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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Wed Apr 29, 2009 8:03 am Post subject: |
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It was just easy to start doing, and to continue doing. I started out with level design, and moved on to QuakeC once I saw that there was a massive flood of mods, I figured if any clown could do it, even I could!
So I'd probably say the flexibility and available toolsets. Which is something that I'm definitely aspiring to when creating my own tech and everything I make in general.
Quake then was a direct result of me landing a job in the games industry, which led me to meeting my gf after a while, and now we have a daughter together. Thanks id software!
I'll continue to develop for Quake as long as I can.
I've since learned to model and expanded my QuakeC knowledge to (what I feel) is a level that I can create anything I want with all these engine enhancements around these days. They took a great language with limitations (QuakeC) and turned it into limitless possibilities.
To be honest I play Quake a lot less these days, but I sure as hell have a fun time developing in it.
Thanks to the communitee for your ongoing efforts. _________________ Unit reporting!
http://www.bendarling.net/ |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Apr 29, 2009 8:41 am Post subject: |
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quake didn't require a $360+ compiler to make the gameplay (as opposed to Quake2, the first game with loads of ambitious vapor projects)
Initially, Half-Life's quake origins were an incentive for my Half-Life purchase...only to find myself disappointed it scrapped the .DAT stuff. _________________
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jim

Joined: 05 Aug 2005 Posts: 400 Location: In The Sun
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Posted: Wed Apr 29, 2009 1:27 pm Post subject: |
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I chose it because it offered less limited mapping, though my only real finished map is just a small start map (don't know if I have it anymore).
Even if I try to change to use some other engine, I keep thinking I should not change. So I think I'll continue use it and not change like I thought some months ago.
It's also free in a way that I can make a stand alone game/mod for it, which is an important thing for me. _________________ zbang! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Apr 29, 2009 4:41 pm Post subject: |
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i actually started on HL:1 with mapping, then texturing, and finally modeling. but iv always wanted to code, and quake opened up the opprotunity for me to start learning somewhere and at the same time i can still use the tools im familiar with. _________________ QuakeDB - Quake ModDB Group |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Wed Apr 29, 2009 8:27 pm Post subject: |
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Chris showed me his stuff on DP, and I was intrigued by the similarities in its scripting as MOHAA (quake 3 based.. I worked on it first)
So I chose DP as my engine of choice learning a handful about it. _________________ http://www.giffe-bin.net/ |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Thu Apr 30, 2009 10:04 am Post subject: Easy to use |
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I think it is very easy to use for someone with little to no C programming skills.
All engines and maps and compilers and tools are open-source.
The engine itself has A LOT of potential for me, and I'm not developing for commercial purposes. Just want to make a stand for it.
I love Quake. The learning curve is pretty smooth for me, as I'm doing mapping, level editing and game design for fun and as a hobby. And, of course, after work. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu Apr 30, 2009 5:27 pm Post subject: |
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It started out as a love for the game itself, I used to play the shareware to bits. After a while I started manipulating the monster layouts ingame by using godmode and noclipping around, having them follow me, then zooming back to the start position, save the game, and have some of my friends try it out. Their surprised faces when they were hunted down by grunts and fiends which they had never encountered before (they were already angry at the player), man those were some priceless moments.
Soon I discovered mods, and realised I could manipulate stuff in more sophisticated ways. Starting out with maps and model replacements, eventually trying to gather a team together where I would be the designer and mapper, but since I were unable to find coders who wanted to code for me, I eventually had to learn stuff myself. I3D and AI cafe tutorials, and the community support FTW! _________________ Look out for Twigboy
Last edited by Urre on Sun May 03, 2009 9:05 am; edited 1 time in total |
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Irritant
Joined: 19 May 2008 Posts: 115 Location: Maryland
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Posted: Fri May 01, 2009 2:43 am Post subject: |
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I'd been working on games for years, starting in the early 80's on an Apple IIc, then Commodore 64. After a brief hiatus, Doom came along, and the potential to mod it piqued my interest, and I became an instant huge fan of id Software. When Qtest, and eventually Quake I came out, I realized the potential was limitless for making the type of games I loved the most, the FPS.
Though I was already a programmer by profession, Quake C actually got me re-familiar with C(I was primarily coding in Fortran 77 among other things).
I've stuck around Quake because I've loved the culture, community and history. There's nothing quite else like it, and likely never will be the same kind of thing ever again. _________________ http://red.planetarena.org - Alien Arena |
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