Cobalt Runner

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Downsider
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Joined: Tue Sep 16, 2008 1:35 am

Cobalt Runner

Post by Downsider »

Just wanted to share my current project, no clue if any of you have even seen this before. It's Quake-based and for the PSP.

Update 1: http://www.youtube.com/watch?v=NR4oDXaF94w
Update 2 w/fixed animations: http://www.youtube.com/watch?v=ojHfIr0zibg
Update 3: http://www.youtube.com/watch?v=-QD14_4T21c
Update 4: http://www.youtube.com/watch?v=DX-tdbdilvc
Update 5: http://www.youtube.com/watch?v=7GaDMSTLWfs

One thing I ask of you:

Don't pop in this thread, look at the fact it's for the PSP, and immediately disregard it as crap, without taking a look. Thanks.
Wazat
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Re: Cobalt Runner

Post by Wazat »

Wow, dude. I'm impressed! The fact that this is on PSP does not diminish it, it raises my opinion of what you've accomplished. You're doing some awesome stuff that hasn't been done in Quake before... especially not in the way you're doing it. Keep up the good work!
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ceriux
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Post by ceriux »

Yes Downsider is a quake modding god even though he doesnt think so.

he should have posted this here sooner.
Baker
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Post by Baker »

Those are really cool.
Downsider
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Post by Downsider »

Thanks ;)
avirox
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Post by avirox »

Nice stuff with the wall hanging/running. Reminds me very much of Mirror's Edge
frag.machine
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Post by frag.machine »

Great job, Downsider. Very creative.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
CocoT
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Post by CocoT »

Yeah, it looks like a lot of fun! I hope it'll be "regular Quake"-compatible :)
Combine this and Transloquake-looking maps, and you'll have something like this: http://www.youtube.com/watch?v=iBN-sS79m88 :)
As it happens, I've been playing Mirror's Edge in the past couple of days and really enjoy it. Your gameplay already looks awesome! :D
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Chip
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Post by Chip »

The last tech demo (running on the walls) looks nice, I imagine that in a Prince of Persia way. Or Tomb Raider exploration mode.
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goldenboy
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Post by goldenboy »

That is awesome. Oh, the possibilities O_o

I want to have your little shamblers
LonePossum.
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Post by LonePossum. »

OMFG It is Breadsticks. Since When.
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lth
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Joined: Thu Nov 11, 2004 1:15 pm

Post by lth »

Downsider,

Definitely interesting! Looks like you need finer-grained player angles for aiming at those targets though :)

Is this pure QC or have you modified the engine, too?
Downsider
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Post by Downsider »

Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.
frag.machine
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Post by frag.machine »

Downsider wrote:Both engine and QC. I was planning on adding CSQC support, but it seems so bloated compared to just writing what I needed directly in the engine, as I don't need much more than remaking the menu, statusbar (In the sense of totally removing it and rewriting HUD code), and adding a few builtins.
I'd say if you have your own engine and skills to code it, go for it. Don't waste time trying to make it compatible with X or Y; just do it, keep the focus on gameplay. After that, if enough people ask for, you may think about porting that to CSQC or whatever it takes to make your idea work in another engine.

EDIT: for misspelling.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Downsider
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Joined: Tue Sep 16, 2008 1:35 am

Post by Downsider »

Yeah, I don't have any problems with breaking compatibility, really. Once development's over, Cobalt Runner may well be totally incompatible with anything related to Quake.

I've already totally replaced the statusbar and the menu code, in favor of something specific to Cobalt Runner, which doesn't work in Quake due to the menu choices in Quake being simplified..

Netcode will need some major modifications if I want the game multiplayer. This is mainly because, as you can imagine, the game requires some accurate movement, so accurate prediction is a must.
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