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what we haven't really done yet
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Tue Nov 28, 2006 7:34 pm    Post subject: Reply with quote

Entar wrote:
FTEQW supports hlmdl.


Thanks to Ender, who made a simple model viewer (I only ported it over and fixed a couple of ommisions). I don't know of anyone that's actually used it though.

What have we not done?
We have not made system maintainence utilities (eg: psdoom).
I don't remember seeing any text adventures.
Has anyone made any real god-game mods?
We need a western!
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Tue Nov 28, 2006 8:20 pm    Post subject: Reply with quote

Spike wrote:
We need a western!


I always wanted to make an "Outlawsish" mod for a while (since 97) now.
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Entar



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

PostPosted: Tue Nov 28, 2006 9:06 pm    Post subject: Reply with quote

Spike wrote:
I don't remember seeing any text adventures.

I was bored a while back, so I built one into the console of Vr2. It's still there, afaik.
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scar3crow
Inside3D Staff


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

PostPosted: Tue Nov 28, 2006 10:24 pm    Post subject: Reply with quote

Entar - I broke into your house and removed it, so its no longer there. Factuality aside.

CheapAlert - That could be very cool, what would be interesting was if it was still Quakeish throughout all of it...

Spike - God-game would be very interesting... My Little Shal-Rath?
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Tue Nov 28, 2006 11:21 pm    Post subject: Reply with quote

I at one point was going to make a western mod or two (first there was going to be an Action-Western, then a RPG Western based loosely around Deadlands RPG, then an Action RPG Western based around nothing in particular), about the only thing I have to show from the various attempts is a pretty cool map called "The Dusty Gulch" which is sitting on my HD waiting for me to finish one of the three mod ideas.

No you may not see it.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Thu Nov 30, 2006 11:04 pm    Post subject: Reply with quote

So, you want something really COOL but not done yet ?

A much needed feature to any game engine (not Quake only) is text-to-speech support. You know, let's say you're doing a RPG game, and there are lots of NPC's. With current engines, you either restrain the dialogues to boring text only, or you need to embbed a ton of wav/ogg/mp3 files with prerecorded speechs (which is usually another problem to small mod teams to create). With text-to-speech support (in the particular case of the Quake engine, through a simple QC built-in function) and a couple different voices you could offer to the modder a lot of opportunities, like creating sentences on-the-fly using the player name, or his score, or his inventory or anything else.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Thu Nov 30, 2006 11:18 pm    Post subject: Reply with quote

Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer

UT2004 also has speech on text.

problem is, most TTS libraries are non-Free, and are GPL incompatible.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Thu Nov 30, 2006 11:29 pm    Post subject: Reply with quote

CheapAlert wrote:
Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer

UT2004 also has speech on text.

problem is, most TTS libraries are non-Free, and are GPL incompatible.


And the few GPL ones don't have support for Windows. Sad Yeah, I know. I already researched about this. Still, it would be a really cool feature.
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TargetPractice



Joined: 30 Nov 2006
Posts: 17

PostPosted: Fri Dec 01, 2006 5:16 am    Post subject: Reply with quote

Random things I don't think have been done in Quake modifications or maps:

Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him)

QuakeHack?(Yes, I'm using an old joke, but...)

Man eating chicken?(Either meaning)

Random critters that flock around the terrain?

Waves on water/slime/lava?

Funky water regions(not just lakes, rivers and puddles, but things like the pool at the entrance to the E4 gate in start)?

Discarding bounding boxes for firing and using per-poly hit detection(like they supposedly did with Doom 3)?
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neg!ke
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PostPosted: Fri Dec 01, 2006 8:07 am    Post subject: Reply with quote

TargetPractice wrote:
Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him)

Waves on water/slime/lava?

darkplaces; scourge of armagon
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Dec 01, 2006 9:49 pm    Post subject: Reply with quote

TargetPractice wrote:
Random things I don't think have been done in Quake modifications or maps:

Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him)


Check.

TargetPractice wrote:

Waves on water/slime/lava?


Check. Q2K4 and alot of other engines has it.

TargetPractice wrote:

Discarding bounding boxes for firing and using per-poly hit detection(like they supposedly did with Doom 3)?


Check. Q2K4 has it, too.
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TargetPractice



Joined: 30 Nov 2006
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PostPosted: Sat Dec 02, 2006 6:48 am    Post subject: Reply with quote

Grabboids!
(From the 'Tremors' movies.)

the ROTT firewall or shrooms powerup?

Lovecraft mythos as a mod's focus! (Foxing a problem here? Or is 'Quake' itself defined as such? 'Quoth' is kinda what I mean, but those aren't mods for the mythos, just based on- no offense intended)

Pirate v. Ninja!
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Sat Dec 02, 2006 11:06 pm    Post subject: Reply with quote

You might want to look at the precessors to Quoth. They were Contract Revoked and The Lost Chapters.
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed Dec 06, 2006 2:44 am    Post subject: Reply with quote

frag.machine wrote:
CheapAlert wrote:
Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer

UT2004 also has speech on text.

problem is, most TTS libraries are non-Free, and are GPL incompatible.


And the few GPL ones don't have support for Windows. Sad Yeah, I know. I already researched about this. Still, it would be a really cool feature.


On Windows use SAPI.
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DieparBaby



Joined: 05 Dec 2006
Posts: 44
Location: London, Ontario, Canada, eh

PostPosted: Wed Dec 06, 2006 4:18 pm    Post subject: Reply with quote

What about a simplified version of Garry's mod?
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