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fun idae

Postby leileilol » Wed Apr 09, 2008 7:29 am

a Darkplaces based project that just improves net speed/optimizes things and leaves the original gameplay intact but instead improves the menu frontend to be like Nexuiz, and add some cosmetic features like:

- new font for pickups and chat
- nexuiz custom player model system (where frames can be defined , etc)
- tag weapon system, for putting any weapon model on the hand of the player, plus animated muzzleflashes, lighitng from barrel, etc
- csqc almost everything that doesn't vital
- maybe basic ctf since everything absolutely must have a ctf
- observer
- move more effects to particle-based effects

it'd be gpl licensed for code. Any assets derived from quake would be distributed seperately with an agreement that it should only be used for registered Quake. Included assets would be from openquartz though, just for placeholder. it's not a standalone game but infacts just exists to accompany your Quake and/or OpenQuartz installation to darkplaces-enhance everything.

it'd probably be a good clean dp-ized qc base for some

wait, you say "but dpmod exists1!!!" well dpmod doesn't play like quake. :(
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Postby r00k » Wed Apr 09, 2008 11:04 am

Nice Idea. Redefined Quake1 with simple original feel, but with modern netcode (dp7), and some much needed features.
So, maybe start with a new player model that isnt a gargoyle or a clown? :D
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Postby Urre » Wed Apr 09, 2008 1:15 pm

i'd rather see it just use regular Quake content, but with all new code.
I was once a Quake modder
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Postby ShoTro » Wed Apr 09, 2008 2:05 pm

r00k wrote:Nice Idea. Redefined Quake1 with simple original feel, but with modern netcode (dp7), and some much needed features.
So, maybe start with a new player model that isnt a gargoyle or a clown? :D


What about remodeling the characters using the original model restraints? Not MD3 or something totally off the wall, just redefined.
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Postby xaGe » Thu Apr 10, 2008 2:17 am

r00k wrote:..maybe start with a new player model that isnt a gargoyle or a clown? :D


LOL :lol:


ShoTro wrote:..What about remodeling the characters using the original model restraints? Not MD3 or something totally off the wall, just redefined.


Why not MD3??
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Postby ShoTro » Thu Apr 10, 2008 2:36 am

xaGe wrote:Why not MD3??
Why MD3? I guess if you want to redo everything but that sounds like the remodeling project.
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Postby leileilol » Thu Apr 10, 2008 5:07 am

ShoTro wrote:
xaGe wrote:Why not MD3??
Why MD3? I guess if you want to redo everything but that sounds like the remodeling project.


Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" to me. Does it ? No, it'll be cleaner than MDL (more precise vertex animation) and have proper lighting normals.

I also didn't mention anything about 'redoing everything'. If anything would be 'redone' it'd be player.mdl just ported to md3 with a tag replacing the ambiguous quakegun instead.
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Postby scar3crow » Thu Apr 10, 2008 12:42 pm

Like this?
Image
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Postby ShoTro » Thu Apr 10, 2008 1:37 pm

leileilol wrote:
ShoTro wrote:Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" to me. Does it ? No, it'll be cleaner than MDL (more precise vertex animation) and have proper lighting normals.

I also didn't mention anything about 'redoing everything'. If anything would be 'redone' it'd be player.mdl just ported to md3 with a tag replacing the ambiguous quakegun instead.

Not arguing, just wondering why, but yeah, if you just want to convert the models for the sake of clarity, I am all for that.

scar3crow wrote:Like this?

AAAAAAHHHHH HEEELLLLLLLZZZ YEAH!
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Postby scar3crow » Thu Apr 10, 2008 1:42 pm

Heh, well, thats a shot of something by leilei, so clearly he's done it before.
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Postby xaGe » Thu Apr 10, 2008 10:54 pm

leileilol wrote:
Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" to me. Does it ? No, it'll be cleaner than MDL (more precise vertex animation) and have proper lighting normals.

I also didn't mention anything about 'redoing everything'. If anything would be 'redone' it'd be player.mdl just ported to md3 with a tag replacing the ambiguous quakegun instead.



..That's exactly what I was thinking... :)
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Postby Electro » Thu Apr 10, 2008 11:45 pm

no textures, but maybe it's a start?

http://www.bendarling.net/temp/ngqw/

The originals are shown here also to see how faithful I tried to be while still making the guns more 'next-gen' (currentgen).
It's interesting to see the silhouettes by watching the shadows between the old and new.

More detail would obviously be added via normalmaps. I have no motivation or intentions to finish these however. Possibly if someone else started creating a truely faithful and currentgen Q1, I'd have something to contribute as it'd be a bit of a waste to just let these models sit around with no textures and never get used.
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Postby leileilol » Thu Apr 10, 2008 11:57 pm

leileilol wrote:Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN"

I also didn't mention anything about 'redoing everything'.
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Postby Electro » Fri Apr 11, 2008 1:22 am

Oh, you're right sorry that would require work.
Nevermind I won't bother posting again.
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Postby ShoTro » Tue Apr 15, 2008 2:32 pm

Electro wrote:Oh, you're right sorry that would require work.
Nevermind I won't bother posting again.
LAWLs, hostility.

Anyways, so if someone here were to convert a lot of the MDL models into MD3 models, what would it take to make this happen? I have been doing a lot of that already this week while working out a pipeline for character making and could maybe just start keeping my work around for this...
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