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Is anyone still interested in prydon?

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Is anyone still interested in prydon?

Postby Chillo » Sun Jul 26, 2009 7:02 pm

let me know please?
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Postby Zylyx_ » Sun Jul 26, 2009 7:09 pm

May I ask what is it?
....noodle...
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Postby Chillo » Sun Jul 26, 2009 7:15 pm

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Postby frag.machine » Sun Jul 26, 2009 11:01 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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Postby ceriux » Sun Jul 26, 2009 11:02 pm

id play i just cant host a server anymore...
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Postby MauveBib » Sun Jul 26, 2009 11:26 pm

Hell yeah I'm still interested :)
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Postby avirox » Mon Jul 27, 2009 3:39 am

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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Postby xaGe » Mon Jul 27, 2009 4:11 am

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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Postby leileilol » Mon Jul 27, 2009 7:04 am

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...
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Postby Error » Mon Jul 27, 2009 7:16 am

always!
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Postby avirox » Mon Jul 27, 2009 2:43 pm

xaGe wrote: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..


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..
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Postby Chillo » Mon Jul 27, 2009 6:32 pm

leileilol wrote:
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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Postby ceriux » Mon Jul 27, 2009 7:19 pm

me and my little brother hosted a server for awhile off of our home connection but we noticed that some of the maps lagged pretty bad. i think for online play prydon would have to modded quite a bit for performance.
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Postby FrikaC » Fri Jul 31, 2009 6:04 pm

which maps?
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Postby Urre » Fri Jul 31, 2009 11:50 pm

Prydon ran fine online for me, all maps. And I used to have a sucky computer back then. I'm also drunk.
I was once a Quake modder
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