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Tzunami: GPL Quake Project

 
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Wed Jul 28, 2010 10:57 pm    Post subject: Tzunami: GPL Quake Project Reply with quote

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
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PostPosted: Thu Jul 29, 2010 12:59 am    Post subject: Re: Tzunami: GPL Quake Project Reply with quote

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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leileilol



Joined: 15 Oct 2004
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PostPosted: Thu Jul 29, 2010 1:05 am    Post subject: Reply with quote

poor man's pak1.pak
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Thu Jul 29, 2010 7:24 am    Post subject: Reply with quote

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

PostPosted: Thu Jul 29, 2010 11:13 am    Post subject: Reply with quote

leileilol wrote:
poor man's pak1.pak


Laughing Laughing Laughing Laughing Laughing Laughing
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d1554573r



Joined: 03 Aug 2010
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Location: Poland

PostPosted: Tue Aug 03, 2010 8:34 am    Post subject: Reply with quote

That metallic mess doesn't look like that on most of screen-shots, blame uber low poly models.
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Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Thu Aug 05, 2010 5:14 am    Post subject: Reply with quote

that metallic mess looks exactly how it should... I've seen low (really low) poly models look really good.
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dreadlorde



Joined: 24 Nov 2009
Posts: 86

PostPosted: Tue Aug 10, 2010 7:58 pm    Post subject: Reply with quote

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



Joined: 24 Jan 2008
Posts: 390
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PostPosted: Wed Aug 11, 2010 3:58 am    Post subject: Reply with quote

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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