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@Dresk: Documentation for Kleshik ?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Fri Jul 30, 2010 10:36 am    Post subject: Reply with quote

Dark$oul71 wrote:
(everything before "...but back on topic")


It's more about respecting a person's work than about respecting an impersonal law...
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Fri Jul 30, 2010 11:50 am    Post subject: Reply with quote

Sajt wrote:
It's more about respecting a person's work than about respecting an impersonal law...

Acknowleged...but bashing on "copyright" all the time because someone put together stuff from other mods to make a new mod which makes a lot of fun and is non-commercial also shows disrespect for the work of the mod's author.

Giving a few "credits" within the mods readme for the corresponding parts will not hurt though. Wink
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Dresk



Joined: 06 Nov 2008
Posts: 4

PostPosted: Fri Jul 30, 2010 5:51 pm    Post subject: Reply with quote

Dark$soul,

I would indeed love to have a new model for the chaingun. However, at this point, I would want the model to be "high res" like all the other weapon models I have (gathered from various sources that I need to make a credits.txt file for at some point). I scoured the web for quite awhile trying to find a good replacement model, but none really pleased me, so all I have is the stupid offset for the super nailgun.

As for updating Kleshik, yeah, there are some bugs in it (player models have a very odd engine bug where if you switch to one and a player joins, you appear invisible to them, LordHavoc and I looked into it slightly and it seems to be an engine bug) and I definitely need to make a custom menu system. For the menu system I want an artist though, since I want some artsy fartsy graphics to go along with it.

Otherwise the people I used to play Kleshik with have lost interest, thus I lost my buddies for playing Quake1 with, thus my interest in Kleshik has lessened. Like all my works I never completely abandon them, especially when it comes to bugs, but I need to be "refreshed" somehow to start implementing new features again.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Fri Jul 30, 2010 7:31 pm    Post subject: Reply with quote

Dresk wrote:
[...] my interest in Kleshik has lessened. Like all my works I never completely abandon them, especially when it comes to bugs, but I need to be "refreshed" somehow to start implementing new features again.


I am using Kleshik for my unnamed ChipQuake experiment. It's an experiment for a standalone game, based on DP and Kleshik. So far, I've been cleaning up Kleshik to keep only what I need, the modularization and CSQC examples in there are great.

It's a perfect base for doing more. I've added many new stuff, new entities, new weapons, moved things to separate files, and so on.

I'm trying to reduce it to my game necessities and implement new stuff into QC, then move it to CSQC. I'll move on to add physics, bots and some secret features Twisted Evil

MY OPINION ON KLESHIK is to keep on working on it as a STANDALONE game, not as an alternate dpmod. It's got HUGE potential. I like hi res graphics and fancy effects, but then again, it's just showing off Darkplaces' capabilities.

Kleshik is a work of art and it needs more recognition.
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Tue Aug 03, 2010 9:32 pm    Post subject: Reply with quote

Dresk,

thank you for your reply. Sorry I didnīt reply earlier but I was a few days out of town without access to www.
Iīm sorry that you have lost you buddies for playing Kleshik. Honestly I would die for having other "quakers" to play Kleshik in a bigger group online. Most of my friends rather like to play more "modern" shooters such as MW, TF2, L4D2 and so on.
I could hardly convince them to play Kleshik with me.

The bugs you have mentioned seem to be solely related to multiplayer gaming. Since I only play alone I do not know any of them.
I would like to second the opinion of Chip that Kleshik is very unique between all those coop mods avaible (e.g. SDQuake, Monsterhunt for UT, Last man standing for Doom3).
None of them produces the intense atmosphere which Kleshik does. I would be very sorry if Kleshik isnīt enhanced any further although I can hardly critisize anything beside the chaingun model Iīve mentioned.
While I understand your search for perfection I think that even a simpler model (similar to the chaingun in Quake2) would do a nicer job than the repositioned super nailgun but this is of course only my limited point of view.

One thing (for me as mostly single player) which would be pretty high on a imaginary wish list for Kleshik would be bot support similar to SDQuake.

@Chip: If you need test players for your "Kleshik ChipQuake" then let me know Very Happy

I am not shure how Kleshik could be converted to a standalone game unless you remove a lot of enemies. For me a big plus of Kleshik is the ability to play both missions packs with all enemies in there. I think a standalone version of Kleshik would be a lot of work to do if one chooses to stay close to the gameplay of the "addon Kleshik".
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Wed Aug 04, 2010 7:23 pm    Post subject: Reply with quote

Dark$oul71 wrote:
I am not shure how Kleshik could be converted to a standalone game unless you remove a lot of enemies. For me a big plus of Kleshik is the ability to play both missions packs with all enemies in there. I think a standalone version of Kleshik would be a lot of work to do if one chooses to stay close to the gameplay of the "addon Kleshik".


I am moving away from the Kleshik idea. I'm just using it for the CSQC implementation and the modularity of QC.

Regarding testing, I still have lots of work to do until it would be ready for some testing.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Aug 04, 2010 8:02 pm    Post subject: Reply with quote

For a forum with barely any artists to speak of, there sure is a strong push for standaloning everything with original art, underestimating the strong 'lax' nature of the forum here, with our standard "released when we feel like it" ETAs, in contrast to the huge scope of such planned ideas, forgetting that this is a forum made for Quake mods, and a demand to go standalone is like saying "fuck Quake's shitty brown atmosphere, no one will ever play it unless it was a free game"

I'm not a magic model factory.
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Thu Aug 05, 2010 8:39 am    Post subject: Reply with quote

@dresk:
One last idea on the chaingun model:
Why not taking the "machinegun" model of openarena ?
Itīs some kind of minigun, IMO pretty high res and available for free. Have a look at this mod video:
http://www.youtube.com/watch?v=OdhHAIellog


@leileilol:
I fully agree with you on this one.
While I have extreme respect of any mod author I also think that it is a huge aim to (re)create a game / game content from scratch. For example making Kleshik a standalone game which provides the same athmosphere translates to me to recreate all the models, maps, sounds and textures from quake plus both (!) mission packs. Even for a big team of motivated and skilled artists, developers, modelers and so on this is a big undertaking.

To me openarena is a good example on this one:
While itīs still fun to play and has high quality stuff it still lacks the original Q3A feeling to me.
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