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Postby s87 » Fri Apr 01, 2011 7:35 pm

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...
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Postby leileilol » Fri Apr 01, 2011 10:47 pm

o so r u make crysis 2 portable 4 the psp?????????????????????
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Postby s87 » Fri Apr 01, 2011 10:59 pm

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 :idea: :!: 8)
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
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Postby leileilol » Sat Apr 02, 2011 12:03 am

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
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Postby frag.machine » Sun Apr 03, 2011 2:30 pm

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. :D
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby s87 » Sun Apr 03, 2011 7:24 pm

Ok so you propose to use Winquake? I have the following questions then:
  • 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 :oops:
Quake based Crysis 2 Parody: YouTube
CryEngine 2 project: open Outcast
Waiting for CryEngine 3 SDK...
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Postby frag.machine » Mon Apr 04, 2011 2:17 am

s87 wrote:Ok so you propose to use Winquake?


Nah, that would turn things harder than they need to be. :) Of course you can stick to Darkplaces if you feel comfortable, I am only suggesting to resist to the temptation of using hi-res textures and lots of Q3-style shaders if you want to preserve the original look and feel.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby s87 » Mon Apr 04, 2011 6:43 am

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...
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Postby ajay » Tue Apr 05, 2011 3:27 pm

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.
Image

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:
Image[/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... ;)
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Postby c0burn » Sat Apr 09, 2011 11:34 am

ImageImage

Doom guy model from the Q2 mod Doom Unleashed fixed to use shirt/pants colours... to go into my Doom Weapons DM mod.
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Postby ceriux » Sat Apr 09, 2011 6:44 pm

working on making him look like the quake guy?
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Postby c0burn » Sat Apr 09, 2011 10:51 pm

I don't follow.
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Postby MasterSplinter » Sun Apr 10, 2011 1:55 pm

High Water Moose Knuckle.
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Postby scar3crow » Sun Apr 10, 2011 3:57 pm

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.
...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.
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Postby leileilol » Sun Apr 10, 2011 10:49 pm

OOPS! Oops


Image


.........oops.





Lilith's next.
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