Looking for a C++ Coder to Assist with Deathmatch Classic: Source
122 replies, posted
Map isn't really that great tbh
It's still in progress TBH
But atleast you didnt accuse me of plagiarism and just swapping textures.
Also, Just checked your steam page. NORTH YORKSHIRE FOR THE WIN. I was born there.
To True.
[Quote]
If you want to play Quake with pretty graphics and movement prediction, use one of thr MANY open-source super-enhanced Quake engines out there, like DarkPlaces and EZQuake, which are actually a good deal more advanced than Source and already finished, unlike this thing. [/QUOTE]
[IMG]http://ezquake.sourceforge.net/gallery/bloom.jpg[/IMG]
That is so much more advanced than source. You're right. Welcome to the new era of gaming folks! Models are now UNDER 100 polys!
that is one motherfucking huge shotgun
you better include that in the mod
Hmm
I think we can arrange that.
FUN THING TO DO:
on that picture look at the walls and then scroll up/down really fast. Then let the mindfuck set in
Mind = Blown
I love that guys expression. He's got a 8D face.
[QUOTE=CoolCorky;19506141]FUN THING TO DO:
on that picture look at the walls and then scroll up/down really fast. Then let the mindfuck set in[/QUOTE]
Interesting.
I love this project, and really hope that THIS is the one that finally gets completed. There have been several past attempts to port DMC to the Source engine, all of which fell threw before completion. The new DM4 map looks awesome imo, entirely faithful to the original yet still polished up in its own way.
The original DMC was a rather poor implementation of Quake, I thought. They didn't even bother to incorporate the axe versus crowbar, and the physics were all wrong. Several fans took the original DMC source code and implemented many QW features including fixed physics (bunnyhopping, ramp jumping, more accurate shaft, etc), modes (arena, duel, etc) and released it as DMQ. The source code for DMQ is still out there somewhere I think, and I also have a copy of it, if it'd help in the Source conversion.
The same person who worked a lot on the DMC improvements also began work on DMC Source (DMQ Source) years ago and had several maps completed including a rather enhanced DM3, but not much code-wise, at least in what was released to the public.
DMQ (downloads available): [url]http://dmq.geeky.cc/[/url]
DMQ Source (beta demo available): [url]http://dmqsource.geeky.cc/[/url]
Good luck! If I could program in C++ I'd totally help, but I can't.
[QUOTE=Nexius;19517075]I love this project, and really hope that THIS is the one that finally gets completed. There have been several past attempts to port DMC to the Source engine, all of which fell threw before completion. The new DM4 map looks awesome imo, entirely faithful to the original yet still polished up in its own way.
The original DMC was a rather poor implementation of Quake, I thought. They didn't even bother to incorporate the axe versus crowbar, and the physics were all wrong. Several fans took the original DMC source code and implemented many QW features including fixed physics (bunnyhopping, ramp jumping, more accurate shaft, etc), modes (arena, duel, etc) and released it as DMQ. The source code for DMQ is still out there somewhere I think, and I also have a copy of it, if it'd help in the Source conversion.
The same person who worked a lot on the DMC improvements also began work on DMC Source (DMQ Source) years ago and had several maps completed including a rather enhanced DM3, but not much code-wise, at least in what was released to the public.
DMQ (downloads available): [url]http://dmq.geeky.cc/[/url]
DMQ Source (beta demo available): [url]http://dmqsource.geeky.cc/[/url]
Good luck! If I could program in C++ I'd totally help, but I can't.[/QUOTE]
Thanks! I'll get the mystery machine revved up, and we'll take a look at this. We'll make sure to watch out for old man whithers.
[QUOTE=Triggs;19505573]To True.
-big image-
That is so much more advanced than source. You're right. Welcome to the new era of gaming folks! Models are now UNDER 100 polys![/QUOTE]
You're aware that those are models from the 1990's, right?
You can replace them. Many of the Quake engines are far more evolved than Source, and more importantly, completely open source.
How'd you manage to get Kane and Rabid Monkey in this :v: ?
(For those of you that don't know, those two are BM:S developers)
[QUOTE=Downsider;19521161]You're aware that those are models from the 1990's, right?
You can replace them. Many of the Quake engines are far more evolved than Source, and more importantly, completely open source.[/QUOTE]
Source is well. Kind of open source. What was the last source game you played? HL2? It's come a long long way since then. Are you still saying i just recompiled that map with new textures? I let the texture artists know. They want to kill you.
[editline]05:59AM[/editline]
[QUOTE=Evil Policeman;19521220]How'd you manage to get Kane and Rabid Monkey in this :v: ?
(For those of you that don't know, those two are BM:S developers)[/QUOTE]
Sexual Favors and knowing them quite well.
