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History and Origin of OpenQuartz Project

Postby Baker » Mon May 08, 2006 2:30 pm

Could someone tell me the history of how the OpenQuartz project started, who started it, etc.

Yes I've read the .txt files, but considering that there seems a very strong likelihood that I might end up using a good portion of the project in the future I would like to know more about where/how this project started.

I kind of get a very warm feeling when looking at the project knowing that there are others who deeply care about the game and came up with a great start on the concept of "freeing" Quake years ago.
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Postby leileilol » Mon May 08, 2006 7:03 pm

iirc it was part of the Quakeforge project in early 2000, then was split onto its own. Its most active development period was between 8-1-2000 and 10-31-2000
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Postby Baker » Tue May 09, 2006 5:58 pm

Anyone know where I can find basically a null sound "null.wav"?

Certain maps generate missing sound warning messages, which don't do anything but print annoying messages on the console.

I'd like to substitute a null.wav for those missing sounds.
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Postby Spirit » Tue May 09, 2006 6:10 pm

Just create a new empty .wav file. That should do, I guess.
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Postby Baker » Tue May 09, 2006 6:53 pm

Spirit wrote:Just create a new empty .wav file. That should do, I guess.


Justed tried that right now ... get "Missing RIFF/WAVE Chunks" warning messages when using a 0 btye file.
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Postby Spirit » Tue May 09, 2006 7:07 pm

Did you create a new .wav file via rightclick -> new -> wav file?
A hex editor should show something like this:

Code: Select all
00000000h: 52 49 46 46 32 00 00 00 57 41 56 45 66 6D 74 20 ; RIFF2...WAVEfmt
00000010h: 12 00 00 00 01 00 01 00 22 56 00 00 22 56 00 00 ; ........"V.."V..
00000020h: 01 00 08 00 28 00 66 61 63 74 04 00 00 00 00 00 ; ....(.fact......
00000030h: 00 00 64 61 74 61 00 00 00 00                   ; ..data....
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Postby leileilol » Tue May 09, 2006 7:08 pm

a null.wav is essentially a silent sound, ANYONE CAN MAKE ONE :roll:

also i'm working on new ambience for oqdecrapify
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Postby FrikaC » Wed May 10, 2006 4:51 am

OpenQuartzwas spearheaded by Galbraith Games and was born out of their Free Models Project now called Free Game Arts. The Free Models Project was/is great idea and resource that stems back many years, and it was around when I started modding in 1997 iirc. The models already made by the family (Galbriath Games is basically a large family involved in gaming, Seth "The Serpent Lord" Galbraith seems to be the most prominent (he used to post on Inside3D regularly before.) Ulrich and B. F. Galbraith seem to be the chief modelers & artists) and the people they could contact were just relicensed to GPL, some that had completely free licenses were just thrown in. That's the origin of most of the content. There are also quite a few new and original models made just for the project, such as the player model.

A lot of the wavs and things were contributed by people from their message board and by pOx from his Paroxysm mod. I worked with pOx breifly trying to make Paroxysm a standalone game just after the Quake source release, this fell through however and pOx decided to release the whole of what was left as free content. The problem was that some of what was left had Quake 2 copyrighted content in it (the chat beep springs to mind) I told him to seperate these things out, but he assumed anyone using the content would do the job.

The OpenQuartz maintainers didn't notice (right away) and in the last Qexpo they released an update that replaces these violating resources (I haven't looked, but they may have cut out all of pOx's work just to be safe)
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Postby Baker » Wed May 10, 2006 5:24 am

Data Dump

Open Quartz does not have these sounds:

(comparison done using ExamDiff)

< C:\quake\id1\sound\ambience\buzz1.wav
< C:\quake\id1\sound\ambience\fire1.wav
< C:\quake\id1\sound\ambience\fl_hum1.wav
< C:\quake\id1\sound\ambience\hum1.wav
< C:\quake\id1\sound\ambience\suck1.wav
< C:\quake\id1\sound\ambience\swamp1.wav
< C:\quake\id1\sound\ambience\swamp2.wav
< C:\quake\id1\sound\ambience\thunder1.wav

< C:\quake\id1\sound\doors\airdoor1.wav
< C:\quake\id1\sound\doors\airdoor2.wav
< C:\quake\id1\sound\doors\basesec1.wav
< C:\quake\id1\sound\doors\basesec2.wav
< C:\quake\id1\sound\doors\ddoor1.wav
< C:\quake\id1\sound\doors\latch2.wav
< C:\quake\id1\sound\doors\winch2.wav

MONSTERS FROM THIS POINT FORWARD

< C:\quake\id1\sound\blob\death1.wav
< C:\quake\id1\sound\blob\hit1.wav
< C:\quake\id1\sound\blob\land1.wav
< C:\quake\id1\sound\blob\sight1.wav

