SamUK wrote:Oh , cool. Ill be waiting.
The short version goes like this. The setup ...
1. I like a number of your ideas and planned to do some of them anyway.
Radar,
vehicles, quake 1 .mdl sucks, prediction, etc.
2. One problem many Quake coders have is a lack of non-Quake models for total conversions. Coders generally aren't modelers and this often crops up as a big problem and some us have to use
Ogres and rocket launchers (yay!) in mods or example merely because there isn't too much else to use.
My idea is this. Again this is the short version and there is a ton of logic behind this, but I discovered trying to cram the detailed explanation into a single post was futile.
The idea:
1. I'd volunteer to help with concrete and well-defined goals on the engine side. This includes radar (your team would need to provide the media), cut scene support and vehicles. Prediction as well but this would take longer [2-3 months min, 6-7 months max] because I've haven't had time to deconstruct the network code yet.
Half-Life model support is in a very gray area. I don't know if it could be done, nor if it could not be done.
However, the PSP is a wildcard is in the above. A Windows version would be fine and I could examine the differences between the Windows and PSP versions to try to understand the PSP limitations and the 3d api, but I wouldn't be able to compile it (I don't think).
2. The QuakeC --- aka the Quake game logic -- is different than the engine. You'd still need someone for that ... maybe. My guess is that you would ... but that would probably be eased a little by #3, #4, #5.
3. The modding community [coders] could really use a small set of decent GPL (free) models to help ease some of the coder projects that are forced to use "Ogres and Rocket Launchers" into something at least a little more imaginative and if there were 4-6 GPL models -- like say a couple of quality guns, a vehicle, etc. -- that'd really ease some of the problems here.
And then you could tap into that good will, a lot of people would be really grateful, and maybe greatly ease the QuakeC (game logic) side of things.
4. I don't know if you guys have considered this, but you should really made the mod (the QuakeC) open source. First, it makes it easier to get help because no awkward situations where coder #2 would like to help but coder #1 has to say "Well, I'm not allowed to give you the source". Open source speeds up things greatly, make development easier and coders look more highly on a project in general.
5. You knew this was coming ... you guys *really* need to rename the project to something like "Solitude -- a Halo inspired game for the PSP". You've probably seen some occasional derision here and there due to the name, but among developers it worse and ones that don't know better immediately think you are either "13 year old boys" or "barbarians". You aren't, I've seen some of your stuff and your thoughts. But most people won't look past the impression a name gives. The reality is that companies are required to defend trademarks to keep them. You guys want to be successful. If you are, you know what is likely to happen. Save time, earn respect and do it now. You've already milked the Halo name for attention.
You don't need attention anymore, what you need is extra help to facilitate getting your project done .. not an initial resistance by anyone that sees the name of your project.
This is one idea for your consideration. Regardless of whether or not you like the above, I will probably be writing tutorials for a couple of things you'd like, but I think if you guys took the steps above to "integrate" to the norms of the existing Quake modder community, you might find at least some things easier than you imagined.
/End of book-long post. I tried to keep it short.
/P.S. A QuakeC radar would look like donkey balls.