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InsideQC Forums • View topic - Engine standards for mod compatibility

Engine standards for mod compatibility

Discuss anything not covered by any of the other categories.

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Postby Team Xlink » Thu Jan 07, 2010 1:52 am

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Postby Junrall » Thu Jan 07, 2010 4:52 am

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Postby r00k » Thu Jan 07, 2010 6:20 pm

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Postby revelator » Thu Jan 07, 2010 7:39 pm

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Postby LordHavoc » Thu Jan 07, 2010 7:51 pm

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Postby Baker » Thu Jan 07, 2010 9:30 pm

DarkPlaces and FTEQW are the only engines with any actual modding features above baseline Quake in any way that matters.

The true test of maturity and documentation is "Is a mapper somewhere using the features?" [In Nexiuz they are ... ]

Mappers came out in hordes to map for Quoth because they rock at good at making maps. And any mod needs maps. And we play games to experience little fun worlds with obstacles.

And Quoth was a well documented, well designed set of features and monsters that provided modding capability with a new and exciting feature set. Ladders, flash lights, an enforcer for every mood. Rotating thingies. Mappers saw Quoth and thought "Hey, finally! Someone who knows what we need, an easy to use boxed set of new playthings that doesn't involve coding!"

Until it is "easy", features do not matter and remain in the realm of ideas, never translated to reality. This is why Frikbot has been so widely used. DarkPlaces has incredible capabilities (just look at any Nexuiz recent screenshots page or videos), yet there are few tutorials or demonstration downloads (like that cool cubemapped flashlighty map) and lack of documentation is a killer. (No the engine coder shouldn't really be doing it, the engine coder should be writing code.)

What is needed is a GPL game development toolkit that is documented with tutorials that allows the easy creation of games with a basic set of models that mostly only requires mapping that easily exposes these advanced features to newbie modders.

There are too few 10 year Quake modders who knows all the undocumented/poorly documented features. Without ijed, Goldenboy, Avirox, Supa, MauveBib, Wazat, Lardarse ... Quake modding would be DOOMED.

But all of them are power-modders, anything except basic Quake or Quoth-like expansion sets are essentially inaccessible to ANY new Quake modders, except super-stubborn ones like MDave and Solitude guys.

DarkPlaces

If you want to see DarkPlaces rock, load this on a DarkPlaces server and connect with a DarkPlaces client. The design and implementation of the download protocol at it's finest ... the map downloads and you can play WHILE the models are still downloading -- *sigh* it's too awesome for words.

Universal Server V1 Beta: http://www.quake-1.com/files/universal/ ... amedir.zip

/100% non-QCCX code, switches between Rocket Arena, Zerstorer Deathmatch (wicked!), FFA with 111 maps, Slide and QMatrix via player voting and all maps are votable (running on 2 ProQuake 4.10 servers; tested on Darkplaces server). Should work on FTEQW too (), I listened to Spike's advice on QW and it sends the aliases on every map change to be QW-compatible.
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Postby frag.machine » Thu Jan 07, 2010 10:11 pm

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 Baker » Thu Jan 07, 2010 10:29 pm

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Postby LordHavoc » Thu Jan 07, 2010 11:41 pm

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Postby Baker » Fri Jan 08, 2010 2:08 am

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Postby Lardarse » Tue Jan 12, 2010 9:26 am

Roaming status: Testing and documentation
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Postby r00k » Thu Jan 14, 2010 4:28 am

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Postby Urre » Thu Jan 14, 2010 6:37 pm

I was once a Quake modder
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Postby Spike » Thu Jan 14, 2010 7:36 pm

.
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Postby Baker » Thu Jan 14, 2010 8:22 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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