Forum

Cobalt Runner

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Cobalt Runner

Postby Downsider » Tue Nov 24, 2009 3:21 am

Just wanted to share my current project, no clue if any of you have even seen this before. It's Quake-based and for the PSP.

Update 1: http://www.youtube.com/watch?v=NR4oDXaF94w
Update 2 w/fixed animations: http://www.youtube.com/watch?v=ojHfIr0zibg
Update 3: http://www.youtube.com/watch?v=-QD14_4T21c
Update 4: http://www.youtube.com/watch?v=DX-tdbdilvc
Update 5: http://www.youtube.com/watch?v=7GaDMSTLWfs

One thing I ask of you:

Don't pop in this thread, look at the fact it's for the PSP, and immediately disregard it as crap, without taking a look. Thanks.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Re: Cobalt Runner

Postby Wazat » Tue Nov 24, 2009 4:25 am

Wow, dude. I'm impressed! The fact that this is on PSP does not diminish it, it raises my opinion of what you've accomplished. You're doing some awesome stuff that hasn't been done in Quake before... especially not in the way you're doing it. Keep up the good work!
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
Wazat
 
Posts: 771
Joined: Fri Oct 15, 2004 9:50 pm
Location: Middle 'o the desert, USA

Postby ceriux » Tue Nov 24, 2009 7:01 am

Yes Downsider is a quake modding god even though he doesnt think so.

he should have posted this here sooner.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Baker » Tue Nov 24, 2009 10:43 am

Those are really cool.
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby Downsider » Tue Nov 24, 2009 12:17 pm

Thanks ;)
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby avirox » Tue Nov 24, 2009 1:30 pm

Nice stuff with the wall hanging/running. Reminds me very much of Mirror's Edge
avirox
 
Posts: 137
Joined: Wed Aug 16, 2006 3:25 pm

Postby frag.machine » Tue Nov 24, 2009 11:12 pm

Great job, Downsider. Very creative.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Postby CocoT » Wed Nov 25, 2009 6:50 am

Yeah, it looks like a lot of fun! I hope it'll be "regular Quake"-compatible :)
Combine this and Transloquake-looking maps, and you'll have something like this: http://www.youtube.com/watch?v=iBN-sS79m88 :)
As it happens, I've been playing Mirror's Edge in the past couple of days and really enjoy it. Your gameplay already looks awesome! :D
Neurotic Conversions - New location: Update your bookmarks!
User avatar
CocoT
 
Posts: 695
Joined: Tue Dec 14, 2004 5:39 pm
Location: Belly-Gum

Postby Chip » Wed Nov 25, 2009 5:32 pm

The last tech demo (running on the walls) looks nice, I imagine that in a Prince of Persia way. Or Tomb Raider exploration mode.
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays

Fear not the dark, but what the dark hides.
User avatar
Chip
 
Posts: 575
Joined: Wed Jan 21, 2009 9:12 am
Location: Dublin, Ireland

Postby goldenboy » Wed Nov 25, 2009 6:48 pm

That is awesome. Oh, the possibilities O_o

I want to have your little shamblers
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Postby LonePossum. » Thu Nov 26, 2009 8:57 am

OMFG It is Breadsticks. Since When.
Jks Looks as good as it has on forums and on Solitude.
LonePossum.
 
Posts: 38
Joined: Mon Nov 02, 2009 11:07 am

Postby lth » Thu Nov 26, 2009 2:59 pm

Downsider,

Definitely interesting! Looks like you need finer-grained player angles for aiming at those targets though :)

Is this pure QC or have you modified the engine, too?
User avatar
lth
 
Posts: 144
Joined: Thu Nov 11, 2004 1:15 pm

Postby Downsider » Thu Nov 26, 2009 7:42 pm

Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby frag.machine » Fri Nov 27, 2009 1:40 am

Downsider wrote:Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.


I'd say if you have your own engine and skills to code it, go for it. Don't waste time trying to make it compatible with X or Y; just do it, keep the focus on gameplay. After that, if enough people ask for, you may think about porting that to CSQC or whatever it takes to make your idea work in another engine.

EDIT: for misspelling.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2090
Joined: Sat Nov 25, 2006 1:49 pm

Postby Downsider » Fri Nov 27, 2009 1:53 am

Yeah, I don't have any problems with breaking compatibility, really. Once development's over, Cobalt Runner may well be totally incompatible with anything related to Quake.

I've already totally replaced the statusbar and the menu code, in favor of something specific to Cobalt Runner, which doesn't work in Quake due to the menu choices in Quake being simplified..

Netcode will need some major modifications if I want the game multiplayer. This is mainly because, as you can imagine, the game requires some accurate movement, so accurate prediction is a must.
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Next

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest