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Open-Source Instagib Project

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Postby FrikaC » Thu Jul 05, 2007 2:06 pm

I'm a model.
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Postby Sajt » Thu Jul 05, 2007 4:20 pm

Indeed!

Image

What was that about squirrels anyway?
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Postby scar3crow » Thu Jul 05, 2007 8:21 pm

I will model, or, pretend to. 15% more bodyfat to go... yikes

Back on topic

Eli - You will find in time, that I am useless.

QuakeMatt - I do actually prefer UT2k3/4s InstaGib over UTs (the only thing it does better than UTs) because of the movement. It doesn't have the repetitious hackiness of bunnyhopping, but walljumps and doublejumps make for a bit of slightly unpredictable behavior - and make for some very very cool banking shots. UTs grounded combat doesn't work so well in InstaGib because... you're practically aiming on just one axis most of the time, and if they are on a different level, its simple aiming still, with the stumpy jump they do. The new movement of UT2k3 added a lot.

All I can figure this project needs is a handful of good maps, player model, weapon model, weapon effect, gibs, sounds and textures that are all legal to use (CheapAlert is the man when it comes to finding out what you are in the clear to use for a free project).

Once again, I want to play this now...
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Postby Urre » Fri Jul 06, 2007 6:22 am

Electro: yes but we don't count you, you... thief?

*stumbles over Electros face*
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For Sure,

Postby Eli » Fri Jul 06, 2007 10:00 pm

scar3crow wrote:All I can figure this project needs is a handful of good maps, player model, weapon model, weapon effect, gibs, sounds and textures that are all legal to use (CheapAlert is the man when it comes to finding out what you are in the clear to use for a free project).

Once again, I want to play this now...


Exactly.

I can probably scrape the little coding together myself, (mainly from nexuiz sense its so accessible), but once again help in that department would be great.

Any and all modeling work would be great sense that's really all that we need...(Character, Weapon, Gibs, maybe a spawn point or teleporter). I'll also try and do my part by drawing some more concept art and uploading it soon as possible.

For textures I think a game like this could get away with just using the DSI texture pack by Evillair sense it feels extremely high-tech and steamlined, perfect for some kind of future death games. Its also extremely mapper friendly, and if any texture artist wants to edit the colors of the textures so that mappers could use more then blue and gray that'd be great.

I already know a skilled sound artist that would like to make whatever sound effects or music we need.

I'll do some maps but the more mappers the better, especially for instagib. Fun gameplay for this depends a lot on the maps so the more the merrier.
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Postby Eli » Fri Jul 06, 2007 10:00 pm

FrikaC wrote:I'm a model.


The more the merrier, once again
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Postby Urre » Sat Jul 07, 2007 11:40 am

Pretty much everyone here is often looking for help on their projects. What you want to do to lure people in, is to show dedication to your project by starting to work on all aspects you can, and show some progress being made. Especially on a small project like this it'd actually be quite possible to make it all yourself except the maps. So either get some cool maps and gameplay going and get a modeler, or get some cool models done and try to reel mappers in with that. People want to see stuff happening to be interested. Personally I find this project to be one of the cooler ones, since it's so small, simple yet effective. It's pretty much all about the maps.

(NOTE: yes, I'm too busy to help, sorry, but don't give up!)
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Postby Teiman » Mon Jul 09, 2007 12:34 pm

instagib seems need engine support.

you can ask for help on quakesrc.org too
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Postby Urre » Tue Jul 10, 2007 6:25 am

And polycount (when it comes to models).

Tei: why so? There have been railgun mods for Quake before source was released. You'd want a cooler engine for cooler content though.
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Postby Teiman » Tue Jul 10, 2007 9:09 am

Urre wrote:And polycount (when it comes to models).

Tei: why so? There have been railgun mods for Quake before source was released. You'd want a cooler engine for cooler content though.


I whas thinking about clientside colision detection, that is a can of worms, but maybe you dont need it. I admit.
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Postby Urre » Wed Jul 11, 2007 7:45 am

I don't think you need it, also makes it tough to have custom playermodels (someone could go in and make a really slim model, or invisible, which no one could hit). DP supports it though...
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Postby Teiman » Wed Jul 11, 2007 11:57 am

yea, cheating will be a huge issue on a instagib mod with clientside collision hit detection. Indeed.
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Postby Urre » Wed Jul 11, 2007 1:39 pm

Aye, you could create much larger models for all your opponents :)
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Postby Teiman » Wed Jul 11, 2007 3:17 pm

Urre wrote:Aye, you could create much larger models for all your opponents :)


I can enhance the quake protocol so If player 3 railgun player 6, then the client quake of player 3 execute that command:

cmd instagib 3 6

And the server has to implement the instagib command

void ( player self, player other) func_instagib =
{
bprint("Player ", self.netname , " killed " , other.netname);
}

Cheating that way will be easier. You only need to make that command:

alias cheatkill3 "cmd instagib 5 3"
bind q cheatkill3

So you press Q, and player 3 die.

I think I will run to patent this cheatproff protocol enhancement...
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Postby Sajt » Fri Jul 13, 2007 6:45 am

The server should have an unlagged option, where player's shots are moved back according to their ping (all server side), or is it the enemy players it's tracing against being moved back for the duration of the trace? Whatever...
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