Is anyone still interested in prydon?
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Is anyone still interested in prydon?
let me know please?
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Chillo - Posts: 80
- Joined: Fri Nov 05, 2004 6:29 pm
What do you have in mind ? A new episode ? That would be great.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I've been making a pseudo quake mod like prydon using CSQC with a real GUI slot inventory system. A lot of the inspiration for it came from Prydon, though it's meant to be played with normal quake. I think a lot of people are still interested in seeing more developments in Frika's mod..
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
That's sounds a little like feral
avirox wrote:I've been making a pseudo quake mod like prydon using CSQC with a real GUI slot inventory system. A lot of the inspiration for it came from Prydon, though it's meant to be played with normal quake. I think a lot of people are still interested in seeing more developments in Frika's mod..
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
The real question is, is prydon still interested in me
There were many a moment when I wanted to do a total artwork makeover for the thing, but never got down to it. Probably because i'd anger Chillo. Or that I wouldn't use QME or export to mdo for QME editing.
So many weapons and items could be remodeled to more optimal triangles, uvmaps and contrastful textures...
There were many a moment when I wanted to do a total artwork makeover for the thing, but never got down to it. Probably because i'd anger Chillo. Or that I wouldn't use QME or export to mdo for QME editing.
So many weapons and items could be remodeled to more optimal triangles, uvmaps and contrastful textures...
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
xaGe wrote:That's sounds a little like feralavirox wrote:I've been making a pseudo quake mod like prydon using CSQC with a real GUI slot inventory system. A lot of the inspiration for it came from Prydon, though it's meant to be played with normal quake. I think a lot of people are still interested in seeing more developments in Frika's mod..
It's similar, but the idea behind my mod is primarily Quake1 content-driven (IE no swords and gold drops and such). I've only come into a problem with the inventory sending data back and forth between CSQC and SSQC..
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
leileilol wrote:
Seeing as Prydon's code is generally complete, it'd be great to have a huge collaboration with the whole community. Definitely have a new episode in there. The Prydon developer's page is still up and running as well, which has a list of all the maps that are supposed to be completed in accordance to FrikaC's plans.
Anyone who's interested in making characters/weapons/props can rightfully do so, and even implement them in the game themselves using Prydon's dynamic map entities. Just as long as individuals don't bash other people's work, there should be very little animosity within the group. One needs to understand the difference between constructive criticism and blatant affronting.
I'd say as long as all the artwork from everyone generally matches the same style then the game should work, visually. If it's a huge variety of styles in one mod, then it'll probably look very muddled and unattractive. I'd honestly like to take a shot at mapping, myself. Prydon is very short on maps and the only people I've seen make really cool maps for it were MauveBib and Harb!nger (though there are probably cool maps from other authors that I haven't seen, yet).
I can also speculate that most people who've played Prydon haven't really seen everything that it currently has to offer. You'd have to be pretty well immersed with it in order to acquire all the spells, complete the quests, and such. It's already a much bigger game than most people think.
Feral also has very cool ideas regarding RPGs in Quake, as it was highly dependent on Darkplaces for a lot of its features. Daemon created that cool feature of code-based movement for the acquired weapons, which would really be a time-saver for animations if something like that was implemented in Prydon...
...and yeah right, leileilol. Like angering someone would stop you!
There were many a moment when I wanted to do a total artwork makeover for the thing, but never got down to it. Probably because i'd anger Chillo. Or that I wouldn't use QME or export to mdo for QME editing.
So many weapons and items could be remodeled to more optimal triangles, uvmaps and contrastful textures...
Seeing as Prydon's code is generally complete, it'd be great to have a huge collaboration with the whole community. Definitely have a new episode in there. The Prydon developer's page is still up and running as well, which has a list of all the maps that are supposed to be completed in accordance to FrikaC's plans.
Anyone who's interested in making characters/weapons/props can rightfully do so, and even implement them in the game themselves using Prydon's dynamic map entities. Just as long as individuals don't bash other people's work, there should be very little animosity within the group. One needs to understand the difference between constructive criticism and blatant affronting.
I'd say as long as all the artwork from everyone generally matches the same style then the game should work, visually. If it's a huge variety of styles in one mod, then it'll probably look very muddled and unattractive. I'd honestly like to take a shot at mapping, myself. Prydon is very short on maps and the only people I've seen make really cool maps for it were MauveBib and Harb!nger (though there are probably cool maps from other authors that I haven't seen, yet).
I can also speculate that most people who've played Prydon haven't really seen everything that it currently has to offer. You'd have to be pretty well immersed with it in order to acquire all the spells, complete the quests, and such. It's already a much bigger game than most people think.
Feral also has very cool ideas regarding RPGs in Quake, as it was highly dependent on Darkplaces for a lot of its features. Daemon created that cool feature of code-based movement for the acquired weapons, which would really be a time-saver for animations if something like that was implemented in Prydon...
...and yeah right, leileilol. Like angering someone would stop you!
Last edited by Chillo on Tue Jul 28, 2009 4:15 am, edited 1 time in total.
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Chillo - Posts: 80
- Joined: Fri Nov 05, 2004 6:29 pm
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