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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Jan 08, 2009 10:48 am    Post subject: Reply with quote

good luck, because I can't think the last time when an all-in-one quake editing suite didn't suck though
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Willem



Joined: 23 Jan 2008
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PostPosted: Thu Jan 08, 2009 12:32 pm    Post subject: Reply with quote

Quote:
good luck, because I can't think the last time when an all-in-one quake editing suite didn't suck though

Well, this one might suck too. Who knows? But at least I'll learn a lot and have some fun along the way.
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mh



Joined: 12 Jan 2008
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PostPosted: Thu Jan 08, 2009 2:49 pm    Post subject: Reply with quote

Baker wrote:
I'd like to see the QuakeC compiler become for testing purposes only and remove the ability for an engine to use progs.dat and instead have engines have QuakeC just-in-time compilation and instead of using a progs.dat, it expects the source code in a progs.zip file.

This would end the problem of protectionist projects where people lose the QuakeC or severe bugs or limitations arise in the future as invariably happens with all closed source.

Most experienced modders release their sources, but the current "system" encourages bad practices and allows many new modders to make all the same mistakes of Quake's past ... a problem that could be avoided.

That seems the most sensible route to me. QC is easy to decompile anyway, so closed source isn't really that big a problem, but even in terms of just working on a mod, being able to do on-the-fly editing and reloading of progs would be a fantastic thing for everyone to have.

A Win32 GUI for Q1 graphics is something that's crossed my own mind too, although if I was writing it I'd likely go down the .NET route; far less headaches on the GUI part of the work. Might cause difficulties with not being able to cast struct pointers to different data types though.
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Jan 08, 2009 6:11 pm    Post subject: Reply with quote

I vote YES PLEASE on the compile-on-the-fly thing.
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xaGe



Joined: 01 Mar 2006
Posts: 329
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PostPosted: Thu Jan 08, 2009 10:30 pm    Post subject: Reply with quote

..Ummm you mean kind of like FimGQuestion

leileilol wrote:
I propose someone to write a GUI win32 program that can edit .spr, .wad, and .lmp.
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MeTcHsteekle



Joined: 15 May 2008
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Location: its a secret

PostPosted: Thu Jan 08, 2009 10:58 pm    Post subject: Reply with quote

the dot before spr guy
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xaGe



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

PostPosted: Fri Jan 09, 2009 2:11 am    Post subject: Reply with quote

..Like Quark? Rolling Eyes ..Hey I wonder how much dust is sitting on FrikaC's Quaded src right now? hmmm...


leileilol wrote:
good luck, because I can't think the last time when an all-in-one quake editing suite didn't suck though
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Fri Jan 09, 2009 6:31 pm    Post subject: Reply with quote

using an image editor and/or script would be best IMO.

also, I tried to edit sprites in fimg and I was unsuccessful. Couldn't find the drawing functions.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Fri Jan 09, 2009 6:41 pm    Post subject: Reply with quote

You don't draw in FIMG. Just paste your images in there. Heck you can even make an animated GIF file and then import that as your SPR in fimg. Don't forget to flip vertically though, it sometimes has a mind of its own
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri Jan 09, 2009 7:21 pm    Post subject: Reply with quote

leileilol wrote:
Heck you can even make an animated GIF file and then import that as your SPR in fimg. Don't forget to flip vertically though, it sometimes has a mind of its own


Cool!
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goldenboy



Joined: 05 Sep 2008
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PostPosted: Sun Jan 11, 2009 2:23 am    Post subject: Reply with quote

leileilol wrote:
You don't draw in FIMG. Just paste your images in there. Heck you can even make an animated GIF file and then import that as your SPR in fimg. Don't forget to flip vertically though, it sometimes has a mind of its own


Yeah, but I'd kinda assume that the first thing you'd do in a sprite editor would be, you know, drawing.

Wink
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xaGe



Joined: 01 Mar 2006
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PostPosted: Sun Jan 11, 2009 2:37 am    Post subject: Reply with quote

..You should never "assume" anything...
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Sun Jan 11, 2009 2:58 am    Post subject: Reply with quote

xaGe wrote:
..You should never "assume" anything...


their rules were none, EVER/EVER/EVER

etc.
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goldenboy



Joined: 05 Sep 2008
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PostPosted: Sun Jan 11, 2009 1:39 pm    Post subject: Reply with quote

Whatever. I want to draw sprites in a sprite editor, please. Using some other app, then importing a picture is not my idea of a good workflow. I spent several hours trying to produce a fucking sprite, which I could have more productively used for mapping.

Not needing an emulator would be nice, too. I'm pissed off at the number of people who think that "a win32 GUI app" or even .NET would be a good thing. Ffs, don't we have enough problems already?

Rolling Eyes

After this project, I really hope to map for a modern engine with reasonable tools that run on my fucking OS. These are pretty much the criteria I'll use to pick another game to create content for. Quake needs to get its shit together. I'm not asking for much.
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Willem



Joined: 23 Jan 2008
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PostPosted: Sun Jan 11, 2009 2:53 pm    Post subject: Reply with quote

Quote:
After this project, I really hope to map for a modern engine with reasonable tools that run on my fucking OS. These are pretty much the criteria I'll use to pick another game to create content for. Quake needs to get its shit together. I'm not asking for much.

You are, actually. If you're going to map/mod for Quake you're going to have to accept some hardships. The game is o-l-d, most of the info sites are gone, and documentation is hard to come by. That's part of the fun for me but I can see how it wouldn't be for everyone.

Quake 1 modding/mapping is very, very niche.
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