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Quake MOD - In The Shadows

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Re: Quake MOD - In The Shadows

Postby LordHavoc » Tue Feb 19, 2013 11:56 pm

I sent an email to one of my friends who does dev relations for Steam and we'll see if something can be arranged, no promises though, not sure how this can be set up (likely involves Steam Workshop).
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Re: Quake MOD - In The Shadows

Postby sock » Wed Feb 20, 2013 7:23 pm

Article removed.
Last edited by sock on Thu Feb 21, 2013 9:45 pm, edited 1 time in total.
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Re: Quake MOD - In The Shadows

Postby frag.machine » Thu Feb 21, 2013 4:23 am

Sock, my friend... What you described is a HTML made by and for... programmers. :D
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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Re: Quake MOD - In The Shadows

Postby sock » Thu Feb 21, 2013 11:04 am

Image
http://www.simonoc.com/images/misc/mainmenu2.pcx
The MOD option should be on the front menu like above, it should be simple to add an extra option. The mod section under options could co-exist with this front menu version. If you want to explore the other menu ideas, let me know. I can help with extra graphics in the same style as quake.

@frag.machine, probably why programmers should make friends with artists! :P
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Re: Quake MOD - In The Shadows

Postby Spike » Thu Feb 21, 2013 12:03 pm

over in the quakeworld community we have some small 8*8 grid of menu chars called mcharset.lmp.
Specifically it contains the following chars:
A-Z a-z 0-9 : /
for engine devs, here's baker's code dump: viewtopic.php?p=35846#p35846
For users, there's a high-res image here http://www.ezepov.com/qw/gfx/mcharset.png but I don't know of a low-res image.
Providing such images allows the engine to draw random bits of menu as it needs rather than being limited by the lmps available to it. Its perhaps a little more work to implement in the engine but at least doesn't require new artwork for new options etc.
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Re: Quake MOD - In The Shadows

Postby frag.machine » Thu Feb 21, 2013 1:45 pm

sock wrote:@frag.machine, probably why programmers should make friends with artists! :P


LOL, indeed my friend... :D
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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Re: Quake MOD - In The Shadows

Postby leileilol » Thu Feb 21, 2013 5:19 pm

Spike wrote:For users, there's a high-res image here

Holy crap that's ugly and non-readable
i should not be here
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Re: Quake MOD - In The Shadows

Postby r00k » Thu Feb 21, 2013 8:29 pm

it looks better without the grey background.
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Re: Quake MOD - In The Shadows

Postby LordHavoc » Thu Feb 21, 2013 8:48 pm

sock wrote:Image


I can't package any replacement lmp's and such that are id1 derived with darkplaces, due to copyright, if I redo the main menu it will be using all-new imagery and likely completely generated within the engine (more like Quake2's textual menus), there will come a time when I have to ditch the quake art for the menus to restructure them sanely, I've tried to avoid this so far.

sock wrote:@frag.machine, probably why programmers should make friends with artists! :P


I am an experienced artist, level designer, game designer (my true passion), and programmer, thank you very much.

The website design is intentional to be friendly to server administrators using lynx and other text web browsers, it uses CSS properly to convey its intended style on browsers that support CSS, and the pages are laid out to give news first and foremost and download and screenshots for those interested, it's well known that everyone new to a website hits the Screenshots link first thing, so I did not choose to decorate the news page with any screenshots, and personally I find highly decorated websites to be rather repulsive so it is plain.

The screenshots page features "as shipped" screenshots of Quake and Nexuiz primarily, I threw in some texture pack screenshots at one point because people kept asking for them, but I do not feel that is the Quake experience, merely a flavor one can apply to it.
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Re: Quake MOD - In The Shadows

Postby Spike » Fri Mar 08, 2013 4:59 am

I'm bored, so I'm just gonna dump this link here for firefox users, mostly to show what's possible: http://triptohell.info/moodles/live/itslive.html
it should work with other browsers too, you just need to run a less friendly .exe instead, also I cba testing them.
yeah yeah, cross linking etc. blurgh.
note that the plugin has autoupdating enabled (at least on windows. linux will need extra special manual maintainence).
linux theoretically works, its just a bit crap cos its missing quite a lot.

One of these days I'll be able to link something I've created without lots of port etc bollocks and without saying 'its just a bit crap' anywhere. But hey, I could have just said 'linux is crap and unsupported' instead. Actually, that would have been a better idea. no matter.
In the mean time - I'm lazy.
Enjoy.

Anyway...
Yay, Sock's mod rocks!
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Re: Quake MOD - In The Shadows

Postby ceriux » Fri Mar 08, 2013 5:15 am

i use firefox (and have the latest version) i get some text about quake shareware and ITS but it says plugin missing?
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Re: Quake MOD - In The Shadows

Postby sock » Fri Mar 08, 2013 11:30 am

Spike wrote:I'm bored, so I'm just gonna dump this link here for firefox users

Wow that is awesome, you have made my day! I tried it this morning and indeed it works through my firefox web browser! :)
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Re: Quake MOD - In The Shadows

Postby ceriux » Sat Mar 09, 2013 1:23 am

hey, i tried again and got it to work! thats freakin awesome! if its okay with spike. you should throw that link up on moddb ;)

edit: guys i tried to send this to a friend over at another community and he said it set off his anti virus.

ceriux wrote:hey i was wondering if it would be okay, to post this mod for quake that plays through a web browser. it's medieval/stealth themed and i think the community would like to check it out. (its single player and not a rpg so i dont think it'll steal attention from ms:c)

heres the link if you'd like to check it out.

http://triptohell.info/moodles/live/itslive.html


That there, is a virus. :\

I suggest you do a thorough scan of your puter - it set off both my Eset and my MalB.
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Re: Quake MOD - In The Shadows

Postby ceriux » Mon Mar 11, 2013 2:20 pm

sorry for double post *bump*
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Re: Quake MOD - In The Shadows

Postby Spike » Mon Mar 11, 2013 4:54 pm

TLDR version: its not malware but it is native code.

its crosscompiled on linux. the amount of malware that can affect both systems is likely still quite low.
much lower in fact than the false-positive rates from virus scanners simply noticing that the page offers an xpi file.

yes, it uses native code within that xpi plugin. yes, that plugin will download the engine-proper before running it. yes, the plugin contains activex stuff (same dll for both firefox+ie, but as an xpi this will not be registered). yes, all 3 of these will likely trigger false virus alerts from anything that isn't whitelisted.

eset's wikipedia page implies that it uses extensive heuristics, and will thus be highly prone to such false positives. While I've never heard of either scanner before, google doesn't help with malb at all.

the page itself is no different from one that embeds flash. You would need further clicks before anything that can potentially contain malware is downloaded.

if your friend has a specific name for the malware that has been detected, I'd take his report a little more seriously, sorry but without that I'm just going to blame the issue on paranoid heuristics and messages that claim he's downloading a virus instead of warnings that he's downloading native code without necessarily realising it.
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