Quake Sprite Files
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good luck, because I can't think the last time when an all-in-one quake editing suite didn't suck though
Well, this one might suck too. Who knows? But at least I'll learn a lot and have some fun along the way.
- Willem
- Posts: 73
- Joined: Wed Jan 23, 2008 10:58 am
Baker wrote:I'd like to see the QuakeC compiler become for testing purposes only and remove the ability for an engine to use progs.dat and instead have engines have QuakeC just-in-time compilation and instead of using a progs.dat, it expects the source code in a progs.zip file.
This would end the problem of protectionist projects where people lose the QuakeC or severe bugs or limitations arise in the future as invariably happens with all closed source.
Most experienced modders release their sources, but the current "system" encourages bad practices and allows many new modders to make all the same mistakes of Quake's past ... a problem that could be avoided.
That seems the most sensible route to me. QC is easy to decompile anyway, so closed source isn't really that big a problem, but even in terms of just working on a mod, being able to do on-the-fly editing and reloading of progs would be a fantastic thing for everyone to have.
A Win32 GUI for Q1 graphics is something that's crossed my own mind too, although if I was writing it I'd likely go down the .NET route; far less headaches on the GUI part of the work. Might cause difficulties with not being able to cast struct pointers to different data types though.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
leileilol wrote:You don't draw in FIMG. Just paste your images in there. Heck you can even make an animated GIF file and then import that as your SPR in fimg. Don't forget to flip vertically though, it sometimes has a mind of its own
Yeah, but I'd kinda assume that the first thing you'd do in a sprite editor would be, you know, drawing.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Whatever. I want to draw sprites in a sprite editor, please. Using some other app, then importing a picture is not my idea of a good workflow. I spent several hours trying to produce a fucking sprite, which I could have more productively used for mapping.
Not needing an emulator would be nice, too. I'm pissed off at the number of people who think that "a win32 GUI app" or even .NET would be a good thing. Ffs, don't we have enough problems already?
After this project, I really hope to map for a modern engine with reasonable tools that run on my fucking OS. These are pretty much the criteria I'll use to pick another game to create content for. Quake needs to get its shit together. I'm not asking for much.
Not needing an emulator would be nice, too. I'm pissed off at the number of people who think that "a win32 GUI app" or even .NET would be a good thing. Ffs, don't we have enough problems already?
After this project, I really hope to map for a modern engine with reasonable tools that run on my fucking OS. These are pretty much the criteria I'll use to pick another game to create content for. Quake needs to get its shit together. I'm not asking for much.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
After this project, I really hope to map for a modern engine with reasonable tools that run on my fucking OS. These are pretty much the criteria I'll use to pick another game to create content for. Quake needs to get its shit together. I'm not asking for much.
You are, actually. If you're going to map/mod for Quake you're going to have to accept some hardships. The game is o-l-d, most of the info sites are gone, and documentation is hard to come by. That's part of the fun for me but I can see how it wouldn't be for everyone.
Quake 1 modding/mapping is very, very niche.
- Willem
- Posts: 73
- Joined: Wed Jan 23, 2008 10:58 am
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