• Looking for a C++ Coder to Assist with Deathmatch Classic: Source
    122 replies, posted
[QUOTE=Rusty100;19588159]or instead of all of those things just play quake 3 arena because it is the epitome of quake fun[/QUOTE] Indeed, that is also an option.
[QUOTE=Rusty100;19588159]or instead of all of those things just play quake 3 arena because it is the epitome of quake fun[/QUOTE] I remember the good old days of Q3A... Goooooooooooooooooooooooooooooooooooooooood Times.
[QUOTE=Triggs;19606110]I remember the good old days of Q3A... Goooooooooooooooooooooooooooooooooooooooood Times.[/QUOTE] Indeed. Quite good times.
So Guys, What are your favorite memories of DMC?
[QUOTE=Joshman;19650644]So Guys, What are your favorite memories of DMC?[/QUOTE] It gave me a BSOD.
[QUOTE=radioactive;19650771]It gave me a BSOD.[/QUOTE] Thats Unfortunate. [editline]02:46PM[/editline] We have set up a MODDB page with some glorious new media! [URL="http://www.moddb.com/mods/deathmatch-classic-source2"]http://www.moddb.com/mods/deathmatch-classic-source2[/URL] [IMG]http://media.moddb.com/images/mods/1/15/14517/shotty.jpg[/IMG]
Dat Shotgun. You should see our Super Nailgun. Before it was optimised it had around 12,000 polys.
[QUOTE=Triggs;19681565]Dat Shotgun. You should see our Super Nailgun. Before it was optimised it had around 12,000 polys.[/QUOTE] Haha, Indeed.
[QUOTE=Joshman;19650644]So Guys, What are your favorite memories of DMC?[/QUOTE] The first multiplayer game I ever played was Quake, and I started playing that way back when it was natural to aim with A/Z and move with the cursor keys (no mouse). After years of addiction, the game browser Heat/MPlayer closed so I just quit, and around the same time I got Half-life. Soon after, I stumbled across the DMC mod which had just been released, and from that point on I was completely hooked. I actually enjoyed it most before WAN shutdown due to how many new players would join regularly, now the regular DMC community has shrunk (probably due in part to the fact that Valve now charges for the game). I still play it regularly but have to admit I've been longing for a Source port of it forever. Fondest memories? Taking part in the DMC tournaments back in 2004-2005, which were arranged by the now defunct DMC-Central. P.S., Models are looking sexy!
[QUOTE=Nexius;19691189]The first multiplayer game I ever played was Quake, and I started playing that way back when it was natural to aim with A/Z and move with the cursor keys (no mouse). After years of addiction, the game browser Heat/MPlayer closed so I just quit, and around the same time I got Half-life. Soon after, I stumbled across the DMC mod which had just been released, and from that point on I was completely hooked. I actually enjoyed it most before WAN shutdown due to how many new players would join regularly, now the regular DMC community has shrunk (probably due in part to the fact that Valve now charges for the game). I still play it regularly but have to admit I've been longing for a Source port of it forever. Fondest memories? Taking part in the DMC tournaments back in 2004-2005, which were arranged by the now defunct DMC-Central. P.S., Models are looking sexy![/QUOTE] Thanks for the wonderful story and feedback. We're hoping this mod will be enjoyable to you. Anything that you guys would specifically like to see in this mod?
[QUOTE=Joshman;19704539]Thanks for the wonderful story and feedback. We're hoping this mod will be enjoyable to you. Anything that you guys would specifically like to see in this mod?[/QUOTE] Yeah, We're not just looking for a C++ coder any feedback or suggestions you give us we'll take into consideration.
