Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.
Dr. Wakey cued me in and raised the issue of his interest in warpones a while back. Dr. Wakey has some great experiments and recently I saw a couple that impressed/inspired me. I thought I would take a crack at understanding warpzones. Ow!
It's not very fair sifting through the code. To fully understand them you need to see the engine code, the QuakeC code, examine the map, look at the textures on certain brushes and look at the client side QuakeC and server side QuakeC.
Then if you got that far -- are you a 3d math wizard? Because there is 3D plane math and frustum calculations and ... well ... now I understand why the knowledge of warpzones is so sparse.
That lack of knowledge issue will be changing and when the opportunity presents, I will make warpzones easy to use and write up a tutorial on them.
Pac-Man will in some shape or form be included in the next Quake3_Quake1, I need to determine where or how to integrate it in a way where it seems like a plausible part of the map it gets integrated into.
"How is this even possible?" It was interesting challenge, that's for sure. A future date I'll go into detail how it was accomplished. It was not magic, there is no silver bullet. One may notice there are 2 Pac-Man. I knew from the start I wanted to design it with unlimited instances possible, in practice the maximum is 4 due to memory use and the number of variables per machine (with the design I used at the time).
When I was doing some warpzone tests, I had the following issue:
"Where is it?" Anticlimatic discovery: My Quake folder was just a big mess. Image compression turned the green into gray. Unlucky.
I am working on making a 2D graphics system in CSQC that should be able to do sophisticated animation scripting.
This was a circle sector drawing test that also tested some of the various blending filters. To do this, I knew I was going to have to chart out how to draw rounded circle slices with rounded inner and outer edges. I did not have "math mode" in my head enabled and was struggling with some calculation considering I needed to draw either with triangle strips or a triangle fan. Then I got bailed out, I had written that code a year ago and stumbled into the existing QuakeC source in draw2d.c.
This is why when coding and the iron is hot and you are "locked in" ... keep going. You may write something you need later when you are not "locked in".
The above video recorded in DarkPlaces. In the current form, the text to generate the above looks like this: (yes, planet Earth is to the left in the above, I found a Earth .obj model with a CC0 license and wanted to try it out.)
word origin:38.000 40.000 size:30.000 30.000 text:"Hello"
word origin:38.000 100.000 size:30.000 30.000 text:"DarkPlaces does not support"
depth 5
word origin:38.000 130.000 size:30.000 30.000 text:"drawing text in 3D space"
word origin:38.000 160.000 size:30.000 30.000 text:"but that would be no fun"
colormod:.90 .50 .10
image origin:'220 220'
size:' 30.0 30.0' pic:"footstep1"
colormod:1 .30 .0
bob_cycle_secs:2
bob_cycle_radius:2.5
bob_cycle_offset:0.5
bob_cycle_start_frac:0
image origin:'250 260'
size:' 30.0 30.0' pic:"footstep2"
colormod:1 .30 .0
bob_cycle_secs:2
bob_cycle_radius:2.5
bob_cycle_offset:0.5
bob_cycle_start_frac:0.5
And that wraps up Lab Report #2 of 12.
Atmopheric lighting experiments and a discussion of coronas and shaders, including how they work and limitations.
AI upscaling has been an invaluable tool for helping older games like Quake put a facelift on the original skins and textures.
A discussion of "dynamic light sources" in the Q3 map format and how they are not supported. And the story of how the next version of Quake3_Quake1 has...
Quake3_Quake1 playable single player demo available:This Quake 1 single player mod makes DarkPlaces / Zircon feature available for mapping with a QuakeC...
The most up to date version of Peril. Many bug fixes and map errors sorted. Recommended to run using Ironwail source port.
Add map "Polishing Up". The work was not easy. I did everything I could
Peril mod for Quake, based upon Arcane Dimensions. 42 large detailed maps, 5 which are deathmatch.
Autocompletes of sounds, models, textures, keynames for bind, unbind, modelprecache, play, r_replacemaptexture, modeldecompile (.wav .mdl .tga at this...
Mouse1 pressed while in console with no map running activates menu. Allows full mouse control on startup if "nostartdemos 1" or other method starts Zircon...
its a classic...what else is there to say? If it werent for quake we wouldnt have half-life
this game is like addicthing to me lol ill give it like a 10
this game is the coolest game ever. :thumbup: :thumbup:
quake roxs but i need some of the good mods
the fun ones :P:D
Im am officialy addicted to the shareware version,but i will have to buy the full version from ID´s site.No one is selling the game here anymore :(
Collective.valve-erc.com
half life is more like a quake 2 engine acutally i have played quake 2 and half life the look the same and feel the same but it did say it used the quake engiene.
No, the Half Life engine was a heavily modding Quake 1 engine, not Quake 2.
best game ever! i used to play it when i was 5 and i owned my uncles clan leader (no joke) im 13 now and i still say its the best game ever made...
u guys seen quake 4?
I think Half-Life wasn´t really "inspired" of the Quake series, but I think I´ve heard the Half-Life engine was a heavy modifyed version of the Q2 engine.