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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Thu Oct 05, 2006 6:42 am Post subject: |

So what haven't we done?

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

Posted: Thu Oct 05, 2006 3:13 pm Post subject: |

FrikaC wrote:
So what haven't we done?

That which can never truly be accomplished: the exhaustion of our own imaginations. That isn't to say our imaginations can't be exhausted, quite the contrary. However, it is near impossible for us to exhaust them, or come anywhere near doing so, on our own. Brainstorm with each other! Make use of new extensions! Be bold! In doing so, we each may come a little bit closer to that distant point in our minds, and on the way there, pick up a new level of ideas heretofore unseen.
_________________
woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Thu Oct 05, 2006 10:26 pm Post subject: |

Thusly spake Entar. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Fri Oct 06, 2006 7:16 am Post subject: |

yeah but name something. _________________

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Oct 12, 2006 4:55 am Post subject: |

FrikaC wrote:
So what haven't we done?

A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.

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Tei Joined: 25 Oct 2004 Posts: 195 |

Posted: Mon Oct 16, 2006 11:51 am Post subject: |

RenegadeC wrote:

FrikaC wrote:
So what haven't we done?

A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.

This will need a better damage system, not only headshots, but legshots, blind with light, blind with gass grenades, alarm, better visibility, global level alerts, maps with big rooms, a grapple hook, "sound level", and maybe some radar... He looks like doable! Only the map part is a problem :/

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Quake Matt Joined: 05 Jun 2005 Posts: 129 |

Posted: Mon Oct 16, 2006 12:05 pm Post subject: |

Don't forget the various vision modes - they'd be tricky too! I feel that Splinter Cell pretty much perfected the multiplayer spy game (at least when it was played 'properly'), so I'd rather be remaking a game that had plenty of potential, but never quite realised it. Probably Aliens vs Predator, I suppose, although decent wall-walking is hard to do...
Last edited by Quake Matt on Mon Oct 16, 2006 5:46 pm; edited 1 time in total

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Mon Oct 16, 2006 1:18 pm Post subject: |

Tei wrote:

RenegadeC wrote:

FrikaC wrote:
So what haven't we done?

A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.

This will need a better damage system, not only headshots, but legshots, blind with light, blind with gass grenades, alarm, better visibility, global level alerts, maps with big rooms, a grapple hook, "sound level", and maybe some radar... He looks like doable! Only the map part is a problem :/

Pft, you don't need all that.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Wed Oct 18, 2006 7:07 am Post subject: |

RenegadeC wrote:

FrikaC wrote:
So what haven't we done?

A proper Quake based mod or TC based entirely or mostly focused on stealth like Splinter Cell or Metal Gear. There ya go.

Didn't you start one once?
_________________

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed Oct 18, 2006 5:02 pm Post subject: |

i think that was a result of obsession/autism/adhd/somethnig because solid snake was soooo coooool _________________

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Wed Oct 18, 2006 5:27 pm Post subject: |

CheapAlert wrote:
i think that was a result of obsession/autism/adhd/somethnig because solid snake was soooo coooool

More like I started it, and stopped after I realized I sucked too much.
I started it, but it's far from stealth even if you could hide in a cardboard box, and actually sneak past enemies - I'd want one a little more complete.

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Don Kael Joined: 23 Aug 2006 Posts: 6 |

Posted: Tue Nov 28, 2006 8:16 am Post subject: |

- A brand new system for models, such as skeleton animation (Half-Life). - Sound system overhall Oops. I think I might have strayed into engine code here. Oh well.

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Preach Joined: 25 Nov 2004 Posts: 122 |

Posted: Tue Nov 28, 2006 8:28 am Post subject: |

Don Kael wrote:
- A brand new system for models, such as skeleton animation (Half-Life). - Sound system overhall Oops. I think I might have strayed into engine code here. Oh well.

I remember one engine got HL mdl loading to work, which one was it?

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

Posted: Tue Nov 28, 2006 4:14 pm Post subject: |

FTEQW supports hlmdl. _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Tue Nov 28, 2006 5:32 pm Post subject: |

DP supports Ut2k3/2k4 PSK/PSA, ZYM, and DPM I think for skeletal formats. ZYM is created from HL SMDs I think. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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