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Do you see much potential in the Quake II Engine?

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Do you see much potencial in the Quake II Engine?

Yes
10
53%
No
9
47%
 
Total votes : 19

Postby leileilol » Mon Jul 12, 2010 4:06 pm

frag.machine wrote:IIRC Daikatana is a Quake 2 engine that does suport progs.dat.

It uses multiple dlls (even its early Quake rendition used multiple dlls, even a unique dll per weapon. bad idea)
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Postby Ranger366 » Mon Jul 12, 2010 4:10 pm

@frag.machine

Releasing the complete full uncutted code would be really cool, i mean...
there is nothing else todo with, i can get the game here for 0,01€
(yep 1 ct) over amazon... and John is really contact friendly.
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Postby mh » Mon Jul 12, 2010 4:45 pm

Unfortunately JR doesn't own the code, so it'll never happen. Pity, as you can add me to the list of people who think it would be awesome to get this.
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Postby Ranger366 » Mon Jul 12, 2010 4:55 pm

mh wrote:Unfortunately JR doesn't own the code, so it'll never happen. Pity, as you can add me to the list of people who think it would be awesome to get this.


oh, i didnt thought that John Romero dont have right to release/dont have the John Romero's Daikatana Code... you know Daikatana Deathmatch? Its the full Deathmatch part of the game, wich is the best of the game (when its not patched). all the models sounds and maps should be under copyright land the GBC versions too, or did i forgot something?
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Postby mankrip » Mon Jul 12, 2010 6:47 pm

Ranger366 wrote:im alreay IN the Quake 2 modding, and with the current progress there is no way back

Now this is a solid argument. Depending on the amount of work you've already done, it may really be not a good idea to switch engines.

However, even an experienced developer may have a hard time estimating the amount of work required to enhance his current engine versus the amount of work required to port his data assets and gamecode to a better engine, so it would be wise to learn more about these, specially when there's people willing to give you this info.

Good luck.
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Postby Ranger366 » Mon Jul 12, 2010 7:02 pm

mk wrote:However, even an experienced developer may have a hard time estimating the amount of work required to enhance his current engine versus the amount of work required to port his data assets and gamecode to a better engine, so it would be wise to learn more about these, specially when there's people willing to give you this info.

Good luck.


Every important info is welcome.
Thanks mk.

After the last hours of working with the code, and making test models (only some boxes with simple animations) can really say now that Quake 2 can be my next playground, like Quake was before. I had the ability todo everything i wanted in Quake using QuakeC, i remember the days playing my mini mod Ranger's gate with Ovi's The Specialists RPmap iburgcity, rocket fight on the buildings, powered by darkplaces.

I will just start to learn more about the Quake 2 Code.

:)
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Postby Dr. Shadowborg » Mon Jul 12, 2010 10:33 pm

Downsider wrote:Quake 2 with Quake-C?

Isn't that more like QuakeWorld with MD2 and Q2BSP support? z_z


Not exactly. The way I imagine it, it would be more like QuakeWorld with MD2 (while we're at it, why not add MD3 support?), and Q2BSP support WITH an uncastrated QuakeC. (fully controllable particles, and other fun things, w00t!)
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Postby r00k » Tue Jul 13, 2010 2:45 am

Ranger:
id tech 1 http://en.wikipedia.org/wiki/Id_Tech_1
was the doom engine, tech 2 encompasses the quake1/qw/q2 source code base. They do have some differences but not a complete rewrite as Doom -> Quake -> Quake3 was.

If you want to make a mod that will have longevity use the Source engine. Otherwise, you will end up recoding 10 years worth of engine-side features only to find yourself ten years behind the then present tech.

If you truely want to just LEARN, grab a C/C++ book.
If your heart is totally set on Quake2 theme/media tinker with modding the Qfusion source.

QW -> Q2:clone? I think DarkPlaces and FTE already have that covered.
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Postby Baker » Tue Jul 13, 2010 3:09 am

r00k wrote:If you want to make a mod that will have longevity use the Source engine. Otherwise, you will end up recoding 10 years worth of engine-side features only to find yourself ten years behind the then present tech.


It might feel that sometimes. But I don't think that is correct.

Cars ... they've been around since the model T. They still don't fly and they still use gas.

Televisions ... black and white -> color (1951 ?) -> HDTV ... not impressed.

