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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Wed Jul 28, 2010 2:48 am Post subject: |

Quote:
You know what ? I think we could create a "mod junkyard" area at Quaketastic.com and deploy everything we have - code, models, maps, textures - even if not in a final stage, so other peoples could try to reuse or just learn messing around with our unused stuff.

Yeah, that could be great. Believe it or not, this is something some of us had talked about when we set up the first QExpo, but the idea was ultimately shut down because it was somewhat morbid and QExpo was about building new things for the future, not accumulate failed experiments of the past.
I still like the idea very much, though. How many of us have not seen half-done projects which we would love to get our hands on?
I'm not really quite sure what I'd contribute (I still have this vague hope to finish some of my older stuff), but I'm sure I could find some things
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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed Jul 28, 2010 4:12 am Post subject: |

Irritant wrote:
Alot of things I worked on were never "finished" even if some where released. The one game though, that nobody ever saw, other than a few screenshots, was the original "Alteria" game. This game was played from the perspective of a mouse who was being terrorized by housecats. The mouse would have to run around and pick up cat treats and toys as weapons, and instead of killing the cats, you had to to throw toys and treats at them to distract them, or make them take naps. You also had to find garbage to pick up and eat or your health would start to decline until you died. It was actually a pretty frantic and fun little game.

Wow, that sounds a little different from the Alteria I played. (I actually wrote a design doc for a mouse-vs-cats game once. It had to do with using mousetraps to launch stuff, I think, among other things.) As for Alteria, that game was interesting to me in my early days. It was baffling and mysterious, kind of like other earlier fantasy mods for Quake (including "omen" or whatever its predecssor was called). I think it's commendable that those were even released and seen by other people, though they obviously weren't finished or polished. Playing Alteria encouraged me that I could make a medieval style Quake mod (but it turned out I couldn't).

frag.machine wrote:
You know what ? I think we could create a "mod junkyard" area at Quaketastic.com and deploy everything we have - code, models, maps, textures - even if not in a final stage, so other peoples could try to reuse or just learn messing around with our unused stuff.

I don't even know what Quaketastic is, but this is a good idea. I was thinking of the same thing after I made that post about some kind of mash-up mod. I have a lot of models that were unskinmapped, or half-skinned, or half-animated, etc. Some map fragments I made are marginally interesting, probably only to me though. It would be kind of pointless to submit QuakeC or design ideas, but it would great to have some half-done or even 75% done models to steal.
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F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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hondobondo Joined: 26 Sep 2006 Posts: 101 |

Posted: Wed Jul 28, 2010 4:25 am Post subject: |

Biodude wrote:
My first 2 psp/pc games I tried to make with a modified quake engine. At the time, I only went by how far poly models I could use on the psp (2000tris max), before it crashed. I was more noob at the time. Both never had a solid story line, and my coder got into some major trouble, and dissapeared for months. My team mates got busy with life, jobs, other projects, and majorly slowed down.
Spawn of the dead- A zombie shooter game, was supposed to be a mix of brain bread, zombie panic, and left for dead. I never had a solid story for this mainly, but It was very cool looking :p
Perfect dark sector 6- After getting re-addicted to perfect dark on the n64, I wanted to make a real sequal, rather than that fail of a prequel game perfect dark zero. At first it started good, with a seperate team from Spawn of the dead, but I started it during the time I was working on spawn of the dead. In the end , they were 2 trains heading at eachother.
I was in denial for 2 months, thinking that I could keep both games up, but I honestly got un-interested of the 2 games. I over played perfect dark 64(almost everyday for a summer), and L4d1, l4d2 ,killing floor, and a bunch more zombie games came out came out, and I over played zombies.
Then, I had an idea. I always liked the half life 2 beta style, original story, weapons, etc. So why not make a game with some hl2 beta weapons , monsters, etc. for the psp? I closed both pds6 and sotd down, and put up conscript. At first It was a bumpy start, but then I buckled down, got a reliable team, and made a rough draft of the story.
pics of the old games:

i want THAT AK! and everythiNG ELSE!

