Quake really needs some generic .mdl open source models
Moderator: InsideQC Admins
Sorry, haven't read the whole thread yet. But I've got two cents to drop here:
There isn't a section for modelling in this forum. Maybe adding one would encourage people to work on them, or at least organize what we have.
It seems to me that modders have a tendency to not like replacement models, since replacement models aren't hard to find. In fact, many QC and engine coders also seems to be like this, since they build their projects on top of the vanilla code without taking bugfixes and other important changes from other engines. They seem to have no overall quality standards, it's like they just want to add their touch into the game and that's it. Not all modders are like this, but many are.
There isn't a section for modelling in this forum. Maybe adding one would encourage people to work on them, or at least organize what we have.
It seems to me that modders have a tendency to not like replacement models, since replacement models aren't hard to find. In fact, many QC and engine coders also seems to be like this, since they build their projects on top of the vanilla code without taking bugfixes and other important changes from other engines. They seem to have no overall quality standards, it's like they just want to add their touch into the game and that's it. Not all modders are like this, but many are.
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mankrip - Posts: 915
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mk wrote:In fact, many QC and engine coders also seems to be like this, since they build their projects on top of the vanilla code without taking bugfixes and other important changes from other engines. They seem to have no overall quality standards, it's like they just want to add their touch into the game and that's it. Not all modders are like this, but many are.
I'd guess maybe that it isn't that "they" want that result, but that the information isn't easily available on what those fixes are and where they can be obtained.
Both progs 1.06 source code and glquake source code are very buggy.
In an ideal world, a gently bug-fixed and constantly maintained baseline would be very nice. Not something that is some person X's perspective but a general consensus baseline.
Something that contains ONLY true bug-fixes and maybe if it has any common sense improvements, have them optionally IFDEF'd in the code. (FTEQCC supports IFDEFs so why not).
In the world as it exists now, this stuff can be difficult to track down and understand.
I know I'd like to see a community maintained progs 1.07 that contained only true bug-fixes (like the QIP stuff).
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Baker - Posts: 3666
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Oh, QC coders, such quality-standards-hating bastards!
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CocoT - Posts: 695
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... I do agree that a modelling section in the forum might be a good idea, though.
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CocoT - Posts: 695
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CocoT wrote:Oh, QC coders, such quality-standards-hating bastards!
On the engine side of things, I cringe when I see glquake complete with it's dumpster full of bugs ported to other platforms
There should be a bug-fixed authentic glquake/winquake source.
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Baker - Posts: 3666
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leileilol wrote:Baker wrote:There should be a bug-fixed authentic glquake/winquake source.
tyrquakeOH WAIT THAT'S NOT QRACK JOEQUAKE FITZQUAKE PROQUAKE ETC THEREFORE DOESNT EXIST
TyrQuake is a nice engine and has a 2008 release. And I've heard it is one of the easiest to compile on Linux and appears to compile on BSD.
But the reason I don't generally mention TyrQuake is that the changes in TyrQuake tend to be very similar to FitzQuake and aguirRe's Enhanced GLQuake and follows the same idea path of those engines ("mapper engines").
So if FitzQuake or aguirReQuake have an unresolved issue, it is almost certainly going to be an issue in TyrQuake. All 3 generally have all the fixes the mapping community thinks about a lot and historically [and I think history is changing] tend to not have fixes that the mapping community doesn't think about much.
Which is no different to the NQ/QW being very strong in multiplayer bug fixes and lacking mapping fixes.
As a result, I like to look at these engines in totality:
JoeQuake = speeding running community engine
ezQuake = Quakeworld community engine
Qrack/ProQuake = NetQuake community engines
DarkPlaces/FTEQW = Modding community engines
Fitzquake/aguirRe Quake = Main mapping community engines
/yeah I edited the post
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Baker - Posts: 3666
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leileilol wrote:MauveBib wrote:so they can happily be leached and used by others as long as they remain GPL.
Yeah but how about those compilation mods? And mods that derive from other games resources? You can't really have both together. If it were the LGPL sure, but no
And I see mikeeusa has registered to this forum, probably from this topic of interest... brace yourself for the 'death to women's rights and liberties' hate from that lifeless moron. (or a lame plug of his site, at the least which is a vehicle of hate speech in itself)
Lifeless? Explain?
Surely you mean soulless, as in "you and your friend are have no souls, listening to that fucking soulless german bullshit" as my cusin would say when wishing to enjoy "life-is-hard" genre american rock-n-roll at my house rather than what I like.
What did I ever do to you leilei; I don't recall ever even talking to you.
PS: what do you think of my maps?
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