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Help Wanted: Left 4 Quake

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Mon Jan 18, 2010 1:03 am Post subject: Help Wanted: Left 4 Quake |

Left 4 Quake is a total conversion of quake determined to bring Valve's great hit: Left 4 Dead to the Playstation Portable(PSP). Left 4 Dead is a completely team based co-op game. Team work is the only way you win. Aside from fighting hundreds of zombies in one level, you also have to be alert for "Special Infected" each special infected are unique but all have one goal: give the survivors hell. It is completely team based because when a special infected gets a hold of you, you need a team member to get him off of you. The special infected are as follows:
Hunter
The Hunter lunges great distances to tackle you. When it succeeds the player is unable to move while he gets ripped to shreds until a teammate can either shoot and kill the hunter or melee him off, the hunter will then stumble off the player, recuperate and begin trying to lunge someone else.
Smoker
somewhat hides, then shoots his long tongue from a distance at a player and drags the player (pretty much like a frog) to him and away from his teammates so he can wail on him. (player becomes helpless until teammates assist)
Boomer
A big chubby zombie that tried to get close just to puke on the player, his bile attracts a horde of zombies that for a short period of time will ignore all player but you and attack you. Don't kill him when your too close either he explodes when he died, also getting bile on you.
Tank
A huge, muscular zombie that chases after the closest player and when lands a successful hit, sends the player flying and takes significant damage, the tank can also take a chuck out of the floor and chuck it at a player. This is more of a boss type monster and only shows up sometimes and only once per map. Defeating the tank takes the whole teams effort to have little casualties.
Witch
a little girl zombie who sits down and cries and cries, but if you get too close to her or shoot her, she will stand up and go on a rampage toward the person who startled her, instantly incapacitating the player, then running away when the player is downed.
We plan to get as close to Left 4 Dead as the quake based engine will allow. We already have a full team:
Several Mappers
3 Modelers
2.5 Animators (.5 because i count as 1/2 cause im OK at it)
1.5 texture artist (.5 because i just took on texturing)
A GFX artist
2 half coders (Me and shallows, we both know about the same)
Most of our work can be seen on this page (which is frequently updated)
http://www.moddb.com/games/tsluecke
Or main site is www.left4quake.com
Our chatango is l4q.chatango.com
So the only thing this team needs is an experienced coder.
Most of the stuff is done and waiting for a coder. such as zombies, some weapons, and basic functions.
If you are a coder we ask that you please join us, your help big or small will be greatly appreciated
The list is the coding that needs to be done it includes most but is not limited to. * marks a feature not needed but would be nice to add. ** marks engine feature (according to my knowledge)
-4 "weapon" slots (1 for melee/pistol, 1 for pipbomb, 1 for primary, and 1 for medkit)
-Ladders
-realistic swinging doors
-HLBSP**
-Zombies can climb. (up to eye level ledges and ladders)
-breakable and open/closeable doors (zombies can break them)
-incapacitation when health reaches 0 (teammate can then help you up)
-Special Infected as mentioned above
-Better reload than mine
-fog** (i mean foggy spots in the map not distance fog)
-skyboxes**
-Weapon Melee
-alpha mapping**
-Better zombie AI
If you are a coder that can help us with ANY of the above we ask that you please help us.
(@Baker how was that? lol)

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Jan 18, 2010 1:28 am Post subject: Re: Help Wanted: Left 4 Quake |

Ghost_Fang wrote:
-Ladders

Swinging doors, foggy spots and whatever alpha mapping is (I'm hoping you mean like for textures like the some of the things in Kurok ... this is supported in HLBSP or can actually be done creatively in unmodified Quake I've heard using sprites) would be either engine extensions or require engine modifications to support. Swinging doors is getting closer to happening in more engines.
HLBSP, Skybox aren't standard Quake features but are widely supported.
QuakeC. Incapacitation when health = 0, basically just have the player be on the ground in a death frame (the player from the engine point of view would be from lying on the ground. but if another player touches him restore his health and make him alive again.
QuakeC: ladders. http://quake.chaoticbox.com/ - QuakeC Extras R4 has ladders. They are func_ladder in the map. You can also do ladders the traditional way with, I believe, staggered "clip" brushes which are invisible blocks that a player runs up (it's quite effective, but func_ladder is easier on the mapper in general).
QuakeC. Breakable doors? Hmmm. I've never seen that done in Quake.
Just pointing out what I can.
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Mon Jan 18, 2010 1:57 am Post subject: |

Is there anything you are physically able to add yourself in that list? If there is can you do it for us? (not necessarily join the team)

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Jan 18, 2010 2:43 am Post subject: |

I want swinging doors, Avirox (Mr. Quake-Life) wants swinging doors, the Quake Remake team wants swinging doors and not just them ... it's a bounty item on Quaddicted too. LordHavoc added some sort of rotating brush support to his map compiler. I'm thinking there are going to be swinging doors
It's an engine modification combined with QuakeC but as soon as "swinging doors" become available I'm sure tutorials for the engine and QuakeC and a map example will follow.
Foggy areas: sounds neat and I will passively be looking into it.
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Mon Jan 18, 2010 2:59 am Post subject: |

i saw rotating brushes, but i didnt look into it much, but what i am asking baker is can you add anything for us? Do you know how to add half life bsp to our engine?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Jan 18, 2010 3:34 am Post subject: |

Ghost_Fang wrote:
i saw rotating brushes, but i didnt look into it much, but what i am asking baker is can you add anything for us? Do you know how to add half life bsp to our engine?

