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Tzunami: GPL Quake Project

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Tzunami: GPL Quake Project

Postby Baker » Wed Jul 28, 2010 10:57 pm

d1554573r has started yet another attempt to make a GPL Quake multiplayer replacement set.

http://quakeone.com/forums/quake-mod-re ... pment.html

What's the difference between this and past attempts?

Well ... first, he has a cool name and he's hung around the QuakeOne.com web site a couple of years so he has a feel for the state of things.

But perhaps more importantly, he has a lot of artistic talent.

Image
(No ... that's hardly the only thing he has made, but that's a DP retexture skin for the the knight)

Anyways, he's had the crash course education of past GPL Quake attempts like Open Quartz, SynQ, and awareness of leileilol's OQ+ stuff that appears to be in qbism's SuperQbism pak, etc. and knows the rules of the road regarding intellectual property and is otherwise a very intelligent guy.
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Re: Tzunami: GPL Quake Project

Postby Sajt » Thu Jul 29, 2010 12:59 am

Baker wrote:d1554573r has started yet another attempt to make a GPL Quake multiplayer replacement set.


A what? (dang it, no proper smily for this post... should be a confused face that doesn't look like a jerk)
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Postby leileilol » Thu Jul 29, 2010 1:05 am

poor man's pak1.pak
i should not be here
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Postby Spirit » Thu Jul 29, 2010 7:24 am

From what I read it did not seem like he knew about copyrights and IP too well, he wants/wanted to use the QRP textures... And that red metallic mess might show talent for using a drawing program but no taste at all.

Failing GPL attempt #265?

leileilol's project OQ2(?) looks awesome.
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Postby Chip » Thu Jul 29, 2010 11:13 am

leileilol wrote:poor man's pak1.pak


:lol: :lol: :lol: :lol: :lol: :lol:
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Postby d1554573r » Tue Aug 03, 2010 8:34 am

That metallic mess doesn't look like that on most of screen-shots, blame uber low poly models.
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Postby Error » Thu Aug 05, 2010 5:14 am

that metallic mess looks exactly how it should... I've seen low (really low) poly models look really good.
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Postby dreadlorde » Tue Aug 10, 2010 7:58 pm

How about some high poly models? There's almost an infinitum number of texture projects.
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Postby revelator » Wed Aug 11, 2010 3:58 am

wouldnt mind high poly models either but i think i understand why theres some hesitations in making any.

quakes animation system is pretty crude (no scripting etc) so most high poly model end up looking rather weird with the static built in animation sequences.

it could probably be done with nice effect in darkplaces, but i think most artist rather spend there efforts on something a more standard based quake can actually run rather than making models for just one engine.
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