. This is a comparison of the old road textures and the newer, smaller, better proportioned ones.
Next, the new lampposts. New one in the foreground, placeholder ones to the back. It's smaller, thinner and more detailed. I've a number of prefabs, so I can place the working, flickering and broken ones in the best places, atmosphere-wise.. Anyway, screenshot:
[/b]
If I'm honest I also need to reduce the kerb height, but that's another big job, I'll procrastinate about a while longer...
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Looking nice c0burn.
I'm currently working on a small little mod, mostly sp gameplay tweaks and additions. Thickening up the levels, improving threat levels but not touching monster health values. Strictly "feels Quakey" stuff while keeping things a bit more active.
I'm currently working on a small little mod, mostly sp gameplay tweaks and additions. Thickening up the levels, improving threat levels but not touching monster health values. Strictly "feels Quakey" stuff while keeping things a bit more active.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Who is online
Users browsing this forum: No registered users and 1 guest


