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InsideQC Forums • View topic - What would happen if...

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Postby Wazat » Fri Mar 28, 2008 1:22 am

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Wazat » Fri Mar 28, 2008 1:38 am

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Wazat » Fri Mar 28, 2008 3:20 am

Sorry for the double (triple?) post. I've just encountered one more thing that must be decided before I or anyone else can start making the mod framework:

Quake, or QW?

QW may be better if we intend to host a server & such. I personally loathe the QW engine with near white-hot rage (mostly because it is so very hard to do things in and get them to work correctly, and the way projectiles move sucks), but I am very open to doing this as a QW mod to allow proper net play. I don't remember if DP plays well over the net, but it seems like he's made enhancements as well that could make it a good candidate.

That said, if memory serves me FTE is a pretty decent engine, especially as far as QW engines go. We might even be able to make the mod so that it will run in either FTE or any normal quake based engine like Darkplaces (using a precompiler, or perhaps fte will just accept normal quake code. I don't remember).

Thoughts?
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Postby leileilol » Fri Mar 28, 2008 5:03 am

I don't think QW would be the way to go for this. For one thing, you miss out all the fun with the particle effect. That reason alone is why I never develop for QW.

For me Darkplaces plays very well over the internet. Stock Quake on Darkplaces just doesn't play as well as it could have been if ran through and optimized like Nexuiz or so.

on second thought a DP-centric Quake game qc code base could be cool, without any gameplay element changed, but integrated into darkplaces features and functions to nexuiz-ize it a bit. Like moving the bubble functions to csqc etc.
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Postby frag.machine » Fri Mar 28, 2008 11:13 am

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 FrikaC » Fri Mar 28, 2008 2:55 pm

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Postby Urre » Fri Mar 28, 2008 3:24 pm

Heh, people took this thread more seriously than I figured, especially Wazat :D

Although my idea wasn't at all restricted to even being a game. If it was just a project about adding a bunch of runes, I don't see why it would need so much collaborative effort. Now if it actually extended to all kinds of items like LH said, that'd be more interesting. But then again, I'd personally also ask "is it fun?", cause I'm not so sure.

Unless... it was made into a form of ongoing online world thing, feral-flesh-ish, but with items added by random people. That'd basicly require it to be either FTE or DP based though. Now that'd be something a bit more interesting. Imagine logging in, finding out on the server news that a new batch of items has been approved, and you can go check them out at the local vendor or hunt for them amongst the creeps, and later try them out in the arenas against other people.
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Postby Wazat » Fri Mar 28, 2008 5:34 pm

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Postby FrikaC » Fri Mar 28, 2008 6:07 pm

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Postby Urre » Fri Mar 28, 2008 6:14 pm

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Postby Wazat » Fri Mar 28, 2008 6:46 pm

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Urre » Fri Mar 28, 2008 10:30 pm

I was once a Quake modder
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Postby Wazat » Sat Mar 29, 2008 1:11 am

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
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Postby Urre » Sat Mar 29, 2008 8:09 am

I was once a Quake modder
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Postby Wazat » Sun Mar 30, 2008 1:39 am

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