[QUOTE=Evil Policeman;19521220]How'd you manage to get Kane and Rabid Monkey in this :v: ?
(For those of you that don't know, those two are BM:S developers)[/QUOTE]
Those two are quite up for bribery of the sexual kind.. I should know.
[QUOTE=Triggs;19522122]Source is well. Kind of open source. What was the last source game you played? HL2? It's come a long long way since then. Are you still saying i just recompiled that map with new textures? I let the texture artists know. They want to kill you.[/QUOTE]
Your artists would be better off remaking the textures on the Quake maps and releasing them [i]as[/i] Quake maps. I don't know why you're using Source, it seems like a waste of time and effort to me.
And how the Hell am I supposed to know you didn't grab the textures from a high-res pack? There are literally dozens of super high-res Quake texture replacement packs all over the place.
Remake the textures, models, maps of Quake itself, release them as content for Quake, and all of a sudden you made something far more useful than a clone of Quake on the Source engine.
At the least, you could not make it exactly like DMC/Quake, because if it's a clone of it, I'd feel more comfortable playing NetQuake..
[QUOTE=Downsider;19522456]Your artists would be better off remaking the textures on the Quake maps and releasing them [i]as[/i] Quake maps. I don't know why you're using Source, it seems like a waste of time and effort to me.
And how the Hell am I supposed to know you didn't grab the textures from a high-res pack? There are literally dozens of super high-res Quake texture replacement packs all over the place.
Remake the textures, models, maps of Quake itself, release them as content for Quake, and all of a sudden you made something far more useful than a clone of Quake on the Source engine.
At the least, you could not make it exactly like DMC/Quake, because if it's a clone of it, I'd feel more comfortable playing NetQuake..[/QUOTE]
Well then.
1. If you want to play NetQuake go play NetQuake
2. Source engine is very beautiful when pushed to it's limits thus alot more visually appealing than something from an engine generations old and by no means advanced (ANIMATED DEATHS FOR FUCKS SAKE!)
3.If you're obviously so UNinterested in this mod why are you proceeding to Flame and Flame and Flame?
4.And it's not 'far more useful' I'm not sure you realise the purpose of this mod.
The Purpose of this mod is to provide the experience people know/knew and love/loved in a new way on a new engine. It is also intended as a learning tool as many of our team members have untapped natural talent that just needs a bit of pushing. It is also for the experience of seeing your creations come to life and thrive.
5. You're kind of thinking backwards here. It's thoughts like that, that impede society from advancing. It's like saying why do we need a better Car? We've already got one and it works fine. Or. Why do we need a more powerful computer? We've already got one and it works fine. I think you see where i'm going with this, so I urge you to Modernise your thinking or be left behind by society.
Dude I love DMC, I always came in first on that game, gonna install it soon, I was just thinking about a DMC source a few days ago, but just in port style, like HL:S.
Thankies
[QUOTE=Triggs;19523026]Well then.
1. If you want to play NetQuake go play NetQuake
2. Source engine is very beautiful when pushed to it's limits thus alot more visually appealing than something from an engine generations old and by no means advanced (ANIMATED DEATHS FOR FUCKS SAKE!)
3.If you're obviously so UNinterested in this mod why are you proceeding to Flame and Flame and Flame?
4.And it's not 'far more useful' I'm not sure you realise the purpose of this mod.
The Purpose of this mod is to provide the experience people know/knew and love/loved in a new way on a new engine. It is also intended as a learning tool as many of our team members have untapped natural talent that just needs a bit of pushing. It is also for the experience of seeing your creations come to life and thrive.
5. You're kind of thinking backwards here. It's thoughts like that, that impede society from advancing. It's like saying why do we need a better Car? We've already got one and it works fine. Or. Why do we need a more powerful computer? We've already got one and it works fine. I think you see where i'm going with this, so I urge you to Modernise your thinking or be left behind by society.[/QUOTE]
Have you even [I]seen[/I] DarkPlaces and EZQuake?
They support ragdoll bodies with TWIG, a physics library made for Quake.
Here's a few screenshots of a game running under DarkPlaces.
[URL="http://www.facepunch.com/#"][/URL]
[media]http://alientrap.org/nexuiz/media/images/screenshots/nexuiz_screenshot_7.jpg[/media]
[media]http://alientrap.org/nexuiz/media/images/screenshots/nexuiz_screenshot_8.jpg[/media]
[media]http://yeknan.free.fr/blog/images/ubuntu7.04/games/nexuiz.jpg[/media]
[media]http://phyx.files.wordpress.com/2008/09/nexuiz_screenshot_02.jpg[/media]
(Note the dynamic shadows casted by the explosion and other light sources. Source can't do that.)
