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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Apr 09, 2008 7:29 am Post subject: fun idae |

a Darkplaces based project that just improves net speed/optimizes things and leaves the original gameplay intact but instead improves the menu frontend to be like Nexuiz, and add some cosmetic features like: - new font for pickups and chat - nexuiz custom player model system (where frames can be defined , etc)
- tag weapon system, for putting any weapon model on the hand of the player, plus animated muzzleflashes, lighitng from barrel, etc
- csqc almost everything that doesn't vital
- maybe basic ctf since everything absolutely must have a ctf
- observer
- move more effects to particle-based effects
it'd be gpl licensed for code. Any assets derived from quake would be distributed seperately with an agreement that it should only be used for registered Quake. Included assets would be from openquartz though, just for placeholder. it's not a standalone game but infacts just exists to accompany your Quake and/or OpenQuartz installation to darkplaces-enhance everything.
it'd probably be a good clean dp-ized qc base for some
wait, you say "but dpmod exists1!!!" well dpmod doesn't play like quake.
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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Wed Apr 09, 2008 11:04 am Post subject: |

Nice Idea. Redefined Quake1 with simple original feel, but with modern netcode (dp7), and some much needed features. So, maybe start with a new player model that isnt a gargoyle or a clown?

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Wed Apr 09, 2008 1:15 pm Post subject: |

i'd rather see it just use regular Quake content, but with all new code. _________________ Look out for Twigboy

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Wed Apr 09, 2008 2:05 pm Post subject: |

r00k wrote:
Nice Idea. Redefined Quake1 with simple original feel, but with modern netcode (dp7), and some much needed features. So, maybe start with a new player model that isnt a gargoyle or a clown?

What about remodeling the characters using the original model restraints? Not MD3 or something totally off the wall, just redefined.
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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Thu Apr 10, 2008 2:17 am Post subject: |

r00k wrote:
..maybe start with a new player model that isnt a gargoyle or a clown?

LOL

ShoTro wrote:
..What about remodeling the characters using the original model restraints? Not MD3 or something totally off the wall, just redefined.

Why not MD3??

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Apr 10, 2008 2:36 am Post subject: |

xaGe wrote:
Why not MD3??

Why MD3? I guess if you want to redo everything but that sounds like the remodeling project.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Apr 10, 2008 5:07 am Post subject: |

ShoTro wrote:

xaGe wrote:
Why not MD3??

Why MD3? I guess if you want to redo everything but that sounds like the remodeling project.

Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" to me. Does it ? No, it'll be cleaner than MDL (more precise vertex animation) and have proper lighting normals.
I also didn't mention anything about 'redoing everything'. If anything would be 'redone' it'd be player.mdl just ported to md3 with a tag replacing the ambiguous quakegun instead.
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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Thu Apr 10, 2008 12:42 pm Post subject: |

Like this?

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Apr 10, 2008 1:37 pm Post subject: |

[quote="leileilol"]

ShoTro wrote:
Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" to me. Does it ? No, it'll be cleaner than MDL (more precise vertex animation) and have proper lighting normals. I also didn't mention anything about 'redoing everything'. If anything would be 'redone' it'd be player.mdl just ported to md3 with a tag replacing the ambiguous quakegun instead.

Not arguing, just wondering why, but yeah, if you just want to convert the models for the sake of clarity, I am all for that.

scar3crow wrote:
Like this?

AAAAAAHHHHH HEEELLLLLLLZZZ YEAH!
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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Thu Apr 10, 2008 1:42 pm Post subject: |

Heh, well, thats a shot of something by leilei, so clearly he's done it before.

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Thu Apr 10, 2008 10:54 pm Post subject: |

leileilol wrote:
Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" to me. Does it ? No, it'll be cleaner than MDL (more precise vertex animation) and have proper lighting normals. I also didn't mention anything about 'redoing everything'. If anything would be 'redone' it'd be player.mdl just ported to md3 with a tag replacing the ambiguous quakegun instead.

..That's exactly what I was thinking...

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Thu Apr 10, 2008 11:45 pm Post subject: |

no textures, but maybe it's a start? http://www.bendarling.net/temp/ngqw/ The originals are shown here also to see how faithful I tried to be while still making the guns more 'next-gen' (currentgen). It's interesting to see the silhouettes by watching the shadows between the old and new.
More detail would obviously be added via normalmaps. I have no motivation or intentions to finish these however. Possibly if someone else started creating a truely faithful and currentgen Q1, I'd have something to contribute as it'd be a bit of a waste to just let these models sit around with no textures and never get used.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Apr 10, 2008 11:57 pm Post subject: |

leileilol wrote:
Using MD3 (which is needed for tagged models anyway) doesn't translate to "SUPER HI DEF NEXT GEN" I also didn't mention anything about 'redoing everything'.

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Fri Apr 11, 2008 1:22 am Post subject: |

Oh, you're right sorry that would require work. Nevermind I won't bother posting again. _________________ Unit reporting! http://www.bendarling.net/

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Tue Apr 15, 2008 2:32 pm Post subject: |

Electro wrote:
Oh, you're right sorry that would require work. Nevermind I won't bother posting again.

LAWLs, hostility.
Anyways, so if someone here were to convert a lot of the MDL models into MD3 models, what would it take to make this happen? I have been doing a lot of that already this week while working out a pipeline for character making and could maybe just start keeping my work around for this...
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