Video phones ... The movie 2001 A Space Odyssey had them in 1969. But 41 years later ... we don't.

Computers ... I'm typing this on a 2.0 Ghz Dell from the year 2002. Does anything I want to do just fine.

What if game engines will scarcely progress in the next 100 years? What if with 3D there is not much to do beyond evolve effects or more flexible model formats and physics and other refinements. This ignores scripting tools and all the other improved tools.

Now ... with all these proprietary engines where you are serf on the game company's restricted island and limited to Windows ... where is the freedom in that?

My favorite multiplayer game is Clan Arena X running the Dredd map pack plus q1edge, maybe aerowalk and q3dm6qw and sanity.

I'm not interested in a world where corporations run it with an iron fist. I'm not interested in having to have internet access so DRM can validate me just so I can play single player.

I refuse to cooperate with such a future. I reject it. What if that future is on the wrong track? What if that future loses?

If you truely want to just LEARN, grab a C/C++ book. If you just need your ass pat, get a girlfriend.


I knew C from books before engine coding. I never found an occasion to use it to make something interesting. Things like Visual Basic 6 could always do it far faster and easier.

The Quake engine caused me to use C because it was something I enjoyed doing.
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Postby goldenboy » Tue Jul 13, 2010 5:26 am

^ That.
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Postby r00k » Tue Jul 13, 2010 6:29 am

My intended meaning was to start by modding the gameplay side, with a an engine with modest modern features, (ie, DarkPlaces over Quake2 3.20), get used to the process of the game development cycle, build on your success.
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Postby Baker » Tue Jul 13, 2010 9:06 am

r00k wrote:My intended meaning was to start by modding the gameplay side, with a an engine with modest modern features, (ie, DarkPlaces over Quake2 3.20), get used to the process of the game development cycle, build on your success.


Yeah, for sure. LordHavoc has worked on DarkPlaces for nearly 10 years, as an example. The experience and the learning curves and getting a handle on the code takes a long time.

I remember your first "modified JoeQuake" emerged back in 2003. That means that by some measures Qrack is nearly 7 years old.
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Postby Ranger366 » Tue Jul 13, 2010 3:02 pm

r00k wrote:Ranger:
id tech 1 http://en.wikipedia.org/wiki/Id_Tech_1
was the doom engine.


never said that Quake 1 Engine was id tech 1...


Baker wrote:... maybe aerowalk and q3dm6qw and sanity...


I love this map in Q3... i dont knowed that it was remaked for Quake... omg is this awesome.
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Postby Baker » Tue Jul 13, 2010 9:46 pm

Ranger366 wrote: q3dm6qw

I love this map in Q3... i dont knowed that it was remaked for Quake... omg is this awesome.


Possibly the best map to really do some evil awesome moves by rocket jumping. I can think of at 3 really cool ones including one I can only do half the time.

Needless to say, that map plays 6x as good in NetQuake with a no self-damage mod like Clan Arena X as it does in Q3.

Just behind q1edge as a map skill players can do evil rocket and grenade jumps with amazing results. Some of it has to be seen firsthand to be believed.

Unfortunately, custom maps went out of favor the last couple of years. *sniff* :( On the plus side, that keeps me focused on engien stuffs because I used to stop engine coding to play that stuff.
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Postby leileilol » Wed Jul 14, 2010 12:04 am

not even q3 servers play custom maps anymore unless it's defrag or cpma (though just the standard 'official cpma maps' at that, being 9 years old)

I don't mean to get self-promotional, no not at all it's really not my intent, for Q3 multiplayer, OpenArena seems to be the very last chance of players playing custom stuff most of the time (mainly because of the base game sucking in quality somewhat...). It's either that, or doing StopHavingFunGuys in CPMA servers for Q3, or playing permanent stock material with the mass public (QuakeLive), despite the massive amount of custom material out there for Q3 there is not much of a playing opportunity with it.

oddly q2 does not have this problem, tastyspleen does get a hellofalot of players on the servers running custom maps. perhaps it's the whole 'start game connect server get bsp play' instant gratification thing. q3 makes you deal with an auth server, a punkbuster, and a pk3 excess problem (it's not uncommon to repack pk3s automatically to join unpure servers with 1000+ maps loaded just incase). qw makes you deal with high chance of client incompatibility with possible crashes or broken autodownloads with certain NOTEZQUAKE clients... and quake4 no one plays quake4!
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