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Tzunami: GPL Quake Project

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Jul 28, 2010 10:57 pm Post subject: Tzunami: GPL Quake Project |

d1554573r has started yet another attempt to make a GPL Quake multiplayer replacement set. http://quakeone.com/forums/quake-mod-releases/works-progress/5763-tzunami-gpl-quake-client-development.html What's the difference between this and past attempts?
Well ... first, he has a cool name and he's hung around the QuakeOne.com web site a couple of years so he has a feel for the state of things.
But perhaps more importantly, he has a lot of artistic talent.
(No ... that's hardly the only thing he has made, but that's a DP retexture skin for the the knight)
Anyways, he's had the crash course education of past GPL Quake attempts like Open Quartz, SynQ, and awareness of leileilol's OQ+ stuff that appears to be in qbism's SuperQbism pak, etc. and knows the rules of the road regarding intellectual property and is otherwise a very intelligent guy.
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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu Jul 29, 2010 12:59 am Post subject: Re: Tzunami: GPL Quake Project |

Baker wrote:
d1554573r has started yet another attempt to make a GPL Quake multiplayer replacement set.

A what? (dang it, no proper smily for this post... should be a confused face that doesn't look like a jerk)
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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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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Jul 29, 2010 1:05 am Post subject: |

poor man's pak1.pak _________________

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Thu Jul 29, 2010 7:24 am Post subject: |

From what I read it did not seem like he knew about copyrights and IP too well, he wants/wanted to use the QRP textures... And that red metallic mess might show talent for using a drawing program but no taste at all. Failing GPL attempt #265?
leileilol's project OQ2(?) looks awesome.
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Chip Joined: 21 Jan 2009 Posts: 314 Location: Romania |

Posted: Thu Jul 29, 2010 11:13 am Post subject: |

leileilol wrote:
poor man's pak1.pak

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My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake

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d1554573r Joined: 03 Aug 2010 Posts: 2 Location: Poland |

Posted: Tue Aug 03, 2010 8:34 am Post subject: |

That metallic mess doesn't look like that on most of screen-shots, blame uber low poly models.

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Thu Aug 05, 2010 5:14 am Post subject: |

that metallic mess looks exactly how it should... I've seen low (really low) poly models look really good. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Tue Aug 10, 2010 7:58 pm Post subject: |

How about some high poly models? There's almost an infinitum number of texture projects. _________________

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Get off my lawn!

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reckless Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger |

Posted: Wed Aug 11, 2010 3:58 am Post subject: |

wouldnt mind high poly models either but i think i understand why theres some hesitations in making any. quakes animation system is pretty crude (no scripting etc) so most high poly model end up looking rather weird with the static built in animation sequences.
it could probably be done with nice effect in darkplaces, but i think most artist rather spend there efforts on something a more standard based quake can actually run rather than making models for just one engine.

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