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what we haven't really done yet
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Thu Oct 05, 2006 6:42 am    Post subject: Reply with quote

So what haven't we done?
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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Thu Oct 05, 2006 3:13 pm    Post subject: Reply with quote

FrikaC wrote:
So what haven't we done?

That which can never truly be accomplished: the exhaustion of our own imaginations. That isn't to say our imaginations can't be exhausted, quite the contrary. However, it is near impossible for us to exhaust them, or come anywhere near doing so, on our own. Brainstorm with each other! Make use of new extensions! Be bold! In doing so, we each may come a little bit closer to that distant point in our minds, and on the way there, pick up a new level of ideas heretofore unseen.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Thu Oct 05, 2006 10:26 pm    Post subject: Reply with quote

Thusly spake Entar.
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FrikaC
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PostPosted: Fri Oct 06, 2006 7:16 am    Post subject: Reply with quote

yeah but name something.
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RenegadeC



Joined: 15 Oct 2004
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PostPosted: Thu Oct 12, 2006 4:55 am    Post subject: Reply with quote

FrikaC wrote:
So what haven't we done?


A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.
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Tei



Joined: 25 Oct 2004
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PostPosted: Mon Oct 16, 2006 11:51 am    Post subject: Reply with quote

RenegadeC wrote:
FrikaC wrote:
So what haven't we done?


A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.


This will need a better damage system, not only headshots, but legshots, blind with light, blind with gass grenades, alarm, better visibility, global level alerts, maps with big rooms, a grapple hook, "sound level", and maybe some radar... He looks like doable! Only the map part is a problem :/
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Quake Matt



Joined: 05 Jun 2005
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PostPosted: Mon Oct 16, 2006 12:05 pm    Post subject: Reply with quote

Don't forget the various vision modes - they'd be tricky too!

I feel that Splinter Cell pretty much perfected the multiplayer spy game (at least when it was played 'properly'), so I'd rather be remaking a game that had plenty of potential, but never quite realised it. Probably Aliens vs Predator, I suppose, although decent wall-walking is hard to do...


Last edited by Quake Matt on Mon Oct 16, 2006 5:46 pm; edited 1 time in total
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RenegadeC



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PostPosted: Mon Oct 16, 2006 1:18 pm    Post subject: Reply with quote

Tei wrote:
RenegadeC wrote:
FrikaC wrote:
So what haven't we done?


A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.


This will need a better damage system, not only headshots, but legshots, blind with light, blind with gass grenades, alarm, better visibility, global level alerts, maps with big rooms, a grapple hook, "sound level", and maybe some radar... He looks like doable! Only the map part is a problem :/


Pft, you don't need all that.
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FrikaC
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PostPosted: Wed Oct 18, 2006 7:07 am    Post subject: Reply with quote

RenegadeC wrote:
FrikaC wrote:
So what haven't we done?


A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.


Didn't you start one once?
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leileilol



Joined: 15 Oct 2004
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PostPosted: Wed Oct 18, 2006 5:02 pm    Post subject: Reply with quote

i think that was a result of obsession/autism/adhd/somethnig because solid snake was soooo coooool
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RenegadeC



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PostPosted: Wed Oct 18, 2006 5:27 pm    Post subject: Reply with quote

CheapAlert wrote:
i think that was a result of obsession/autism/adhd/somethnig because solid snake was soooo coooool


More like I started it, and stopped after I realized I sucked too much.

I started it, but it's far from stealth even if you could hide in a cardboard box, and actually sneak past enemies - I'd want one a little more complete.
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Don Kael



Joined: 23 Aug 2006
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PostPosted: Tue Nov 28, 2006 8:16 am    Post subject: Reply with quote

- A brand new system for models, such as skeleton animation (Half-Life).
- Sound system overhall

Oops. I think I might have strayed into engine code here. Oh well.
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Preach



Joined: 25 Nov 2004
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PostPosted: Tue Nov 28, 2006 8:28 am    Post subject: Reply with quote

Don Kael wrote:
- A brand new system for models, such as skeleton animation (Half-Life).
- Sound system overhall

Oops. I think I might have strayed into engine code here. Oh well.


I remember one engine got HL mdl loading to work, which one was it?
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Entar



Joined: 05 Nov 2004
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PostPosted: Tue Nov 28, 2006 4:14 pm    Post subject: Reply with quote

FTEQW supports hlmdl.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Tue Nov 28, 2006 5:32 pm    Post subject: Reply with quote

DP supports Ut2k3/2k4 PSK/PSA, ZYM, and DPM I think for skeletal formats. ZYM is created from HL SMDs I think.
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