< C:\quake\id1\sound\boss1\death.wav
< C:\quake\id1\sound\boss1\out1.wav
< C:\quake\id1\sound\boss1\pain.wav
< C:\quake\id1\sound\boss1\sight1.wav
< C:\quake\id1\sound\boss1\throw.wav

< C:\quake\id1\sound\boss2\death.wav
< C:\quake\id1\sound\boss2\idle.wav
< C:\quake\id1\sound\boss2\pop2.wav
< C:\quake\id1\sound\boss2\sight.wav

< C:\quake\id1\sound\dog\dattack1.wav
< C:\quake\id1\sound\dog\ddeath.wav
< C:\quake\id1\sound\dog\dpain1.wav
< C:\quake\id1\sound\dog\dsight.wav
< C:\quake\id1\sound\dog\idle.wav

> C:\quake\id1\sound\enforcer\idle3.wav

< C:\quake\id1\sound\fish\bite.wav
< C:\quake\id1\sound\fish\death.wav
< C:\quake\id1\sound\fish\idle.wav

< C:\quake\id1\sound\hknight\attack1.wav
< C:\quake\id1\sound\hknight\death1.wav
< C:\quake\id1\sound\hknight\grunt.wav
< C:\quake\id1\sound\hknight\idle.wav
< C:\quake\id1\sound\hknight\pain1.wav
< C:\quake\id1\sound\hknight\sight1.wav
< C:\quake\id1\sound\hknight\slash1.wav

< C:\quake\id1\sound\knight\idle.wav
< C:\quake\id1\sound\knight\kdeath.wav
< C:\quake\id1\sound\knight\khurt.wav
< C:\quake\id1\sound\knight\ksight.wav
< C:\quake\id1\sound\knight\sword1.wav
< C:\quake\id1\sound\knight\sword2.wav

< C:\quake\id1\sound\ogre\ogdrag.wav
< C:\quake\id1\sound\ogre\ogdth.wav
< C:\quake\id1\sound\ogre\ogidle.wav
< C:\quake\id1\sound\ogre\ogidle2.wav
< C:\quake\id1\sound\ogre\ogpain1.wav
< C:\quake\id1\sound\ogre\ogsawatk.wav
< C:\quake\id1\sound\ogre\ogwake.wav

< C:\quake\id1\sound\plats\train1.wav
< C:\quake\id1\sound\plats\train2.wav

< C:\quake\id1\sound\shalrath\attack.wav
< C:\quake\id1\sound\shalrath\attack2.wav
< C:\quake\id1\sound\shalrath\death.wav
< C:\quake\id1\sound\shalrath\idle.wav
< C:\quake\id1\sound\shalrath\pain.wav
< C:\quake\id1\sound\shalrath\sight.wav

< C:\quake\id1\sound\shambler\melee1.wav
< C:\quake\id1\sound\shambler\melee2.wav
< C:\quake\id1\sound\shambler\sattck1.wav
< C:\quake\id1\sound\shambler\sboom.wav
< C:\quake\id1\sound\shambler\sdeath.wav
< C:\quake\id1\sound\shambler\shurt2.wav
< C:\quake\id1\sound\shambler\sidle.wav
< C:\quake\id1\sound\shambler\smack.wav
< C:\quake\id1\sound\shambler\ssight.wav

< C:\quake\id1\sound\soldier\death1.wav
< C:\quake\id1\sound\soldier\idle.wav
< C:\quake\id1\sound\soldier\pain1.wav
< C:\quake\id1\sound\soldier\pain2.wav
< C:\quake\id1\sound\soldier\sight1.wav

< C:\quake\id1\sound\wizard\wattack.wav
< C:\quake\id1\sound\wizard\wdeath.wav
< C:\quake\id1\sound\wizard\widle1.wav
< C:\quake\id1\sound\wizard\widle2.wav
< C:\quake\id1\sound\wizard\wpain.wav
< C:\quake\id1\sound\wizard\wsight.wav

< C:\quake\id1\sound\zombie\idle_w2.wav
< C:\quake\id1\sound\zombie\z_fall.wav
< C:\quake\id1\sound\zombie\z_hit.wav
< C:\quake\id1\sound\zombie\z_idle.wav
< C:\quake\id1\sound\zombie\z_idle1.wav
< C:\quake\id1\sound\zombie\z_miss.wav
< C:\quake\id1\sound\zombie\z_shot1.wav
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Postby Baker » Wed May 10, 2006 5:30 am

FrikaC wrote:The OpenQuartz maintainers didn't notice (right away) and in the last Qexpo they released an update that replaces these violating resources (I haven't looked, but they may have cut out all of pOx's work just to be safe)


The file date of what I am using appears to be August 2004.

Doesn't completely matter for my purposes, I'm going to merge all of the OpenQuartz content that I keep in pak0.pak and then take the liberally licensed models/sounds I find and put 'em in a pak1.pak.

Or maybe put them all in a pak0.pak

Either way, I will be keeping track of all the licenses/authors/sources.

And nothing that sounds like Quake 2 would make the final cut with my little side project, anyway, hehehe.
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