The problem with this game was that not enough official maps came with the release, damn every game need more official maps like tf2 need more by Valve. But yea I mean I still consider it an official map if it's a map redone by your mappers. Also after a while the dm got a little boring but that's because it was straight up deathmatch. But this is an easy solve really, incorporate new gamemodes with death match that still has that death match classic feel but with new features I don't know we could have Ctf, some custom game modes too for sure like 3 custom modes and original because if you think about it if we go from cs 1.5 to 1.6 to css to tf2 they are all just death match games with game modes which dies out after a while. Well then I wanted to help and there was my chance :P. Also about those game modes Dm(main), Ctf, could we have some terrorist cow game mode where we moo and shoot milk at enemies and then explode on them, no im joking. But yea sorry if i couldn't be more helpful on the game mode side I am not too good with game mode ideas but if it were tf2 I always thought Territory control was fun and they didn't have enough maps of those and I don't know some other cool stuff! K well I'll stop talking now
[QUOTE=DominicHax;19720211]The problem with this game was that not enough official maps came with the release, damn every game need more official maps like tf2 need more by Valve. But yea I mean I still consider it an official map if it's a map redone by your mappers. Also after a while the dm got a little boring but that's because it was straight up deathmatch. But this is an easy solve really, incorporate new gamemodes with death match that still has that death match classic feel but with new features I don't know we could have Ctf, some custom game modes too for sure like 3 custom modes and original because if you think about it if we go from cs 1.5 to 1.6 to css to tf2 they are all just death match games with game modes which dies out after a while. Well then I wanted to help and there was my chance :P. Also about those game modes Dm(main), Ctf, could we have some terrorist cow game mode where we moo and shoot milk at enemies and then explode on them, no im joking. But yea sorry if i couldn't be more helpful on the game mode side I am not too good with game mode ideas but if it were tf2 I always thought Territory control was fun and they didn't have enough maps of those and I don't know some other cool stuff! K well I'll stop talking now[/QUOTE] We'll take it into consideration.
[QUOTE=Triggs;19719880]Yeah, We're not just looking for a C++ coder any feedback or suggestions you give us we'll take into consideration.[/QUOTE] Indeed.
[QUOTE=Joshman;19740900]Indeed.[/QUOTE] Hmm seems like it is pretty hard to find a c++ coder these days. So while you wait for one anyway i can help? I mean you can refuse my help but, I like to be helpful :)
[QUOTE=DominicHax;19755922]Hmm seems like it is pretty hard to find a c++ coder these days. So while you wait for one anyway i can help? I mean you can refuse my help but, I like to be helpful :)[/QUOTE] Sure thing, just contact Triggs over steam and he'll let you know about what we need done.
Dom. Brilliant idea. I'll see if I can find some Q3A .vmfs as I feel that they'd be perfect for the task!
[QUOTE=Joshman;19704539]Thanks for the wonderful story and feedback. We're hoping this mod will be enjoyable to you. Anything that you guys would specifically like to see in this mod?[/QUOTE] I think just getting the physics down right is the main thing I'm concerned with, as they are obviously quite different from HL2:DM or any other mod I've played for that matter. I also like the suggestion of more maps. The original DMC had maybe half a dozen maps by default (all conversions from Quake) so short of playing custom maps there wasn't much variety; I remember back during Quake days two of my favorite multiplayer maps were actually single player conversions--Slipgate Complex and House of Chthon. They were remade for DMC by fans but rarely got played. DM2 remains my absolute favorite so you better do that map justice! ;) Also, regarding gamemodes, if you wish to go this route for suggestions the modded versions of DMC had: 1on1, 2on2, 3on3, 4on4, arena, clanarena, ctf (which was incredibly fun when large groups played it), dmm4, ffa (default), lms, midair, race (incomplete--but would allow you to define a path in a map and then time each player to get to the finish mark, like the defrag mod in Q3), rumble, team, and tricks mode. DMC Pro also had a few others including instagib, which was also fun.
[QUOTE=Nexius;19766559]I think just getting the physics down right is the main thing I'm concerned with, as they are obviously quite different from HL2:DM or any other mod I've played for that matter. I also like the suggestion of more maps. The original DMC had maybe half a dozen maps by default (all conversions from Quake) so short of playing custom maps there wasn't much variety; I remember back during Quake days two of my favorite multiplayer maps were actually single player conversions--Slipgate Complex and House of Chthon. They were remade for DMC by fans but rarely got played. DM2 remains my absolute favorite so you better do that map justice! ;) Also, regarding gamemodes, if you wish to go this route for suggestions the modded versions of DMC had: 1on1, 2on2, 3on3, 4on4, arena, clanarena, ctf (which was incredibly fun when large groups played it), dmm4, ffa (default), lms, midair, race (incomplete--but would allow you to define a path in a map and then time each player to get to the finish mark, like the defrag mod in Q3), rumble, team, and tricks mode. DMC Pro also had a few others including instagib, which was also fun.[/QUOTE] Interesting Proposition.
