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what we haven't really done yet

Discuss programming in the QuakeC language.

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Postby Spike » Tue Nov 28, 2006 7:34 pm

Entar wrote:FTEQW supports hlmdl.


Thanks to Ender, who made a simple model viewer (I only ported it over and fixed a couple of ommisions). I don't know of anyone that's actually used it though.

What have we not done?
We have not made system maintainence utilities (eg: psdoom).
I don't remember seeing any text adventures.
Has anyone made any real god-game mods?
We need a western!
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Postby leileilol » Tue Nov 28, 2006 8:20 pm

Spike wrote:We need a western!


I always wanted to make an "Outlawsish" mod for a while (since 97) now.
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Postby Entar » Tue Nov 28, 2006 9:06 pm

Spike wrote:I don't remember seeing any text adventures.

I was bored a while back, so I built one into the console of Vr2. It's still there, afaik.
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Postby scar3crow » Tue Nov 28, 2006 10:24 pm

Entar - I broke into your house and removed it, so its no longer there. Factuality aside.

CheapAlert - That could be very cool, what would be interesting was if it was still Quakeish throughout all of it...

Spike - God-game would be very interesting... My Little Shal-Rath?
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Postby FrikaC » Tue Nov 28, 2006 11:21 pm

I at one point was going to make a western mod or two (first there was going to be an Action-Western, then a RPG Western based loosely around Deadlands RPG, then an Action RPG Western based around nothing in particular), about the only thing I have to show from the various attempts is a pretty cool map called "The Dusty Gulch" which is sitting on my HD waiting for me to finish one of the three mod ideas.

No you may not see it.
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Postby frag.machine » Thu Nov 30, 2006 11:04 pm

So, you want something really COOL but not done yet ?

A much needed feature to any game engine (not Quake only) is text-to-speech support. You know, let's say you're doing a RPG game, and there are lots of NPC's. With current engines, you either restrain the dialogues to boring text only, or you need to embbed a ton of wav/ogg/mp3 files with prerecorded speechs (which is usually another problem to small mod teams to create). With text-to-speech support (in the particular case of the Quake engine, through a simple QC built-in function) and a couple different voices you could offer to the modder a lot of opportunities, like creating sentences on-the-fly using the player name, or his score, or his inventory or anything else.
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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Postby leileilol » Thu Nov 30, 2006 11:18 pm

Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer

UT2004 also has speech on text.

problem is, most TTS libraries are non-Free, and are GPL incompatible.
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Postby frag.machine » Thu Nov 30, 2006 11:29 pm

CheapAlert wrote:Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer

UT2004 also has speech on text.

problem is, most TTS libraries are non-Free, and are GPL incompatible.


And the few GPL ones don't have support for Windows. :( Yeah, I know. I already researched about this. Still, it would be a really cool feature.
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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Postby TargetPractice » Fri Dec 01, 2006 5:16 am

Random things I don't think have been done in Quake modifications or maps:

Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him)

QuakeHack?(Yes, I'm using an old joke, but...)

Man eating chicken?(Either meaning)

Random critters that flock around the terrain?

Waves on water/slime/lava?

Funky water regions(not just lakes, rivers and puddles, but things like the pool at the entrance to the E4 gate in start)?

Discarding bounding boxes for firing and using per-poly hit detection(like they supposedly did with Doom 3)?
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Postby neg!ke » Fri Dec 01, 2006 8:07 am

TargetPractice wrote:Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him)

Waves on water/slime/lava?

darkplaces; scourge of armagon
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Postby frag.machine » Fri Dec 01, 2006 9:49 pm

TargetPractice wrote:Random things I don't think have been done in Quake modifications or maps:

Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him)


Check.

TargetPractice wrote:Waves on water/slime/lava?


Check. Q2K4 and alot of other engines has it.

TargetPractice wrote:Discarding bounding boxes for firing and using per-poly hit detection(like they supposedly did with Doom 3)?


Check. Q2K4 has it, too.
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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Postby TargetPractice » Sat Dec 02, 2006 6:48 am

Grabboids!
(From the 'Tremors' movies.)

the ROTT firewall or shrooms powerup?

Lovecraft mythos as a mod's focus! (Foxing a problem here? Or is 'Quake' itself defined as such? 'Quoth' is kinda what I mean, but those aren't mods for the mythos, just based on- no offense intended)

Pirate v. Ninja!
I never thought hearing pained, fearful screams could make one feel so... uplifted.

What?
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Postby Lardarse » Sat Dec 02, 2006 11:06 pm

You might want to look at the precessors to Quoth. They were Contract Revoked and The Lost Chapters.
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Postby FrikaC » Wed Dec 06, 2006 2:44 am

frag.machine wrote:
CheapAlert wrote:Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer

UT2004 also has speech on text.

problem is, most TTS libraries are non-Free, and are GPL incompatible.


And the few GPL ones don't have support for Windows. :( Yeah, I know. I already researched about this. Still, it would be a really cool feature.


On Windows use SAPI.
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Postby DieparBaby » Wed Dec 06, 2006 4:18 pm

What about a simplified version of Garry's mod?
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