THIS IS NOT A GAME! It's just a little demonstration of all those cool things you could do with FTEQW.
All credits go to Spike and his endless patience to have explained to me every time the same things, over and over, till I (almost) understood them!
A particular thanks goes to and Shpuld to make me understood some very important aspects of, respectively, CSQC skeletal animations and CSQC events communication.
gnounc, frag.machine, OneManClan for the interesting that inspired me, Seven and basically all the inside3d folks!
All these folders:
- code (source code of fteskel)
- models (3d game models and their .blend Blender source files)
- textures (.tga texture files and their .psd Photoshop source files)
- gfx (.tga HUD image files and their .psd Photoshop source files)
and their content
are created by me and placed under Creative Commons CC0 ( http://creativecommons.org/about/cc0 )
EXCEPT:
Textures in pk02 folder by PhilipK ( http://www.philipk.net ) and released under Creative Commons Attribution 3.0 Unported License ( http://creativecommons.org/licenses/by/3.0/deed.en_US )
Weapon models by Xonotic Team ( http://xonotic.org ) and released under GPL license ( https://www.gnu.org/copyleft/gpl.html )
Entire sound folder by Red Eclipse Team ( http://redeclipse.net ) and released under Creative Commons Attribution 3.0 Unported License ( http://creativecommons.org/licenses/by/3.0/deed.en_US )
Entire particles folder by Shpuld and released as is with no license in Mobster Massacre ( http://www.indiedb.com/games/mobster-massacre/features)
Sound folder named xonotic by Xonotic Team ( http://xonotic.org ) and released under GPL license ( https://www.gnu.org/copyleft/gpl.html )
What this project aims to show:
- FTEQW is a cool engine
- use skeletal animations directly in CSQC
- skeletal weapons rigging (weilding weapons directly on characters bone - no use of viewmodels at all)
- skeletal camera (camera entity is attached to head bone, so when player dies, it falls off with it, every time with a different orientation)
- ragdolls (handled by a .doll file)
- skeletal animations splitted by upper and lower parts of the character body (so, when player shoots, his/her legs can slide, run or walk)
- skeletal body movement based on input (player character can make sidestep movements without a specific animation, it's all made by code - bending character spine with mouse input, etc.)
- provide a CSQC base (hoping written decently) to all those who want make their hands dirt with Client Side QuakeC scripting with a fair license
- provide a minimum documentation that explains in detail some not-so-documented aspects (coming soon)
In what this project does NOT succeed(at least for now):
- player hands and, consecutively, weapons, have jerky movements when player moves. As they're trembling. Really a NO-cool effect
- ragdolls don't work almost AT ALL. When player dies, he immediately falls off to the ground without a minimal animation, like a Family Guy sketch. Sometimes player, before becoming ragdoll, disappears; and re-appears in a different location as ragdolled character. Probably this due to a force applied by the shot but still I don't understand why there's no physics during the fall
- CSQC sounds (played by reading parsed events from SSQC) are like distorted. SSQC sounds play fine. I probably make some error but I cannot understand where. I used both sound() and pointsound() with basically same distortions
- I couldn't find a sane way to use skeletal first person view hands model. I was forced to switch from full player model to hands model in csqc when player is the active one, but engine projects only hands shadows on ground

- ODE Physics it's way too SLOW. It cripples my pc at the half of normal frame rate with just 2 ragdolled characters. I hope I make some errors and it's not an engine fault
What this packages has
- a minimal (very minimal) shooter arena scenario where multi-players can kill each other. No score system is (still) present. Next step.
- 3 weapons (a pistol, a shotgun and a machinegun) and 3 weapon spawners where take weapons or (if player has already that weapon) a full weapon charge
- a mini map made in Blender
- a sprint system which allow player to go faster for a limited time but it doesn't allow him to shoot
- a nice HUD with energy, speed, ammo, etc bars and weapon selector
- a (hopefully) clean code to read
- really, that's it!

(v 01) - 37 MB
- 102 MB
This evening I'll post some videos
Cheers!