I don't know what engine you are using.
That being said, I think initially using the Half-Life map format is a bad idea at this stage of your project. There isn't to my knowledge an ideal entity definition file for any editor that is Quake entities + Half-Life map format that is plug-and-play.
I'd recommend you use the Quake map format, save ALL the sources to any map you make, and later convert them to such an alternate map format.
Otherwise, at this stage of your project you'll be opening more and more cans of chaos and a project at the early stage doesn't need that. Projects in early stages need, above all, progress.
But by saving the map sources carefully and backing them up, you can always recompile them into the Half-Life map format later.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Mon Jan 18, 2010 12:56 pm Post subject: |

looking forward for this. I like the "incapacitation" gameplay element.

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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Mon Jan 18, 2010 1:40 pm Post subject: |

HLBSP is overkill.

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MDave Joined: 17 Dec 2007 Posts: 75 |

Posted: Mon Jan 18, 2010 2:26 pm Post subject: |

Build everything within the limits of Quake modding first. Then once you have something to show, your chances of getting an experienced coder interested in helping out will be much more then now. Who knows, by the time you reach that stage, you could become an experienced coder yourself
It only took 1 man to do Kurok. Imagine if there was 5 of them working on a game

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Jan 18, 2010 11:25 pm Post subject: Re: Help Wanted: Left 4 Quake |

Ghost_Fang wrote:
We plan to get as close to Left 4 Dead as the quake based engine will allow. We already have a full team: Several Mappers 3 Modelers 2.5 Animators (.5 because i count as 1/2 cause im OK at it) 1.5 texture artist (.5 because i just took on texturing)
A GFX artist
2 half coders (Me and shallows, we both know about the same)

Don't try to do everything all at once. Focus on making a single great map using, say, what you have for a zombie enemy and release a prototype and call it version 0.1
Then shoot for version 0.2 ... trying to do everything all at once won't work. Incremental improvements!
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Tue Jan 19, 2010 4:37 am Post subject: |

Serious question (not attitude) Would releasing a 1 map, barely left 4 dead beta really attract a coder? We want to shoot for a first beta with at least SOME left 4 dead elements, right now i cant even get reload to work 100% (yea i STILL cant *sigh*)
This forum is full of coders, but all the coders are telling me to keep looking for a coder.... it doesnt make much sense to me. I know all you guys(ish). Why can't any of you guys at least help?
Downsider?
MDave?
Xlink?
Can any of you help? Please?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 19, 2010 5:09 am Post subject: |

Ghost_Fang wrote:
Serious question (not attitude) Would releasing a 1 map, barely left 4 dead beta really attract a coder?

The rate of unfinished mods in first time projects is astronomical.
Getting a demo release of even a simple sub set of your future plans and putting some polish on it and releasing 1 map with it would be proof of organization and determination.
It would demonstrate that you can work within the boundaries of the knowledge you already have. Another example would be weapon reload, you've been given plenty of info on that and getting that to work would demonstrate that you and/or your team can apply the information provided and put it to good use.

Ghost_Fang wrote:
@c0burn have textpad, which has search in files, and i searched in qc "c0burn"

Remember when you couldn't even find the word "c0burn" in the QuakeC he wrote for you, that's scary as hell.
You need to be able to help yourself first before your project will likely be able to get a quality coder. Coding involves usually listening to a crapton of "demands", one thing that someone coding looks for is whether or not the other party is benefiting from the information/advice and can use it and can apply it and knows the limitations of what can be done.
This is not a criticism but advice; but the main criteria for being able to create a mod is determination. Modding is a frustrating thing at times and you are being stopped by yourself too easily so far.
You've got enough information that you should be able to make weapon reload work. Whether from some of the other posts or by mirroring exactly the animation frames of your weapon to the Navy Seals weapon or editing it.
You've been given a lot of info, now use it to put up some points on the scoreboard and prove you can get things done.
Example Stage 1 Release
Here is just an idea of what would be a fairly competent Stage 1 release demo release:

Quote:
Do the flashlight tutorial here in the QuakeC tutorials section of the main Inside3d site. Get weapon reload working. Take c0burn's pipe bombs. Use the pipebomb model you made and corresponding weapon view animation of it. Make 1 single player map that looks great with whatever objectives you feel would work, make it nice and release it.

/Just my opinion
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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