[QUOTE=Nexius;19766559]DM2 remains my absolute favorite so you better do that map justice! ;)[/QUOTE] I'll see to it. Personally.
[QUOTE=Triggs;19798496]I'll see to it. Personally.[/QUOTE] Indeed.
I wish you luck. At first I thought this was another one of those mods that start on the first page of the forum and die by the time they get moved to the second or third page. Seeing some actual content has at least given some sort of hope. Being through a few mods myself, my advice is to make sure you have a strong leader. Not just the person who started the idea, but someone who can keep everything together. So many great mods have failed because of the decisions of one or two people. Good luck, etc.
[QUOTE=Guided;19809852]I wish you luck. At first I thought this was another one of those mods that start on the first page of the forum and die by the time they get moved to the second or third page. Seeing some actual content has at least given some sort of hope. Being through a few mods myself, my advice is to make sure you have a strong leader. Not just the person who started the idea, but someone who can keep everything together. So many great mods have failed because of the decisions of one or two people. Good luck, etc.[/QUOTE] Thank You.
[QUOTE=Samuelgames;19814115]A wireframe render of this weapon would be nice, specially considering your battery model and it's poly density[/QUOTE] Uhh yeah that battery model was done by me in google sketchup to test the Valve Plugins. We do have a new battery model on our moddb page.
Why dont they make their own stuff that actually looks decent, Those textures are so low-res. get some 512x512 or 1200x1200
Just to update you guys, we're also looking for a player modeller. Remember, if you join the team you get free access to the beta and have your content in the mod.
[QUOTE=doonbugie;19863426]Why dont they make their own stuff that actually looks decent, Those textures are so low-res. get some 512x512 or 1200x1200[/QUOTE] Umm, Ok. Two things. 1. They are our own textures. They are however still in progress and many are being improved. 2. Source does not support 1200x1200. Source only supports things ^2. So for example 512x512 or 1024x1024.
Hey, I'm the newest member of the DMC:S team, WE ARE NOT DEAD! Sorry for bumping an old thread, rate me dumb or late or whatever, but we're still looking for a Programmer with C++ abilities, Modeler and Sound designer. Amongst others. Also, we now have forums [url]http://dmcsource.hlmods.com[/url], so it should be easier to apply.
No offence but I'm a coder and I wouldn't touch this mod with a 10 foot pole. You're showing yourselves in a really bad light and probably scaring off a lot more people than you are attracting. So far the only content you seem to have shown is a few weapon renders and maps that look like they've been copy-pasted out of Q3A. Showing texture-less weapon renders as content is just sticking a big sign above your head saying, "We have made no progress whatsoever." I see this sort of thing all the time. A group of inexperienced mappers and modellers group together and expect to make a big popular multiplayer mod, they go overboard on trying to look professional and expect to have programmers just throw themselves at the mod. It doesn't happen like that. The mods that succeed almost all start out with experienced programmers or show content that is of such a high quality that they gain the interest of a programmer. To be honest no-one should start an MP mod without having at least 1 experienced programmer. The most successful mods are successful because of their unique gameplay. Unless you have very innovative maps you just aren't going to get that gameplay without a programmer. Just take Gravinull for example. One programmer and a couple of mappers and they've achieved so much. A few mappers, modellers and texture artists really aren't going to achieve much unless they are exceptionally good at what they do. TLDR: You're not going to get a programmer with enough experience to maintain a multiplayer mod without showing some good work from a previous project or some really good content from this mod.
[QUOTE=Tennisball;25220952]Hey, I'm the newest member of the DMC:S team, WE ARE NOT DEAD! Sorry for bumping an old thread, rate me dumb or late or whatever, but we're still looking for a Programmer with C++ abilities, Modeler and Sound designer. Amongst others. Also, we now have forums [url]http://dmcsource.hlmods.com[/url], so it should be easier to apply.[/QUOTE] And you bumped this disgrace of a thread because why ?
Sorry, you need to Log In to post a reply to this thread.