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negke Joined: 16 Apr 2008 Posts: 56 |

Posted: Wed Jul 28, 2010 9:30 am Post subject: |

Quote:
I think we could create a "mod junkyard" area at Quaketastic.com

On a related note: I'd like to see a properly done Quaddicted-like website/archive for mods! I'm sure this has been suggested before.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Jul 28, 2010 1:24 pm Post subject: |

No one quite really knows what they are. I think the reputable single player mods should be in the Quaddicted database or at least considered. Like Hellsmash, for instance. It is no more of a mod than say, Abyss of Pandemonium or Nehahra or Soldier of Fortune or, for that matter, Zerstorer.
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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Wed Jul 28, 2010 1:49 pm Post subject: |

negke wrote:

Quote:
I think we could create a "mod junkyard" area at Quaketastic.com

On a related note: I'd like to see a properly done Quaddicted-like website/archive for mods! I'm sure this has been suggested before.

What about my QuakeWiki.net? Wanna do some brainstorming for new features to add? I already got lots of mods there, and many more on my hard disk waiting to be uploaded one by one.
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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Jul 28, 2010 3:20 pm Post subject: |

Indexing mods to scavenge won't solve our problem. I have my own little SVN graveyard, so far 0% interest in any of it for 3 years of its life. Don't get your hopes up. Of course if I link it, all I can imagine from what comes of it is shitty illegal DarkQuartz-esque attempts at 'reviving' them, completely missing the point.
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Ranger366 Joined: 18 Mar 2010 Posts: 72 Location: Berlin (Germany) |

Posted: Wed Jul 28, 2010 6:39 pm Post subject: |

Hmm... i started one Game on Quake Engine called "Inside It" wich was KingPin like. I never finished it because the other 2 developers never made maps and models for it. They just played the whole time Games on Steam, so i fired them at the end.
The previous prototype of the modified Quake Engine was made for "FunBox", one Mini Game with a size of 4mb wich plays on some KillBox Maps with some speedy Gameplay. We changed our Concepts to "Inside It" after seeing that noone wants the smallest 3D KillBox DeathmatchGame ever.
Im grabbing old HDD for some media now.
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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed Jul 28, 2010 7:58 pm Post subject: |

leileilol wrote:
Indexing mods to scavenge won't solve our problem. I have my own little SVN graveyard, so far 0% interest in any of it for 3 years of its life. Don't get your hopes up. Of course if I link it, all I can imagine from what comes of it is shitty illegal DarkQuartz-esque attempts at 'reviving' them, completely missing the point.

I don't know anything about this SVN graveyard. But I think the idea could work, if there was a good HTML index showing thumbnail previews of everything, and descriptions of what they are. That would make it a lot friendlier.
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F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Wed Jul 28, 2010 9:42 pm Post subject: |

what is our problem? _________________ ReMakeQuake The Realm of Blog Magic

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negke Joined: 16 Apr 2008 Posts: 56 |

Posted: Wed Jul 28, 2010 10:44 pm Post subject: |

Chip wrote:
What about my QuakeWiki.net?

Yes, exactly like that. A neat list with brief description on the contents of the mod, authors, release dates, urls, comments, and a dl mirror that isn't likely to go down anytime soon. What's still missing is one or more screenshots for each mod.

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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Thu Jul 29, 2010 11:12 am Post subject: |

negke wrote:

Chip wrote:
What about my QuakeWiki.net?

Yes, exactly like that. A neat list with brief description on the contents of the mod, authors, release dates, urls, comments, and a dl mirror that isn't likely to go down anytime soon. What's still missing is one or more screenshots for each mod.

Yeah, I know, screenshots would be nice. I'll find some time after my wedding sometimes in October to have the entire archive finished.
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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Mon Aug 02, 2010 6:10 pm Post subject: |

I still want to play Quake Domination. I forget why exactly it completely belly flopped, but I didn't contribute much to it anyways. Then LordHavoc made a plugin form of the mod in a small bit of spare time... The problem of being just a "designer" is you are completely limp in all other aspects. I've designed mods for others, such as Error and Rich, but never saw them materialize other than an early form by Error for a coop mod.
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