Looks better than Source to me o_o
I'm not flaming you, really, well, I guess I [I]was[/I], but the last post and this one are simply trying to point your artists in the right direction. I don't think a Source mod is a better route to take than simply making it out of the pre-existing Quake engines that look damn good. Not only that, but your game will run on Linux as well as Windows out of the box.
Hell, Darkplaces is almost as good looking as UE 3.
I don't think he really cares about that, he just wants to you stop fucking flaming him for no god damn reason.
[QUOTE=Raptortheawesome;19532046]I don't think he really cares about that, he just wants to you stop fucking flaming him for no god damn reason.[/QUOTE]
I'm hardly flaming him at this point..
I'm helping them. If they do it in DarkPlaces, they won't need to touch a line of C++, which is what this thread is about. Quake-Code is easy as pie.
[QUOTE=Downsider;19532429]I'm hardly flaming him at this point..
I'm helping them. If they do it in DarkPlaces, they won't need to touch a line of C++, which is what this thread is about. Quake-Code is easy as pie.[/QUOTE]
Good Sir, we would kindly ask you to stop bothering us. Thanks.
:nyoron:
[QUOTE=Downsider;19522456]And how the Hell am I supposed to know you didn't grab the textures from a high-res pack? There are literally dozens of super high-res Quake texture replacement packs all over the place.[/QUOTE]
Usually, if you don't know something, you don't pretend that you do by throwing around baseless accusations while acting like you know everything. FAIL.
[QUOTE=Downsider;19499637]And we're all impressed by your ability to take the high-resolution textures, probably from one of the many hi-res Quake texture replacement packs, take the decompiled MAP of one of Quake's deathmatch maps, there's a shit ton of decompilers for Quake BSP out there, put new lights in, and call it your own.[/QUOTE]
[QUOTE=Downsider;19528673]Have you even [I]seen[/I] DarkPlaces and EZQuake?
They support ragdoll bodies with TWIG, a physics library made for Quake.
Here's a few screenshots of a game running under DarkPlaces.
[URL="http://www.facepunch.com/#"][/URL]
[media]http://alientrap.org/nexuiz/media/images/screenshots/nexuiz_screenshot_7.jpg[/media]
[media]http://alientrap.org/nexuiz/media/images/screenshots/nexuiz_screenshot_8.jpg[/media]
[media]http://yeknan.free.fr/blog/images/ubuntu7.04/games/nexuiz.jpg[/media]
[media]http://phyx.files.wordpress.com/2008/09/nexuiz_screenshot_02.jpg[/media]
(Note the dynamic shadows casted by the explosion and other light sources. Source can't do that.)
Looks better than Source to me o_o
I'm not flaming you, really, well, I guess I [I]was[/I], but the last post and this one are simply trying to point your artists in the right direction. I don't think a Source mod is a better route to take than simply making it out of the pre-existing Quake engines that look damn good. Not only that, but your game will run on Linux as well as Windows out of the box.
Hell, Darkplaces is almost as good looking as UE 3.[/QUOTE]
seriously when was the last time you played a source game, go fire up ep2 or gmod and turn on the flashlight, IT CASTS DYNAMIC SHADOWS!!
[media]http://www.youtube.com/watch?v=9i1IMHwEWpY&feature=related[/media]
[QUOTE=dagoth_ur;19540273]seriously when was the last time you played a source game, go fire up ep2 or gmod and turn on the flashlight, IT CASTS DYNAMIC SHADOWS!!
[/QUOTE]
You do understand that he's not actually presenting an argument. He's just saying stuff to make us angry.
just had to let that out...
anyway, great stuff, looking forward, ihave DMC but the game just disconnects me from games at random..
[QUOTE=dagoth_ur;19541326]just had to let that out...
anyway, great stuff, looking forward, ihave DMC but the game just disconnects me from games at random..[/QUOTE]
Thanks for the support. We're working hard on it every day. Right now i'm trying to figure out how the guy who made HL2: Update got those damn achievements to work. He friended me on steam, so I can ask him, but he hasn't been online all day. Any insight on Client Side Achievements?
well if it's any help, i have basic C knowledge...
[QUOTE=dagoth_ur;19541702]well if it's any help, i have basic C knowledge...[/QUOTE]
C or C++?
[QUOTE=Joshman;19486697]Well, we have one of the coders from Black Mesa: Source working with us, several dedicated modelers and mappers, and even some sound design folks.
[IMG]http://farm3.static.flickr.com/2599/4135612930_b3e2b20eaf_o.jpg[/IMG]
This is a wireframe of one of the battery models.[/QUOTE]
You guys need to work a little on your poly density. Way too many polygons on the curved surfaces there (and connecting them to the flat surfaces instead of just intersecting them wastes even more). Possibly more detail elsewhere, but I don't know how big the thing is supposed to be so I can't say for sure.
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